AI Overview The AI system for B52 involves 5 major base classes. These classes are Actor, Brain, AI_State, Emotion_Controller, and Locomotion_Base_Class. The Actor: The Actor object is the base class for actors in the game whether they a scientist, a mutant, or the player. The actual actor class cannot be used in the game and this is enforced by pure virtual functions that must be implemented. This class covers the majority of the common functionality between all actors. This functionality includes: -Updating actor health values -Inventory -Collision handling/response base functions -OnAdvanceLogic time slice -Performance monitoring for AI, rendering, general logic updating The Actor base class also holds a fair number of variables including a pointer to the brain class and the locomotion class associated with the actor. The Brain: The Brain object holds all the AI state objects and Emotion controller. It dispenses time to the current AI state, handles the switches between states, and updates sensory information. AI states: The specific AI states all inherit from a base AI state and Emotion Controller: The Emotion controller keeps track of the emotions for an AI. The emotions are essentially just a set of floats that measure the levels of emotions in a several categories. The currently planned emotions are Anger, Fear, Curiosity, Hunger, and Boredom. These would not have a set way that they would affect the AI but would be used by the AI states to make decisions. Putting the pieces together: The actor contains a brain and a locomotion object. The actor gives each system time to update. The brain contains a list of all known states.