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177 Part VI: Building Large Soar Programs: Soar Quakebot This part of the tutorial describes the simple version of the Soar Quakebot, a Soar program that plays Quake II against human players in deathmatches. It provides an example of a moderately large Soar system. The version covered in this tutorial is simpler than the full Quakebot, which also includes mapping and anticipation capabilities. More generally, it provides a detailed exemplar of how Soar can be used to develop AI entities for real computer games. This part is less of a tutorial and more overview documentation of the Soar Quakebot. Unfortunately the Quakebot is no longer available for distribution. This tutorial does not cover in detail all of the rules used in the system. The Soar Quakebot has over 300 rules, so that the purpose of this tutorial is to go over the structure of the Quakebot's operators and the underlying data structures. For a technical examination of the Soar Quakebot with emphasis on its ability to use anticipation (not covered in this tutorial) see my paper from the AAAI 2000 Spring Symposium Series: Artificial Intelligence and Interactive Entertainment: "It Knows What You're Going to Do: Adding Anticipation to a Quakebot" (http://ai.eecs.umich.edu/people/laird/papers/Agents01.pdf). 1. The Quake II Environment The current version of the Soar Quakebot runs on a separate computer from Quake II and you must buy your own copy of Quake II. Soar interfaces to Quake via ...
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