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17
Figure 2.1.1.2.b. Screenshot of Windows Vista: Chess Titans’s Computer’s Move Waiting Period.
2.1.2.   Techniques and Theories:
2.1.2.1. 
Finite State Machine (FSM)
Finite State Machine (FSM)
[8]
is one of
the tools of decision
making
that
is also
happen
to
be
one
of
the
most
used
technique
in
game-programming.
Its
concept
can be described as a system
modeling that
is composed of set of object’s behavior
states
and
its
transitions. To
make
it
clearer,
observe
the
following example
of
FSM’s case study, which
is also illustrated on figure 2.1.2.1. A person X is driving
car
from point
A
to point
B. Assume
that
the distance
from point
A
to point
B
is
15km and
the
maximum distance that can be
travelled by
car before
it
needs
to
be
refueled
is 5km. From this illustration, there are several of states that are able to be
pointed out, which are drive, refuel, and arrive. When there is a gas
left in
the car
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