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Practical Game AI Programming

You're reading from   Practical Game AI Programming Unleash the power of Artificial Intelligence to your game

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Product type Paperback
Published in Jun 2017
Publisher Packt
ISBN-13 9781787122819
Length 348 pages
Edition 1st Edition
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Micael DaGraça Micael DaGraça
Author Profile Icon Micael DaGraça
Micael DaGraça
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Toc

Automated finite-state machines (AFSMs)

As we observed in the Super Mario Bros example, enemies know how to react no matter what position they are placed in. Obviously, it is not required for them to perform complex tasks or plan ahead what they will do, but it served perfectly as an example, especially when compared with other video games with different genres. For example, we can see the same principles being used on Halo with the Grunts (the small enemies). They simply move from one side to another and if they find the player they start shooting at him. It's the same principle, where they simply added a personality to their character that would run away every time they lost the combat against the player. For that, they used a statement where, every time the character is below a certain number of HP, they start running away. FSMs are what we used to create our possibility...

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