Game Oriented Artificial Intelligence

  • 4 Replies
  • 1580 Views
*

infurl

  • Administrator
  • ***********
  • Eve
  • *
  • 1372
  • Humans will disappoint you.
    • Home Page
Game Oriented Artificial Intelligence
« on: May 07, 2020, 02:42:05 am »
I just encountered the term GOAP for the first time and looked it up. It stands for Goal Oriented Action Planning and it represents a collection of methods designed to support artificial intelligence for game characters. There are a number of websites on the topic, the main one being

http://alumni.media.mit.edu/~jorkin/goap.html

Most of the discussion here over the years has been about chatbots but I was wondering if anyone is doing anything with game characters?

*

8pla.net

  • Trusty Member
  • ***********
  • Eve
  • *
  • 1307
  • TV News. Pub. UAL (PhD). Robitron Mod. LPC Judge.
    • 8pla.net
Re: Game Oriented Artificial Intelligence
« Reply #1 on: May 07, 2020, 06:28:52 am »
Well, Game A.I. uses chase and evade algorithms for game characters.
My Very Enormous Monster Just Stopped Using Nine

*

krayvonk

  • Electric Dreamer
  • ****
  • 125
Re: Game Oriented Artificial Intelligence
« Reply #2 on: May 07, 2020, 08:48:48 am »
GOAP is the best system for programming a.i. for action-rpg games, its actually more than enough, I think that alot of the time you dont even need the full system to run your game with.    If you need enemies that have to pick up items and have xp as well, like the player does, then its a good system to employ.

I bet you could also make a robot with it,  because its quite powerful.

*

LOCKSUIT

  • Emerged from nothing
  • Trusty Member
  • *******************
  • Prometheus
  • *
  • 4659
  • First it wiggles, then it is rewarded.
    • Main Project Thread
Re: Game Oriented Artificial Intelligence
« Reply #3 on: May 07, 2020, 03:33:52 pm »
Good Paper. So: Decouple goals from actions, can satisfy goals and by different ways, don't hardcode which action can cause each other, allow slumping over dead where are - instead of finishing animation, allow action layering, allow re-planning if a best action fails, chain and loop actions, *periodically search for shortest and top priority plan that can be satisfied, search for best solution to goal, spit up goals or actions by squads. Somehow this fits into AGI. :)
Emergent          https://openai.com/blog/

*

Don Patrick

  • Trusty Member
  • ********
  • Replicant
  • *
  • 633
    • AI / robot merchandise
Re: Game Oriented Artificial Intelligence
« Reply #4 on: May 08, 2020, 09:23:58 am »
I was working on goal-oriented RPG game characters before I moved on to bigger fish. The idea was for every character to play the game autonomously so that the story events would be unpredictable. Characters were given a random amount of resources, and a few ways of obtaining them. Hunter-gathering, manning a store, helping others for rewards, or attacking and stealing. Characters that were allied to the attacked characters would then make it their goal to retaliate, provided they could gather sufficient resources to traverse the world. Proximity to characters with similar goals would team them up. Characters without goal would scuttle about at random until they got into proximity of something interesting.

However, building the entire game on my own was too much work. I only got as far as having characters home in on where they wanted to go, and engage in combat depending on proximity and how much they "liked" or disliked the characters in proximity.


For example, the path of the female character that goes to fetch the "menu item" in this video isn't predetermined. She homes in on the item wherever it is, targeting doorways as intermediate goal. If the player had walked out, she'd have gone outside to give the item. If the player had taken the item without permission first, she'd "like" the player less, and if the player were also to steal money from her, her "like" variable would drop to the point where she might attack the player. You can see some of the personality variables when the player opens the status menu, every character had them and they were to influence their choice of actions. The story is scripted though.
CO2 retains heat. More CO2 in the air = hotter climate.

 


Requirements for functional equivalence to conscious processing?
by DaltonG (General AI Discussion)
November 19, 2024, 11:56:05 am
Will LLMs ever learn what is ... is?
by HS (Future of AI)
November 10, 2024, 06:28:10 pm
Who's the AI?
by frankinstien (Future of AI)
November 04, 2024, 05:45:05 am
Project Acuitas
by WriterOfMinds (General Project Discussion)
October 27, 2024, 09:17:10 pm
Ai improving AI
by infurl (AI Programming)
October 19, 2024, 03:43:29 am
Atronach's Eye
by WriterOfMinds (Home Made Robots)
October 13, 2024, 09:52:42 pm
Running local AI models
by spydaz (AI Programming)
October 07, 2024, 09:00:53 am
Hi IM BAA---AAACK!!
by MagnusWootton (Home Made Robots)
September 16, 2024, 09:49:10 pm
LLaMA2 Meta's chatbot released
by spydaz (AI News )
August 24, 2024, 02:58:36 pm
ollama and llama3
by spydaz (AI News )
August 24, 2024, 02:55:13 pm
AI controlled F-16, for real!
by frankinstien (AI News )
June 15, 2024, 05:40:28 am
Open AI GPT-4o - audio, vision, text combined reasoning
by MikeB (AI News )
May 14, 2024, 05:46:48 am
OpenAI Speech-to-Speech Reasoning Demo
by MikeB (AI News )
March 31, 2024, 01:00:53 pm
Say good-bye to GPUs...
by MikeB (AI News )
March 23, 2024, 09:23:52 am
Google Bard report
by ivan.moony (AI News )
February 14, 2024, 04:42:23 pm
Elon Musk's xAI Grok Chatbot
by MikeB (AI News )
December 11, 2023, 06:26:33 am

Users Online

210 Guests, 1 User
Users active in past 15 minutes:
squarebear
[Trusty Member]

Most Online Today: 461. Most Online Ever: 2369 (November 21, 2020, 04:08:13 pm)

Articles