Code Modules:

  • HTN [Runtime]

  • HTNEditor [Editor]

Number of Blueprints: 0

Number of C++ Classes: 70

Network Replicated: No (not needed for AI)

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows 64-bit, macOS, Linux, Android, iOS, PS4, PS5, Xbox One, Xbox Series X, Xbox Series S, Nintendo Switch

Documentation: HTN Documentation

Example Project: HTN Example Project

代码模块:

  • HTN[运行时]

  • HTNEditor[编辑]

蓝图数目: 0

C++类数: 70

网络复制: 不(AI不需要)

支持的开发平台: 窗户

支持的目标构建平台: Windows64位,macOS,Linux,Android,iOS,PS4,PS5,Xbox One,Xbox Series X,Xbox Series S,Nintendo Switch

文件: HTN文档

示例项目: HTN示例项目










WEBSITE

DISCORD

The HTN Planning plugin lets you create AI that can plan multiple steps ahead by predicting the consequences of its actions. Here are some examples:

  • Video: an HTN-based character inventing the optimal plan to attack a target
  • Video: two groups of HTN-based characters tactically fighting in a simple FPS arena

Just like with Behavior Trees, you can easily create Tasks, Decorators, and Services from either C++ or Blueprints, and arrange them in a visual graph editor. The HTN planner uses Blackboard data to store knowledge about possible future worldstates. Nodes check and modify values in the worldstate during planning, which makes it possible to make decisions based on possible future states. The planner efficiently finds the plan with the lowest cost, or the one with the highest priority.

Compared to other planning techniques like Goal-Oriented Action Planning, HTN planning is more efficient and gives designers much more control over the AI. It can be as rigid as Behavior Trees, or as flexible as GOAP. You can create AI with just as much autonomy and flexibility as you need: an AI that selects between predefined sequences of tasks, or an AI that is free to arrange its tasks in any order to achieve a goal, or anything in between.

Features:

For more info, check out the documentation website, the tutorials, and the official Discord community.

网站

不和谐

HTN Planning插件允许您创建AI,通过预测其操作的后果,可以提前计划多个步骤。 以下是一些例子:

  • 短片:基于HTN的角色发明攻击目标的最佳计划
  • 短片:两组基于HTN的角色在一个简单的FPS竞技场中战术战斗

就像使用行为树一样,您可以轻松地从C++或蓝图创建任务、装饰器和服务,并将它们排列在可视化图形编辑器中。 HTN planner使用黑板数据来存储有关未来可能的worldstates的知识。 节点在规划期间检查和修改worldstate中的值,这使得可以根据可能的未来状态做出决策。 计划者有效地找到成本最低的计划或优先级最高的计划。

与其他规划技术(如目标导向的行动计划)相比,HTN规划更有效,并为设计师提供了对AI的更多控制。 它可以像行为树一样刚性,也可以像GOAP一样灵活。 您可以根据需要创建具有尽可能多自主权和灵活性的AI:在预定义的任务序列之间进行选择的AI,或者可以自由地以任何顺序安排任务以实现目标的

特征:

有关更多信息,请查看 文件网站,的 指南,而官方 不和谐 社区。

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