Anyway, my friend Russell - described his theory of a strong NPC behaviour routine as taking the form of a three layer finite state machine, as part of comprehending his approach I labelled these layers like this.
- Objective Layer
This state machine holds ultimately what you're trying to achieve, for example "Get up and go to work" - Step Layer
This next level of abstraction looks at the steps necessary to complete the Objective Layer, for example "Get Dressed" and "Leave House". - Action Layer
The final layer deals with the individual actions required to achieve the next step, for example "Get out of bed", "Walk to wardrobe", "Drive to work"
I have to admit that I really like the robust nature of this system and feel it could work quite well with what I intend to do, in combination with other AI procedures to produce a classification of unique experiences or so.
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