1Events
Things that cause a change of state of the environment/world, whether that be performed by the player, NPC, or other.
2Turns
A common way to structure action/Reaction time frames among players.
Can be any length of time. E.g., Pokemon has long decision times for turns, and a fair number of turns, while Tekken can be very interchanged in turns.
3Episodic vs Sequential
Episodic: experience divided into atomic episodes (perceiving and acting)
-next episode does not depend on previous episodes, no learning from previous decisions required.
Sequential: experience is in a linear path
-previous actions can effect future decisions and outcomes
4Deterministic Automata
For a given current state and an input symbol, the automaton can only jump to one and only one state.
Linear.
5Non-Deterministic Automata
An automaton that, after reading an input symbol, may jump into any one of a number of state, as licensed by its transition relation.
Branching paths.
6Stochastic
A simulation that incorporates elements of randomness and unpredictability.
7Discrete Time Markov Chain (DTMC)
A sequence of states connected by turns and the probability that turn happens, in which the probability is not affected by any previous action.
Stored as a transition matrix (T) that can be graphically represented as a weighted directed graph.
8Average Hitting Time
Determines the mean number of turns required to reach one of the goals for the first time from a given state.
9Reachability Probability
The probability of reaching a certain game configuration in n steps.
10Horn clauses
A logical formula of a particular rule-like form, used in logic programming.
Used in procedural generation to determine whether a given world state is beatable.
11Rule-Based Planning
Uses horn clauses on a tree of nodes to determine whether it is a valid or optimal state.
Each state represents a resource/subgoal to be obtained/solved.
Can be done forwards or backwards, working from the start state to the final one or vice-versa.