Minecraft:Mob AI: Difference between revisions
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====Sensor classes==== | ====Sensor classes==== | ||
{{Expand section}}Sensors classes are responsible for detecting a specific type of information and storing the results in one or more memory modules in a mob's brain. | {{Expand section}}Sensors classes are responsible for detecting a specific type of information and storing the results in one or more memory modules in a mob's brain. In the game's code, these classes are part of the package {{cd|net.minecraft.world.entity.ai.sensing}} | ||
{| class="wikitable collapsible" | {| class="wikitable collapsible" | ||
!Class!! Memory requires!!Do tick | !Class!! Memory requires!!Do tick | ||
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* Searches for [[Minecraft:Point of Interest|POIs]] of type <code>home</code> ([[Minecraft:Bed]]) within 48 blocks of the mob. The sensor uses a cache to avoid repeatedly checking the same POIs and attempts to add up to 5 new beds to the cache during each scan. | * Searches for [[Minecraft:Point of Interest|POIs]] of type <code>home</code> ([[Minecraft:Bed]]) within 48 blocks of the mob. The sensor uses a cache to avoid repeatedly checking the same POIs and attempts to add up to 5 new beds to the cache during each scan. | ||
* The sensor attempts to create a [[Minecraft:Mob AI#Pathfinding|path]] to the found beds. If a path is found and can reach its target, and the target is a valid POI, stores the target's position in the mob's {{cd|nearest_bed}} memory. | * The sensor attempts to create a [[Minecraft:Mob AI#Pathfinding|path]] to the found beds. If a path is found and can reach its target, and the target is a valid POI, stores the target's position in the mob's {{cd|nearest_bed}} memory. | ||
* If no reachable bed is found, and fewer than 5 POIs were checked, removes expired entries from the cache. | * If no reachable bed is found, and fewer than 5 POIs were checked, removes expired entries from the cache.{{fn|grup=sensor|name=bedcache| A POI is considered expired depending on whether the current {{cd|lastUpdate}} exceeds the {{cd|lastUpdate}} from when the POI was added to the cache by more than 40. The {{cd|lastUpdate}} is an auxiliary variable defined as {{tooltip|Gametime|the total number of game ticks that have elapsed in the world}} + {{Tooltip|random.netxtInt(20)|0 ≤ int < 20}}, at the beginning of the doTick.}} | ||
|- | |- | ||
|HurtBySensor | |HurtBySensor | ||
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|- | |- | ||
|VillagerHostilesSensor | |VillagerHostilesSensor | ||
| | |{{cd|nearest_hostile}} and {{cd|visible_mobs}} | ||
| | |Searches the {{cd|visible_mobs}} memory for the nearest [[Minecraft:living entity]] matching one of the following hostile entity types and stores it in the {{cd|nearest_hostile}} memory: | ||
* {{EntityLink|Drowned}} — within 8 blocks | |||
* {{EntityLink|Evoker}} — within 12 blocks | |||
* {{EntityLink|Husk}} — within 8 blocks | |||
* {{EntityLink|Illusioner}} — within 12 blocks | |||
* {{EntityLink|Pillager}} — within 15 blocks | |||
* {{EntityLink|Ravager}} — within 12 blocks | |||
* {{EntityLink|Vex}} — within 8 blocks | |||
* {{EntityLink|Vindicator}} — within 10 blocks | |||
* {{EntityLink|Zoglin}} — within 10 blocks | |||
* {{EntityLink|Zombie}} — within 8 blocks | |||
* {{EntityLink|Zombie Villager}} — within 8 blocks | |||
If no matching hostile entity is found, {{cd|nearest_hostile}} is set to empty. | |||
|- | |- | ||
|VillagerBabiesSensor | |VillagerBabiesSensor | ||
| | |{{cd|visible_villager_babies}} | ||
| | |Finds all [[Minecraft:Villager|villagers]] that are [[Minecraft:Baby|babies]] from the mob's {{cd|visible_mobs}} memory and stores them as a list in the {{cd|visible_villager_babies}} memory. | ||
If no visible baby villagers are found, stores an empty list. | |||
|- | |- | ||
|SecondaryPoiSensor | |SecondaryPoiSensor | ||
Revision as of 11:13, 16 July 2026
This article describes the various components of a mob's AI that control its behavior.
Brain
Some mobs use a complex AI system called a brain. A mob's brain stores memories (data), a list of tasks that can be performed, and a list of sensors used to determine which tasks it can perform.
Sensor
Sensors are used to detect if a mob with a brain can perform certain tasks. Examples of sensors include, a sensor to detect if an armadillo should be scared, a sensor to detect the nearest player, and a sensor to detect if a mob is in water.
By default, sensors run once every 20 game ticks (1 second), although individual sensor classes can have a different scan rate. When a sensor runs, it updates its targeting conditions to match the mob's current Template:Attr attribute before performing its detection logic. The first execution of each sensor is delayed by a random number of ticks, preventing multiple sensors from running simultaneously.
| Sensor | Class | Uses |
|---|---|---|
| dummy | DummySensor | defaulted sensor type |
| nearest_items | NearestItemSensor | Template:Flatlist |
| nearest_living_entities | NearestLivingEntitySensor | Template:Flatlist |
| nearest_players | PlayerSensor | Template:Flatlist |
| nearest_bed | NearestBedSensor | Template:EntityLink |
| hurt_by | HurtBySensor | Template:Flatlist |
| villager_hostiles | VillagerHostilesSensor | Template:EntityLink |
| villager_babies | VillagerBabiesSensor | Template:EntityLink |
| secondary_pois | SecondaryPoiSensor | Template:EntityLink |
| golem_detected | GolemSensor | Template:EntityLink |
| armadillo_scare_detected | MobSensor | Template:EntityLink |
| piglin_specific_sensor | PiglinSpecificSensor | Template:EntityLink |
| piglin_brute_specific_sensor | PiglinBruteSpecificSensorregister | Template:EntityLink |
| hoglin_specific_sensor | HoglinSpecificSensor | Template:EntityLink |
| nearest_adult | AdultSensor | Template:Flatlist |
| nearest_adult_any_type | AdultSensor | Template:EntityLink |
| axolotl_attackables | AxolotlAttackablesSensor | Template:EntityLink |
| food_temptations | TemptingSensor | Template:Flatlist |
| frog_temptations | TemptingSensor | Template:Flatlist |
| nautilus_temptations | TemptingSensor | Template:Flatlist |
| frog_attackables | FrogAttackablesSensor | Template:EntityLink |
| is_in_water | IsInWaterSensor | Template:EntityLink |
| warden_entity_sensor | WardenEntitySensor | Template:EntityLink |
| breeze_attack_entity_sensor | BreezeAttackEntitySensor | Template:EntityLink |
Sensor classes
Template:Expand sectionSensors classes are responsible for detecting a specific type of information and storing the results in one or more memory modules in a mob's brain. In the game's code, these classes are part of the package Template:Cd
| Class | Memory requires | Do tick |
|---|---|---|
| DummySensor | None | Performs no actions |
| NearestItemSensor | Template:Cd | Find the Template:Tooltip item that:
The nearest matching item is stored in the Template:Cd memory. If no matching item is found, the memory is set to empty. |
| NearestLivingEntitySensor | Template:Cd and Template:Cd | Lists all other Minecraft:living entities that are alive and within a cuboid generated by the mob's hitbox expanded by its Template:Attr in all directions. Sorts the entities by Minecraft:Euclidean distance from the mob and stores the list in the Template:Cd memory.
In Template:Cd, stores the entities from Template:Cd that:Template:Fn
|
| PlayerSensor | Template:Cd, Template:Cd, Template:Cd and Template:Cd | List all non-Minecraft:Spectator players that are within a Minecraft:Euclidean distance of the mob's Template:Attr. Sorts the players by distance from the mob and stores the list in Template:Cd.
From this list, it creates Template:Cd by filtering players using the mob's targeting conditions, which checks that the player is targetable, including being within follow range and in the mob's line of sight.Template:Fn If the resulting list is not empty, stores the first player in Template:Cd. Creates Template:Cd by filtering Template:Cd's list using the mob's attack targeting conditions:
If the resulting list is not empty, stores the first player in Template:Cd. |
| NearestBedSensor | Template:Cd | If the mob is a Minecraft:baby:
|
| HurtBySensor | Template:Cd and Template:Cd | Checks the mob's last damageSource.
|
| VillagerHostilesSensor | Template:Cd and Template:Cd | Searches the Template:Cd memory for the nearest Minecraft:living entity matching one of the following hostile entity types and stores it in the Template:Cd memory:
If no matching hostile entity is found, Template:Cd is set to empty. |
| VillagerBabiesSensor | Template:Cd | Finds all villagers that are babies from the mob's Template:Cd memory and stores them as a list in the Template:Cd memory.
If no visible baby villagers are found, stores an empty list. |
| SecondaryPoiSensor | ||
| GolemSensor | ||
| MobSensor | ||
| PiglinSpecificSensor | ||
| PiglinBruteSpecificSensorregister | ||
| HoglinSpecificSensor | ||
| AdultSensor | ||
| AxolotlAttackablesSensor | ||
| TemptingSensor | ||
| FrogAttackablesSensor | ||
| IsInWaterSensor | Template:Cd | If the mob is touching the water, add the memory Template:Cd, otherwise remove the memory. |
| WardenEntitySensor | ||
| BreezeAttackEntitySensor |
Task
Tasks are activities that mobs with brain AI systems can perform. Sensors are used to determine if a task can be performed, and tasks may use information stored in memories. Examples of tasks include a villager walking to its jobsite, a piglin admiring an item, or a warden emerging. Tasks have priorities, so tasks with a higher priority will over run tasks with lower priority, for example, if a zombie is wandering and it sees a player, it will switch tasks to attacking.
Memory
Memories are used to store data, and are used when mobs perform tasks. Examples of memories include a list of all visible mobs in range, the location of a villager's jobsite block, and any cooldowns the mob may have.
Control
Walking
Mobs movement on land varies whether it's hostile or passive. Hostile mobs will try to approach and attack the player when within their detection range, while most passive mobs will attempt to run away when attacked. Some mobs will also try to attack or run away from certain blocks or mobs.
Swimming
Mobs swimming works the same way as walking, but in water. While most mobs will just float on water or sink, some can properly swim like Minecraft:fish, Minecraft:drowned, Minecraft:dolphins, Minecraft:turtles, Minecraft:guardians and Minecraft:elder guardians.
Flying
Mobs flying works the same way as walking, but in air. Most mobs will just fall when suspended in air, with a few exceptions. Mobs with Minecraft:Slow Falling, Minecraft:levitation and the Minecraft:chicken don't fly normally but are able to float in mid-air. [[Minecraft::Category:Flying mobs]] contains a list of all mobs that can path find in air.
Goals
Goals are a simple AI system used primarily by mobs already existed before the brain AI. However, there are recent mobs that use both AIs simultaneously, for example, the Minecraft:happy ghast.
Goals can range from wandering around, opening doors, attacking another mob, and more. Each type of mob that uses goals has its own defined list of goals, and each goal has a priority. Mobs attempt to perform the lowest priority goal they can, and may switch goals if there is an opportunity to pursue a lower priority goal. For example, if a zombie is targeting and chasing a villager (priority of 3) and a player comes within the detection range of the zombie, the zombie may target and chase the player (priority of 2) instead.
List of goals
List of goals that are used by many different mobs.
| Goal | Description | Notes |
|---|---|---|
| Active Target | Select an entity to target for chasing and attacking | |
| Ambient Stand | Untamed horse bucks when player tries to ride it | |
| Attack | Attack target | |
| Attack with Owner | Tamed animal attacks a target mob attacked by owner | |
| Avoid Entity | Mob runs away from another mob that it is afraid of (e.g. skeletons running from wolves) | |
| Bow Attack | Attack target with bow | |
| Breathe Air | Mob that can drown tries to move out of water | |
| Cat Lie on Bed | Tamed cat lies down on bed | |
| Cat Sit on Block | Cat sits on bed, chest, or furnace | |
| Chase Boat | Chase after boat ridden by player | Unused |
| Crossbow Attack | Attack target with crossbow | |
| Destroy Egg | Destroy turtle eggs | |
| Disableable Follow Target | Raid entity stops following target | Unused |
| Dive Jump | Mob jumps up and dives down | |
| Dolphin Jump | Dolphin jumps out of water | |
| Door Interact | Mob tries to open a door | |
| Eat Grass | Mob grazes on grass | |
| Flee Sun | Move out of direct line-of-sight with sky during day | |
| Float | Mob floats in water | |
| Follow Flock Leader | Fish tries to follow the leader of a school of fish | |
| Follow Mob | Mob follows another mob | |
| Follow Owner | Tamed mob follows owner | |
| Follow Parent | Baby mob follows its parent | |
| Go to Walk Target | Mob walks to a target | |
| Hold in Hands | Mob holds an item in its main hand | |
| Horse Bond with Player | Horse attempts to bond with player attempting to tame it | |
| Iron Golem Look | Iron golem looks at a villager | |
| Iron Golem Wander Around | Iron golem wanders around village | uses points of interest |
| Llama Follow Caravan | Llamas form and follow a caravan | |
| Leap At Target | Mob jumps towards target | cats, foxes, ocelots, spiders |
| Long Door Interact | Open a door, then close it after a delay | |
| Look At Entity | Mob looks at another mob | |
| Look At Player | Mob looks at player | |
| Look At Trading Player | Villager or wandering trader looks at player while trading | |
| Melee Attack | Mob paths to target and attacks | |
| Move Into Water | Mob paths to water | |
| Move Through Village | Mob moves between points of interest in a village | |
| Move To Raid Center | Raiders move toward village after spawning | |
| Move To Target Position | Mob paths to a specific block | |
| Panic | Mob panics and runs away when damaged | |
| Powder Snow Jump | Mob dives into powder snow | foxes |
| Prioritized Goal | Used to override the default priority of a goal | |
| Projectile Attack | Mob attacks target with a projectile | arrow, spit, trident, potion, snow ball, wither skull, not fireballs |
| Raid Goal | Raiders target villagers | |
| Random Look Around | Mob looks around in random directions | |
| Random Stroll | Move to a nearby random position | |
| Revenge | Target entity that attacked the mob | |
| Run Around Like Crazy | Untamed horse runs around randomly when ridden by a player | |
| Spear Use | Mob attacks target with spear | |
| Swell | Creeper attempts to explode near its target | |
| Tempt | Mob follows player holding breeding item | |
| Water Avoiding Random Stroll | Move to a nearby random position, while actively avoiding water | |
| Wander Around Far | Move to a random position, sometimes farther away than Wander Around goal | |
| Zombie Attack | Attack goal for zombies and zombie variants |
Lists of mob goals
Lists of goals and associated priorities for individual mobs.
| Goal | Priority | Notes |
|---|---|---|
| Revenge | 1 | Attack entity that damaged the zombie |
| Active Target - Player | 2 | Target the player |
| Zombie Attack | 2 | Attack current target |
| Active Target - Iron Golem | 3 | Target Iron Golem |
| Active Target - Merchant | 3 | Target Villager or Wandering Trader |
| Destroy Egg | 4 | Break turtle eggs |
| Active Target - Turtle | 5 | Target baby turtle |
| Wander Around Far | 7 | |
| Look Around | 8 | Looks away from Entities |
| Look at Entity | 8 | Looks at nearest Entities |
Pathfinding
Pathfinding penalties
When pathfinding to a target, mobs will sometimes avoid certain blocks (usually blocks that cause damage or slow the mob down). These blocks have a penalty associated with them. Generally, mobs try to path through blocks with the smallest penalty. There are some blocks that most mobs cannot path through; these all have a penalty of -1.
The following table is a list of all pathfinding penalties and their default values. Each type of pathfinding (land, water, air) uses its own subset of these penalties. Some mobs override these default values.
| Penalty type | Penalty | Description |
|---|---|---|
| blocked | -1 | can't pathfind through block (most full solid blocks) |
| powder snow | -1 | Template:BlockLink |
| fence | -1 | Template:BlockLink Template:BlockLink Template:BlockLink (closed) |
| lava | -1 | Template:BlockLink |
| unpassable rail | -1 | Template:BlockLink |
| damage - other | -1 | Template:BlockLink Template:BlockLink |
| closed wood door | -1 | Template:BlockLink |
| closed iron door | -1 | Template:BlockLink |
| open | 0 | Template:BlockLink Template:BlockLink Template:BlockLink |
| walkable | 0 | Template:BlockLink with pressure plate on top (under the mob) |
| walkable door | 0 | a door the mob can open |
| trapdoor | 0 | Template:BlockLink Template:BlockLink Template:BlockLink |
| danger - powder snow | 0 | neighboring block is Template:BlockLink |
| open door | 0 | open wood or iron door |
| cocoa | 0 | Template:BlockLink |
| damage - cautious | 0 | Template:BlockLink Template:BlockLink |
| danger - trapdoor | 0 | neighboring block is Template:BlockLink |
| breach water | 4 | there is an air block above a water block |
| water | 8 | Template:BlockLink |
| water border | 8 | neighboring block is Template:BlockLink |
| danger - fire | 8 | neighboring block is: Template:BlockLink Template:BlockLink Template:BlockLink Template:BlockLink Template:BlockLink |
| danger - other | 8 | neighboring block is: Template:BlockLink Template:BlockLink |
| honey | 8 | Template:BlockLink |
| damage - fire | 16 | Template:BlockLink Template:BlockLink Template:BlockLink Template:BlockLink Template:BlockLink |
- Mob pathfinding penalty overrides
The following mobs override the default pathfinding penalty for some blocks:
| Mob | Penalty Type | Penalty |
|---|---|---|
| Template:EntityLink | water | 0 |
| Template:EntityLink | damage - fire | -1 |
| water | -1 | |
| cocoa | -1 | |
| fence | -1 | |
| water border | 16 | |
| Template:EntityLink | water | 0 |
| Template:EntityLink | danger - other | 0 |
| damage - other | 0 | |
| Template:EntityLink | trapdoor | -1 |
| water | 4 | |
| Template:EntityLink | powder snow | -1 |
| danger - powder snow | -1 | |
| Template:EntityLink Template:EntityLink |
damage-fire | -1 |
| danger - fire | 16 | |
| Template:EntityLink | danger-fire | -1 |
| damage - fire | -1 | |
| cocoa | -1 | |
| Template:EntityLink | water | -1 |
| danger - powder snow | -1 | |
| damage - cautious | -1 | |
| Template:EntityLink | water | -1 |
| lava | 0 | |
| danger - fire | 0 | |
| damage - fire | 0 | |
| Template:EntityLink | close iron door | -1 |
| closed wood door | -1 | |
| open door | -1 | |
| water | 0 | |
| Template:EntityLink | powder snow | -1 |
| danger - powder snow | -1 | |
| Template:EntityLink Template:EntityLink |
damage - fire | -1 |
| danger - fire | 16 | |
| Template:EntityLink | water | -1 |
| danger - fire | 8 | |
| damage - fire | 8 | |
| lava | 8 | |
| Template:EntityLink | danger - trapdoor | -1 |
| damage - fire | -1 | |
| Template:EntityLink | water | 0 |
| Template:EntityLink | water | -1 |
| Template:EntityLink | water | 0 |
| Template:EntityLink | leaves | 0 |
| Template:EntityLink | unpassable rail | 0 |
| damage - fire | 0 | |
| danger - fire | 0 | |
| damage - other | 8 | |
| powder snow | 8 | |
| lava | 8 | |
| water creatures | water | 0 |
| Template:EntityLink | lava | 8 |
| Template:EntityLink | lava | 8 |
| animal | damage - fire | -1 |
| danger - fire |
Pathfinding on land
- All entities Move based off of random targets that are generated every tick with a priority toward their entity specific goals.
- These targets can be located anywhere in 3D space within the entity range and are only every generated when wandering or when they have no goals.
- For every target a path is generated; with the entity preferring the path with the lowest score regarding the Pathfinding penalties.
- If an entity cannot take any paths with a low enough score, or any paths without a score of -1 the entity will not move until one is found.
- If an entity's target is located inside a block (including water), the target is moved to the nearest air block above it.
This means, every entity when wandering will always prefer to pathfind to a block with the most blocks below it within range.
Due to the higher chance that a target will be generated within the blocks below it and moved up to the nearest air block above before generating a path.
Pathfinding in water
- Pathfinding in water is roughly the same as land, however, most entities, excluding fish and drowned, will bounce on the surface preferring land due to the Pathfinding penalties of water.
Pathfinding in air
- Pathfinding in air is roughly the same as land, however, there are few entities that can pathfind to air.
See also
Template:Navbox Java Edition technical
Minecraft:de:Künstliche Intelligenz Minecraft:ja:Mob AI Minecraft:pt:IA de criatura Minecraft:zh:生物AI