16.【Rekiden】Using AI as an FSM Turns It into Game Design
Driving Historical Simulation with State Transitions
tags: [AI, ChatGPT, FSM, Game Design, Sengoku, Simulation]
🏁 Introduction
In the previous article (Rekiden-15),
we demonstrated a rather bold—but practical—idea:
“Just paste a template into AI, and the game starts.”
Naturally, the next question arises:
Why does that actually work as a game?
The answer is simple.
Because the AI is behaving as an FSM (Finite State Machine).
🎯 Conclusion: AI Can Be Used as a Natural-Language FSM
FSMs (Finite State Machines) are a foundation of game design.
- States
- Transitions
- Conditions
In Rekiden, these are defined not in code, but in natural language.
🧱 FSM Structure of a Rekiden Scenario
States
Example: The 1561 Battle of Kawanakajima scenario
S0: Eve of the decisive battle (armies facing each other)
S1: Reconnaissance and scouting phase
S2: Localized engagement
S3: Full-scale battle
S4: Outcome determined
The AI always keeps track—verbally—of:
“Which state are we in right now?”
Transitions
Player input directly becomes the transition condition.
Conditions:
- Choose a night raid → S0 → S2
- Choose the Woodpecker Strategy → S0 → S3
- Choose withdrawal → S0 → S1
There are no explicit if statements.
Transitions are decided by semantic understanding.
State Transition Diagram (Conceptual)
[S0 Eve of Battle]
↓ Player Action
[S1 Reconnaissance]
↓ Contact
[S2 Local Engagement]
↓ Escalation
[S3 Main Battle]
↓ Result
[S4 Outcome Determined]
This is a pure FSM.
🔍 Why AI Can Do This
① States Are Stored as Textual Meaning
The AI holds:
- Current battlefield situation
- Force balance
- Morale
- Terrain
not as rigid numbers, but as semantic context.
This is exactly how a human Game Master operates.
② Transition Conditions Can Be Fuzzy
In traditional FSM implementations, you write things like:
if (hp < 0) gameover
With AI, it becomes:
“This action is highly likely to collapse the battle line.”
→ Transitions include probability, context, and historical plausibility.
📐 The Rekiden Template Is an FSM Specification
Look again at the Rekiden-15 template:
Initial State: Facing the Uesugi army, on the eve of decisive battle
Enemy Faction: Uesugi Clan (18,000 troops)
In code terms, this is equivalent to:
state = S0
enemy_power = high
In other words:
The template = initial state definition
✅ Advantages of Using AI as an FSM
✔ No Implementation Required
- No engine
- No state management code
✔ Robust Against Branch Explosion
- Unexpected player actions rarely break the system
✔ Natural Historical Bias
- The AI judges “Is this plausible in historical context?”
⚠️ There Are Drawbacks
To be honest:
- No perfect reproducibility
- Weak numerical precision
- Impossible to debug
But this is exactly the same nature as:
Tabletop RPGs (TRPGs)
Rekiden is not a numeric SLG,
but a design-oriented SLG.
🔁 What Changed from 15_ to 16_
- 15_
Paste the template → Play - 16_
Understand it as an FSM → Design
Here, Rekiden takes a step:
From “playing” to “designing”
🚀 Next Step (Preview of 17_)
Once you understand Rekiden as an FSM, the next phase is:
- Formalizing victory and defeat conditions
- Evaluation functions (morale, attrition, time)
- AI vs AI autonomous progression
In Rekiden-17,
history will advance without human intervention.
✍️ Closing
AI is not just a convenient text generator.
It is an entity that holds state, transitions, and evaluates outcomes.
Once you accept that,
a game engine no longer needs to be written in code.
Rekiden is that experiment.
(To be continued: Rekiden-17 — AI vs AI Autonomous War Chronicle)