rafaelcastrocouto
01/25/2023, 1:38 PMrafaelcastrocouto
01/25/2023, 1:40 PMYendor
01/25/2023, 1:42 PMbobit
02/10/2023, 12:08 AMbobit
02/10/2023, 12:08 AMbobit
02/10/2023, 12:09 AMrafaelcastrocouto
02/10/2023, 1:01 AMclass_name Unit
), but our goap AI agents live in a node inside the unit scene and they extend the basic godot node (extends Node
).
With the new version we would be able to create a class that extendeds our Units (extends Unit
) and this will give us a lot of flexibilitybobit
02/10/2023, 3:30 AMrafaelcastrocouto
02/15/2023, 8:58 AMrafaelcastrocouto
02/15/2023, 8:59 AMerlend
02/15/2023, 9:00 AMlenscas
02/15/2023, 9:00 AMlenscas
02/15/2023, 9:00 AMrafaelcastrocouto
02/15/2023, 9:01 AMlenscas
02/15/2023, 9:05 AMDiahborne
02/20/2023, 7:11 PMrafaelcastrocouto
02/20/2023, 8:58 PMrafaelcastrocouto
02/20/2023, 9:00 PMDiahborne
02/20/2023, 9:03 PMrafaelcastrocouto
02/25/2023, 10:45 AMrafaelcastrocouto
02/25/2023, 6:29 PMhttps://i.redd.it/ou927127ybc41.png▾
rafaelcastrocouto
02/27/2023, 12:35 PMDiahborne
03/01/2023, 4:53 AMerlend
03/01/2023, 6:37 AMrafaelcastrocouto
03/01/2023, 1:38 PMrafaelcastrocouto
03/01/2023, 1:39 PMrafaelcastrocouto
03/03/2023, 12:14 PMrafaelcastrocouto
03/08/2023, 2:10 PMvalidate (prevState, nextState):
return nextState.player.wood > prevState.player.wood
}
and only take an action if the future state is actually better instead of "assuming" it. This makes the goap system heavier on one hand since it's actions will be simulating the future and I'll have to add a new methods to "convert" goap actions into unit actions.
But it will also mean that the goap actions can be lighter and just show the value changes instead of controling the units actions. It will also make our system closer to a real STRIPS planning architecture.rafaelcastrocouto
05/02/2023, 6:59 PM