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Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101

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AI and Games

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 F.E.A.R. 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 F.E.A.R.

Chapters
[00:00] Introduction
[01:11] Automated Planning
[05:26] Goal Oriented Action Planning
[09:01] The AI of F.E.A.R.
[15:50] Closing

Some additional assets to check out if you're interested in GOAP and FEAR:

Holistic 3D's video on GOAP
   • An Introduction to Goal Orientated Ac...  

Jeff Orkin's GOAP website when at MIT, including papers, presentations and other resources
http://alumni.media.mit.edu/~jorkin/g...

GOAP: 10 Years of AI Planning (GDC 2015)
   • GoalOriented Action Planning: Ten Ye...  

Three States and a Plan: The AI of F.E.A.R., Jeff Orkin, 2006
http://alumni.media.mit.edu/~jorkin/g...

Game AI Planning Analytics: The Case of Three First Person Shooters. Eric Jacopin, 2014.
https://www.aaai.org/ocs/index.php/AI...



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.

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posted by d0ughb0iiip