Re: [Algorithms] Ideas for an AI scheme
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From: Stuart G. <gda...@gx...> - 2009-12-16 21:38:53
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Ryan Juckett wrote:
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<blockquote type="cite">To be honest, I hadn't got much further
than the design I originally suggested (well, I have a few more
diagrams this end). By "composite behaviour" I guess I effectively
meant branch nodes in a behaviour tree. I'd realised there were going
to be some concurrency issues involved when I got round to building the
behaviour trees, but I hadn't really come across the idea of a
concurrent HFSM. I think it possibly sounds a little over my head at
this point :), but it does seem an interesting approach. Are you
thinking that a standard HFSM won't be ideal for what I'm trying to do
though? I'm trying to come up with something I can do in the time
really (I'm writing up a PhD thesis at the same time and trying to get
the game up and running so I can use it as a demo for job interviews
among other things, although I ideally also want it to be quite
flexible). </blockquote>
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<div>I simple HFSM should be fine. Lots of games have used that
approach. It might have some more code duplication between
behaviours, but has the benefit of being very explicit. Don't
overcomplicate things until you find a need for it.</div>
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<div text="#000000" bgcolor="#ffffff">Automatically-generated
transitions sound interesting - any useful links by any chance? (I
tried Googling for "fsm automatic transition generation goal action"
but got a load of stuff on automatic code generation instead
unfortunately...)<br>
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<div>What I was refering to was somthing like a mix between a HFSM
and the GOAP (<a moz-do-not-send="true"
href="http://web.media.mit.edu/%7Ejorkin/goap.html">http://web.media.mit.edu/~jorkin/goap.html</a>)
stuff from F.E.A.R. It can maintain the explicit higher level
transitions and let the system automatically figure the rest
out. Regardless, a non-concurrent HFSM should be fine for what you are
doing.</div>
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Cheers for the link :)<br>
<br>
Stu<br>
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- Ryan
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