diff --git a/book/state.markdown b/book/state.markdown index 608b666d..344471ac 100644 --- a/book/state.markdown +++ b/book/state.markdown @@ -605,7 +605,7 @@ all this chapter has done is whet your appetite. You'll want to read other books to satisfy it. [behavior trees]: http://web.archive.org/web/20140402204854/http://www.altdevblogaday.com/2011/02/24/introduction-to-behavior-trees/ -[planning systems]: http://web.media.mit.edu/~jorkin/goap.html +[planning systems]: https://web.archive.org/web/20230412172947/https://alumni.media.mit.edu/~jorkin/goap.html This doesn't mean finite state machines, pushdown automata, and other simple systems aren't useful. They're a good modeling tool for certain kinds of diff --git a/html/state.html b/html/state.html index 163c6ae2..088ba72d 100644 --- a/html/state.html +++ b/html/state.html @@ -829,7 +829,7 @@

Pushdown Automata<

So How Useful Are They?

Even with those common extensions to state machines, they are still pretty limited. The trend these days in game AI is more toward exciting things like -behavior trees and planning systems. If complex AI is what you’re interested in, +behavior trees and planning systems. If complex AI is what you’re interested in, all this chapter has done is whet your appetite. You’ll want to read other books to satisfy it.

This doesn’t mean finite state machines, pushdown automata, and other simple