“…Traditional architectures such as finite state machines (FSMs) and behavior trees provide intuitive structures for designing agents, yet have difficulties in scaling the agents to handle more tasks and are too predictable in their behavior execution. Cognitive modeling solutions such as SOAR (Laird, 2012), ACT-R (Anderson & Lebiere, 1998), and Sandia's Cognitive Runtime Engine with Active Memory (SCREAM) (Djordjevich, et al, 2008), provided new architectures mimicking psychological models of human-decision making, with demonstrations of these models used as agents within various games (Laird, 2001) (Best, Lebiere, & Scarpinatto, 2002). These approaches have not met wide acceptance due to their complicated structure for authoring new behaviors.…”