AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors

Technically speaking, almost all the concepts are modeled with finite-state techniques explained progressively in their own detailed section:

  • Memories are gathered using statistics.

  • Feelings are expressed as a nondeterministic automaton.

  • Sensations are represented as fuzzy automata.

  • Emotions are fuzzy-state machines.

  • Mannerisms are selected by nested probabilistic automata.

  • Moods are modeled with nested states.

The system is hierarchical in that many components depend on each other. There are also components included within others, as depicted in Figure 42.1.

Figure 42.1. The system as heterogeneous communicating components.

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