Choosing between Behavior Tree and GOAP (Planning)
I would like to expand the answer I gave on /r/gamedesign some days ago. The main point of the question was: how can I decide if it “better” to implement the decision-making layer of our game AI with Behavior Trees (BTs) or with more advanced plan-based techniques such as Goal Oriented Action Planning (GOAP) or Simple Hierarchical Ordered Planner (SHOP). First consideration: this is not a technical problem The first thing to know is that writing game AI is not a race for the best technology.
Improve Inventory-Aware Pathfinding with Map Preprocessing
This article has been originally published on Gamasutra. In the last article we introduced a basic approach for Inventory-Aware Pathfinding (IAP), a pathfinding algorithm capable of interacting with obstacles and not just avoiding them. If you have not read it, I encourage you to go back and read it to understand the basic challenges and the main ideas behind the proposed solution. For instance, we can have a pathfinding algorithm that can solve small plans and “puzzles” involving reasoning like “before passing this door, I need to get that key”.