The "synthetic battlespace", used by the military as a training arena, exhibits several deficiencies. These limit battlespace combatants from interacting in a realistic fashion. A promising method to correct these deficiencies is by using "intelligent" computer generated actors who display realistic behavior. This paper explores a generic architecture for these actors, and gives a design extending the architecture for use in our research effort. It also discusses a method for incorporating human behavior and skills into the computer actor’s actions.