Interruptible and restartable methods were mentioned. In particular the interactions with the simulation need to be studied for boundary conditions and places where the AI does stupid or predictable things. The group sense was that not many people are doing it, but that the same rules apply. Namely that data driven methods survive better than fragile and complex scripting. The painful lesson was that the base for abstraction in emotional modeling is not as well developed for games as warfare.
Warfare draws on board games and military simulations for ways to model behavior.
Unfortunately, the non-computer games basis for emotional and character games seems to lack such a concrete basis. Fantasy Role Playing games rarely control or specify emotional behaviors in any concrete and numerical way. I moved the group on to get one last topic covered before we ran out of time, which may have been a mistake. People said that they were lightly using them. They mentioned rules engines, NN, GA, blackboarding, and Fuzzy Logic.