--- id: HTN-001 category: "10_Wiki/πŸ’‘ Topics/AI" confidence_score: 1.0 tags: [game-ai, ai-planning, game-design, behavior-systems] last_reinforced: 2026-04-26 --- # Hierarchical Task Network (HTN, 계측적 νƒœμŠ€ν¬ λ„€νŠΈμ›Œν¬) ## πŸ“Œ ν•œ 쀄 톡찰 (The Karpathy Summary) > "κ±°λŒ€ν•œ λͺ©ν‘œλ₯Ό μˆ˜ν–‰ κ°€λŠ₯ν•œ μž‘μ€ μž‘μ—…λ“€λ‘œ λΆ„ν•΄ν•˜μ—¬ κ³„νšν•˜λΌ" β€” λ³΅μž‘ν•œ μž„λ¬΄λ₯Ό ν•˜μœ„ νƒœμŠ€ν¬λ“€μ˜ 계측 ꡬ쑰둜 λ‚˜λˆ„μ–΄, μ—μ΄μ „νŠΈκ°€ 상황에 λ§žλŠ” ꡬ체적인 행동 μ‹œν€€μŠ€λ₯Ό μƒμ„±ν•˜κ²Œ ν•˜λŠ” κ³ κΈ‰ AI ν”Œλž˜λ‹ 기법. ## πŸ“– κ΅¬μ‘°ν™”λœ 지식 (Synthesized Content) - **μΆ”μΆœλœ νŒ¨ν„΄:** μƒμœ„ μˆ˜μ€€μ˜ 좔상적 λͺ©ν‘œ(Compound Task)λ₯Ό 쑰건에 따라 ν•˜μœ„ μž‘μ—…(Primitive Task)으둜 ꡬ체화(Decomposition)ν•΄ λ‚˜κ°€λŠ” ν•˜ν–₯식(Top-down) κ³„νš νŒ¨ν„΄. - **μ„ΈλΆ€ λ‚΄μš©:** - **Methods:** 볡합 νƒœμŠ€ν¬λ₯Ό μˆ˜ν–‰ν•˜λŠ” λ‹€μ–‘ν•œ λ°©λ²•λ“€μ˜ μ§‘ν•©. ν˜„μž¬ μ›”λ“œ μƒνƒœ(World State)에 λ§žλŠ” 졜적의 방법을 선택. - **Sensors & World State:** μ£Όλ³€ ν™˜κ²½ 정보λ₯Ό μˆ˜μΉ˜ν™”ν•˜μ—¬ κ³„νš 수립의 근거둜 ν™œμš©. - **Backtracking:** μ„ νƒν•œ κ²½λ‘œκ°€ λͺ©ν‘œ 달성에 μ‹€νŒ¨ν•  경우, 이전 λ‹¨κ³„λ‘œ λŒμ•„κ°€ λ‹€λ₯Έ 'Method'λ₯Ό μ‹œλ„. - **Real-time Performance:** GOAP에 λΉ„ν•΄ 전체 탐색 곡간이 κ³„μΈ΅μ μœΌλ‘œ μ œν•œλ˜λ―€λ‘œ, 맀우 λ³΅μž‘ν•œ 행동 μ²΄κ³„μ—μ„œλ„ λΉ λ₯Έ μ—°μ‚° 속도 μœ μ§€. ## ⚠️ λͺ¨μˆœ 및 μ—…λ°μ΄νŠΈ (Contradictions & RL Update) - **κ³Όκ±° λ°μ΄ν„°μ™€μ˜ 좩돌:** λ‹¨μˆœ μƒνƒœ λ¨Έμ‹ (FSM)의 폭발적인 λ³΅μž‘μ„±μ„ ν•΄κ²°ν•˜κΈ° μœ„ν•΄ λ“±μž₯. μ΅œκ·Όμ—λŠ” 트랜슀포머 기반의 행동 예츑 λͺ¨λΈκ³Ό κ²°ν•©ν•˜μ—¬ 'κ³„νšν•˜λŠ” AI'둜 μ§„ν™” 쀑. - **μ •μ±… λ³€ν™”:** Skybound ν”„λ‘œμ νŠΈμ˜ λΆ„λŒ€ λ‹¨μœ„ 적 AIλŠ” HTN을 μ‚¬μš©ν•˜μ—¬ ν˜‘λ™ 곡격, μ§„ν˜• μœ μ§€, λΆ€μƒμž 후솑 λ“± 고차원적인 μ „μˆ  행동을 μˆ˜ν–‰ν•¨. ## πŸ”— 지식 μ—°κ²° (Graph) - [[Goal-Oriented-Action-Planning|Goal-Oriented-Action-Planning]], Behavior-Tree, Game-AI, A-Star-Algorithm - **Raw Source:** 10_Wiki/Topics/AI/Hierarchical-Task-Network (HTN).md