Goal-Oriented Action Planning - Advanced AI For Games (Udemy.com)
Artificial Intelligence for Creating Complex Game Character Behaviours for Simulations, Real-Time Strategy Games & More
Created by: Penny de Byl
Last updated February 2025
What you will learn
- How to design and program more intelligent behaving Non-Player Characters with C#.
- How goals, states, actions, believes and path-planning can be applied in computer games.
- The finer workings of a Goal-Oriented Action Planning (GOAP) library and building one from scratch.
- How to develop and debug your own simulations.
How it compares
Against the other 205 rated Udemy courses in Artificial Intelligence on CourseDuck:
- Rating4.7 out of 5higher than 92% of them
- Reviews659#90 of 206 by number of reviews
- Length8.4 hourslonger than 66% of them
- Last updatedFebruary 2025more recently than 53% of them
Course Description
Goal-Oriented Action Planning (GOAP) is an AI architecture that provides game characters with the ability to select goals and make plans to achieve those goals based on the state of the environment and available resources. It can be used across a wide range of game genres from first-person shooters to real-time strategies, to develop intelligent characters capable of making smart decisions without the need for large finite state machines. The codebase is deceptively simple and yet logical, reusable and extremely powerful. The library is written in C# and implemented in Unity V.2019, however will easily port to other applications.
The projects in this course have been tested with and work in Unity 6.
In this course, Penny demystifies the advanced AI technique of GOAP used for creating believable and intelligent game characters in games using her internationally acclaimed teaching style and knowledge from over 25 years working with games, graphics and having written two award-winning books on games AI. Throughout, you will follow along with hands-on workshops designed to take you through every step of putting together your own GOAP API. You will build the entire GOAP library from the ground up while building a hospital simulation scenario in parallel, to test the API as you go.
Learn how to program and work with:
A GOAP Library and API that's reusable across a wide range of game projects.
Goals, Actions, States and Beliefs that define the state of the game environment, what individual characters want to do and how they understand their world.
Navigation Meshes and Agents that provide advanced path planning and navigation capabilities for characters.
Dynamic Building of NavMeshes to allow for the repositioning of resources in the environment.
Inventories for each character for use in completing tasks that satisfy character goals.
The Unity UI system to move draggable resources into a game environment.
Contents and Overview
Throughout the course, you will follow along while a GOAP library and API are constructed from the ground up, to allow you intimate knowledge of the codebase. Alongside this, a simple hospital simulation will be constructed to test out the functionality of the library as it is put together. The simulation will also rely on Unity's NavMesh System for navigation and path planning.
The course begins with an overview of Unity's NavMesh System and covers the basic functionality needed for the hospital simulation. It then goes on to cover the concept of GOAP, where students will discover how goals, actions and plans interact. A planner will be constructed that dynamically builds each character's sequence of actions, based on what they believe their goals are while in the simulation.
Following this, inventories will be introduced and developed to hold resources for individual characters. The resources in the inventories will be required for plan completion and also assist in directing a character's navigation around the environment. This will then build to the design of more complex behaviours in which two characters must collaborate to complete a plan.
As the course continues, more characters with differing roles will be added and dynamically created and resources will be added and removed to develop a complex simulation. By the end of the course, students will have a hospital simulation with patients, nurses, doctors and janitors each with their own roles, goals, actions and required resources.
Although this course is not about building a completed game, a final section will provide some further knowledge on Unity development and examine methods for interacting with the environment such as: dragging and dropping items, dynamic NavMesh baking, user interface creation and camera movement to provide students with some direction on how such a simulation could be turned into a game.
At the completion of this course, students will have a fully-fledged GOAP library and API that they can reuse in their own game projects to provide game characters with complex intelligent behaviours.
What students are saying about Penny's courses:
Turns out, the hardest part of this course for me is finding the words to describe how glad I am to have enrolled in it.
I honestly love Hollistic's teaching approach and I've never learned so much within a few hours about coding effectively with such detailed explanations!
Penny is an excellent instructor and she does a great job of breaking down complex concepts into smaller, easy-to-understand topics.
Instructor Details
- 4.7 Rating
659 Reviews
Penny de Byl
Hi, I'm Dr Penny de Byl. I'm a full stack developer of most things computer sciency and academic with a true passion for teaching. I've been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I've also consulted for Unity, SAE, the Australian Institute of Entertainment and Wikitude. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide. My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.
I have an honours degree in computer graphics and a Ph.D. in artificial intelligence for games characters. Over the course of my career I've won numerous awards for teaching excellence at the state, national and international levels including the Australian Learning and Teaching Council's Excellence in Teaching Award and the Unity Mobile Game Curriculum Competition. My approach to teaching computer science and related fields is project-based giving you hands-on workshops you can immediately get your teeth into.
I want you to leave my virtual classroom fully armed with a toolkit of skills for life-long learning. I'm excited to now be focussing my efforts full-time on Udemy to bring my years of knowledge and experience to those eager to learn about technology.
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Reviews
By Rob Michael on 12/19/2025
Another great course from Penny. I've been looking forward to taking this all year, as it's the last course on my professional development plan. I worked with multi-agent system in grad school for my thesis work, so I was excited to take this course. I noticed some similarities in the systems. I've played Condemned: Criminal Origins, but I hadn't realized that the AI in there were part of a GOAP system; now I may want to play it again. I thought the concepts in this course were well explained, though I'm going to go back & digest some of the planning code a little closer to better understand how it is executing the theories explained at the start of the course. I also enjoyed some of the extra Unity game dev tricks, and I'll definitely be putting some of those to use in my own games & other courses.
By David Pulcifer on 8/9/2021
Really excellent course on GOAP! I learned a lot and am much closer to being able to execute a project I have been planning. This course will teach you how to implement goal oriented action planning that includes agents, world and individual states, and dynamic and static resources. Honestly a very smooth course, the only thing that hung me up on occasion was variable naming made it a little more challenging to grasp some of the code. I was able to get through it, but I would definitely recommend the instructor consider more descriptive variable names for the sections of code dealing directly with GOAP functionality, because it does make it more challenging to grasp the concepts when the variable naming isn't clear.
By Shantul Nigam on 2/1/2021
Great class. Really good to have her refactor code to make it more usable. Also, the environment creation which is the second half of the class is really valuable. It really helps put things in place and provides a great starting point for creating dynamic environments. The only issue I had is that the GOAP system, as it is implemented, feels very tightly bound to objects/people so pre-planning would be extremely important to use it as it is designed in this class. I guess that is an opportunity for me to create a version that better fits my expectations. That said, the instructor does explain how the code works so implementing changes should be fairly straightforward.
By Joshua Bradley on 9/20/2020
This is a great course. You learn by coding (from the ground up) a functioning hospital simulation with different agents (nurses, patients etc) with GOAP AI. There was a lot of copying code upfront, and I was worried that I wasn't absorbing the concepts fully - there's quite a lot to take in. However by the midway point things become clear through the various exercises and sim enhancements Penny teaches through the course. GOAP is fascinating, and Penny is a very clear instructor. Only wrinkle is that sometimes I worry about the number of public classes, and calls to methods like GetComponent() which might end up being hard to maintain or bad for performance, but worrying about that is clearly outside the scope of the course (and I applaud the focus). Great stuff- highly recommended. Thanks! Updating this to say I really valued the extra work to make the test cases generic- really excellent education. Thanks again!
By Tom M on 6/19/2020
Excellent course! Introduces a great structure for simulating complicated behaviours of characters, allowing you to easily add to the possible actions your characters can take. You'll learn how to give your characters multiple goals and thorough an algorithm select a preferred one that's currently possible, and build out a plan to achieve it. The course includes getting characters to places, allowing them to interact and exchange resources, and interact with the environment. It also teaches game-like elements, like adding resources to the environment via a UI, repositioning and rotating them, and deleting them, as well as some nice camera movement controls. So you can have a nice basis for building out a simulation/strategy type game! The instructions are clear and easy to follow, and introduced in a fun order! The concepts can get a bit confusing, and you may encounter annoying bugs, but just look ahead on the video if so, as the instructor often explains how to solve them right at the time you have them. By the end you'll have a basic Goal Oriented Action Planning (GOAP) system built out, 4 agent types each with a couple of sub-goals, and 4 resource types created and used in different ways. A few more examples of complex chains of behaviours, to demonstrate what can really be done with GOAP (or where it may have limitations?), would be welcome. But you'll learn the basics and have the know-how to figure out how to break down any complex behaviours you want!
By Krzysztof Poros on 6/14/2020
Interesting approach to AI. A little annoying tons of refactoring the code, instead of "doing it right" the first time. The AI is working nicely, and i like the packages to download, that allow me to keep updated strictly with what Penny got on her screen. Still im getting a feeling that it's lacking more depth about some more complex behaviours, instead of moving the camera. Complex behaviours i mean: making decisions like do A or do B or do C depending on what is more optimal or simpler in this particular situation. (Fire a gun, OR toss a grenade?) Here the AI is barely waiting for actions to be available and that's all.
By Jason A on 4/9/2020
Just finished, phew! There's a lot here and while I think I went into it expecting a little more theory (there's an AI course for that!), you will come out the other end knowing how to use the GOAP system. Some Unity idioms that are used later in the course could have been leveraged earlier on to simplify the experience (for example, ScritableObjects make a good candidate for the Actions), but that just means there's plenty of scope to refine and enhance the system to suit the developer's goals. As always, Penny and the team have been active in their feedback which is always reassuring. And wow, once up and running, the system is something that's truly excellent to see; the end results are a huge payoff. Thanks!
By Daniel J Reese on 4/7/2020
This was my first Udemy course so I wasn't sure what to expect. As a c# developer and someone who has used Unity for several years I was worried about purchasing a course that focused too much on how to use the game engine or do basic things. I've on occasion came across some of Holistic3d videos on youtube and they have always been very good. Considering this was an Intermediate / Advanced course I decided to give it a go. I found it very easy to follow and appreciated the instructors use of moments through the video where she gives you a personal challenge to try on your own to reinforce what she just showed you. The final product that you build along with the videos is feature rich and easily extensible. I plan to take more courses soon!
By Karel Airapetjan on 2/3/2020
Allow me to say how hugely important this is for a person who is interested in certain type of game design. Creating games where you can create AI behaviours that supports emergent situations. As a mediocre coder i have been trying to learn GOAP for ages. I have read documents, research papers, watched theoretical videos and have gotten a pretty good idea of the theory behind the system but i was still unable to create this system on my own. I am a total "monkey see monkey do" type of learner. Someone has to show me how to build it first. Sadly i was unable to find any good tutorials that would show me how to create a basic GOAP system step by step. But now my troubles are over. Discovered this course a week ago. Everything was explained pretty well and it took a bit of fiddelling around until things clicked. I completed the course and had a basic building blocks in order to continue my own research. The most important is that i finally have a codebase that can i understand. I can take it apart and put it back together, modify and experiment with it as much as i want. I have a fantastic base to finally contunue learning the possibilites of GOAP. This course helped me to get over that annoying "starting hump" where i was stuck for embarrassingly long time. And may i say how fun it is to work with GOAP, experiment with different actions, balancing the values and then let the simulation run and see what happens. Today when working on my game i replaced some of my behaviour tree AI with GOAP and i already saw some interesting behaviours that were less predictable and seemed more natural. Of course it all depends on the game you are building but GOAP AI suits my game needs perfectly. Thanks Penny. Really... thanks. A lot.
By Anthony Juarez on 1/18/2020
This really was a terrific course. I had some doubts going into it and the early parts did have a lot of "copy the code this way" without too much explanation about why we were doing it that way. I'm still not sure I'm confident I understand how the Planner precisely works, but I am more confident going back on reviewing it and even trying to do it myself having gone through and completed the whole course. Once, some of the basic engines of the GOAP system are put in, Penny puts us through many different exercises using it, which serves both to start building the core of a game/simulation and also helps us get intimately familiar with the system we just coded. Things really pick up around Section 5, and the course just gets absolutely fantastic. I especially love all the great, amazing details she puts into everything, really going above and beyond expectations to make sure that we understand things that are going on and that we get results that are pleasing. After explaining a lot of the basics, she actually goes back to some parts and adds some polish or explains alternative ways things can be done. There's a whole section toward the end after we build and work with the GOAP system that's really all about just polishing up the simulation and making sure we have something that is testable and pleasing to work with and this covers some stuff that people tend to have a lot of trouble with such as how to properly rotate stuff, situations that can arise when importing models, setting up a UI, etc. She didn't have to do that, but you really get the sense she wants to help you build something great and just teach you as much stuff as she can. I feel really lucky to have her courses as a resource and it makes me pretty confident about buying anything from her.
Quality Score
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Overall Score : 94 / 100












