Making decisions or changing the game flow according to the game's state could get really messy if we rely only on simple control structures. That's why we will learn different decision-making techniques that are flexible enough to adapt to different types of games, and robust enough to let us build modular decision-making systems.
The techniques covered in the chapter are mostly related to trees, automata, and matrices. Also, certain topics require a good understanding of how recursion, inheritance, and polymorphism work, so it is important that we review those topics if required.