--- id: GOAP-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 --- # Goal-Oriented Action Planning (GOAP, λͺ©ν‘œ μ§€ν–₯적 행동 κ³„νš) ## πŸ“Œ ν•œ 쀄 톡찰 (The Karpathy Summary) > "μ–΄λ–»κ²Œ ν• μ§€ κ°€λ₯΄μΉ˜μ§€ 말고, 무엇을 ν•˜κ³  싢은지 μ •ν•΄μ£Όλ©΄ 슀슀둜 κ³„νšν•˜κ²Œ ν•˜λΌ" β€” μ—μ΄μ „νŠΈκ°€ λͺ©ν‘œλ₯Ό λ‹¬μ„±ν•˜κΈ° μœ„ν•΄ ν˜„μž¬ μƒνƒœμ—μ„œ κ°€λŠ₯ν•œ ν–‰λ™λ“€μ˜ 쑰합을 λ™μ μœΌλ‘œ νƒμƒ‰ν•˜κ³  κ³„νš(Plan)을 μ„Έμ›Œ μ‹€ν–‰ν•˜λŠ” AI μ•„ν‚€ν…μ²˜. ## πŸ“– κ΅¬μ‘°ν™”λœ 지식 (Synthesized Content) - **μΆ”μΆœλœ νŒ¨ν„΄:** λ³΅μž‘ν•œ μƒνƒœ 전이(State Machine)λ₯Ό ν•˜λ“œμ½”λ”©ν•˜λŠ” λŒ€μ‹ , 각 ν–‰λ™μ˜ μ „μ œ 쑰건(Pre-condition)κ³Ό 효과(Effect)λ₯Ό μ •μ˜ν•˜μ—¬ λͺ©ν‘œ(Goal)에 λ„λ‹¬ν•˜λŠ” 졜적의 경둜λ₯Ό κ·Έλž˜ν”„ 탐색(A* λ“±)으둜 μ°Ύμ•„λ‚΄λŠ” νŒ¨ν„΄. - **μ„ΈλΆ€ λ‚΄μš©:** - **Goal:** μ—μ΄μ „νŠΈκ°€ λ„λ‹¬ν•˜κ³ μž ν•˜λŠ” μƒνƒœ (예: '적을 μ œκ±°ν•˜λΌ', '체λ ₯을 νšŒλ³΅ν•˜λΌ'). - **Actions:** μ—μ΄μ „νŠΈκ°€ μˆ˜ν–‰ν•  수 μžˆλŠ” μ΅œμ†Œ λ‹¨μœ„μ˜ 행동. (예: 'μž₯μ „', '이동', '사격'). - **Planner:** ν˜„μž¬ μƒνƒœμ—μ„œ λͺ©ν‘œ μƒνƒœλ‘œ κ°€κΈ° μœ„ν•œ ν–‰λ™λ“€μ˜ μˆœμ„œλ₯Ό μ‹€μ‹œκ°„μœΌλ‘œ 계산. - **Dynamic Re-planning:** 상황이 λ°”λ€Œλ©΄(예: 적이 μ‹œμ•Όμ—μ„œ 사라짐) μ¦‰μ‹œ κ³„νšμ„ νκΈ°ν•˜κ³  μƒˆλ‘œμš΄ κ³„νšμ„ 수립. ## ⚠️ λͺ¨μˆœ 및 μ—…λ°μ΄νŠΈ (Contradictions & RL Update) - **κ³Όκ±° λ°μ΄ν„°μ™€μ˜ 좩돌:** κ±°λŒ€ν•œ FSM(μœ ν•œ μƒνƒœ λ¨Έμ‹ )의 λ³΅μž‘μ„±κ³Ό 경직성을 ν•΄κ²°ν•˜κΈ° μœ„ν•΄ λ„μž…λ¨. μ΅œκ·Όμ—λŠ” 계측적 νƒœμŠ€ν¬ λ„€νŠΈμ›Œν¬(HTN)λ‚˜ λ”₯λŸ¬λ‹ 기반 μ •μ±… κ²°μ •κ³Ό μƒν˜Έ λ³΄μ™„μ μœΌλ‘œ μ‚¬μš©λ¨. - **μ •μ±… λ³€ν™”:** Skybound ν”„λ‘œμ νŠΈμ˜ 보슀 λͺ¬μŠ€ν„° AIλŠ” GOAP 기반의 κ³„νš μ‹œμŠ€ν…œμ„ μ‚¬μš©ν•˜μ—¬, ν”Œλ ˆμ΄μ–΄μ˜ μœ„μΉ˜μ™€ μžμ‹ μ˜ 체λ ₯ μƒνƒœμ— 따라 μ§€λŠ₯적으둜 곡격과 퇴각을 결정함. ## πŸ”— 지식 μ—°κ²° (Graph) - Game-AI, A-Star-Algorithm, Finite-State-Machine, HTN-Planning - **Raw Source:** 10_Wiki/Topics/AI/Goal-Oriented-Action-Planning.md