Artificial Intelligence - Hardcore AI for Computer Games and by JohnDavidFunge

By JohnDavidFunge

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Additional resources for Artificial Intelligence - Hardcore AI for Computer Games and Animation

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1 Procedures . . . . . . . . . . . . . . . . . . . . . . . 2 Pre-condition axioms . . . . . . . . . . . . . . . . . . . . . 3 Successor-state axioms . . . . . . . . . . . . . . . . . . . . 1 Shifting the burden of the work. . . . . . . . . . . . . . . . . . 2 Many possible worlds. . . . . . . . . . . .

3 Input Vector The actions the controller chooses to perform are represented by input vectors (see appendix C). 3 in order to compute the forward dynamics solution (assuming the initial conditions are fixed) values must be supplied for all the unknown forces and torques. Therefore the input vector must supply these values. Supplying actual torques and forces is counterintuitive so usually a simple muscle model is used. In general no attempt has been made to realistically model the intricate complexity of muscles and tendons (see [29, 86] for more biomechanically based muscle models).

1 Procedures . . . . . . . . . . . . . . . . . . . . . . . 2 Pre-condition axioms . . . . . . . . . . . . . . . . . . . . . 3 Successor-state axioms . . . . . . . . . . . . . . . . . . . . 1 Shifting the burden of the work. . . . . . . .

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