
This paper gives an overview of the unconventional usage of A* and Finite State Machines (FSMs) in the game F.E.A.R.. The FSM for characters has only three states, and they used A* to plan sequences of actions as well as to plan paths. The emphasis is demonstrating how the planning system improved the process of developing character behaviors.
Written by Jeff Orkin – Monolith Productions / M.I.T. Media Lab, Cognitive Machines Group.
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