Llobera, JoanBoulic, Ronan2020-02-272020-02-272020-02-272019-12-0110.1109/TCIAIG.2017.2755699https://infoscience.epfl.ch/handle/20.500.14299/166510WOS:000512949000002Creating interactive characters is one of the most challenging tasks of videogame design. In order to facilitate such an endeavor, we introduce a decisional and behavior synthesis architecture integrated in the game engine Unity3D. A distinguishing feature of this architecture is that it embraces embodied cognition principles and uses them as implementation requirements. From these, we derive an architecture, which is based on a novel combination of previously proposed systems, together with some simplifications. We also argue that the architecture proposed has properties-modularity, scalability, and stability-which can he beneficial for its practical industrial adoption, particularly in the context of the recent improvement in machine learning techniques. Artificial intelligence is a quite technical domain, and we believe such a tool can facilitate interactive character creation by creative minds in industrial applications.Computer Science, Artificial IntelligenceComputer Science, Software EngineeringComputer Scienceartificial intelligence (ai)character modelingdecision makingvirtual realitybehaviorA Too to Design Interactive Characters Based on Embodied Cognitiontext::journal::journal article::research article