Hmmm...I'm not that familiar with AI terminology; but I *think* I know what you're talking about. What would be the alternative to the finite state method?
The bosses I've done up to this point are limited to, say, changing behavior (movement) and firing patterns based on their damage condition and the condition of any their subordinate parts/segments. The point being to keep the fight challenging and fun no matter what gets blown off.

For instance, if you had a huge battleship with a bunch of turrets, you couldn't just shoot them all off and have it sitting there completely defenseless. It might make sense that way, sure; but it's not necessarily fun. It has to maintain that same threat level regardless... maybe even amplify it.
I'm still learning all this stuff, of course though... so what I've made thus far is pretty rudimentary. The last one I worked on was something like:
Section A (head):
- if either subpart is undamaged, use weak pattern
- if both subparts are damaged, use medium pattern
-regardless of the condition of other parts, use strong pattern if damaged (near death)
Section B (sub 1) and Section C (sub 2):
- if other subpart is undamaged, use weak pattern
- if other subpart is damaged, use strong pattern
Very basic stuff, I know; but figuring all this out can definitely be a slow process.
