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Re:Why F.E.A.R.’s AI is still the best in first-person shooters by JoshTriplett on Tuesday April 04, 2017 @12:16AM (#14029448)
Nice!

I'm curious about "8. Drop axe". Did your system have the constraint that the agent could only hold one thing at a time?

Or was the goal to carry the maximum amount of timber, in which case it's completely sensible to leave the axe in the woods and pick it up again when you return (assuming no other constraints, like competing agents or weather).

Re:Why F.E.A.R.’s AI is still the best in first-person shooters by stolk on Tuesday April 04, 2017 @02:13AM (#14029972)
Indeed. So in GOAP, actions have pre-conditions and post-conditions (effects.)

pickup-item was defined as:

PRECONDITIONS: HANDS_EMPTY==1, NEAR_ITEM==1, HAVE_ITEM==0

POSTCONDITIONS: HAVE_ITEM:=1 HANDS_EMPTY:=0

Which makes it so that agents carry one thing at a time, indeed.