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Programming / Re: Advanced AI techniques in roguelikes (GOAP and HTN planners)
« on: February 17, 2011, 07:27:05 PM »
You probably already know that but the FEAR SDK has a GOAP implementation for the AI will full source (C++)
http://web.media.mit.edu/~jorkin/goap.html
There was a source-only version on the site I linked in the previous post, but you need to register.
I was thinking about what you said about GOAP being limited to primitive actions, because acting directly on the game world.
Wouldn't it be possible to use compound/hi-level actions if you use GOAP on a more abstract search space.
For instance a GOAP "action" would be a selecting a specific tactic/behavior on a NPC, rather than concrete game actions. The said tactic/behavior implemented by FSM/whatever with actual game actions.
The GOAP search space would then be tactical features such as "X is near Y", "X is behind Y" etc... rather than concrete game states.
http://web.media.mit.edu/~jorkin/goap.html
There was a source-only version on the site I linked in the previous post, but you need to register.
I was thinking about what you said about GOAP being limited to primitive actions, because acting directly on the game world.
Wouldn't it be possible to use compound/hi-level actions if you use GOAP on a more abstract search space.
For instance a GOAP "action" would be a selecting a specific tactic/behavior on a NPC, rather than concrete game actions. The said tactic/behavior implemented by FSM/whatever with actual game actions.
The GOAP search space would then be tactical features such as "X is near Y", "X is behind Y" etc... rather than concrete game states.