Chapter 3. Decision Making

In this chapter, we will cover the following recipes:

  • Choosing through a decision tree
  • Working a finite-state machine
  • Improving FSMs: hierarchical finite-state machines
  • Combining FSMs and decision trees
  • Implementing behavior trees
  • Working with fuzzy logic
  • Representing states with numerical values: Markov system
  • Making decisions with goal-oriented behaviors

Introduction

Making decisions or changing the game flow according to the game's state could get really messy if we rely only on simple control structures. That's why we will learn different decision-making techniques that are flexible enough to adapt to different types of games, and robust enough to let us build modular decision-making systems.

The techniques covered in the chapter are mostly related to trees, automata, and matrices. Also, some topics require a good understanding of how recursion, inheritance, and polymorphism work, so it is important that we review those topics if that is the case.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
3.21.12.140