In the book "AI Game Programming Wisdom 2", Neil Wallace from Lionhead has an article where he describes the benefits of using a Hierarchical Task Network for planning tasks. However, the article is very short on any sort of implementation details, as were the academic articles that the article cited. I'm somewhat familiar with another project where a third party HTN planner(SHOP) was interfaced with Unreal Tournament, however, my question is, does anyone know if there exists any information about how to implement a simple HTN planner, especially in the context of a game environment?