Advanced AI For Games with Goal-Oriented Action Planning
Goal-Oriented Action Planning (GOAP) is an AI architecture that provides game characters with the ability to select goals and make plans to achieve those goals based on the state of the environment and available resources. It can be used across a wide range of game genres from first-person shooters to real-time strategies, to develop intelligent characters capable of making smart decisions without the need for large finite state machines. The codebase is deceptively simple and yet logical, reusable and extremely powerful. The library is written in C# and implemented in Unity V.2019, however will easily port to other applications.
Allow me to say how hugely important this is for a person who is interested in certain type of game design. Creating games where you can create AI behaviours that supports emergent situations.
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Penny is starting to create a fine name for quality tutorials. Her exceptional knowledge and passion is clear. This series is nothing short of that.
8 hours on-demand video
33 downloadable resources
Full lifetime access
Access on mobile and TV
Certificate of completion
A Complex Simulation
Learn what it takes to put together a complex simulation scenario complete with AI controlled NPCs competing for resources.
A Reusable Architecture
Develop a codebase for generic NPCs that you will be able to use over and over again.
Meet Your Instructor
Penny de Byl
Professor of Games Development, Artificial Intelligence and Computer Science
I'm a full stack developer of most things computer sciency and academic with a true passion for teaching. I've been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I've also consulted for Unity, SAE, the Australian Institute of Entertainment and Wikitude. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide.