Advanced AI for Game Characters with Goal-Oriented Action Planning

Goal-Oriented Action Planning or GOAP is a powerful architecture used for controlling the behaviour of non-player characters.  This AI technique was first developed for use in F.E.A.R.  Its strength lies in the decoupling of character actions from one another such that plans can be created on the fly based on the characters set goals.

In this course you will be taken step by step through the development of a simple hospital simulation with patients, nurses and doctors represented by NavMesh agents.  Together we will build-on, video by video, a GOAP library in C# that you can use to enhance the artificial intelligent behaviour of your own NPCs.

Course Information

Estimated Time: 40 Lectures, 8 Hours

Difficulty: Intermediate

Course Instructor

Penny de Byl Penny de Byl Author

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. My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.

Single Payment

$29.99

Get lifetime access to the video content, code and exercises for this single course.

Payment Plan

$12.99
per month for 3 total payments

Get full life-time access to the videos and resources of this course with 3 easy payments.

Introduction

A Crash Course In Navigation Meshes

Introduction to GOAP

Planning

Inventories

Complex Behaviours

Building Functionality and Debugging

Producing and Removing Resources

Interacting with the Environment

Final Words

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