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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Pitfalls of finite state machines


The downside of state machines, though, are the exponential possible connections that come with the addition of each new state. To reduce latency or unexpected chains of actions, state machines need to be well connected so that agents can quickly select the best action.

Our implementation of state transitions is a simple, priority-based approach that might not fit all circumstances, in which case, a weighted or search-based approach might become necessary. This additional complexity can further complicate logic selection, where actions are chosen for reasons that aren't apparent.

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