(PGS), an algorithm for adversarial real-time planning that uses scripts to simplify the
problem's action space. In this paper we present a problem in PGS's search scheme that has
hitherto been overlooked. Namely, even under the strong assumption that PGS is able to
evaluate all actions available to the player, PGS might fail to return the best action. We then
describe an idealized algorithm that is guaranteed to return the best action and present an …