0
votes
1answer
91 views

Entity's FSM and exposing internals of the entity

I'm trying to implement FSM according to Programming Game AI by Example, it is a pretty standard and straightforward FSM that goes like similarly to this (some stuff omitted and translated from C++ to ...
2
votes
1answer
99 views

Using an FSM, how do you clean up state related attributes that may be used from several states?

I'm making a game that plays a bit like Diablo, but you can harvest resources like in an RTS. I have the following states in my FSM: IdleState, ApproachingTargetCoordinateState, ...
2
votes
1answer
405 views

Fuzzy State Logic or Finite State Machine for AI

My question is regarding the use of fuzzy state logic and finite state machine with AI. What I would like to know is what the key benefits are for both and also some examples of situations where you ...
0
votes
1answer
1k 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
258 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
639 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 ...
17
votes
1answer
6k 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
688 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 ...
5
votes
1answer
3k 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 ...