From: Goal-Oriented Action Planning: The AI Revolution in F.E.A.R.
evidencehistorical

GOAP's modular approach to goals and actions allowed F.E.A.R.'s developers to easily add new enemy types and behaviors late in development.

90% confidence

Because goals and actions are decoupled and modular, developers could mix and match existing behaviors to create new enemy types without rewriting large portions of code. For example, flying drones combined the movement of ghosts with the tactics of soldiers, enabling diverse and complex AI opponents with minimal extra effort.

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evidence
F.E.A.R. was the first video game to use Goal-Oriented Action Planning (GOAP) for its AI.
evidence
GOAP enables NPCs in F.E.A.R. to plan sequences of actions rather than just paths.
perspective
Culturally, F.E.A.R.'s AI redefined player expectations for enemy behavior in shooters. Players n...
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Goal-Oriented Action Planning: The AI Revolution in F.E.A.R.
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