This paper deals with planning domains that appear in computer games, especially when modeling intelligent virtual agents. Some of these domains contain only actions with no negative effects and are thus treated as easy from the planning perspective.
We propose two new techniques to solve the problems in these planning domains, a heuristic search algorithm ANA* and a constraint based planner RelaxPlan, and we compare them with the state of the art planners, that were successful in IPC, using planning domains motivated by computer games.