GOAP
F.E.A.R
F.E.A.R
Goal-Oriented Action Planning (GOAP)
How "Smart" AI (Basically) Works in Games (Goal Oriented Action Planning) - 2016
Goal-Oriented Action Planning: Ten Years Old and No Fear! - 2015
Goal Oriented Action Planning for a Smarter AI - 2014
Planning in Games: An Overview and Lessons Learned - 2013
An Overview of the AI Architecture Inside the F.E.A.R. SDK - 2008
Three States and a Plan: The A.I. of F.E.A.R. - 2006
Agent Architecture Considerations for Real-Time Planning in Games - 2005
Symbolic Representation of Game World State: Toward Real-Time Planning in Games - 2004
Applying Goal-Oriented Action Planning to Games, AIGPW2 p217-227. - 2004.
Hierarchical Planning in Dynamic Worlds, AIGPW2 p229-236. - 2004.
Goal Directed Behavior using Composite Tasks, AIGPW2 p237-245. - 2004.
Applying Goal-Oriented Planning for Games - 2003
Enhanced NPC Behaviour using Goal Oriented Action Planning
https://warzonegameblog.wordpress.com/2016/02/08/ai-implementation-using-goap-part-i/
Goal-Oriented Action Planning: Ten Years of AI
https://www.youtube.com/watch?v=gm7K68663rA