SOAR: an architecture for general intelligence
Artificial Intelligence
GameBots: a flexible test bed for multiagent team research
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Turing's test and believable AI in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Artificial Consciousness
Applying machine consciousness models in autonomous situated agents
Pattern Recognition Letters
Proceedings of the 2008 conference on Artificial General Intelligence 2008: Proceedings of the First AGI Conference
Levels of functional equivalence in reverse bioengineering
Artificial Life
Toward a Unified Catalog of Implemented Cognitive Architectures
Proceedings of the 2010 conference on Biologically Inspired Cognitive Architectures 2010: Proceedings of the First Annual Meeting of the BICA Society
A periphery of Pogamut: from bots to agents and back again
Agents for games and simulations II
Modeling player-like behavior for game AI design
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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The main sources of inspiration for the design of more engaging synthetic characters are existing psychological models of human cognition. Usually, these models, and the associated Artificial Intelligence (AI) techniques, are based on partial aspects of the real complex systems involved in the generation of human-like behavior. Emotions, planning, learning, user modeling, set shifting, and attention mechanisms are some remarkable examples of features typically considered in isolation within classical AI control models. Artificial cognitive architectures aim at integrating many of these aspects together into effective control systems. However, the design of this sort of architectures is not straightforward. In this paper, we argue that current research efforts in the young field of Machine Consciousness (MC) could contribute to tackle complexity and provide a useful framework for the design of more appealing synthetic characters. This hypothesis is illustrated with the application of a novel consciousness-based cognitive architecture to the development of a First Person Shooter video game character.