Machine cognition: Approaches to autonomy of software agents Philip Larkin Abstract Humans have long been fascinated by the idea that a machine may be able to think and act on its own behalf. Whether it be Marvin the paranoid android from Douglas Adams' Hitchhikers Guide ?trilogy?, Hal the disembodied psychotic computer from Stanley Kubrick and Arthur C. Clarks' 2001 a Space Odyssey, or the myriad of robots in the George Lucas' Starwars movies. Fiction writers have been fascinated by the idea of machines with the ability to plan, reason and show emotion similar to those in humans. It is not however just the imagination of authors which has been captured by the idea of intelligent artificial creatures, but also the imagination of computer scientists. Even though the working of the human brain is still largely a mystery, there have been many enlightening discoveries over the last two decades in the field of cognitive psychology which can be utilised in the field of artificial agents. This work currently looks at the state of research into cognitive psychology, to be applied as the basis for cognitive models in artificial agents, within virtual environments (particularly computer games as they are heavy users of intelligent artificial agents). Ultimately the aim is to produce an artificial character, which can, when placed in "situations", act in a way that is more convincingly human than those currently available. This means that the agent must show some diversity of reaction to the situations in which it is placed and not just operate from a decision tree (with a predictable outcome).