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GOAP is only for AI. While a player character's scripts can influence or be influenced by it, GOAP's planning system is tailored to function primarily for AI. Finite states will serve you best for player character controls.


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Taken from a reddit thread: "Most of the non-blackboard AI functions are really buggy anyways, and I was only able to get error tolerant AI using the behavior tree." this indicates that if using Behavior trees, it is harder to make bad errors in your AI Taken from a reddit thread: "In my (admittedly very limited) experience, it's biggest ...


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You invoke your scoring method anytime you are not recursing further into the game tree. That could be when you've reached an end state, like in the Tic-Tac-Toe case, in which case you can score the move with total certainty about who benefits most from this outcome. It can also be when you've hit your recursion limit: In complex games there are too many ...


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