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Game AI
Besides the common Finite State Machines and Virtual Machines that drive many game agents, there are systems that fare much better in dynamic environments and display interesting emergent behavior:
GOAP - Goal-Oriented Action Planning:
Using pathfinding to find short paths in world-action-goal networks: http://alumni.media.mit.edu/~jorkin/goap.html http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
HTN - Hierarchical task networks: https://en.wikipedia.org/wiki/Hierarchical_task_network https://en.wikipedia.org/wiki/Hierarchical_control_system
More architectures: https://en.wikipedia.org/wiki/Subsumption_architecture
https://www.youtube.com/c/AIGamesSeries/videos