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The implementation of AI in commercial games is usually based on low level designs that makes the control predictable, unadaptive, and non reusable. Recent algorithms such as HTN or GOAP prove that higher levels of abstraction can be applied for better performance. We propose that approaches based on Organizational Theory can help providing a sound alternative for these implementations. In this paper we present cOncienS, an integration of the ALIVE organizational framework into commercial games. We introduce a proof-of-concept implementation based on the integration to Warcraft III.
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