evidenceacademic
GOAP enables NPCs in F.E.A.R. to plan sequences of actions rather than just paths.
95% confidence
In F.E.A.R., the AI system uses A* search not only for navigation but also to plan high-level action sequences. Each NPC chooses a goal from a list and then dynamically generates a plan using available actions to reach that goal. This approach replaces hard-coded state transitions with a flexible system that can adapt plans on the fly based on the evolving game environment.
Read the full exploration