The research aim of this paper is to represent everydaylife patterns of thought like "Because I know, what you think I think ..." by a process on a machine, which is involved in an interaction with humans, who also think in such patterns. It analyzes from the perspective of AI the relevant results of such fields as epistemic logic, game theory and psychological investigations of human behavior in strategic interactions. As a result of this interdisciplinary research, a very simple basic interaction scenario and a computer algorithm for managing machine "thoughts" and behavior are designed.