<story><title>AI Toolkit: Give a brain to your game&apos;s NPCs, a header-only C++ library</title><url>https://github.com/linkdd/aitoolkit</url></story><parent_chain></parent_chain><comment><author>mikhmha</author><text>I&amp;#x27;ve been working on a multiplayer (MMO-ish) game. Currently at the point where most of the core stuff is in place and now I&amp;#x27;m implementing the A.I. Recently there have been some great links posted on HN regarding Game A.I, and I&amp;#x27;m very grateful for it! Implementing A.I has been a ton of fun and not as overwhelming as I thought it&amp;#x27;d be. I think my game will be dependent on &amp;quot;smart&amp;quot; A.I behavior so I&amp;#x27;m really trying to get this part down.&lt;p&gt;The language i&amp;#x27;m using - Elixir - also has some very interesting features that make it easy to integrate async a.i planning + a.i to a.i group communication. Ahh, I find it so exciting. The main simulation loop is never blocked. Meanwhile the A.I planner just chugs along as a separate process, spawning and despawning new agents in the world, creating and merging control groups, and setting new goals.</text></comment>
<story><title>AI Toolkit: Give a brain to your game&apos;s NPCs, a header-only C++ library</title><url>https://github.com/linkdd/aitoolkit</url></story><parent_chain></parent_chain><comment><author>klaussilveira</author><text>That is a very clean GOAP implementation.&lt;p&gt;FYI, GOAP was what made F.E.A.R such a cool game: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;www.youtube.com&amp;#x2F;watch?v=PaOLBOuyswI&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;www.youtube.com&amp;#x2F;watch?v=PaOLBOuyswI&lt;/a&gt;&lt;p&gt;&lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;archive.org&amp;#x2F;details&amp;#x2F;GDC2006Orkin&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;archive.org&amp;#x2F;details&amp;#x2F;GDC2006Orkin&lt;/a&gt;</text></comment>