Explainable, hierarchical intelligence

HTN AI System

Full HTN planner plus visual node editor: AI that plans, designers who can author. Open-source O3DE has no decision framework.

Overview

Open-source O3DE has no AI decision framework — behavior is hand-written state machines. HTN (Hierarchical Task Network) is the planning approach used in AAA titles such as Killzone and Horizon: high-level goals like “guard the camp” decompose into executable action sequences.

DawnEngine ships a full HTN planner and the HTN Canvas visual editor so designers can author behavior domains in a node graph without code.

Key Capabilities

  • Full HTN planner: incremental replanning when the world changes; predictable cost.
  • Visual editor: aligned with other in-engine node editors; low learning curve.
  • Asset pipeline: domains are first-class assets — hot-reloadable, reusable, versionable.
  • Deterministic execution: same inputs → same plans; multiplayer and replay friendly.
  • Navigation operators: ready-made move operators for Navigation3D.

Use Cases

  • AI-heavy games: open world, survival, tower defense.
  • Simulation and advanced NPCs that need explainable decisions.
  • Projects that want domain knowledge as a reusable planning library.

HTN decides “what to do”; Navigation3D handles “how to get there”; with World Streaming this supports large numbers of ground/air agents. Ground vehicles: PhysX Vehicle.