I have yet to get to programming actual AI in a game, most of my AI code is in the way of extremely predictable, like goombas.
Would love to read something technical about your GPGOAP. Overview of how it was designed and such.
I have yet to get to programming actual AI in a game, most of my AI code is in the way of extremely predictable, like goombas.
Would love to read something technical about your GPGOAP. Overview of how it was designed and such.
Hi poet,
GPGOAP is an implementation of GOAP by Jeff Orkin. This in turn, is based on MIT's STRIPS planner.
The README.md on my GPGOAP page walks through the mechanisms of how the planner works.
My implementation has the property of being completely decoupled from the game's code. There are no enums, types, objects required from the game in the GPGOAP code as it is all based on symbols that the game feeds it.
Downvoting a post can decrease pending rewards and make it less visible. Common reasons:
Submit