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Preface | |
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Introduction | |
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Defining Artificial Intelligence | |
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Artificial Intelligence as a Reasoning System | |
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Appearance versus Actual Intelligence | |
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Knowledge Management | |
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Information Feedback | |
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Al Put Simply | |
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Defining Artificial Life | |
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Modeling Through Observation | |
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Calculated A-Life | |
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Synthesized A-Life | |
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Granularity | |
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Top-Down versus Bottom-Up Intelligence | |
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Summary | |
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Using Artificial Intelligence in Video Games | |
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Al in Video Games | |
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Movement Al | |
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Planning Al | |
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Interaction Al | |
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Environmental Al | |
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Common Al Paradigms | |
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Applying the Theories | |
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Motor-Racing Al | |
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Action Combat Al | |
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Fighting Al | |
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Puzzle Al | |
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Adventure and Exploration Al | |
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Strategy Al | |
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Simulation Al | |
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Summary | |
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Balancing the Al | |
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Al and A-Life in Video Games | |
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References | |
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Uses for Artificial Life in Video Games | |
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Modeling Natural Behavior | |
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Adaptability | |
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Al Techniques in A-Life | |
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A-Life for Simulation | |
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Using A-Life in Video Game Development | |
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A-Life in the Design Phase | |
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A-Life in the Development Phase | |
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Scripting Language | |
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Modifying Scripts Using A-Life | |
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Building Scripts Using A-Life Techniques | |
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A-Life Outside of Scripting | |
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A-Life in Video Game Testing | |
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A-Life in the Testing Phase | |
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Test Coverage | |
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Implementing the Interface | |
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Post-Development A-Life | |
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Summary | |
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Examples | |
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References | |
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The A-Life Programming Paradigm | |
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A-Life: The Game within the Game | |
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Scripting Interfaces | |
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Categories | |
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Behavioral Modification | |
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Evolving Behavior | |
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The Role of Genetic Algorithms | |
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Propagating Behavior | |
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Emergent Behavior | |
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Planning the A-Life Implementation | |
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Design Time Considerations | |
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Development Considerations | |
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Emerging Technology | |
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Testing with A-Life | |
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Summary | |
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Building Blocks | |
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Al and A-Life Building Blocks | |
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Learning Defined | |
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Finite State Machines | |
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Building a Neural Network | |
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Expert Systems | |
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Building Blocks Review | |
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Deploying the Building Blocks | |
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In-Game Representation | |
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Templated Behavior | |
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Behavior Management and Modeling | |
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Ground-Up Deployment | |
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Summary | |
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The Power of Emergent Behavior | |
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Defining Emergent Behavior | |
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Types of Emergent Behavior | |
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Emergent Behavior Design | |
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The "Sum of Parts" Emergence Design | |
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Stimuli | |
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Movement | |
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Biochemistry | |
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Thinking | |
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Reproduction | |
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The Individual Dynamic Emergence Design | |
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The FSM Network | |
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The Individual as a System | |
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The Group Dynamic Emergence Design | |
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The Reproductive Mechanism in Emergence | |
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Reproductive Models | |
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Summary | |
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Controlling Emergence | |
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References | |
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Testing with Artificial Life | |
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Testing A-Life | |
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Testing with A-Life | |
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Caveats | |
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Bottom-Up Testing | |
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Rule Testing | |
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Engine Testing | |
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Pseudorandom Testing | |
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Testing Al with A-Life | |
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Knowing the Boundaries | |
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Mapping the Behavior | |
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Identifying What to Test | |
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Testing A-Life with A-Life | |
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Learning by Example | |
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Adaptive A-Life | |
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Summary | |
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References | |
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Several A-Life Examples | |
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Movement and Interaction | |
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Flocking | |
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Follow the Leader | |
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Squad Play | |
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A-Life Control Systems | |
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First Principles | |
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Implementing A-Life Control Systems | |
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A-Life in Puzzles, Board Games, Simulations | |
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Battleships | |
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Video Game Personalities | |
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Animation and Appearance | |
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Examples of A-Life in the Gaming Environment | |
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Summary | |
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References | |
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Multiplayer Al and A-Life | |
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Managing Emergence | |
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Emergence versus A-Life | |
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Enhancing the Experience | |
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The Purpose of Al and A-Life in Multiplayer Games | |
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Behavioral Cloning | |
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Preventing Cheating | |
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Implementing A-Life in Multiplayer Environments | |
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Population Control | |
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Strict Rule-Based Behavior | |
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Flexible Rule-Based Behavior | |
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Scripted Behavior | |
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Summary | |
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References | |
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The Application of A-Life Outside the Lab | |
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Simple Genetic Algorithms | |
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Starting Out | |
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Animation and Appearance | |
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Applying Genetic Algorithms | |
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Breeding Behavioral Patterns | |
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State-Based Genetic Crossover | |
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Datasets versus Functionality | |
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Datasets | |
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Functionality | |
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Summary | |
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References | |
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Index | |