• Title/Summary/Keyword: Hierarchical Finite State Machine

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Efficiency Evaluation of Hierarchical Finite-State Machines and Behavior Trees according to Behavior Mechanism of Intelligent NPCs (지능형 NPC의 행동 메커니즘에 따른 계층적 유한 상태 기계와 행동 트리의 효율성 평가)

  • Jung-Min Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.113-118
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    • 2024
  • In this study, we designed and analyzed two main structures for effectively implementing the behavior of intelligent NPCs the Hierarchical Finite State Machine (HFSM) and the Behavior Tree, by creating experimental games. The HFSM was found to be efficient for complex interaction-centered actions where state changes and transitions are crucial, while the Behavior Tree was effective in dynamic environments where ease of modification and expansion are required for dynamic responses under various conditions. These structures were experimentally applied using the Unity engine to verify their efficiency. This study focused on the basic structure design and plans to apply these structures to an upcoming action-adventure escape game. The results of this research are expected to assist game developers in efficiently implementing intelligent NPCs, thereby contributing to the improvement of game quality and player satisfaction.

Definition of Step Semantics for Hierarchical State Machine based on Flattening (평탄화를 이용한 계층형 상태 기계의 단계 의미 정의)

  • Park, Sa-Choun;Kwon, Gi-Hwon;Ha, Soon-Hoi
    • The KIPS Transactions:PartD
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    • v.12D no.6 s.102
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    • pp.863-868
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    • 2005
  • Hardware and software codesign framework called PeaCE(Ptolemy extension as a Codesign Environment) was developed. It allows to express both data flow and control flow which is described as fFSM which extends traditional finite state machine. While the fFSM model provides lots of syntactic constructs for describing control flow, it has a lack of their formality and then difficulties in verifying the specification. In order to define the formal semantics of the fFSM, in this paper, firstly the hierarchical structure in the model is flattened and then the step semantics is defined. As a result, some important bugs such as race condition, ambiguous transition, and circulartransition can be formally detected in the model.

A COOPERATIVE CONTROL FOR CAR SUSPENSION AND BRAKE SYSTEMS

  • Nouillant, C.;Assadian, F.;Moreau, X.;Oustaloup, A.
    • International Journal of Automotive Technology
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    • v.3 no.4
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    • pp.147-155
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    • 2002
  • Mechatronic subsystems are more and more developed in automotive industries. To enhance the local controls performances, a cooperative control between ABS and Suspension systems is proposed. The respective controls are first designed separately with their dedicated models. Then a hybrid hierarchical architecture is developed. The advantage of this architecture is discussed through vehicle performance with simulation results.

The Performance-ability Evaluation of an UML Activity Diagram with the EMFG (EMFG를 이용한 UML 활동 다이어그램의 수행가능성 평가)

  • Yeo Jeong-Mo;Lee Mi-Soon
    • The KIPS Transactions:PartD
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    • v.13D no.1 s.104
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    • pp.117-124
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    • 2006
  • Hardware and software codesign framework called PeaCE(Ptolemy extension as a Codesign Environment) was developed. It allows to express both data flow and control flow which is described as fFSM which extends traditional finite state machine. While the fFSM model provides lots of syntactic constructs for describing control flow, it has a lack of their formality and then difficulties in verifying the specification. In order to define the formal semantics of the fFSM, in this paper, firstly the hierarchical structure in the model is flattened and then the step semantics is defined. As a result, some important bugs such as race condition, ambiguous transition, and circulartransition can be formally detected in the model.