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

F.E.A.R.'s GOAP system uses a simplified Finite State Machine with only three states complemented by AI planning.

92% confidence

In F.E.A.R., the traditional finite state machine controlling NPC behavior was reduced to just three states: GoTo, Animate, and UseSmartObject. The AI planning system takes over the complex decision-making, determining which states to enter and in what order to fulfill goals. This architectural innovation streamlined development and created more emergent behaviors.

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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's modular approach to goals and actions allowed F.E.A.R.'s developers to easily add new enem...
evidence
GOAP enables NPCs in F.E.A.R. to plan sequences of actions rather than just paths.
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Goal-Oriented Action Planning: The AI Revolution in F.E.A.R.
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