About this Talk
Goal-Oriented Action Planning is 20 years old in 2025 since it was introduced in F.E.A.R in 2005. This 20th anniversary is the opportunity to visualize how planning works in a game when it is used as the decision procedure for NPC behaviors.
Takeaway
Answers to below questions:
– Why should we limit anything about the planner?
– Does the planner work more for some actions/goals than others?
– When heuristics are used, is a cheap action/goal/plan more frequent than others? Can the action/goal/plan cost influence its frequency?
– How many NPCs call the planner within a given time-frame?
– Is there a loss of control? Does planning take control of the game (instead of GD and LD) ? Could plans built by the planner be unexpected? Could surprises be planned?
– Does HTN Planning make any difference? o How Behaviour Analytics can be achieved?