How AI Actually Works in Modern Video Games: FSMs to LLMs
Game AI isn't intelligent. It's state machines, search, and scoring arranged to feel like judgment, with real, runnable code from FSMs to local LLM dialogue.
Low-level software: operating systems, memory, interpreters and the languages built for it, like C and Rust.
Game AI isn't intelligent. It's state machines, search, and scoring arranged to feel like judgment, with real, runnable code from FSMs to local LLM dialogue.
The 1971 Fikes & Nilsson paper that invented STRIPS planning, read firsthand — and the four changes F.E.A.R.'s GOAP made to run it in real time.
Every entity, every block update, every redstone pulse — one thread, twenty times a second, 50 milliseconds a pass. Folia's answer is to stop sharing the kitchen. Here is the tick budget and the ownership rules, read from the PaperMC source.
Rust eliminates entire categories of bugs — null pointer dereferences, buffer overflows, data races, use-after-free — at compile time with no runtime overhead. Microsoft, Google, Amazon, and the Linux kernel all use it for systems code.
Every guarantee you have been sold about Rust is real. It is also propped up on raw pointer arithmetic sitting in the standard library, held together by comments that nothing verifies. Here is what is actually back there.