Utility AI
Also said as Utility system, Needs-based AI, Scoring AI
The character gives every action it could take a score based on the situation, and does the one with the highest. How hungry am I, how far is the food, how much would it help.
Behaviour comes out natural and hard to predict, with no list of rules to get stuck in. It is hard to direct, though, because the only way to change what a character does is to tune numbers.
Say it
“Score each action as need squared times a weight, minus a penalty for distance, so a very hungry villager crosses the map to eat, but a slightly hungry one snacks nearby.”
Where you’ve seen it
The Sims matches needs against objects: a fridge advertises that it can help with hunger, and each sim picks whichever option does most for how it feels right now.
Not to be confused with goap
Utility AI chooses the best single next action. GOAP plans a whole chain of actions towards a goal.