I recently took it upon myself to implement an HTN (Hierarchical Task Network) planner in my game engine. While other AI methodologies (behavior trees, finite state machines, etc) are fairly well-documented, I didn’t find much on HTNs outside of Exploring HTN Planners through Example, so decided to write this blog post about my implementation and thoughts.
Alic Szecsei Posts
As I’ve started coding in C++ again instead of Rust, I’ve found myself missing Rust’s trait system a lot. I love static type checking; in…