All language subtitles for 1. General Concepts

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 1 00:00:00,030 --> 00:00:01,800 What are finite state machines? 1 2 00:00:02,220 --> 00:00:08,490 Well, a finite state machine or, for short, FSM is a collection of states and transitions. 2 3 00:00:08,520 --> 00:00:16,890 The states represent the actions that an AI agent can take. For example: fire, run, patrol, and so on, so 3 4 00:00:16,890 --> 00:00:17,310 forth. 4 5 00:00:17,580 --> 00:00:24,510 And the transitions are the links between these actions that tells when the AI should change its current 5 6 00:00:24,540 --> 00:00:25,020 state. 6 7 00:00:25,050 --> 00:00:31,320 For example, if the AI was patrolling and it encounters a player, then the state should change from 7 8 00:00:31,320 --> 00:00:38,610 patrol to attack so that AI can properly play the animation, fire the projectile and face and run 8 9 00:00:38,610 --> 00:00:39,630 towards the enemy. 9 10 00:00:39,840 --> 00:00:45,480 This is one example, but finite state machines is one of the most common ways to implement AI 10 11 00:00:45,480 --> 00:00:46,260 in games. 11 12 00:00:46,380 --> 00:00:51,990 Behind the scenes, an FSM is basically a graph and if you don't know what the graph is, then you should 12 13 00:00:51,990 --> 00:00:54,540 definitely check the bonus section, the data structures. 13 14 00:00:54,570 --> 00:01:02,490 What it does is basically these nodes represent the states and the transitions represent the edges between 14 15 00:01:02,490 --> 00:01:02,790 them. 15 16 00:01:02,820 --> 00:01:07,470 Let's now look at the pros and cons of using a finite state machine. 16 17 00:01:07,710 --> 00:01:13,830 Well, one of the most important pros is the fact that it's very easy to use and understand. 17 18 00:01:13,860 --> 00:01:15,780 You basically create the states. 18 19 00:01:15,870 --> 00:01:17,370 You name them and you use them. 19 20 00:01:17,700 --> 00:01:20,220 You connect them via transitions. 20 21 00:01:20,220 --> 00:01:21,600 And basically, this is it. 21 22 00:01:22,110 --> 00:01:26,560 And of course, because of its simplicity, that means that it's very fast. 22 23 00:01:26,580 --> 00:01:33,720 So if you have a lot of AI instances, for example: 1000, then a finite state machine would do good 23 24 00:01:33,720 --> 00:01:36,030 because it doesn't require so much processing power. 24 25 00:01:36,120 --> 00:01:38,460 What are the cons of a finite state machine? 25 26 00:01:38,880 --> 00:01:44,790 Well, the first one that it might get out of hand quickly if you had more states, more transitions, 26 27 00:01:44,790 --> 00:01:50,250 you interconnect them with each other, then you might end up with a spaghetti of something that it's 27 28 00:01:50,490 --> 00:01:51,390 hard to maintain. 28 29 00:01:51,720 --> 00:01:58,140 And it's also hard to reuse because you cannot just take parts out of it because they are tightly connected 29 30 00:01:58,140 --> 00:01:58,980 with each other. 30 31 00:01:59,340 --> 00:02:04,650 But with all of these cons, I still believe it's a powerful system and it's used in modern games. 31 32 00:02:04,890 --> 00:02:11,730 There are ways to mitigate all of these risks by implementing something called hierarchical state machines. 32 33 00:02:12,210 --> 00:02:18,770 And the good news is that in the final project that we will have in this course, we actually have a 33 34 00:02:18,780 --> 00:02:20,910 hierarchical finite state machine. 34 35 00:02:21,180 --> 00:02:28,920 Basically what it means is that the groups states together in bigger states to avoid having too many 35 36 00:02:29,250 --> 00:02:30,780 redundant transitions. 36 37 00:02:31,320 --> 00:02:37,020 But you'll find out more in the later project. Now that you know what the final state machine is 37 38 00:02:37,110 --> 00:02:40,560 let's find out how you can implement one yourself in Godot. 4042

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