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狀态驱动的游戏智能体设计
状态驱动的游戏智能体设计(一)
Finite state machines, or FSMs as they are usually referred to, have for many years been the AI coder’s instrument of choice to imbue a game agent with the illusion of intelligence. You will find FSMs of one kind or another in just about every game to hit the shelves since the early days of video games, and despite the increasing popularity of more esoteric agent architectures, they are going to be around for a long time to come. Here are just some of the reasons why:就像经常听到的,有限状态机(简写为FSM)早就被AI程序员用来实现游戏智能体以体现智能感。你会发现在FSM几乎是所有视频游戏的基础构架,不管正在出现和流行的越来越深奥的智能体架构,FSM在长久的未来仍然有武之地。这里是一些为什么FSM如此强劲的原因:They are quick and simple to code.There are many ways of programming a finite state machine and almost all of them are reasonably simple to implement. You’ll see several alternatives described in this article together with the pros and cons of using them.可以快速简单地编写代码。实现有限状态机有多种途径,而且都可以简单实现。在本文你就能看到多种描述和赞成或者反对使用它们的理由。They are easy to debug.Because a game agent’s behavior is broken down into easily manageable chunks, if an agent starts acting strangely, it can be debugged by adding tracer code to each state. In this way, the AI programmer can easily follow the sequence of events that precedes the buggy behavior and take action accordingly.易于调试。因为一个游戏智能体的行为由一个易于管理的代码段来实现,如果一个智能出现奇怪的行为,可以通过为每一个状态增加Tracer来调试。这样能够容易地跟踪事件序列,就可以针对之前的怪异行为修改代码了。They have little computational overhead.Finite state machines use hardly any precious processor time because they essentially follow hard- coded rules. There is no real “thinking” involved beyond the if-this-then-that sort of thought process.需要付出一点计算代价。有限状态机几乎不使用宝贵的处理器时间,因为他们本质上跟硬编码是一样的。在那种“如果这样就那样”的思考处理中根本不存在真正的“思考”。They are intuitive.It’s human nature to think about things as being in one state or another and we often refer to ourselves as being in such and such a state. How many times have you “got yourself into a state” or found yourself in “the right state of mind”? Humans don’t really work like finite state machines of co
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