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State Driven Agents

Discover the advantages of Finite State Machines in AI agent design. Learn about FSM implementations, examples, and design patterns. Enhance your software with reusable classes and advanced NPC communication methods.

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State Driven Agents

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  1. State Driven Agents CIS 479/579 Bruce R. Maxim UM-Dearborn

  2. Buckland Software • The executables and source code available http://www.wordware.com/files/ai The Boost library is available from http://www.boost.org/ • The Visual C++ environment need to be configured to compile the source code by setting the appropriate paths

  3. Paths • Include file paths C:\boost C:\AI_Source\Common C:\AI_Source\Common\lua-5.0\include C:\AI_Source\Common\laubind • Source file paths C:\AI_Source\Common C:\AI_Source\Common\lua-5.0 C:\AI_Source\Common\laubind • Library file paths C:\AI_Source\Common\lua-5.0\lib

  4. FSM Agent Advantages • Quick design and simple to code • Easy to debug • Low computational overhead • Intuitive so they make sense to domain experts • Flexible, easy for programmers to tweak to modify behaviors

  5. FSM State Examples • Pacman ghosts • evade, chase • Quake bots • find armor, find health, seek cover, run away • FIFA soccer players • strike, dribble, chase ball, mark player • NPC’s in real time strategy games • move to position, patrol, follow path

  6. Switch Implementation - 1 • Define an enumerated type with the state names enum StateType(RunAway, Patrol, Attack); • Then define method that manages the transitions void Agent::Update(StateType CurrentState) { switch (CurrentState) { case Runaway: EvadeEnemy( ); if (Safe( )) ChangeState(Patrol); break; …

  7. Switch Implementation - 2 • This works OK for simple FSM’s • Becomes overly complicated for FSM’s with lots of states and transitions • Requires recompilation if states are changed • Not easy to have simultaneous behaviors implemented (run and shoot) without defining lots of states

  8. State Transition Table -1

  9. State Transition Table - 2 • Agent queries table as needed • Table can stored in file and edited without recompiling the program • Each state can be modeled as a separate objects or functions called by the agent • Fairly easy to extend and modify

  10. State Design Pattern - 1 • The state transition rules can be embedded in the states themselves • All states share a common interface using a pure virtual class class State { public: virtual void Execute(Troll* troll) = 0; }

  11. State Design Pattern - 2 class Troll { State* m_pCurrentState; public: void Update() { m_pCurrentState->Execute(this); } void ChangeState(const State* pNewState) { delete m_pCurrentState; m_pCurrentState = pNewState; } }

  12. State Design Pattern - 3 class State_Runaway : public State { public: void Execute(Troll* troll) { if (troll->isSafe()) troll->ChangeState(new State_Sleep()); else troll->MoveAwayFromEnemy(); } }

  13. State Design Pattern - 4 class State_Sleep : public State { public: void Execute(Troll* troll) { if (troll->isThreatned()) troll->ChangeState(new State_RunAway()); else troll->Snore(); } }

  14. West World Miner States EnterMineDigForGold pockets full thirsty not thirsty not wealthy VisitBankDepositGold QuenchThirstSaloon rested wealthy enough GoHomeSleep

  15. Classes • All West World inhabitants are derived from the base class BaseGameEntity • Each entity will be assigned a unique identifier • The Miner class is an example of one such class • The State class is the base abstract class and each of the four Miner states needs its own class definition

  16. Reusable Classes • The State base class and the Miner owned classes would be more easily reused if were templates • Creating a StateMachine class with ways of tracking the Miner’s current, previous, and global states gives the FSM a crude memory to allow more complex (context sensitive) behaviors

  17. Adding New NPC • Elsa only visits two states VisitBathroom (1 chance in 10) or DoHouseWork • This makes use of the template version of the State class and required the definition of a new global state WifeGlobalState to deal with the bathroom visits • This requires adding classes MinersWife and MinersWifeOwnedStates

  18. Adding NPC Communication • Good games make use of event driven architectures • When events occur they are broadcast to other game objects who are programmed to react to the event or ignore it • Intelligent game agents can send messages to each other to allow cooperative behaviors

  19. Telegram Structure struct Telegram { //the entity that sent this telegram int Sender; //the entity that is to receive this telegram int Receiver; //the message itself. These are all enumerated in the file //"MessageTypes.h" int Msg; //If a delay is necessary this field is stamped with the time //the message should be dispatched. double DispatchTime; //any additional information that may accompany the message void* ExtraInfo; // constructors not shown here }

  20. Message Types #include <string> enum message_type { Msg_HiHoneyImHome, Msg_StewReady, }; inline std::string MsgToStr(int msg) { switch (msg) { case 1: return "HiHoneyImHome"; case 2: return "StewReady"; default: return "Not recognized!"; } }

  21. Elsa’s New States CookStew 1 chance in 10 Previous state Delayed message to self “Stew Ready” VisitBathroom 1 chance in 10 Receive “honey I’m home” previous state DoHouseWork

  22. Message Management • Creation, dispatch, and management of telegrams is handled by the class MessageDispatcher • The method DispatchMessage is used by every agent to send a message to entity with a known ID • The database of ID’s are managed by the class EntityManager

  23. Use Priority Queue • Telegrams with delays are store in a priority queue ordered by their Time Stamp data • Telegrams without delays (e.g. “I just shot you with my crossbow”) are sent right away • The front queue message is removed long with any unprocessed expired telegrams

  24. FSM Changes • The BaseEntity class needs to be modified (add HandleMessage) so that any derived class can receive messages • The State class needs to be modified so that BaseEntity states can choose to accept and handle messages (add OnMessage method) • The StateMachine class needs its own version of HandleMessage

  25. Elsa Cooks Dinner • Miner enters shack and sends “honey I’m home” message • Elsa receives “honey I’m home” and changes state to CookStew • Elsa puts Stew in oven and sends delayed message “Stew ready” • Elsa receives “Stew ready”, takes out stew, and sends Miner “Dinner ready” message • Miner receives “Dinner ready” and changes state to EatStew

  26. What happens? • In between messages the NPC’s are free to respond to all state appropriate inputs • This may means that the Miner has left the building before receiving the “Dinner ready” message • Sometimes you need two FSM’s working in parallel (one for character movement and one for character’s weapon) • Sometimes you need nested state machines (aka hierarchical FSM’s)

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