FSM are much more than just a simple robot. The whole AI in Quake, Doom, etc. are FSM's. So... it depends on how much code and time you invest in it.
BTW: you can do also a lot more things than enemy AI with FSMs. You can build NPC and Player - animation and -behavior on a unified FSM that is supported by one single animation-machine. Or you could even write GTA stuff with FSM just to control the traffic in the city. Whatever you have: different states of a NPC.. or of an object --> FSMs are the first thing you have to think of.
The best advice to start are flowcharts, etc. I suggest to read the general AI features over there at gamedev.net, there are some pretty cool articles about it.
Last edited by HeelX; 07/17/06 00:01.