<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>Goap on Coyote Time</title>
    <link>https://blog.jonmikeys.com/tags/goap/</link>
    <description>Recent content in Goap on Coyote Time</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <lastBuildDate>Tue, 29 Sep 2026 00:00:00 +0000</lastBuildDate>
    <atom:link href="https://blog.jonmikeys.com/tags/goap/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>Using Jev for Game AI: Typed Decisions for GOAP</title>
      <link>https://blog.jonmikeys.com/posts/using-jev-for-game-ai-typed-decisions-for-goap/</link>
      <pubDate>Tue, 29 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/using-jev-for-game-ai-typed-decisions-for-goap/</guid>
      <description>A practical guide to Jev&amp;rsquo;s decision types, the OpenRouter Decisions API, and using a typed choice to select an eligible GOAP goal.</description>
    </item>
    <item>
      <title>Blackboard Architecture for Game AI: Shared State Without the Mess</title>
      <link>https://blog.jonmikeys.com/posts/blackboard-architecture-for-game-ai/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/blackboard-architecture-for-game-ai/</guid>
      <description>A practical explanation of blackboard architecture for game AI, why it exists, and how it helps behavior trees and GOAP share state cleanly.</description>
    </item>
    <item>
      <title>GOAP for Game AI: Let Actions Build the Plan</title>
      <link>https://blog.jonmikeys.com/posts/goap-for-game-ai/</link>
      <pubDate>Sun, 21 Jun 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/goap-for-game-ai/</guid>
      <description>An introduction to GOAP, how it differs from behavior trees and FSMs, and how to use it in game AI.</description>
    </item>
  </channel>
</rss>
