On 2/6/2019 at 8:28 AM, Tipotas688 said:
I really liked that GOAP resulted in “novel” solutions
You can get that from a lot of AI architectures though. If you do my IAUS system right (or even a BT for that matter), you get a lot of emergent behavior. The only key is breaking things down into situational reading and very atomic behaviors. That is, instead of a designer saying, "I want the agent to do A, then B, then C." you can specify that reasons for/against doing A, B, and C individually so that sometimes they will chain together like that but other times they may use them individually, chain only a couple together, or splice something else in there as appropriate (e.g. D). The only difference in GOAP, is that it puts together the entire chain -- but as I mentioned before, that may get completely invalidated the next think cycle.
On 2/6/2019 at 8:28 AM, Tipotas688 said:
What issues does it have with scalability?
As you add new behaviors, these are new potential nodes in what amounts to a "pathfind" over the potential state space. By adding behaviors, you are increasing that state space geometrically. That is, every single step (or potential step) has that many more things to search through. So if you had 100 behaviors to select from and increased it to 110, not only do you have 10% more things to check in the first step, but each of those 110 nodes has 109 other things to check... which each have 109 other things to check. That 10% increase in behaviors really cranks up the potential search space. Now imagine doing that every think cycle for every agent.
FEAR ran into this when the designers created more usable objects and behaviors in FEAR 2... it quickly got to the point where the were killing themselves computationally.
On 2/6/2019 at 8:28 AM, Tipotas688 said:
As far as I've read HTN could become faster because of trimming some of the tree's branches but it doesn't allow for novel solutions as the tree is created by the designer.
See above regarding novel solutions vs. hand crafted. It depends on how atomic your behaviors are and what the preconditions (to use the GOAP term) are. Those can be linked but don't have to be.
Now balance that with the fact that an agent coming up with "novel solutions" may be counter to what you want because it is coming up with solutions that aren't Fun (note capital "F" there... for a reason) or don't serve the purpose of the game. It's something you have to be careful with lest you run into things you don't want to happen.