Game Development Reference
independent. The transitions remain, but they are organized into a
regular system. The code is less fragile.
3. What are some indicators that a finite state machine is inappropriate
to use? An FSM has fundamental problems when it needs to be in more
than one state at a time. It has problems if the states are not inherently
discrete. If the complexity rises past a certain level, other methods may be
easier to implement.
4. What do we mean by ambiguous transitions? When more than one
transition is valid, they are ambiguous.
5. What do we call it when ambiguous transitions exist? What are three ways
of dealing with them? When there are ambiguous transitions, we have a race
condition. We can ignore them (which is free), we can fully specify the
transitions (this is usually a very bad idea), or most likely we will prioritize
1. What are the two parts of a rule in a rule-based system? The rules have a
matching part and an execution part.
2. What does the framework do in a rule-based system? The framework
presents the current conditions to the rule base, selects a rule (or rules) to
execute, and executes it. If more than one rule is to execute, the framework
ensures that there are no conflicts between them.
3. Why is it that a rule-based system can play like both a human and a
machine at the same time? The rule-based system plays like a human when
it exploits human-sourced behaviors. It plays like a machine in that it never
gets tired of picking the same best way to respond to a given situation.
4. What makes a rule-based AI appear intelligent? What makes it appear
stupid? A rule-based system appears intelligent when it comes up with a
good or possibly even great response for a situation. It appears stupid when
the rules are too sparse and the best response it has is not appropriate for the
situation. It also has issues when it lacks good defaults or the ability to
recognize when to use them.