Even though I&#x27;m slightly embarrassed to admit it, I tried a couple of Tamagotchis when I was younger. I say try as in I constantly tried to find one that wasn&#x27;t so fucking predictable.<p>It seems that a lot of effort was made into animations and sound and not more complex behaviour of emotions. Made the whole thing feel very sterile and bland. I feel that&#x27;s pretty much what you get with state machines.<p>For anyone who want to look into building more dynamic AI, look into behaviour tree&#x27;s. That shit is awesome once it clicks and you find yourself considering FSM deprecated.<p>The reason I bring this up is that I noticed the authors drawing over the states and it reminded me of <a href="http:&#x2F;&#x2F;gamedevelopment.tutsplus.com&#x2F;tutorials&#x2F;finite-state-machines-theory-and-implementation--gamedev-11867" rel="nofollow">http:&#x2F;&#x2F;gamedevelopment.tutsplus.com&#x2F;tutorials&#x2F;finite-state-m...</a><p>It doesn&#x27;t take much until you realise how unmaintainable a state machine becomes with further complex behaviour.<p><a href="http:&#x2F;&#x2F;www.gamasutra.com&#x2F;blogs&#x2F;ChrisSimpson&#x2F;20140717&#x2F;221339&#x2F;Behavior_trees_for_AI_How_they_work.php" rel="nofollow">http:&#x2F;&#x2F;www.gamasutra.com&#x2F;blogs&#x2F;ChrisSimpson&#x2F;20140717&#x2F;221339&#x2F;...</a>