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Àâòîðèçàöèÿ |
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Ïîèñê ïî óêàçàòåëÿì |
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Rabin S. — AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD)) |
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Ïðåäìåòíûé óêàçàòåëü |
Linkchild function of CAStar 109—110
Links in navigation meshes (NavMeshes) 184
Links in path planning grids 193—196
Lists, cheap 139—141 144
Lists, open and closed 106—107 114 139—141 148—149
load balancing 298—304
Load balancing in goal-based planning architecture 381
LOD see "Level-of-Detail (LOD)"
logging 41
Logic, conditional logic and animation 55—56
Logic, first-order logic 6
Logic, fuzzy logic 7 8 90—101 367—374
Logic, probabilistic systems 346—357
Logic, problem solving and 23
Look-back cameras 475
Lookup tables, to speed fuzzification process 93
Loop statements in scripting language engines 514
Loop statements, debugging loops in scripting language 528
Loops, scripting language loop statements 514 528
Loops, think loops for squad AI 236
LOS see "Line-of-Sight (LOS)"
Machine class, of state machine 71—72
Machine learning techniques 8—9
Macros for inference engine 308—309
Macros for State Machine Language 325—326
Main function of State Machine Language 327
Maneuvers see "Tactical issues"
Manslow, John, bio and contact info xxvi—xxvii
Maps for A* algorithms 105 121
Maps of streets and intersections for racing games 460—461
Maps, fast map analysis 211—212
Maps, nodemaps 193—196 200—201
Maps, obstacle maps 461—462
Maps, random maps and real-time games 400
Maps, STL maps and multimaps 57—60 61—62 65—68
Marginal utility 403—404
Master area groups 419
Match sizes, computing 588—589
Matrices, line-of-sight and ideal sector transform matrix 84—85
Matthews, James, bio and contact info xxvii
MAX and MIN, fuzzy logic 91
Maximum time groups, for scheduling 300—301
McLean, Alex, bio and contact info xxvii
MegaHAL conversation simulator 610—613
Membership functions, fuzzy logic 91 92
Memory, fast-storage systems 141—143
Memory, N-Gram requirements 598—599
Memory, navigation mesh optimizations 182—183
Memory, NavMesh node storage 182—183
Memory, pathfinding optimizations 122—131 137—139
Memory, Per-NPC long term-memory 430—432
Memory, pooling nodes 136—137 144
Memory, preprocessed navigation (pathfinding) 168—169
Memory, reputation systems and memory conservation 429—432
Message passing, team-based AI 264—265
Messaging, described 321—322
Messaging, message timers 322
Messaging, redundant message policy 324
Messaging, scoping messages 323—324
Messaging, State Machine Language and 321—329
Mika, Mike, bio and contact info xxvii—xxviii
Missiles 417—418
Model/child relationships 94
Modifier goals and generic A* machines 119—120 121
Mommersteeg, Fri, bio and contact info xxviii
Movement see also "Flocking" "Formations" "Pathfinding" "Squads"
Movement of swarms 204—205
Movement, first-person shooter game architecture 387—388 390—391
Movement, fluid motion 64—70
Movement, tips for precomputing navigation 30—31
Multi-agent systems 6 8
Mutations 630 632 634
n-grams 596—601
N-Grams, data structure of 598—599
N-Grams, defined 596—597
N-Grams, memory resources required for 598—599
N-Grams, speech recognition applications 597 599
N-Grams, training of 599—600
Narrative, interfering with 32
Natural language, learning systems for 602—614
Natural language, natural language processing (NLP) 21—22
Navigation see also "Pathfinding"
Navigation meshes (NavMeshes), merging algorithm 177—180 182
Navigation meshes (NavMeshes), build optimizations 183—184
Navigation meshes (NavMeshes), building 174—184
Navigation meshes (NavMeshes), described and defined 171—172
Navigation meshes (NavMeshes), designer control of 184
Navigation meshes (NavMeshes), Hertel — Mehlhorn algorithm 175—176
Navigation meshes (NavMeshes), links 184
Navigation meshes (NavMeshes), memory optimizations 182—183
Navigation meshes (NavMeshes), points of visibility and 173—174
Navigation meshes (NavMeshes), recursive subdivision of 180—182
Navigation, precomputing 30—31
NavMeshes see "Navigation meshes (NavMeshes)"
Needs/Opportunities lists 376 377
Neural networks, automated design 649—650
Neural networks, defined and described 7
Neural networks, environment representation 642—643
Neural networks, feed forward networks 641
Neural networks, gas-nets 641
Neural networks, imitating random behavior variations 624—628
Neural networks, implementation of 641—642
Neural networks, learning, supervised and unsupervised 644—645
Neural networks, modularity 649
Neural networks, multi-level perceptron (MLP) neural nets 626
Neural networks, pattern recognition 640—641
Neural networks, recurrent networks 641
Neural networks, representation 646—648
Neural networks, robotic controllers 640—641 649
Neural networks, structures for 648
Neural networks, supervised back-propagation training 645—646
Neural networks, system design 648—650
Neutral networks 561—562
Nodemaps 193—196 200—201
nodes 163
Nodes in parse trees 507—509
Nodes, A* algorithm 105—106 123
Nodes, belief nodes 351—352
Nodes, blocked nodes 148—149
Nodes, cost of 106 146 149—150
Nodes, driving line nodes 440 455—456
Nodes, end nodes 164—165
Nodes, fitness, goal, and heuristic (f, g, and h) values of 106—107
Nodes, invalid nodes 114
Nodes, node graphs and strategic reasoning 211—220
Nodes, nodemaps 193—196 200—201
Nodes, optimization and 136—137 144 169
Nodes, placing path nodes 173
Nodes, pooling for optimization 136—137 144
Nodes, reducing number of 169
Nodes, weighted nodes in pathfinding 155—156
Noise, audio occlusion 395
Noise, contradictory training data 646
Non-player characters (NPCs) in rule-based systems 305—313
Non-player characters (NPCs), behavior and player expectations 620—621
Non-player characters (NPCs), learning and information sharing 432—434
Non-player characters (NPCs), personality and internal state 621
Non-player characters (NPCs), reputation systems for 426—435
Non-player characters (NPCs), waypoints and 211—220
O'Brien, John, bio and contact info xxviii
Object management systems, scripting and 531—532
Objects, child objects 94
Observation, AI training methods 579—585
Obstacles in racing games 442—443 461—462 468—470
Obstacles, dynamic obstacles 392
Obstacles, dynamic obstacles and global pathfinding 389—390
Obstacles, formations and 280—281
Obstacles, navigating and 193—201
Obstacles, obstacle maps 461—462
Obstacles, squad tactics and 243—244
| Offsets, transformation of 85—86
Opcodes and opcode handlers 511—513
Open-ended narratives, scripting for 530—540
Opinions, in Belief-Desire-Intention architecture 568 570
Opponents, creating believable 16—20
Opportunity costs 405
optimizations see also "Memory"
Optimizations of fuzzy systems 371—373
Optimizations, A* algorithm 134—136 146—152
Optimizations, A* engines 133—145
Optimizations, data storage 121
Optimizations, distributed processing 290—297
Optimizations, hash tables 144 183—184
Optimizations, in-game learning algorithms 562 563
Optimizations, load balancing 298—304
Optimizations, navigation meshes (NavMeshes) 183—184
Optimizations, nodes and 136—137 144 169
Optimizations, pathfinding 122—131 133—145 169—170
Optimizations, performance 288
Optimizations, race car performance 456—458
Orders, team-based AI 264—265
Orkin, Jeff, bio and contact info xxviii
Outflanking maneuver 267—269
Overfitting, distribution models and 626—627
Override mechanisms, racing games 458
Pan (drop) cameras 475
Parsers and parse trees, scripting language compilers 506—608 549 551
Parsers and parse trees, scripting language compilers, BindGen parse tree 517
Partial paths 149—150
Partitioning see "Points of visibility (partitioning)"
Path lattice systems see "Points of visibility (partitioning)"
Pathfinding 389 see "Obstacles"
Pathfinding, all-pairs shortest path problem 162
Pathfinding, blocker-overlap problem 190—191
Pathfinding, Catmull — Rom or cardinal splines for smoothing 443
Pathfinding, costs 161 162
Pathfinding, diagnostic tools 42—43
Pathfinding, driving lines on racetracks 441—442
Pathfinding, dynamic obstacles and global pathfinding 389—390
Pathfinding, enumerating possible routes in racing games 463—468
Pathfinding, fastest route between waypoints 190—191
Pathfinding, fine-tuning paths 128 131
Pathfinding, full paths 124—125 131
Pathfinding, goal-based pathfinding 196—201
Pathfinding, group formations and 274—281
Pathfinding, heuristic tests 161
Pathfinding, hierarchical pathfinding 169
Pathfinding, Level-of-Detail and 423—424
Pathfinding, Line-of-Sight in 3D landscapes 84—88
Pathfinding, local pathfinding 389—390
Pathfinding, memory optimizing 122—131
Pathfinding, multiple paths 149
Pathfinding, navigation meshes and 171—185
Pathfinding, nodemaps 193—196 200—201
Pathfinding, open terrain navigation 161—170
Pathfinding, optimizations for 122—131 133—145 169—170
Pathfinding, partial paths 149—150
Pathfinding, partitioning space for 161
Pathfinding, path management 128—130 131
Pathfinding, path planning grids 193—195
Pathfinding, pathfinding revolution 123
Pathfinding, points of visibility 163—174 173—174
Pathfinding, precomputing 30—31 161—170
Pathfinding, priority paths 127—128 131
Pathfinding, progressive-revolution or biased management 129 131
Pathfinding, pullback paths 253—259
Pathfinding, quick paths 123—124 131
Pathfinding, scripts 553—554
Pathfinding, search algorithms 166
Pathfinding, simple, cheap AI method for 155—160
Pathfinding, splice paths 125—127 131
Pathfinding, terrain analysis 163
Pathfinding, time-sliced pathfinding 123—131
Pathfinding, Utility Model and 409—410
Pathfinding, view search space diagnostic tool 42
Pathfinding, visibility and safe pathfinding 212—213
Pathfinding, waypoints and 151 186—191
Pathfinding, weighted nodes 155—156
Paths see "Pathfinding"
Pattern recognition as intelligence 602—603
Pattern recognition, anticipation patterns 592
Pattern recognition, interfaces and 642—643
Pattern recognition, neural networks and 640—641
Pattern recognition, positioning patterns 591—592
Pattern recognition, sequential prediction 586—595
Pattern recognition, tracker patterns 592—593
Per-NPC long term-memory 430—432
Perceptual modeling 395
Performance, in-game learning performance measures 561—562
Performance, optimizing 288
Performance, scripting languages and 543—544
Performance, sequential prediction performance indicator 593
Periodic AI processing 292
Pinch points (ambushes) 216—218
Pinter, Marco, bio and contact info xxix
Planning 30
Planning architecture 375—383
Planning systems 6 8
Planning, desires and goal formation 570—571
Planning, goal-directed reasoning and 403
Plans, planning architecture 375—383
Plans, planning architecture, forming and evaluating plans 380—381
Plausibility, belief theory concept 359
PlayAnim() function 65—68
Poiker, Falko, bio and contact info xxix
Point-of-view, cameras 474—476
Points of visibility (partitioning) 163—164
Points of visibility (partitioning), navigation meshes and 173—174
Polling systems 46—47
Population-based incremental learners 562
Precomputing see "Preprocessing"
Predictability and unpredictability 16—17
Prediction see also "Unpredictability"
Prediction, N-Gram statistical models for 596—601
Prediction, natural language systems 604—606
Prediction, sequential prediction 586—595
Prediction, statistical predictors 587 596—601
Prediction, string-matching algorithm 587—591 594
Preprocessing, collisions in flight games 88
Preprocessing, compound features from simple features 643
Preprocessing, dynamic obstacles and 392
Preprocessing, neural networks and learning 643
Preprocessing, normalization of data 643
Preprocessing, pathfinding 30—31 161—170
Preprocessing, symmetry removal 643
Preprocessing, team-based AI and 266
Prioritization of animation 64—70
Priority paths 127—128 131
Probability, Bayesian networks and probabilistic reasoning 345—357
Probability, N-Gram statistical prediction models 596—601
Probability, unconditional distribution of random variables 625—626
Problem solving 21—28
Problem solving, creativity and 25—27
Problem solving, innovative problems 24—25
Problem solving, logic and 23
Problem solving, multiple-solution model 24—25
Processing, exclusion criteria 295—296
Processing, periodic vs. constant AI processing 292—293
PROD, fuzzy logic 91
Production possibilities curves 405—406
Production systems 6 7
Profiling, scheduling systems and 302
Programming, techniques and support for novices 524—527
Q-learning 563 565
Quality control and unpredictable learning AI 530—540
Quick paths 123—124 131
Rabin, Steve, bio and contact info xxix
Racetracks, brake/throttle values 443
Racetracks, hairpin turns 443 447—448
Racetracks, interfaces defined in 439—440
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