--- id: FSM-001 category: "10_Wiki/πŸ’‘ Topics/AI" confidence_score: 1.0 tags: [computer-science, game-ai, fsm, state-pattern, software-architecture] last_reinforced: 2026-04-26 --- # Finite State Machines (FSM, μœ ν•œ μƒνƒœ λ¨Έμ‹ ) ## πŸ“Œ ν•œ 쀄 톡찰 (The Karpathy Summary) > "λ³΅μž‘ν•œ 행동을 λͺ…ν™•ν•œ μƒνƒœλ‘œ λ‚˜λˆ„κ³ , 쑰건에 λ”°λ₯Έ λ³€μ²œ 과정을 μ„€κ³„ν•˜μ—¬ 예츑 κ°€λŠ₯ν•œ μ§€λŠ₯을 κ΅¬μΆ•ν•˜λΌ" β€” μœ ν•œν•œ 개수의 μƒνƒœ(State)와 μƒνƒœ κ°„μ˜ 전이(Transition), 그리고 전이λ₯Ό λ°œμƒμ‹œν‚€λŠ” 이벀트둜 μ‹œμŠ€ν…œμ˜ λ™μž‘μ„ λͺ¨λΈλ§ν•˜λŠ” μˆ˜ν•™μ /섀계적 도ꡬ. ## πŸ“– κ΅¬μ‘°ν™”λœ 지식 (Synthesized Content) - **μΆ”μΆœλœ νŒ¨ν„΄:** μ‹œμŠ€ν…œμ΄ ν•œ λ²ˆμ— 였직 ν•˜λ‚˜μ˜ μƒνƒœμ—λ§Œ 머물도둝 κ°•μ œν•˜κ³ , ν˜„μž¬ μƒνƒœμ™€ μž…λ ₯값에 μ˜ν•΄μ„œλ§Œ λ‹€μŒ 행동이 κ²°μ •λ˜λ„λ‘ ν•˜μ—¬ λ³΅μž‘ν•œ λ‘œμ§μ„ λ‹¨μˆœν™”ν•˜λŠ” 결정둠적 μ œμ–΄ νŒ¨ν„΄. - **핡심 ꡬ성 μš”μ†Œ:** - **States:** μ‹œμŠ€ν…œμ΄ μ·¨ν•  수 μžˆλŠ” ꡬ체적인 ν–‰λ™μ΄λ‚˜ 상황 (예: IDLE, CHASE, ATTACK). - **Transitions:** ν•œ μƒνƒœμ—μ„œ λ‹€λ₯Έ μƒνƒœλ‘œ λ„˜μ–΄κ°€λŠ” κ·œμΉ™. - **Events (Inputs):** 전이λ₯Ό μΌμœΌν‚€λŠ” 자극 (예: ν”Œλ ˆμ΄μ–΄ 발견, 체λ ₯ μ €ν•˜). - **Actions:** μƒνƒœμ— μ§„μž…(Enter), μœ μ§€(Update), ν˜Ήμ€ 퇴μž₯(Exit)ν•  λ•Œ μˆ˜ν–‰ν•˜λŠ” μž‘μ—…. - **의의:** κ²Œμž„ AI, 컴파일러 섀계, λ„€νŠΈμ›Œν¬ ν”„λ‘œν† μ½œ, UI λ„€λΉ„κ²Œμ΄μ…˜ λ“± 둜직의 λͺ…ν™•ν•œ 관리가 ν•„μš”ν•œ λͺ¨λ“  λΆ„μ•Όμ˜ 기반 기술. ## ⚠️ λͺ¨μˆœ 및 μ—…λ°μ΄νŠΈ (Contradictions & RL Update) - **κ³Όκ±° λ°μ΄ν„°μ™€μ˜ 좩돌:** λ‹¨μˆœν•œ If-Else 문의 λ‚˜μ—΄μ—μ„œ λ²—μ–΄λ‚˜, μƒνƒœ νŒ¨ν„΄(State Pattern)을 톡해 μ½”λ“œμ˜ ν™•μž₯μ„±κ³Ό 가독성을 획기적으둜 λ†’μ΄λŠ” λ°©μ‹μœΌλ‘œ μ§„ν™”. - **μ •μ±… λ³€ν™”:** Skybound ν”„λ‘œμ νŠΈμ˜ λͺ¨λ“  적 μœ λ‹›κ³Ό 보슀 κΈ°μ²΄λŠ” FSM μ•„ν‚€ν…μ²˜λ₯Ό 기반으둜 μ„€κ³„λ˜μ–΄, 기획자의 μ˜λ„μ— λ§žλŠ” μ •κ΅ν•˜κ³  예츑 κ°€λŠ₯ν•œ 행동 νŒ¨ν„΄μ„ λ³΄μ—¬μ€Œ. ## πŸ”— 지식 μ—°κ²° (Graph) - Behavior-Trees-BT, Decision-Making, Physics-Engine, System-Design-for-AI-Scale - **Raw Source:** 10_Wiki/Topics/AI/Finite-State-Machines-FSM.md