Quote: Original post by InnocuousFox
some fuzzyness in the FSM transitions.
In academic circles this would be called a Markov Chain.
Quote: Original post by InnocuousFox
some fuzzyness in the FSM transitions.
Quote: Original post by EmergentQuote: Original post by InnocuousFox
some fuzzyness in the FSM transitions.
In academic circles this would be called a Markov Chain.
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Quote: Original post by InnocuousFox
It sounds less intimidating this way.
Quote: Also, this is a broader concept. For example, the transition percentages may or may not be used based on conditional logic. If ConditionA is in place, switch to StateA, but if it is not in place, select from B, C, and D based on some weighted criteria. If ConditionA is based on external input from the game state or the user, that breaks the concept of a pure Markov Chain.
Quote: Incidentally, Brian Schwab (ex-SOE, now Blizzard) and I are doing a session at the GDC AI Summit about the pros and cons of randomness in games.
Quote: Original post by Emergent
Your abstract reminds me of a popular book I read recently, The Drunkard's Walk;
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"