Lecture_11_-_Decision_Trees_-_State_Machines_ppt

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15 Terms

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Decision Tree

A series of questions that help a unit decide what to do given its current situation, often structured as yes/no questions leading to different states.

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Finite State Machine (FSM)

A computational model that can be in one of a finite number of states at any given time and changes states based on input conditions.

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Hierarchical State Machines

State machines where states can have substates, allowing for a more organized and manageable structure.

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Action Request

A request for an action to be performed by a character or system based on internal or external knowledge changes.

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Binary Decision Tree

A type of decision tree where each decision leads to one of two branches, creating a binary structure.

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C++ Style in Decision Trees

Implementation of decision trees using C++ syntax to create node structures and manage decision logic.

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Pros of FSM

Easy to write and fast to implement, suitable for smaller state machines.

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Cons of FSM

Can become difficult to maintain, particularly as state machines grow in complexity.

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Random Decision Trees

Decision trees that incorporate randomness in decision making, often used for unpredictable AI behavior.

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FSM Scripting Language

A scripting language used by designers to modify behavior without the need for compilation after changes.

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Action

A specific behavior that a character may perform in response to certain conditions being met.

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Pros of Macros in FSM

Provide structure and consistent formatting across all state machines, aiding readability and debugging.

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Cons of Macros in FSM

Hard to maintain when adding macros, requiring careful planning of requirements.

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State Transition

The movement from one state to another based on specific conditions being met.

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Object-Oriented FSM

A finite state machine structured around object-oriented programming concepts to manage states and transitions.