The cool thing of course, is that you can used A* to search the state space, so it would be a natural merge between Apex Path and Apex AI. Just look at how GPUs are now the standard for training deep learning networks. pushing the curve on graphics and rendering. Hence, why it's not more used in games is still a puzzle, as games used to be state-of-the-art in other areas such as e.g. That said, GOAP is of course heavily used in other industries, including by e.g. its not generative as such as it only searches within existing states. So you have to come up with your own states and provide utility functions for the planner (i.e. There are some complexities as the GOAP does not provide the states for you. You can do this - to some extend - with a Utility AI such as for high-level goal selection for example, but we are considering some more dedicated tools for this. We also got some comments on the article regarding this. pre-format the world, to make the GOAP work. We have been speaking a little with Jeff Orkin who did the F.E.A.R planner, and we have also looked at the Killzone 2 bots planner you refer to - although there are some tricks to how they e.g. Have you encountered this in your research? Is it anything you are interested in seeing with goal oriented action planning (GOAP) is cool. My understanding of games like Killzone use Utility-based AI to select the goal with the best utility, and then use planning-based AI to construct a path to the goal. In a way, it's a form of pathfinding, but it's about navigating a series of actions and effects in a metaphorical "problem space", rather than a series of movements through "real" space. Planning-based AI is able to compare a goal to the world state, and look for the best series of actions that will transform the world state into the goal state. Killzone 2 uses a form of planning called Hierarchical Task Networks: I know that Utility-based AI is one aspect of it, but the other aspect is planing-based AI. I saw you compare Apex Utility AI to the system used in Killzone. Saw your article on Gamasutra, and I am a fan of your thinking and your approach. We can make a separate thread for this as well.Īnd if you have feature requests, let us now as well. Hence, let us know if you want this, and please help us drum up support. We could imagine this would allow indie game developers a completely new tool for animation in their games - potentially going beyond the options that the AAA's have. L/ You can have characters with different movement patterns, such as limping, bumping walk, just by modifying parameters K/ You can modify characters run-time, e.g. J/ You can blow off limbs run time, or modify the character in any other way I/ You can use physics on characters while they move, to simulate e.g. H/ You can seemingly run multiple behaviors, such as aiming while running G/ You can dynamically adjust character behavior, such as modifying / varying the run cycle of a characters while running so they don't look static It also gives you a lot of other advantages:į/ You can send characters across dynamically changing environments, such as moving ground, ships etc Instead, the characters animate themselves via real-time modifiable scripts. Procedural animation basically means that you don't need animations and IK (Inverse Kinematics) anymore. The big question is should we make this into an asset? Basically, what we do is that instead of going the old fashioned way of mesh->rig->animation, we animate the whole body via AI.
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