{[ promptMessage ]}

Bookmark it

{[ promptMessage ]}

ln011a - Finite State Machines(FSM FSM is one of the...

Info iconThis preview shows pages 1–6. Sign up to view the full content.

View Full Document Right Arrow Icon
Finite State Machines (FSM) FSM is one of the simplest and most basic AI models. Basically, FSM consists of States State transitions An object (a non-player character) is in one of the states. When certain conditions are met, the object changes to another state. Slides based on work by Dr. Soon Tee Teoh, Dept. of Computer Science, San Jose State University
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full Document Right Arrow Icon
FSM Basics A FSM consists of the following 4 components: States which define behavior and may produce actions (Moore Machine) State transitions which are movement from one state to another and may produce actions (Mearly Machine) Rules/conditions/labels which must be met to allow a state transition Input events which are either externally or internally generated, which may possibly trigger rules/satisfy conditions/match labels and lead to state transitions
Background image of page 2
FSM Basics
Background image of page 3

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full Document Right Arrow Icon
FSM Basics
Background image of page 4
Example of States For example, Quake2 uses 9 states for the monsters: Standing, walking, running, dodging, attacking, melee, seeing the enemy, idle and searching
Background image of page 5

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full Document Right Arrow Icon
Image of page 6
This is the end of the preview. Sign up to access the rest of the document.

{[ snackBarMessage ]}