4
votes
2answers
248 views

AI system recommendations for a Hive mind system

Im currently starting to work on a game project where a player will be faced against an enemy which has a hive mind. I was wondering if anyone could recommend an A.I system which I could use as at the ...
1
vote
1answer
115 views

State machine interpreters

I wrote my own state machine tool in C and at this point I'm faced with two choices for specifying state machines. Crafting a little language and writing a interpreter. Writing a compiler for that ...
0
votes
1answer
155 views

Implementing a FSM with ActionScript 2 without using classes?

I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has ...
0
votes
1answer
271 views

Basic AI FSM - Handling state transition

I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic ...
9
votes
3answers
2k views

How to wire finite state machine into component-based architecture?

State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related ...
6
votes
2answers
458 views

What is a convincing Berserker enemy AI finite state machine for a Roguelike

I'm looking for a way to create a convincing Berserker enemy in a Roguelike I've been creating for some time. You may assume a game like NetHack for this when considering what kinds of actions can be ...
5
votes
2answers
523 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 ...
2
votes
2answers
605 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 ...