Answers.Body: <p>About 15 years ago, John Laird's group at Michigan used the Soar rule-based architecture to play several FPS games effectively (Quake II, Descent III):</p>
  
  <p><a href="http://ai.eecs.umich.edu/people/laird/games_research.html" rel="nofollow noreferrer">http://ai.eecs.umich.edu/people/laird/games_research.html</a></p>
  
  <p>Here's Laird's overview article from 'Computer':</p>
  
  <p><a href="https://www.researchgate.net/profile/John_Laird/publication/2955463_Laird_JE_Using_a_computer_game_to_develop_advanced_AI_Computer_34_70-75/links/54d0f59a0cf20323c21a1bd7/Laird-JE-Using-a-computer-game-to-develop-advanced-AI-Computer-34-70-75.pdf" rel="nofollow noreferrer">https://www.researchgate.net/profile/John_Laird/publication/2955463_Laird_JE_Using_a_computer_game_to_develop_advanced_AI_Computer_34_70-75/links/54d0f59a0cf20323c21a1bd7/Laird-JE-Using-a-computer-game-to-develop-advanced-AI-Computer-34-70-75.pdf</a></p>
  
Answers.ContentLicense: CC BY-SA 3.0
Answers.CreationDate: 2017-02-28T20:16:52.163Z
Answers.LastActivityDate: 2017-02-28T20:16:52.163Z
Answers.UserDisplayName: Randy
Body: <p>I identify myself as a human agent. It is time to think about oncoming senior research and due to small experience in gamedev(as well as in AI field), some questions are raised. What are the most suitable approaches to implement real-time <em>simple</em> AI agent in an action game? I've heard something about cognitive architecture like ACT-R.</p>
  
  <p>By design, entity's AI can have several mutually exclusive states. 
  <a href="https://i.sstatic.net/XMXKl.jpg" rel="nofollow noreferrer"><img src="https://i.sstatic.net/XMXKl.jpg" alt="enter image description here"></a></p>
  
  <p>This is an existing AI of game, which has states, events and schedules. However, the code is complicated and not flexible. Also, it does not use any cognitive architecture, which I consider as a drawback.
  <a href="https://www.youtube.com/watch?v=9jO-P3kXlCI" rel="nofollow noreferrer">https://www.youtube.com/watch?v=9jO-P3kXlCI</a></p>
  
  <p>Please, using your experience suggest any modern techniques, which can copy such behaviour as in image or video.</p>
  
  <p>Thank you for your perception.</p>
  
Comments.ContentLicense: CC BY-SA 3.0
Comments.CreationDate: 2017-02-24T08:09:09.767Z
Comments.Text: You're on the right track though here;concerning [Artificial Intelligence](http://ai.stackexchange.com/help/on-topic) community principles,we don't recommend resources.also your question should be reasonably scoped. If you can imagine an entire book that answers your question, you’re asking too much.
Comments.UserDisplayName: quintumnia
Comments.ContentLicense: CC BY-SA 3.0
Comments.CreationDate: 2017-02-24T10:17:04.323Z
Comments.Text: Thank you. Now I removed useless text. Can you read it again?
Comments.UserDisplayName: null
Comments.ContentLicense: CC BY-SA 3.0
Comments.CreationDate: 2017-02-26T09:52:31.950Z
Comments.Text: I think it would help if you could be a little more clear about what exactly you're asking.  Maybe describe the game and what your agent should do, in text form? A lot of people will probably be put off by the need to click through to a video in order to properly evaluate the question.
Comments.UserDisplayName: mindcrime
Tags: <gaming><real-time>
Title: Different useful approaches of implementing real-time AI?
UserDisplayName: null
ThreadText: # Different useful approaches of implementing real-time AI?
  
  (Asked by: username_0 on 2017-02-24)
  
  I identify myself as a human agent. It is time to think about oncoming senior research and due to small experience in gamedev(as well as in AI field), some questions are raised. What are the most suitable approaches to implement real-time *simple* AI agent in an action game? I've heard something about cognitive architecture like ACT-R.
  
  By design, entity's AI can have several mutually exclusive states.
  [![enter image description here](https://i.sstatic.net/XMXKl.jpg)](https://i.sstatic.net/XMXKl.jpg)
  
  This is an existing AI of game, which has states, events and schedules. However, the code is complicated and not flexible. Also, it does not use any cognitive architecture, which I consider as a drawback.
  <https://www.youtube.com/watch?v=9jO-P3kXlCI>
  
  Please, using your experience suggest any modern techniques, which can copy such behaviour as in image or video.
  
  Thank you for your perception.
  
  **Tags:** gaming, real-time
  
  > **Comments:**
  > **username_1**: You're on the right track though here;concerning [Artificial Intelligence](http://ai.stackexchange.com/help/on-topic) community principles,we don't recommend resources.also your question should be reasonably scoped. If you can imagine an entire book that answers your question, you’re asking too much.  
  > **username_0**: Thank you. Now I removed useless text. Can you read it again?  
  > **username_2**: I think it would help if you could be a little more clear about what exactly you're asking.  Maybe describe the game and what your agent should do, in text form? A lot of people will probably be put off by the need to click through to a video in order to properly evaluate the question.  
  
  ---
  
  ## 1 answers
  
  ### Answer by username_3 on 2017-02-28. Score: 1
  
  About 15 years ago, John Laird's group at Michigan used the Soar rule-based architecture to play several FPS games effectively (Quake II, Descent III):
  
  <http://ai.eecs.umich.edu/people/laird/games_research.html>
  
  Here's Laird's overview article from 'Computer':
  
  <https://www.researchgate.net/profile/John_Laird/publication/2955463_Laird_JE_Using_a_computer_game_to_develop_advanced_AI_Computer_34_70-75/links/54d0f59a0cf20323c21a1bd7/Laird-JE-Using-a-computer-game-to-develop-advanced-AI-Computer-34-70-75.pdf>
  
  
  ---
  
  