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fsmbot [2010/04/04 01:40] honza sentence fix |
fsmbot [2010/04/04 01:53] honza Added info about flow of state |
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+ | I try to smooth the flow between phases, so if your state is being initialized, | ||
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+ | 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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===== 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. | + | * 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. |
===== Where can I get it? ===== | ===== Where can I get it? ===== |