goal-based decision making
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Decision Making
Goal-Oriented Behavior
Raoul Felix
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Goal-Oriented Behavior
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Goals
Eat
Regenerate Health
Kill Enemy
3
1
5
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Actions
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Simple
Selection
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Eat = 4Sleep = 3
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Action Effect on Goals
Get-Raw-Food Eat - 3
Get-Snack Eat - 2
Sleep-in-Bed Sleep - 4
Sleep-on-Sofa Sleep - 2
Eat = 4
Sleep = 3
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Action Effect on Goals
Get-Raw-Food Eat - 3
Get-Snack Eat - 2
Sleep-in-Bed Sleep - 4
Sleep-on-Sofa Sleep - 2
Eat = 1
Sleep = 3
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Performance
O(n+m):
: O(1)
- Goals
- Actions
n
m
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Pros & Cons
Simple
Fast
Sensible Results
No Side-effects
No Timing Information
No Action Planning
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Eat = 4Bathroom = 3
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Action Effect on Goals
Drink-SodaEat - 2
Bathroom + 2
Go-to-Bathroom Bathroom - 4
Eat = 4
Bathroom = 3
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Overall Utility
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Eat = 4
Bathroom = 3
Action Effect on Goals Discontentment
Drink-SodaEat - 2
Bathroom + 2
Go-to-
BathroomBathroom - 4
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Action Effect on Goals Discontentment
Drink-SodaEat - 2
Bathroom + 229
Go-to-
BathroomBathroom - 4
Eat = 2
Bathroom = 5
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Action Effect on Goals Discontentment
Drink-SodaEat - 2
Bathroom + 229
Go-to-
BathroomBathroom - 4 16
Eat = 4
Bathroom = 0
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Performance
O(nm):
: O(1)
- Goals
- Actions
n
m
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Pros & Cons
Side Effects
+/- Fast
Optimizable (SIMD)
No Timing Information
No Action Planning
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Timing
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or ?
Timing
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++ =
Timing
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Timing
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Utility Involving
Timing
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Eat = 4 +4 per hourBathroom = 3 +2 per hour
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Eat = 4 +4 per hour
Bathroom = 3 +2 per hour
Action Effect on Goals Time Discontentment
Go-to-
BathroomBathroom - 4 15m
Eat-Main-
Meal Eat - 4 1h
Eat-Snack Eat - 2 15m
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Eat = 5 +4 per hour
Bathroom = 0 +2 per hour
Action Effect on Goals Time Discontentment
Go-to-
BathroomBathroom - 4 15m 25
Eat-Main-
Meal Eat - 4 1h
Eat-Snack Eat - 2 15m
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Eat = 0 +4 per hour
Bathroom = 5 +2 per hour
Action Effect on Goals Time Discontentment
Go-to-
BathroomBathroom - 4 15m 25
Eat-Main-
Meal Eat - 4 1h 25
Eat-Snack Eat - 2 15m
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Eat = 2 +4 per hour
Bathroom = 3.5 +2 per hour
Action Effect on Goals Time Discontentment
Go-to-
BathroomBathroom - 4 15m 25
Eat-Main-
Meal Eat - 4 1h 25
Eat-Snack Eat - 2 15m 16.25
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Calculating Goal Change over Time
basicRate = 0.95 * basicRate +
0.05 * rateSinceLastTime
rateSinceLastTime =
changeSinceLastTime
timeSinceLast
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Performance
O(nm):
: O(1)
- Goals
- Actions
n
m
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Pros & Cons
Timing Information
Side Effects
+/- Fast
Optimizable (SIMD)
No Action Planning
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Need for Planning
vs
HP
Mana
4
3
2
Heal = 4 Kill-Ogre = 3Goals
Heal = 0Heal = 2 Kill-Ogre = 0
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Overall Utility
GOAP
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Goals
Mana Slots
Actions
Heal: 4
Kill-Ogre: 3
5
GH, LH, F
0
1
2
Goals
Mana Slots
Actions
Heal: 0
Kill-Ogre: 31
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GH
Goals
Mana Slots
Actions
Heal: 2
Kill-Ogre: 33
LH, F
LH
F
Goals
Mana Slots
Actions
Heal: 2
Kill-Ogre: 0
0
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Goals
Mana Slots
Actions
Heal: 4
Kill-Ogre: 02
LH
F
LH
Goals
Mana Slots
Actions
Heal: 2
Kill-Ogre: 0
0
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Discomfort: 4
Action: LH
LH
Goals
Mana Slots
Actions
Heal: 0
Kill-Ogre: 3
1
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Discomfort: 9
Action: LH
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Performance
O(nmk):
: O(k)
- Goals
- Actions
- Depth
n
m
k
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Pros & Cons
Action Planning
Simple to Implement
Side Effects
Brute Force Approach
Naive
Slow
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Best of All Possible ActionsChoose Goal based on Insistence
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GOAP with
IDA*
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+ =
IDA*
>
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Transposition Table
Number
of Actions+
Number
of Actions+
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Transposition Table
A A
B B
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Performance
O(nd):
: O(t)
- Goals
- Depth
- Transposition
Entries
n
d
t
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Smelly GOB
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Compound Actions
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Action-based Signals
I can be cooked I can be
eaten now
I can cook
raw food
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Character-based Signals
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