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Minecraft:Mob AI

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This article describes the various components of a mob's AI that control the mob's 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.

List of Sensor Template:In
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 section

Class Memory requires Do tick
DummySensor None Nothing
NearestItemSensor Template:Cd Find the Template:Tooltip item that:

And save this item in the memory Template:Cd.

NearestLivingEntitySensor Template:Cd and Template:Cd Lists all other Minecraft:living entities that are alive and within a cobuoid generated by the mob's hitbox incremented by mob's Template:Attr in all directions. Sort list by Minecraft:euclidean distance and add to memory Template:Cd.

In Template:Cd save the entities of Template:Cd thatTemplate:Fn:

PlayerSensor Template:Cd, Template:Cd, Template:Cd and Template:Cd List all non-spectator players to a Minecraft:euclidean distance up to mob's Template:Attr fro the mobs, sort by euclidean distance and save in Template:Cd memory.

From this list, it filters the players who are in the mob's line of sightTemplate:Fn and within follow rangeTemplate:Fn. If it exists, save the first player from the list in memory Template:Cd.

In memory Template:Cd saves this last list with the following filters:

If the end list is not empty, save in memory Template:Cd the first player on a list.

NearestBedSensor Template:Cd If the mob is baby:
HurtBySensor Template:Cd and Template:Cd
VillagerHostilesSensor
VillagerBabiesSensor
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

Template:Fnlist

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

Template:Main

Mobs movement on land varies wheter 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

Template:Main

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

Template:Main

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 pathfind 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.

Lists of mob goals

Lists of goals and associated priorities for individual mobs.

Zombie
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

File:Zombified piglin pathing 1.png
Zombified piglin starts pathfinding to a Minecraft:turtle egg
File:Zombified pigling pathing 2.png
Due to pathfinding penalties, the zombified piglin takes an indirect path to the turtle egg, pathing through wither roses and taking damage, instead of pathing through the lava or magma blocks, which do not damage the zombified piglin

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:

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 entitiy 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

Navigation

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