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Q. When we’re using a “fuzzy” state variable with a “discrete” list of enumerated states, at what point does the behavior shift from one discrete state to another?
A. The behavior is usually managed with a floating-point variable that shifts from one state to another by rounding up or down.
Q. How could a behavioral system make changes to its own state variable?
A. This is as complex a question as is the whole field of artificial intelligence, but by exploring these ideas, you can devise some fascinating A.I. behaviors for even fairly simple games.