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