AI agents with FSM: a question regarding this
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Published on 2014-06-02T22:38:45Z
Indexed on
2014/06/03
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Finite State Machines implemented with the State design pattern are a common way to design AI agents.
I am familiar with the State design pattern and know how to implement it.
However I have a question regarding how this is used in games to design AI agents.
Please consider a class Monster
that represents an AI agent. Simplified it looks like this:
class Monster{
State state;
// other fields omitted
public void update(){ // called every game-loop cycle
state.execute(this);
}
public void setState(State state){
this.state = state;
}
// irrelevant stuff omitted
}
There are several State
subclasses that implement execute()
differently. So far classic State pattern.
Here's my question:
AI agents are subject to environmental effects and other objects communicating with them.
For example an AI agent might tell another AI agent to attack (i.e. agent.attack()
). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack()
and fallDown()
, or commonly some message receiving mechanism to understand such messages.
My question is divided to two parts:
1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong?
2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack()
, fallDown()
etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?
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