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A "goal" in Scene Based Reasoning is a desired state of the world represented by a partial Scene. For example if an Agent is hungry, the goal for this agent is to achieve a status "not hungry" which is represented by TinyCog as the value 0 of the attribute "hungry" of the respective agent. So technically, this goal would consist of a new Scene with only one object (the agent) and only one attribute ("hungry") or in Description Logic notation:

agent :: hungry: 0.

Goals are usually passed on to a Planner, together with the current state of the world. The Planner will return a list of Plans that would lead to the achievement of the goal. These plans are passed on to the Persistent Goals subsystem for execution.