Building the AI of . with Goal Oriented Action Planning | AI 101

In this episode of AI 101 we celebrate AI and Games reaching 100,000 subscribers as I return to the technique - and the game - where this channel began. A popular alternative to Behaviour Trees, Goal Oriented Action Planning (GOAP) was popularised by the AI of . and has been used in numerous games since. But how does it work and where did it come from? We explore its origins and go into even more detail on its application within . Chapters [00:00] Introduction [01:11] Automated Planning [05:26] Goal Oriented Action Planning [09:01] The AI of . [15:50] Closing Some additional assets to check out if you’re interested in GOAP and FEAR: Holistic 3D’s video on GOAP Jeff Orkin’s GOAP website when at MIT, including papers, presentations and other resources ~jorkin/ GOAP: 10 Years of AI Planning (GDC 2015) Three States and a Plan: The AI of ., Jeff Orkin, 2006 ~jorkin/ Game AI Planning Analytics: The Case of Three First Person Shooters. Eric Jacopin, 2014. -- AI 101 is a series that looks at the tools and techniques used in video game development. AI and Games is a YouTube series on research and applications of Artificial Intelligence in video games. It’s supported through and wouldn’t be possible without the wonderful people who support it on Patreon, plus YouTube members and Paypal donations. -- Get yourself an AI and Games t-shirt over on Teespring! You can follow AI and Games (and me) on Facebook and Twitter: #FEAR #GameDev #FEARgame
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