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Extending the Basic FSM<br />

A Hierarchical FSM Example<br />

• Extending states<br />

• Begin-end end block<br />

BeginDoAction();<br />

DoActions();<br />

EndDoAction();<br />

Gather<br />

Treasure<br />

Monster dead<br />

Monster in sight<br />

No monster<br />

Flee<br />

• Stacks & FSMs<br />

• Stack-based<br />

“history” of FSMs<br />

• “Remember” the sequence of states passed through<br />

• “Retrace” its steps at will<br />

• Hierarchical FSM<br />

• Polymorphic FSMs<br />

• Fuzzy State Machine<br />

• Combined with fuzzy logic<br />

Find<br />

Treasure<br />

Take<br />

Treasure<br />

Go To<br />

Treasure<br />

Fight<br />

Find<br />

Treasure<br />

Gather<br />

Treasure<br />

Live<br />

Stack<br />

Cornered<br />

Active FSM<br />

55<br />

56<br />

Another Hierarchical FSM Example<br />

Done Patrol Done<br />

Noise<br />

Investigate<br />

Saw Enemy<br />

Saw Enemy<br />

Attack<br />

Motion Behavior<br />

• Action selection<br />

• Steering<br />

• Locomotion<br />

Patrol<br />

Go to A<br />

Look <strong>for</strong><br />

Intruders<br />

Go to B<br />

Look <strong>for</strong><br />

Intruders<br />

Investigate<br />

noise<br />

Report<br />

Noise<br />

Go Over<br />

To Noise<br />

noise<br />

Look <strong>for</strong><br />

Intruders<br />

False<br />

Alarm!<br />

A Hierarchy of Motion Behavior<br />

57<br />

58<br />

Action Selection<br />

• Game AI engine<br />

• State machine<br />

• Discussed in “Finite State Machine” section<br />

• Goals<br />

• Planning<br />

• Strategy<br />

• Scripting<br />

• Assigned by players<br />

• Players’ input<br />

Steering<br />

• Path determination<br />

• Path finding or path planning<br />

• Discussed in “Path Finding”<br />

• Behaviors<br />

• Seek & flee<br />

• Pursuit & evasion<br />

• Obstacle avoidance<br />

• Wander<br />

• Path following<br />

• Unaligned collision avoidance<br />

• Group steering<br />

59<br />

60<br />

10

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