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MicroMan
22
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Joined: 19th Aug 2003
Location: Stockholm, Sweden
Posted: 23rd Aug 2003 09:06
I don't know if this is the right forum, but I couldn't find any forum for aspects of game making that's more general than basic coding.

I was simply wondering, has anyone made a decent implementation of FuSM or FSM (that is, Fuzzy State Machines or Finite State Machines) with Dark Basic or DBPro?

With a procedural language like Basic, I can't get away from the suspicion that an implementation would be quite messy...

Anyone? Thoughts?
MicroMan
22
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Joined: 19th Aug 2003
Location: Stockholm, Sweden
Posted: 23rd Aug 2003 10:50
Here's a link to an excellent article about FSMs, by the way.

http://ai-depot.com/FiniteStateMachines/
M00NSHiNE
22
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Joined: 4th Aug 2003
Location: England, UK
Posted: 23rd Aug 2003 13:18
Is this fuzzy logic AI? And whats neural net AI?

"It's amazin' what you can do with a computer and access to t'internet"
MicroMan
22
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Location: Stockholm, Sweden
Posted: 23rd Aug 2003 16:28
FSM (Finite State Machines) is a kind of AI, but only so far as making the computer appear intelligent in computer games. Most games (like Quake or Half-Life) use FSMs.

FSMs are, however, quite deterministic and thus very predictable after a while. That's why they thought up FuSM, to add a random element to the transition between states.

I've got a simple FSM-AI in a script language. When I learn DBP better I may very well port it. Right now I can hardly figure out how to make a level box. So, it will have to wait.
David T
Retired Moderator
23
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Joined: 27th Aug 2002
Location: England
Posted: 23rd Aug 2003 19:33 Edited at: 23rd Aug 2003 19:34
I managed to make a simple finite state machine:



I think that's only a really simple finite state machine, but things like that are easy to work out anyway.

Quote: "And whats neural net AI?"


Neural net AI is where you simulate the neurla net of the human brain... very complex and hard I must look it up in my Big Book Of Programmingâ„¢.

There's no place like 127.0.0.1

There are 10 people in this world, those who understand binary and those who don't.
MicroMan
22
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Joined: 19th Aug 2003
Location: Stockholm, Sweden
Posted: 24th Aug 2003 00:11
Yeah, I've got a five-state AI in the script language I mentioned. It would only fit a mechanical enemy like an automatic gun-turret or a mobile gun-turret where "biological" reasoning isn't expected.

STATES
--------
IDLE
ATTACK
ESCAPE
DIE
DEAD

With the two latter being the same basically, but since DIE performs the act of dying and the DEAD is the state of inactivity I've separated the two.

With some deeper coding even a 2d shoot-em-up would probably benefit from an FSM, particularly with the logic necessary in the transitions.

What if unpredictability was coded into Space Invaders and every enemy started to evaluate the player himself, considering different tactics to kill him?

That's what makes FSM and FuSM so fascinating, at least to me. But I'm a nerd anyway.
Dr OcCuLt
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Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 24th Aug 2003 03:44
i`v made a FSM ands yes there good but you can`t real ues them for tactics.you need a Tectical Anaysis code for that so lets say you got the Space Invaders game runing you have Tectical Anaysis code makeing decisions baset on the Invaders states.and then it chages the Invaders states to in act it plan.

so you get feed back for the Invaders to the Tectical Anaysis.

--Dr 0--

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