Is Goal-Oriented Action Planning (GOAP) a valid replacement for state machines outside the realm of AI?
I just learned about Goal-Oriented Action Planning (sources below) as used in AI programming. I'm making a state machine for a player-controlled character and was wondering if it can be replaced by a ...
I'm following Mat Buckland's Programming Game AI by Example, and I find that I don't always have use for enter(), execute() and exit() on an entity's state. For example, in an RPG, a weapon may have ...
Background: I'm having a problem conceptualising something which seems to be pretty fundamental. We have, what I believe to be, a traditional 'game loop', which runs at 60 fps and iterates through ...
http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't ...
Currently I have the follow states: Need To Run Run Need To Walk Walk Need To Fight Fight Am I misunderstanding it and mixig possible actions with states ? I mean, to me Need To Run would either ...
I dont know much about finite state machine in AI or other game behaviors in game, except this quick tutorial with a Miner: http://www.ai-junkie.com/architecture/state_driven/tut_state1.html which is ...