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Glossary

Quick reference for framework-specific terms. Each entry links to the page with full documentation.


Term Definition Details
Action A unit of behavior with preconditions, effects, a cost, and a strategy that executes it. The planner chains actions together to achieve goals. Action Strategies
Behavioral State A high-level mode of behavior (e.g., Patrol, Combat). Each state contains its own set of actions, goals, and beliefs, keeping the planner's search space small. GOAPAgent
Belief A stateless boolean evaluator that reads the blackboard and returns true/false. Used as preconditions, effects, and FSM transition conditions. What is GOAP?
Blackboard Per-agent typed key-value store. The single source of truth for all runtime data — sensors write to it, beliefs read from it, strategies read/write it. Blackboard
Brain The top-level ScriptableObject asset that defines an agent's complete AI configuration. Contains states, sensors, keys, transitions, and the key manifest. GOAPAgent
Capability A cached component reference on the agent's GameObject (e.g., NavMeshAgent, Animator). Accessed via context.GetCapability<T>() with O(1) lookup. GOAPAgent — Custom Agent Context
ContentRevision An integer counter incremented on every blackboard write. The planner uses it as a cache gate to skip redundant replanning. Blackboard — ContentRevision
Cost A float value on each action representing how expensive it is. The planner minimizes total plan cost. Score Modifiers can adjust costs dynamically. What is GOAP?
Effect A world-state change an action promises to make when it completes. The planner uses effects to chain actions together during backward search. What is GOAP?
FSM Transition A belief-driven transition between behavioral states, checked on a timer (~0.1s). Can interrupt the current plan. GOAPAgent — GoapStateTransition
Goal A desired world state with a priority. The planner selects the highest-priority valid goal and plans a sequence of actions to achieve it. What is GOAP?
GOAP Hub The visual editor window for configuring brains, states, actions, goals, sensors, and key mappings. Includes validation and runtime debugging. GOAP Hub Overview
Key A concrete blackboard entry identified by a SerializableGuid. Has a name and a GoapKeyType (Boolean, Float, Vector3, Integer, Object, String). Blackboard
Key Manifest The wiring table in a Brain that maps abstract Slots to concrete Keys. Enables action reuse across different agent types. What is GOAP?
NoiseEmitter A MonoBehaviour that emits sound events for the Auditory Sensor to detect. Attach to GameObjects that produce sound. Sensor Controller — NoiseEmitter
Planner The Burst-compiled A* search system that finds an optimal sequence of actions to achieve a goal within the current behavioral state. The Planning Loop
Post-Process A ScriptableObject that runs after a strategy succeeds. Used for cleanup, key resets, memory clearing, and state transition preparation. Action Strategies — Post-Processes
Precondition A world-state requirement that must be true before the planner can select an action. Expressed as a belief + expected value. What is GOAP?
Recollection Temporal memory system (GoapRecollectionSystem) that tracks stimuli with confidence decay. Agents remember last-known positions and lose track over time. Blackboard — Recollection System
Score Modifier An AnimationCurve-driven adjuster that dynamically changes action costs or goal priorities based on blackboard values. Guard Post Demo — Score Modifiers
Self-Reset Pattern A post-process chain that satisfies a goal, cleans up, then resets the goal key — making a state robust to any entry path. Action Strategies — Self-Reset Pattern
Sensor A ScriptableObject that reads world state (vision, hearing, proximity) and writes results to the blackboard at configured intervals. Sensor Controller
SerializableGuid A Unity-serializable 128-bit GUID used as the universal key identifier. Never construct them in code — they're created in the GOAP Hub. Blackboard — SerializableGuid
Slot An abstract key reference on an action or sensor. The Key Manifest maps slots to concrete blackboard keys, enabling reuse across agent types. What is GOAP?
Strategy A ScriptableObject containing the actual execution logic for an action (move, attack, animate). Shared as a singleton across all agents using the same brain. Action Strategies
Temporal Key A blackboard key managed by the RecollectionSystem instead of direct writes. Supports confidence decay and multi-entity tracking. Blackboard — Regular Keys vs Temporal Keys
ValidityKey A boolean key automatically managed by a temporal memory stream. true while any memory entry exists, false when all entries expire. Never write to it directly. Blackboard — Key Ownership Rules