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fsmbot [2010/04/04 01:38] honza grammar fix |
fsmbot [2011/12/22 14:52] michal.bida removed |
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===== Finite state machine bot ===== | ===== Finite state machine bot ===== | ||
- | This extension is a helper for developers of bot logic, | + | This extension is a helper for developers of bot logic, |
- | If you don't know what FSM is, read an article on [[http:// | + | |
The idea is that bot moves from state to state and in every state it has certain job it has to do (e.g. rearm itself, find enemy, heal itself). Once the job is done (bot is healed), it will move to another job(state). Under certain conditions however, it has to stop its job, because more pressing matter has appeared (it is being shot at). So we can see that behavior is basically graph with vertices (jobs/ | The idea is that bot moves from state to state and in every state it has certain job it has to do (e.g. rearm itself, find enemy, heal itself). Once the job is done (bot is healed), it will move to another job(state). Under certain conditions however, it has to stop its job, because more pressing matter has appeared (it is being shot at). So we can see that behavior is basically graph with vertices (jobs/ | ||
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Click to enlarge | Click to enlarge | ||
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+ | I try to smooth the flow between phases, so if your state is being initialized, | ||
+ | |||
+ | This benefits developer, because he can be sure, that at least in first execution of method run(), the condition that enabled transition to the state is still valid. | ||
==== Creation of transition ==== | ==== Creation of transition ==== | ||
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===== Who uses FSM ===== | ===== Who uses FSM ===== | ||
- | It appears FSMs are quite popular among game developers, unreal itself is using it for its bot, so does half life 2, some movies that require big CGI crowds with unsophisticated behavior. | + | It appears FSMs are quite popular among game developers, unreal itself is using (of course not mine, just concept of FSM) it for its bot, so does half life 2, some movies that require big CGI crowds with unsophisticated behavior. |
===== Pros ===== | ===== Pros ===== | ||
- | * Reusability, | + | |
- | * Isolated testing, it is quite easy to test each state or transition separately | + | * Isolated testing, it is quite easy to test each state or transition separately |
- | * No more spaghetti code, where you wonder what cause bot to bang its head against the wall | + | * No more spaghetti code, where you wonder what causes your bot to bang its head against the wall |
===== Cons ===== | ===== Cons ===== | ||
- | * FSMs are great for small and simple bots (up to 10-15 states)__[at least that is what I have been told]__, but as number of states increases, so does number of transitions that have to be maintained. Upper bound is (num of states)^2. Use of hiearchy can mitigate this up to certain degree, e.g. CTF bot can have three roles FlagTaker, Hunter and Defender with defined transitions between them. Simple FSM. Of course every role has its FSM that has much more limited scope. I am planning to try this and I may share results. | + | |
===== Where can I get it? ===== | ===== Where can I get it? ===== |