Glenn De Jonghe : Modelling of NPC's as Interacting Statecharts
Since video games nowadays got more complex, writing consistent and re-usable code for game AI has become very hard.
In this paper we will look at the modelling of Non-Playable Characters using the statechart modelling language and will see that this method has many advantages.
This is shown in a small tanks game, developed for the purpose of this paper, where the player has to battle one or more NPC tanks with statechart-modelled behaviour.
We will also inspect if modelling other components of the game has any benefits.
For instance a completely modelled environment would make it possible for the NPC's to interact with it solely using events.