ABSTRACT

Developers of games and simulations are striving to increase realism in both the appearance and the behavior of their computer-generated characters. This chapter reviews models that are available for representing human cognitive behavior in games and simulations. It identifies and briefly discusses those models that seem particularly appropriate for representing and assessing human problem-solving capabilities. Computer-based simulations appeared with the first computers that could support them and, for that matter, were a prime motivator for their development. System Training Program (STP) was a multiplayer training simulation. It served as a prototype and progenitor for a host of military and civilian computer-based simulation systems, as S. R. Mayer, Olsen and Bass, and even Fletcher and Rockway have suggested. Five of the models used to represent human behavior listed by Morrison are: atomic components of thought (ACT), cognition as a network of tasks (COGNET), concurrent activation-based production system (CAPS), PSI, and state, operator, and result (Soar).