Hello all, I've been looking into AI for a game we're developing and as I started prototyping, so did the classic FSM start. That's when I stopped and started looking around how others do things and that FSM felt quite primitive and it's about time I learnt what others do.
This is quite a useful link to whoever reads this in the future btw:
In any case, BTs feel for me pretty linear and once I see the "repeat" node I start to think of coupling.
HTN planning looked pretty coupled as well but wasn't certain whether it's implementation took care of that. Also people are saying that HTN is barely used any more. Any opinions?
I stumbled upon Goap and how a few good games are using it but I also found people saying that goap isn't good enough but no one really explain why so I thought I'd ask here. It seems to me that goap isn't good for squad based logic rather it's focused at individual AIs.
So I guess the final question is what is worth looking into as a 2019 AI implementation for a game that's action based has both squads and individual AIs for interesting gameplay?