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	<title>Comments on: Finite State Machines for AI in Actionscript</title>
	<atom:link href="http://www.richardlord.net/blog/finite-state-machines-for-ai-in-actionscript/feed" rel="self" type="application/rss+xml" />
	<link>http://www.richardlord.net/blog/finite-state-machines-for-ai-in-actionscript</link>
	<description>Actionscript/Flex, PHP and Java developer</description>
	<lastBuildDate>Wed, 10 Mar 2010 08:38:58 +0000</lastBuildDate>
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		<title>By: ayu</title>
		<link>http://www.richardlord.net/blog/finite-state-machines-for-ai-in-actionscript/comment-page-1#comment-33935</link>
		<dc:creator>ayu</dc:creator>
		<pubDate>Sun, 21 Feb 2010 07:22:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.bigroom.co.uk/blog/finite-state-machines-for-ai-in-actionscript/#comment-33935</guid>
		<description>I am more interested on how to manage states where each state is non-deterministic, meaning that one state can lead to more than 1 state. 

Assuming we use a duck. The duck idle state can transition to swimming state OR walking state OR flying state. How would manage this?

Also I would like to see on the usage of a state transition table to manage these states. Instead of hardcoding on the states to determine which to go next, use a table instead. 

The state themselves will execute the actions. Using the old example of duck, when duck is in Flying State/Behavior, it executes flying mode that can bypass any terrain. If its in walking mode, it have to go around obstacles. 

This will lead to a better reusable class. We could just plug in any state we want and throw them out if not needed without creating a spaghetti code. All the decision making is in 1 area which is the transition table.</description>
		<content:encoded><![CDATA[<p>I am more interested on how to manage states where each state is non-deterministic, meaning that one state can lead to more than 1 state. </p>
<p>Assuming we use a duck. The duck idle state can transition to swimming state OR walking state OR flying state. How would manage this?</p>
<p>Also I would like to see on the usage of a state transition table to manage these states. Instead of hardcoding on the states to determine which to go next, use a table instead. </p>
<p>The state themselves will execute the actions. Using the old example of duck, when duck is in Flying State/Behavior, it executes flying mode that can bypass any terrain. If its in walking mode, it have to go around obstacles. </p>
<p>This will lead to a better reusable class. We could just plug in any state we want and throw them out if not needed without creating a spaghetti code. All the decision making is in 1 area which is the transition table.</p>
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		<title>By: nyls</title>
		<link>http://www.richardlord.net/blog/finite-state-machines-for-ai-in-actionscript/comment-page-1#comment-993</link>
		<dc:creator>nyls</dc:creator>
		<pubDate>Tue, 16 Jan 2007 09:21:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.bigroom.co.uk/blog/finite-state-machines-for-ai-in-actionscript/#comment-993</guid>
		<description>Yes, very nice indeed.. I know the state pattern form the adobe tutorial &#039; Creating a video player using the state design pattern and ActionScript 3.0&#039; .. But I like this implemantation much better, I am going to give it a go later this day .. Thank you for sharing !!</description>
		<content:encoded><![CDATA[<p>Yes, very nice indeed.. I know the state pattern form the adobe tutorial &#8216; Creating a video player using the state design pattern and ActionScript 3.0&#8242; .. But I like this implemantation much better, I am going to give it a go later this day .. Thank you for sharing !!</p>
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		<title>By: Keith Peters</title>
		<link>http://www.richardlord.net/blog/finite-state-machines-for-ai-in-actionscript/comment-page-1#comment-974</link>
		<dc:creator>Keith Peters</dc:creator>
		<pubDate>Mon, 15 Jan 2007 21:59:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.bigroom.co.uk/blog/finite-state-machines-for-ai-in-actionscript/#comment-974</guid>
		<description>Nice article. I&#039;ve done some very similar stuff, and it&#039;s a very elegant pattern.</description>
		<content:encoded><![CDATA[<p>Nice article. I&#8217;ve done some very similar stuff, and it&#8217;s a very elegant pattern.</p>
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		<title>By: JesterXL</title>
		<link>http://www.richardlord.net/blog/finite-state-machines-for-ai-in-actionscript/comment-page-1#comment-966</link>
		<dc:creator>JesterXL</dc:creator>
		<pubDate>Mon, 15 Jan 2007 18:18:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.bigroom.co.uk/blog/finite-state-machines-for-ai-in-actionscript/#comment-966</guid>
		<description>Very cool, thanks for taking the time to post this!  I don&#039;t get to do a lot of games, but when I do, this looks extremely useful compared to the switch statement approach I&#039;ve used in the past.  Awesome.</description>
		<content:encoded><![CDATA[<p>Very cool, thanks for taking the time to post this!  I don&#8217;t get to do a lot of games, but when I do, this looks extremely useful compared to the switch statement approach I&#8217;ve used in the past.  Awesome.</p>
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		<title>By: Mark Lapasa</title>
		<link>http://www.richardlord.net/blog/finite-state-machines-for-ai-in-actionscript/comment-page-1#comment-964</link>
		<dc:creator>Mark Lapasa</dc:creator>
		<pubDate>Mon, 15 Jan 2007 18:11:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.bigroom.co.uk/blog/finite-state-machines-for-ai-in-actionscript/#comment-964</guid>
		<description>Great read. It&#039;s nice to refer to an ActionScript example of a FSM.</description>
		<content:encoded><![CDATA[<p>Great read. It&#8217;s nice to refer to an ActionScript example of a FSM.</p>
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