Mar 1 / Penny de Byl

GOAP Resources

This blog post recreates an online resource that is no longer available and used in the  GOAP Course as a reference. All credit belongs to its original creator and inventor of the GOAP paradigm, Jeff Orkin.

What is GOAP?

Goal-Oriented Action Planning (aka GOAP, rhymes with soap) refers to a simplified STRIPS-like planning architecture specifically designed for real-time control of autonomous character behavior in games. I [this is Jeff Orkin writing in first person] originally implemented GOAP for F.E.A.R. while working at Monolith Productions. This A.I. architecture simultaneously powered Monolith's Condemned: Criminal Origins. (Brian Legge was responsible for the A.I. in Condemned). 
My GOAP implementation was inspired by conversations within the A.I. Interface Standards Committee's (AIISC) GOAP Working Group, as well as ideas from the Synthetic Characters Group's C4 agent architecture at the MIT Media Lab, and Nils Nilsson's description of STRIPS planning in his AI book.

GOAP Resources by Jeff Orkin

Other GOAP Resources

GOAP Implementations

Games Using GOAP Architectures

  • F.E.A.R
  • Condemned: Criminal Origins
  • S.T.A.L.K.E.R: Shadow of Chernobyl
  • Mushroom Men: The Spore Wars
  • Ghostbusters
  • Silent Hill: Homecoming