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Finite State Machines, cont.

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Title: Finite State Machines, cont.


1
Finite State Machines, cont.
  • Chad Hogg
  • Sections 5.3 5.4 of
  • AI Game Programming Wisdom 2

2
What is an FSM ?
  • To theoreticians, a Finite State Machine or
    Automaton is an abstract model of a computer.
  • In the context of this course, an FSM is not so
    abstract. Rather, each state of the machine
    corresponds to a piece of code.
  • Is anyone unfamiliar with automata theory?

3
Defining an FSM
  • Simplest type of FSM is a Deterministic Finite
    State Automaton ( DFA ).
  • A DFA is defined as 5-tuple ( Q, ?, d, q0, F ),
    where
  • Q is a finite set of states.
  • ? is a finite set of symbols ( the alphabet ).
  • d Q x ? ? Q is the transition function.
  • q0 Î Q is the start state.
  • F Í Q is the set of accept states.

4
So What ?
  • Traditional approaches describe FSMs in code.
  • But the definition of an FSM consists of 5 simple
    pieces of data.
  • Therefore, it should be possible to create a
    generic FSM engine that operates on this data.
  • This is known as a data-driven model.

5
Advantages of data-driven model
  • Separate program control logic from FSM logic.
  • Reduce duplicate code.
  • AI designer does not need to know how it works.
  • Easy update / testing of AI without recompile.
  • If desired, AI can be changed by modders and
    level designers without exposing critical source
    code.

6
Game Modifications
  • End-users are able to modify an existing game and
    distribute their changes.
  • Level / graphic / AI design are expensive, so why
    not let the customer do some of it?
  • Famous example Half-life, CS, NS, TFC, DOD
  • Simpler data-driven example Civilization II
  • Plain text files allow modifications of almost
    all game rules.

7
Ex Civilization II
  • ( Technologies )
  • Advanced Flight, 4,-2, Rad, Too, 3, 4
  • Alphabet, 5, 1, nil, nil, 0, 3
  • ( Personalities / Goals )
  • Caesar, Livia, 0, 1, 1, Romans, Roman, 0, 1, 1
  • Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0,-1, 1
  • This is not very intuitive, but is
    well-documented.

8
However
  • Not as customizable as it would sound.
  • You still need to provide a set of state names
    and variables that may be queried by the
    transition function.
  • Associating a state and specific code that runs
    while you are in, entering, or exiting that state
    remains in source code.
  • Creating a robust system for the AI designers to
    work with will require a significant time
    investment.

9
Implementing FSM Data
  • Q, the set of states is enumerated in code.
  • ?, the set of input symbols ( conditions ) is
    enumerated in code.
  • d, the transition function is defined in an
    external data file.
  • q0, the initial state is set by the individual
    FSM objects in code.
  • F, the set of accepting or final states is set by
    the individual FSM objects in code.

10
Data-driven ExampleLight Bulb (LB)
  • Demo provided on textbook CD.
  • Models an electric light circuit that is
    controlled by a timer to turn on or off every
    second.
  • Not very Game AI-like, but simple enough to
    demonstrate the ease of implementation.

11
Ex(LB) State Definition
  • The light is either on or off, so we have two
    states, FSMS_ON and FSMS_OFF.
  • States are represented as values of an enumerated
    type and strings.

12
Ex(LB) More C Work
  • We need to define any variables that should be
    exposed to the data file. In this case, the only
    thing necessary is the value of a timer.
  • We need to define any operators that should be
    exposed to the data file. In this case, we use
    simple comparison operators for integers ( , gt,
    lt ).

13
Ex(LB) CLightBulb
  • class CLightBulb
  • TFSMltCLightBulbgt m_stateMachine
  • CTimer m_timer
  • void BeginOnState()
  • void UpdateOnState() cout ltlt "\n--Light Bulb
    is On--\n" ltlt endl
  • void ExitOnState() m_timer.Reset()
  • void BeginOffState()
  • void UpdateOffState() cout ltlt "\nLight Bulb
    is Off\n" ltlt endl
  • void ExitOffState() m_timer.Reset()
  • int GetTime( ) return m_timer.GetTimeElapsed(
    )
  • CLightBulb()
  • m_stateMachine.LoadStateMachine("light_bulb.fsm"
    )
  • m_stateMachine.AddStateFunctions(this, FSMS_ON,
    BeginOnState, UpdateOnState,ExitOnState)
  • m_stateMachine.AddStateFunctions(this,
    FSMS_OFF, BeginOffState, UpdateOffState,ExitOffSta
    te)
  • m_stateMachine.AddVariableFunction(this, TIME,
    GetTime)
  • void Update( )

void BeginOnState() void UpdateOnState() void
ExitOnState() These three functions perform
whatever action is associated with entering,
exiting, or continuing in a state.
int GetTime() There must also be a function for
each variable that the datafile can query. In
this case, there is only one.
TFSMltCLightBulbgt m_stateMachine The remaining
functionality of interfacing with the datafile
and calling the class functions is through this
member.
14
Ex(LB) The Data File
  • Light Bulb Transition Definition Data File
  • STATE_0 When in state FSMS_ON
  • STATE FSMS_ON there is a transition to
  • CONDITION_0_VAR TIME state FSMS_OFF whenever
    the
  • CONDITION_0_FUNC GREATER_THAN condition TIME
    gt 1000 is met.
  • CONDITION_0_VAL 1000
  • OUTPUT_STATE_0 FSMS_OFF
  • STATE_1 When in state FSMS_OFF
  • STATE FSMS_OFF there is a transition to
  • CONDITION_0_VAR TIME state FSMS_ON whenever
    the
  • CONDITION_0_FUNC GREATER_THAN condition TIME
    gt 1000 is met.
  • CONDITION_0_VAL 1000
  • OUTPUT_STATE_0 FSMS_ON

15
Ex(LB) Watch Demo
But this example is trivial and boring
so I wrote my own demo of how data-driven FSMs
could be used to control units in a Real Time
Strategy game such as Warcraft II.
16
Ex(WC2) Game Mechanics
  • Human and computer players control armies of
    various types of units and buildings.
  • Micromanagement of units is possible, but even
    units controlled by humans need some AI.
  • Goal is to destroy all units / buildings
    controlled by enemy players.
  • My demo models the actions of 2 hostile groups of
    3 units that meet while following orders to go to
    a location.

17
Ex(WC2) FSM Diagram
18
Ex(WC2) Watch Demo
  • There are 6 units, each of which is controlled by
    an instance of an FSM.
  • Units take turns performing actions associated
    with their current states and possibly
    transitioning between states.
  • Note the demo does not work exactly like the
    previous diagram it is difficult to fit all the
    details in a diagram.

19
Ex(WC2) Limitations
  • There are several missing transitions, because
    this should really be based on a push-down
    automaton.
  • Game units arent actually autonomous
    transitions may be mandated by a higher
    intelligence as well.
  • Simplistic a unit may run from one enemy
    straight to another.

20
Data-driven Summary
  • The Data-driven FSM model works great actions
    from decisions, and you expect to spend lots of
    time tweaking the decision-making ( state
    transitioning ) process.
  • Not a very flexible system.
  • Development time for engine is still much higher
    than development time for AI.
  • A more robust scripting engine answers most of
    these problems.

21
Scripted FSM
  • Rather than a data file that is read by the
    architecture, an entire language that will be
    compiled to bytecode.
  • Much more flexible.
  • Variables and functions for the transitions to
    query still need to be defined outside of the
    scripts, but you can now add new states very
    easily.
  • Actions still need to be defined outside of the
    scripts, but connecting a state and an action now
    occurs in the script.

22
Script Syntax
  • Behavior ( name of state )
  • begin
  • variable
  • ( list of local variables )
  • transition
  • ( conditions to be checked each round )
  • sequence
  • ( what you do in this state )
  • end

23
Sample Script
  • behavior Test begin
  • variable integer lastState 0
  • transition
  • if PlayerState ! lastState then
  • begin
  • if PlayerState 0 then
  • log "Player's State Standing"
  • else
  • log "Player's State Moving"
  • log "Player's Location ",PlayerLocation
  • set lastState to PlayerState
  • end
  • sequence
  • log "Testing 'test' script'"
  • do forever
  • begin
  • goto 10,0,250
  • idle 3
  • goto 6,0,100
  • stack "IdleForASecond"
  • end end

24
Scripted Demo Movement
  • Very simple demo for very complex project.
  • 6500 lines of code vs. 2000 lines of code, most
    of which would not need to be altered.
  • Does include support for remembering and
    returning to previous states.
  • Building / updating the architecture will require
    significant resources. AI designers will need to
    be trained in the new language.

25
Conclusions
Traditional Data-driven Scripted
Code Complexity High Moderate High
Script Complexity N/A Low Moderate
Time To Implement High Moderate High
Ease Of Change Low Moderate High
Flexibility High Low High
26
References
  • Civilization II, MicroProse Software, 1995.
  • Du, Ding-Zu, and Ko, Ker-I, Problem Solving in
    Automata, Languages, and Complexity, Wiley, 2001.
  • Fu, Dan, and Houlette, Ryan, The Ultimate Guide
    to FSMs in Games, AI Game Programming Wisdom 2,
    Charles River Media, 2004.
  • Rosado, Gilberto, Implementing a Data-Driven
    Finite-State Machine, AI Game Programming Wisdom
    2, Charles River Media, 2004.
  • Sipser, Michael, Introduction to the Theory of
    Computation, PWS, 1997.
  • Warcraft II, Blizzard Entertainment, 1995.
  • Yiskis, Eric, Finite-State Machine Scripting
    Language for Designers, AI Game Programming
    Wisdom 2, Charles River Media, 2004.
  • Screenshots taken from Warcraft II, illustrations
    by Chad Hogg in MS Paint.
  • This presentation and my demos are available at
    www.lehigh.edu/cmh204/.
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