Install Asset
Install via Godot
To maintain one source of truth, Godot Asset Library is just a mirror of the old asset library so you can download directly on Godot via the integrated asset library browser
Quick Information
Cognite 4.1 is an evolution of the FSM (Finite State Machine) concept for game AI, focused on dynamic, context-based decision-making, not just fixed states and rigid transitions.If the FSM works like this: "I am in state A → true condition → I go to state B"Cognite 2 works like this: "What is happening now? Which action makes the most sense in this context?"You don't "switch states," you choose the best behavior for each frame or tick.Quick Example:FSMIdle → (see player) → Chase → (close) → AttackCognite 2Perception: sees player, measures distanceContext: { player_visible=true, distance=5 }Decisions:Wander (low score)Chase (medium score)Attack (high score)Action chosen: AttackIf the distance changes, the decision changes automatically, without needing to define new transitions.
install guide
You can acquire Cognite in your project in two ways
- Download the latest version and extract it into the
addons folder. (recommended) - Download directly to your godot 4.5 via Godot Asset Library
- Clone this repository and add the
cognite folderto youraddons folder(if it doesn't exist, create it)
previous version - Cognite 1.3
Update 4.0
Complete system reorganization
- The graph system has been removed; the design is now based on scoring.
- All states are active and are decided by a scoring system.
- Scoring is determined by context
- Contexts are defined based on perceptions, observing the world from the CogniteNode.
- Predefined actions occurring in cascade or in parallel.
In summary, CogniteNode triggers Perceptions, Various Perceptions create Contexts, and from these Contexts, Decisions are defined through the impact that each Context has on the Decisions.
Perceptions
Perceptions are the receivers of the world; they indicate what happens, they don't perform calculations or say how things happen, they only report facts.
Contexts
Contexts, as the name suggests, are abstractions derived from perceptions; they are the facts that want to tell us something.
Decisions
The key to the functioning and purpose of this system is the Score. Intuitively, the user can articulate how they want decisions to be made, thus having both a way to control priorities and also to create situations where the decision will be influenced by diverse contexts such as the environment, the NPC's mental state, weather conditions, etc.
Action
Another gem of this system is the Deeds. Each Action has a set of Deeds that can be executed in parallel or sequentially. The purpose of this abstraction is to differentiate it as much as possible from an FSM system.
Dear dev
Decision-making is something completely abstract in relation to how to build a game; it depends and varies according to the game genre and also how Cognite will be used. Because the purpose of this plugin goes far beyond simply creating NPC behavior. You can use this plugin to control bosses that adapt to the scenario, you can use it to control the environment itself, making it responsive to the player, you can even use this plugin to create adaptive puzzles—whatever your creativity allows.
Cognite 4.1 is an evolution of the FSM (Finite State Machine) concept for game AI, focused on dynamic, context-based decision-making, not just fixed states and rigid transitions.
If the FSM works like this: "I am in state A → true condition → I go to state B"
Cognite 2 works like this: "What is happening now? Which action makes the most sense in this context?"
You don't "switch states," you choose the best behavior for each frame or tick.
Quick Example:
FSM
Idle → (see player) → Chase → (close) → Attack
Cognite 2
Perception: sees player, measures distance
Context: { player_visible=true, distance=5 }
Decisions:
Wander (low score)
Chase (medium score)
Attack (high score)
Action chosen: Attack
If the distance changes, the decision changes automatically, without needing to define new transitions.
Reviews
Quick Information
Cognite 4.1 is an evolution of the FSM (Finite State Machine) concept for game AI, focused on dynamic, context-based decision-making, not just fixed states and rigid transitions.If the FSM works like this: "I am in state A → true condition → I go to state B"Cognite 2 works like this: "What is happening now? Which action makes the most sense in this context?"You don't "switch states," you choose the best behavior for each frame or tick.Quick Example:FSMIdle → (see player) → Chase → (close) → AttackCognite 2Perception: sees player, measures distanceContext: { player_visible=true, distance=5 }Decisions:Wander (low score)Chase (medium score)Attack (high score)Action chosen: AttackIf the distance changes, the decision changes automatically, without needing to define new transitions.