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Learning Game AI Programming with Lua

You're reading from  Learning Game AI Programming with Lua

Product type Book
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Pages 352 pages
Edition 1st Edition
Languages
Author (1):
David Young David Young
Profile icon David Young

Table of Contents (16) Chapters

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with AI Sandbox 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Pitfalls of finite state machines


The downside of state machines, though, are the exponential possible connections that come with the addition of each new state. To reduce latency or unexpected chains of actions, state machines need to be well connected so that agents can quickly select the best action.

Our implementation of state transitions is a simple, priority-based approach that might not fit all circumstances, in which case, a weighted or search-based approach might become necessary. This additional complexity can further complicate logic selection, where actions are chosen for reasons that aren't apparent.

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