Kay, so Position is something that can be in a lot of possible states. You have X, Y, and Z coordinates. Any object can potentially occupy any combination of these coordinates. Each of these possible coordinates is a state.
In a game oriented around combat, you have your character’s position, then each enemy’s position. So if you had an absolute possibility space lookup, the maximum number of states is every combination of X and Y coordinate between you and the enemy. That number of possible positions is really big. It gets even bigger in 3d games which use floating point math to determine object positions.
So here’s the trouble, redundancy. Realistically, you’re not using all that space. Realistically, any set of coordinates where the difference in position between you and the enemy is the same is the same state for all practical purposes. Realistically, if you and the enemy are too far apart to fight each other, then all the states are redundant until you’re close enough for there to be significant positional play. And the Z coordinate tends to be a bit constrained by gravity, so most 3d games only really play out on an X/Y plane with a bit of Z-Action within that limited height the character can jump, or have the high ground relative to an enemy. Continue reading
