Goal Oriented Action Planning AI Framework

As it currently stands, the AI Agent configuration is all done in blueprints, but all the state/action/goal code is non-UObject, so you need to get into the C++. So a C++ coder creates a library of Goals, States and Actions, and the designer just assigns a variety of these to a character blueprint and the framework takes care of the rest.

There’s only really two bits of code you need. 1) Each state needs to implement an ‘Evalute’ method that evaluates itself against the world or agent. 2) Each action needs to implement an Execute method that deals with actually performing actions in the world, running animations etc. The framework takes care of the rest.

Ultimately I do want it to be completely extensible via blueprints…but that’s a challenge I will get to a bit further down the line.

During testing at the moment, instead of having AI’s running around murdering each other, I’ve made them farm and gather food :slight_smile: I’ll probably start building out an FPS package with the usual attack, hide, patrol, type behaviours once the framework is finished.