A computer program that uses Al planning techniques is now the world c
hampion computer program in the game of Contract Bridge. As reported i
n The New York Times and The Washington Post, this program-a new versi
on of Great Game Products' BRIDGE BARON program-won the Baron Barclay
World Bridge Computer Challenge, an international competition hosted i
n July 1997 by the American Contract Bridge League. It is well known t
hat the game tree search techniques used in computer programs for game
s such as Chess and Checkers work differently from how humans think ab
out such games. In contrast, our new version of the BRIDGE BARON emula
tes the way in which a human might plan declarer play in Bridge by usi
ng an adaptation of hierarchical task network planning. This article g
ives an overview of the planning techniques that we have incorporated
into the BRIDGE BARON and discusses what the program's victory signifi
es for research on AI planning and game playing.