Deteministic method (FSM) Dan Witzner Hansen. 2 Last week The objective of the course is to introduce the students to a wide variety of artificial intelligence.

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Presentation transcript:

Deteministic method (FSM) Dan Witzner Hansen

2 Last week The objective of the course is to introduce the students to a wide variety of artificial intelligence concepts, methods, and algorithms related to and applicable in game programming and development.

3 Last week (cntd) Deterministic Non-deterministic (stochastic)

4 Today (Deterministic) Finite State Machines (FSM)

5 Definition A finite state machine is a device, or a model of a device, which has a finite number of states it can be in at any given time and can operate on input to either make transitions from one state to another or to cause an output or action to take place. A finite state machine can only be in onestate at any moment in time.

6 The ghosts' behavior in Pac-Man are FSM  Evade  own Chase state Quake-style bots.  FindArmor  FindHealth  Seekcover  Run-Away Sports simulations i.e. FIFA2002 Player  Strike,  Dribble  ChaseBall  Markplayer. Team  FaceOff  Defend,  WalkOutOnField The NPCs (non-player characters) in RTSs (real-time strategy) such as Warcraft  MoveToPosition  Patrol  FollowPath. The ghosts' behavior in Pac-Man is implemented as a finite state machine. There is one Evade state, which is the same for all ghosts, and then each ghost has its own Chase state, the actions of which are implemented differently for each ghost. The input of the player eating one of the power pills is the condition for the transition from Chase to Evade. The input of a timer running down is the condition for the transition from Evade to Chase. Quake-style bots are implemented as finite state machines. They have states such as FindArmor, FindHealth, Seekcover, and Run- "Away. Even the weapons in Quake implement their own mini finite state machines. For example, a rocket may implement states such as Mov~T, ouchobject, and Die. W Players in sports simulations such as the soccer game FIFA2002 are implemented as state machines. They have states such as Strike, Dribble, ChaseBall, and Markplayer. In addition, the teams themr., vyelves are often implemented as FSMs and can have states such as FckOff, Defend, or WalkOutOnField. The NPCs (non-player characters) in RTSs (real-time strategy \ g y e s ) such as Warcraft make use of finite state machines. They,' have states such as MoveToPosition, Patrol, and FollowPath. Examples