Timeline for GameState management hierarchical FSM vs stack based FSM
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
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Mar 20, 2012 at 19:26 | vote | accept | user8363 | ||
Mar 20, 2012 at 19:26 | comment | added | user8363 | I agree. This is indeed a clear answer to the question I asked, so I will accept it. Thanks! | |
Mar 20, 2012 at 19:01 | comment | added | Jonathan Dickinson | Much better, vote converted to +1 :). | |
Mar 20, 2012 at 18:46 | history | edited | brice | CC BY-SA 3.0 |
removed crud
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Mar 20, 2012 at 18:45 | comment | added | brice | Jonathan,user8363: The question was "I'm a bit confused about the difference in implementation and functionality between hierarchical FSM's and FSM's that handle a stack of states instead. Are they basically the same? Or are there important differences?" I'll reword to sound less like an idiot :-) | |
Mar 20, 2012 at 18:17 | comment | added | user8363 | I appreciate your input. However your answer focusses on the use of FMS's in Ai and doesn't answer my question. Though your link helps me understand FSM better in general, thanks. | |
Mar 20, 2012 at 12:14 | comment | added | Jonathan Dickinson | -1 you shouldn't answer questions if you "have no idea what you are talking about". State machines can be applied to this domain; in fact they are applied to a vast array of domains: business workflow, compilers, AI, etc. Big pity - your answer would have received a definite +1 in an AI question. | |
Mar 20, 2012 at 2:00 | history | answered | brice | CC BY-SA 3.0 |