Abstract: The majority of computer games currently use either scripting or state machines for their high-level AI architecture. While these are both powerful techniques, they are what I like to think of as "declarative AI" because they leave the bulk of the intelligence in the hands of the designer, who specifies exactly what the AI should do in any particular situation. Goal-based AI is an alternative architecture which has been used in a number of successful games, including four of the five titles I have worked on personally. In contrast to the techniques listed above, I would call it "decisive AI." Rather than telling the AI what to do, the role of the designer is to tell the AI what factors to consider and how to weigh them, and the AI will then examine the current state when deciding which actions to take next. In this talk I will discuss the strengths and weaknesses of goal-based AI in comparison to scripting and state machines.