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License: MIT License
Goal Oriented Action Planning
License: MIT License
Is it possible to add some information about how the projects works?
If we follow the example from here;- https://github.com/stolk/GPGOAP
There are 4 steps which should be generated, but plugging in the initial state and goal state from that example page doesn't work in this GOAP project.
I found an alternative;- simply run a check on all the possible combinations/permutations of actions.
using System;
using System.Linq;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
using GOAP;
using GOAP.Planning;
namespace game1
{
public partial class Game1
{
GOAP_1 test = new GOAP_1();
public class GOAP_1
{
public GOAP_1()
{
var planningActions = new List<PlanningAction<State>>
{
new PlanningAction<State>(
name:"load",
validator: x => x["armedWithGun"] == 1,
executor: x =>
{
x["weaponLoaded"] = 1;
}),
new PlanningAction<State>(
name:"detonateBomb",
validator: x => x["armedWithBomb"] == 1 && x["nearEnemy"] == 1,
executor: x =>
{
x["alive"] = 0;
x["enemyAlive"] = 0;
}),
new PlanningAction<State>(
name:"shoot",
validator: x => x["enemyLinedUp"] == 1,
executor: x =>
{
x["enemyAlive"] = 0;
}),
new PlanningAction<State>(
name:"aim",
validator: x => x["enemyVisible"] == 1 && x["weaponLoaded"] == 1,
executor: x =>
{
x["enemyLinedUp"] = 1;
}),
new PlanningAction<State>(
name:"approach",
validator: x => x["enemyVisible"] == 1,
executor: x =>
{
x["nearEnemy"] = 1;
}),
new PlanningAction<State>(
name: "scout",
validator: x => x["armedWithGun"] == 1,
executor: x =>
{
x["enemyVisible"] = 1;
}),
new PlanningAction<State>(
name:"flee",
validator: x => x["enemyVisible"] == 1,
executor: x =>
{
x["nearEnemy"] = 0;
}),
};
initialState = new State
{
{"armedWithGun" , 1},
{"enemyVisible" , 0},
{"nearEnemy" , 0},
{"weaponLoaded" , 0},
{"enemyLinedUp" , 0},
{"enemyAlive" , 1},
{"armedWithBomb" , 1},
{"alive" , 1},
};
goalState = new State
{
{"enemyAlive" , 0},
{"alive" , 1},
};
var steps = makePlan(initialState, goalState, planningActions);
foreach(var step in steps) //plan
{
//..
}
}
static List<PlanningAction<State>> makePlan(State initialState, State goalState, List<PlanningAction<State>> actions)
{
foreach(var action in actions)
{
var qualified = action.validator((State)initialState.Clone());
if(!qualified) continue;
var state1 = action.Execute((State)initialState.Clone());
foreach(var action2 in actions)
{
if(action2 != action)
{
var qualified2 = action2.validator(state1);
if(!qualified2) continue;
var state2 = action2.Execute(state1);
foreach(var action3 in actions)
{
if(action3 != action && action3 != action2)
{
var qualified3 = action3.validator(state2);
if(!qualified3) continue;
var state3 = action3.Execute(state2);
foreach(var action4 in actions)
{
if(action4 != action && action4 != action2 && action4 != action3)
{
var qualified4 = action4.validator(state3);
if(!qualified4) continue;
var state4 = action4.Execute(state3);
foreach(var action5 in actions)
{
if(action5 != action && action5 != action2 && action5 != action3 && action5 != action4)
{
var qualified5 = action5.validator(state4);
if(!qualified5) continue;
var state5 = action5.Execute(state4);
}
}
if(goalStateSatisfied(state4, goalState)) return makeSteps(action, action2, action3, action4);
}
}
if(goalStateSatisfied(state3, goalState)) return makeSteps(action, action2, action3);
}
}
if(goalStateSatisfied(state2, goalState)) return makeSteps(action, action2);
}
}
if(goalStateSatisfied(state1, goalState)) return makeSteps(action);
}
return new List<PlanningAction<State>>();
}
static bool goalStateSatisfied(State currState, State goalState)
{
foreach(var kvp in goalState)
{
if(kvp.Value == currState[kvp.Key])
continue;
return false;
}
return true;
}
static List<PlanningAction<State>> makeSteps(params PlanningAction<State>[] actions)
{
List<PlanningAction<State>> steps = new List<PlanningAction<State>>();
foreach(var action in actions)
steps.Add(action);
return steps;
}
static State initialState;
static State goalState;
}
}
}
Can you attach a license file for this repository? Or can we reference the code freely?
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