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Hardly used.
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Differences between HTN and HGN:
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"HTN is oriented to decomposing tasks into subtasks, while HGN organizes and plans based on a hierarchy of goals."
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By its nature this creates AI that is very predictable, like enemies in Dark Souls. To prevent this, RNG is used.
Games that use it
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As shown in the Combat Wheel section, the probability of an attack occurring is altered at runtime depending on the context of the fight, creating greater variability and less predictability.
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It is an interesting approach, somewhat reminiscent of scores in Utility AI, as mentioned in the video.
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