Inherent to Soar is a learning mechanism, called chunking, that automatically creates rules that summarize the processing within impasses. Chunking creates rules that test the aspects of the situation that were relevant during the generation of a result. The action of the chunk creates the result. Chunking can speed up problem solving by compiling complex reasoning into a single rule that bypasses the problem solving in the future. Chunking is not used with the standard Quakebot because there is little internal reasoning to compile out; however, with anticipation, there can be a long chain of internal reasoning that takes significant time (a few seconds) for the Quakebot to generate. In that case, chunking is perfect for learning rules that eliminate the need for the Quakebot to regenerate the same prediction. The learned rules are specific to the exact rooms, but that is appropriate because the predictions are only valid under special circumstances.
Comments:
Laird is well-known for SOAR (http://www.eecs.umich.edu/~soar/), his
presentations at the Computer Game Developers Conference (CGDC), his military research (most notably for the Air Force) and the Quakebot. Laird has consistently championed the importance of the commercial gaming industry, and its developments, to the military establishment.
On a personal note, I can remember a very abortive attempt by a group from UCDavis to use SOAR in conjunction with the CyberWar XXI game that I consulted on. At the time I thought the problem was with SOAR, itself. However, the problem may have been with the programmers, instead.
To the best of knowledge SOAR has been used to program only individual agents and not to act as an AI controller of armies, corps or divisions nor to perform any sort of strategic reasoning.