CSC 216/s08/clever imaginings
Finite State Machines and the State Pattern
The problem
Finite state machines are abstract models of systems that have a set number of states, inputs, and rules for transitioning from one state to another. Understanding all the parts of a FSM can be difficult, especially in systems that feature a large number of states and transitions. As an interesting application, a Finite State Machine can be used to model the emotional states of an Non-Player Character (NPC) in video games.
Participants and props
Students should work in pairs. In Part 1, one student will act as the FSM, and the other will act as the environment. The student acting as the FSM should reference the following table (which may be printed on a notecard) to determine their reaction to stimuli.
Compliment | Dull Comment | Insult | |
---|---|---|---|
Amicable | Amicable | Neutral | Neutral |
Neutral | Amicable | Neutral | Agitated |
Agitated | Neutral | Agitated | Agitated |
The other student should use the following list of generic insults, compliments and dull comments:
Compliments | Dull Comments | Insults |
---|---|---|
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