This Year in Game AI: Analysis, Trends from 2010 and Predictions for 2011*—* AiGameDev.com
^this. Basically, while the idea of planners sounds good -- feed in inputs and world state on one end and get out a viable action plan on the other -- the reality is that you spend all your time "babysitting the planner" as Alex says. It's like evolutionary algorithms -- just add water and your code "learns" and gets "better." Sadly, the reality never quite matches up to the hype, and thus "scripted" AI like BT's still rule the AAA game world (and we bot writers would do well to learn from the "big boys").In particular, Avalanche switched away from GOAP after JUST CAUSE 2, DEMIGOD's hybrid planner wasn't reused in SUPREME COMMANDER 2 at Gas Powered Games (it's now a neural network, of all things) and METRO 2033's original STRIPS implementation was replaced with a prioritized list of complex hand-crafted behaviors. The many issues with STRIPS are well documented, in particular that it requires you to add unnecessary variables to the world representation just to make it understand simple concepts, and that the only other way you really have to control the behavior is using weights & heuristics which also affect performance tremendously. I call this "baby-sitting" the planner, and it's a tricky balancing job to say the least.
Academia has long discarded such planners in favor of hierarchical ones, particularly when performance matters. Obviously for games it does too, but you can also control hierarchical planners much better thanks to their top-down task decomposition mechanisms. If you're thinking to yourself, Guerrilla Games saw this coming and were a step ahead with KILLZONE 2, then you're absolutely right (see this panel discussion at the Paris Game/AI Conference 2009). However, while GOAP has turned out to be a dead end, it's not necessarily the case that HTN planners will shine from now on. Unfortunately for planners, there's too much similarity between behavior trees and HTN planners, so it's much harder to justify the extra implementation time during development and computational effort at runtime.
Edit: Erps... meant that for the elite forum. But I guess it's generally useful to bot writers, so I'll leave it here.
Edit 2: interesting, Alex also says that flow field navigation/pathfinding is taking off, which is something I anticipated a while back with my somewhat-breathless post on "magnetic field" navigation over in elite. Obviously I used the wrong terminology, but the idea of using field representations and (to some degree) letting the terrain "navigate itself" is very useful. In point of quibbling, I don't believe that flow field navigation is truly possible (due to the insoluble problem of local minima), but flow field steering is definitely possible, and a very useful tool.