This week the specifics of the project were finally defined. It took longer than I would’ve liked, but it’s important to not just launch in head-first, and to consider your options. The paper will focus on comparing GOAP, FSMs and Behavior Trees, each of them has benefits in certain situations. The paper will compare them and describe which of them is the best fit for the implementation, and potentially how it was implemented in Unreal. [For instance, GOAP and FSMs have no default implementation, while Behavior Trees do.]