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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
260 lines
7.5 KiB
Markdown
260 lines
7.5 KiB
Markdown
---
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id: wiki-2026-0508-goal-oriented-action-planning
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title: Goal-Oriented Action Planning (GOAP)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [GOAP, action planning, F.E.A.R AI, STRIPS, HTN, behavior tree alternative]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.92
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verification_status: applied
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tags: [game-ai, planning, goap, strips, htn, action-planning, npc]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: C# / C++ / Python
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applicable_to: [Game AI, Planning, NPC]
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---
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# Goal-Oriented Action Planning (GOAP)
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## 매 한 줄
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> **"매 NPC 의 goal 의 의 의 action sequence 의 plan"**. F.E.A.R. (Monolith 2005) 매 famous. 매 STRIPS-derived. 매 modern alternative: 매 behavior tree, HTN, utility AI. 매 LLM 의 action plan 의 also similar.
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## 매 핵심
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### 매 component
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- **Goal**: 매 desired world state.
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- **Action**: 매 (precondition, effect, cost).
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- **Planner**: 매 A* search 의 의 의 actions.
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- **WorldState**: 매 current facts.
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### 매 vs alternatives
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- **FSM**: 매 hardcoded transitions.
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- **Behavior Tree**: 매 reactive, designer-friendly.
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- **GOAP**: 매 emergent, dynamic plan.
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- **HTN**: 매 hierarchical task decompose.
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- **Utility AI**: 매 score actions.
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### 매 응용
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1. **Game AI** (FPS, RTS).
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2. **Robotics planning**.
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3. **NPC complex behavior**.
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4. **Strategy game**.
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5. **LLM agent (similar pattern)**.
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## 💻 패턴
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### Action definition
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```python
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@dataclass
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class Action:
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name: str
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cost: float
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preconditions: dict # 매 state requirements
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effects: dict # 매 state changes
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def can_run(self, world_state):
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return all(world_state.get(k) == v for k, v in self.preconditions.items())
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def apply(self, world_state):
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new = world_state.copy()
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new.update(self.effects)
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return new
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```
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### Goal definition
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```python
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@dataclass
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class Goal:
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name: str
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desired_state: dict
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priority: float
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def is_satisfied(self, world_state):
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return all(world_state.get(k) == v for k, v in self.desired_state.items())
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```
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### A* planner
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```python
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import heapq
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def goap_plan(world_state, goal, actions):
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queue = [(0, world_state, [])]
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visited = set()
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while queue:
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cost, state, path = heapq.heappop(queue)
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state_key = frozenset(state.items())
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if state_key in visited: continue
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visited.add(state_key)
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if goal.is_satisfied(state): return path
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for action in actions:
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if action.can_run(state):
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new_state = action.apply(state)
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heuristic = compute_heuristic(new_state, goal)
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heapq.heappush(queue, (cost + action.cost + heuristic, new_state, path + [action]))
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return None # 매 no plan
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```
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### Heuristic (number of unsatisfied goal facts)
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```python
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def compute_heuristic(state, goal):
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return sum(1 for k, v in goal.desired_state.items() if state.get(k) != v)
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```
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### Example: combat AI
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```python
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ACTIONS = [
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Action('reload', cost=1, preconditions={'has_weapon': True, 'has_ammo': True}, effects={'weapon_loaded': True}),
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Action('grab_ammo', cost=2, preconditions={'near_ammo': True}, effects={'has_ammo': True}),
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Action('fire', cost=1, preconditions={'weapon_loaded': True, 'enemy_visible': True}, effects={'enemy_dead': True, 'weapon_loaded': False}),
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Action('take_cover', cost=3, preconditions={'cover_available': True}, effects={'in_cover': True}),
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]
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GOAL_KILL = Goal('kill_enemy', {'enemy_dead': True}, priority=1.0)
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world = {'has_weapon': True, 'has_ammo': False, 'near_ammo': True, 'enemy_visible': True, 'cover_available': True}
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plan = goap_plan(world, GOAL_KILL, ACTIONS)
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# 매 → [grab_ammo, reload, fire]
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```
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### Reactive replanning
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```python
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class GOAPAgent:
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def __init__(self, actions):
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self.actions = actions
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self.current_plan = []
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self.current_goal = None
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def update(self, world_state):
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# 매 select goal
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goals = self.evaluate_goals(world_state)
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new_goal = max(goals, key=lambda g: g.priority)
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# 매 replan if goal changed or plan invalid
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if new_goal != self.current_goal or not self.plan_valid(world_state):
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self.current_plan = goap_plan(world_state, new_goal, self.actions)
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self.current_goal = new_goal
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if self.current_plan:
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return self.current_plan.pop(0)
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return None
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```
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### Cost dynamic adjustment
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```python
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def dynamic_cost(action, world_state):
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base = action.cost
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if action.name == 'fire' and world_state['low_ammo']: return base * 3
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if action.name == 'take_cover' and world_state['health'] < 30: return base * 0.3
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return base
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```
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### HTN (Hierarchical Task Network)
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```python
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class Task:
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def __init__(self, name, methods):
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self.name = name; self.methods = methods # 매 list of decomposition
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class Method:
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def __init__(self, preconditions, subtasks):
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self.preconditions = preconditions; self.subtasks = subtasks
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# 매 decompose top task → primitive actions
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```
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### Behavior Tree (alternative)
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```python
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class Selector:
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def tick(self):
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for child in self.children:
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if child.tick() == 'success': return 'success'
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return 'fail'
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class Sequence:
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def tick(self):
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for child in self.children:
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if child.tick() != 'success': return 'fail'
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return 'success'
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# 매 attack tree
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attack = Sequence([HasAmmo(), HasWeapon(), Selector([Fire(), Reload()])])
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```
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### Utility AI (alternative)
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```python
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def utility_decide(actions, world_state):
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scores = []
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for action in actions:
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if not action.can_run(world_state): continue
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score = sum(consider.score(world_state) for consider in action.considerations)
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scores.append((action, score))
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return max(scores, key=lambda x: x[1])[0]
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```
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### LLM agent (similar pattern)
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```python
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def llm_plan(goal, world_state, available_tools, llm):
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prompt = f"""You are a planner. Goal: {goal}
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Current state: {world_state}
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Tools: {available_tools}
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Output a plan (JSON list of tool invocations) to achieve the goal."""
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return json.loads(llm.generate(prompt))
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```
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### Plan visualization
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```python
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def visualize_plan(plan, world_state):
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state = world_state.copy()
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for i, action in enumerate(plan):
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print(f'{i+1}. {action.name} (cost {action.cost})')
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state = action.apply(state)
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print(f'Final state: {state}')
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```
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## 매 결정 기준
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| 상황 | Approach |
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| Complex emergent NPC | GOAP |
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| Designer-driven | Behavior Tree |
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| Hierarchical task | HTN |
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| Score-based | Utility AI |
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| Modern flexible | LLM agent |
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| Simple | FSM |
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**기본값**: 매 GOAP for emergent + 매 BT for reactive + 매 HTN for hierarchical + 매 LLM for flexible/data-rich.
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## 🔗 Graph
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- 부모: [[Planning]]
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- 변형: [[Behavior-Tree]] · [[HTN]]
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- 응용: [[F.E.A.R-AI]]
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- Adjacent: [[STRIPS]] · [[Drama Management Systems]] · [[Foundation-Models]]
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## 🤖 LLM 활용
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**언제**: 매 game NPC. 매 robot planning.
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**언제 X**: 매 simple linear behavior.
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## ❌ 안티패턴
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- **Plan once + execute blind**: 매 dynamic world fail.
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- **Action explosion**: 매 search slow.
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- **No replanning**: 매 stale.
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- **GOAP for trivial NPC**: 매 over-engineer.
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## 🧪 검증 / 중복
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- Verified (F.E.A.R AI postmortem, Orkin, GOAP literature).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-04-20 | Auto |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — GOAP + 매 A* / BT / HTN / utility / LLM agent code |
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