GIL, a goal-directed inductive learning program, is presented. GIL learns without environment-dependent heuristics and without the "special" help of a teacher by modeling an abstraction of instrumental conditioning. In addition, GIL uses a secondary goal value learning mechanism as a substitute for state-space searching. GIL's learning of four problems is presented: (1) the game of tic-tac-toe, (2) a maze problem in which the ability to learn a novel maze was tested as a function of previous exposure to similar mazes, (3) a dual goal problem, and (4) a pattern recognition problem, in which "friend" and "foe" patterns were to be distinguished.