Game Development Reference
In-Depth Information
Chapter Review
Answers are in the appendix.
1. Define a finite state machine and tell what each part does.
2. What are the advantages of a finite state machine compared to hard-coded
AI?
3. What are some indicators that a finite state machine is inappropriate to use?
4. What do we mean by ambiguous transitions?
5. What do we call it when ambiguous transitions exist? What are three ways of
dealing with them?
Exercises
1. Change the order of the transitions in the Attack state to make the monster
flee from players who are not there.
2. Change the monster user interface to have a very low setting for health and
implement the Berserk state.
References
[Forbus02] Forbus, Ken; Wright, Will. ''Simulation and Modeling: Under the
Hood of The Sims,'' CS 395 Game Design, Northwestern University, 2002,
online at http://www.cs.northwestern.edu/*forbus/c95-gd/lectures/
The_Sims_Under_the_Hood_files/frame.htm.
[Mark09] Mark, Dave. Behavioral Mathematics for Game AI, Course
Technology PTR, 2009.
[Rabin02] Rabin, Steve. ''Implementing a State Machine Language,'' AI Game
Programming Wisdom, Charles River Media, 2002.
[Tozour02] Tozour, Paul. ''First-Person Shooter AI Architecture,'' AI Game
Programming Wisdom, Charles River Media, 2002.
[Wikipedia09] Various. ''Object-Oriented Programming,'' wikipedia.org,
Wikimedia Foundation, 2009, online at http://en.wikipedia.org/wiki/Object-
oriented_programming .
 
 
 
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