1) they are easier for the designer to understand and easy to understand why an NPC made the decision it did
2) they are easier for the designer to tweak and update to get the behaviour they want
3) they’re computationally expensive. Most games only give a few milliseconds at most per frame to AI. The model would have to run very quickly. GOAP and MCTS are known to work well but the search space can explode too large, eg the total war games use MCTS and can only look a few turns into the future because the search space is too large.
The problem with machine learning based game AI is that it is difficult to understand why the NPC is doing what it’s doing and if you need to tweak or update it, you have to retrain the model which could be costly or time consuming. It may also be difficult to train in the first place because you need to create example data that has the desired behaviour.
A big part of game AI is designers authoring an experience that they wish to convey on the player and machine learning takes a lot of control away and puts it in an opaque black box.
GOAP = goal oriented action planning, a graph-search based planner
MCTS = Monte Carlo Tree Search, a heuristic search based decision making algorithm. Some of the Total War games use it.
HTN = hierarchical task network, a hierarchical planning system that solves some of the issues GOAP has: it can prune the search space more aggressively and it gives designers more control over the resulting behaviours. It’s lesser known and has less talks/articles/sample code compared to GOAP