  This project proposes a methodology for the automatic generation of action
models from video game dynamics descriptions, as well as its integration with a
planning agent for the execution and monitoring of the plans. Planners use
these action models to get the deliberative behaviour for an agent in many
different video games and, combined with a reactive module, solve deterministic
and no-deterministic levels. Experimental results validate the methodology and
prove that the effort put by a knowledge engineer can be greatly reduced in the
definition of such complex domains. Furthermore, benchmarks of the domains has
been produced that can be of interest to the international planning community
to evaluate planners in international planning competitions.
