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Goal oriented action planning beyond GOAP
When a sequence of actions fails to execute as planned, depressing implicated actions would promote alternatives, if any. The idea here is to sharply depress actions after a failure, with...
Hey, is mentioned integration with Active Logic still coming?
Structurally GOAP is not adversarial. Still many uses include an adversarial element, or at least the need to somehow project possible evolution of world state over time.
- Whether replanning at every step, or duration based, or after attempting to fully execute a plan... implies tradeoffs that should be controlled by the designer. - In some cases...
In many possible scenarios a short term plan can succeed, but with negative consequences for the agent after the plan has completed. Clarify how this should be handled.
When performance is needed, `HashSet` is too generic. A programmer would normally take advantage of their own model structure to optimize processing.
`ActionMap` was added after refactoring `GameAI`; tests still reflect former structure so that most coverage of ActionMap is through GameAI, which isn't ideal.