Jon Shafer's At The Gates

There are several shooters that use GOAP for their bot programming very successfully. Most of the ones I can think of are MP games that use GOAP to substitute for players. I am less aware of strategy games, but I think I remember Armageddon Empires used it.

GOAP is not that hard to design for or debug if planned properly and the number of agents and scope of the planning is limited, although pretending for it to rule 100% of a complex game AI is indeed madness (too granular). It’s not a neural network blackbox, it’s a state machine with hyperinflated connectivity (I find it easier to visualize than behavior trees). For shooters with a limited tactical scope it works wonders. For games like the ones you are discussing here it could be useful for high level planning, reverting to clearer scripted strategies for low level implementation.

Also, GOAP does planning, but not decision making, which is crucial for strategy games.