Finite state machines (FSM) are used very often in games, more so than any other approach. But is the graph representation more useful than the control technique itself? How can we leverage that without the usual disadvantages?
This tutorial looks into the use of finite state machines for AI and animation, and how they are typically extended with hierarchies. You'll then learn about the potential pitfalls of using a FSM for character AI and how to work around them by leveraging only the advantages of a hierarchical graph.