Advertisement

State Machine Engine

Started by December 04, 2006 02:36 AM
2 comments, last by Madster 17 years, 11 months ago
Hi guys, I'm currently working on a kind of a state-mashine engine. It can interpret and run a "harel state chart" that was defined in SCXML (http://www.w3.org/TR/scxml/). During runtime you should be able to see the states the mashine is in. Simple scripts (written in Lua e.g.) could be attached to transitions and onentry/onexit handlers and via Lua, code of your actual game could be called. My intention is to narrow the gab between design documents, coders and the guys, that script levels, encounters, dialogs and so on like in adventures, RPGs or what ever. Realtime feedback of the running state mashine could help to find bugs and bottlenecks. What i would like to know from you, the pros: - Is it right to talk about this in the 'AI' section ;-)? Most AI books cover FSMs and I think they're still in large use, so i thought, this is the right place. But my _first_ approach is not to script "should this bot attack now?" but more like "what has to be done, if the ai decides to attack", so it's more scripting related? - Could this project be useful? What could make it useful? Can you imagine, that someone would use it? - Has anyone (commercial middleware?) done something similar? Is there something you miss? Thanks in advance to any opinions, questions or answers. Everything definetly helps me, because I don't want to build the project just ontop of my opinions or needs. Philipp
I don't see any problem with discussing finite state machines in this forum. They're still a staple tool for agent modelling. If you have specific coding/implementation issues, you may get them answered here, but you may also need to deviate into the Game Programming and General Programming forums... just don't cross post please! ;)

Cheers,

Timkin
Advertisement
Quote: Original post by Raketenmann
- Could this project be useful?
What could make it useful? Can you imagine, that someone would use it?


I could definitely use something like this to implement AI traffic (aircraft) in a flight simulator project that I am currently working on for a uni project, also depending on the flexibility of the engine, it would be very cool if one could use it to simulate credible Air Traffic Control for the AI Traffic.

I thought most games did a FSM for AI, jumping from state to state on stimulus: Running, Attacking, etc etc.

Tried to do it myself but ran into a wall :( (couldn't figure out the right transitions to use or where to define them)
Working on a fully self-funded project

This topic is closed to new replies.

Advertisement