Tagged Questions
0
votes
1answer
628 views
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 ...
8
votes
2answers
239 views
Is there a design flaw when an entity's state doesn't fully utilize enter(), execute() and exit()?
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 ...
5
votes
2answers
522 views
Integrating an AI state machine with actions that take more than 1 tick
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 ...
9
votes
1answer
4k views
Behaviour tree code example?
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 ...
2
votes
2answers
602 views
States, actions logic am I doing it right?
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 ...
4
votes
1answer
2k views
State Machines: State Object versus sequential check: what are the pro/cons?
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 ...