Home › In game AI design, a FINITE STATE MACHINE (FSM) …
In game AI design, a FINITE STATE MACHINE (FSM) is best suited for modelling which?
ADistinct character modes (idle/chase/attack)
BLighting and global illumination simulation
CProcedural texture generation at runtime
DContinuous animation pose blending always
Answer & Solution
Correct answer: A. Distinct character modes (idle/chase/attack)
Standard game AI: FSM has small set of named states with transition edges. Classic for NPC behaviour and player controllers.
Related questions
Per Red Blob Games (movement costs), if some terrain costs MORE to traverse, Dijkstra's alPer Reynolds' Steering Behaviors (commonly cited in game AI), 'SEEK' behaviour produces whIn game AI, a BEHAVIOR TREE typically uses which TWO compositional node types?In standard game AI literature, a NavMesh (navigation mesh) represents walkable terrain asPer Red Blob Games (Map Representations), a HEX grid offers which advantage over a square Per Red Blob Games, an ADMISSIBLE heuristic h(n) satisfies which property?Per Red Blob Games, for an 8-direction grid (with diagonals at √2 cost), the recommended hPer Red Blob Games, for a 4-direction grid (no diagonal), the standard heuristic for A* is