ABSTRACT

This chapter explores the human cognition in dynamic environment and examines the player’s eye movement data in T. Ohno & H. Ogasawara. “Pac-man” is a game that a player controls Pac-man to eat dots while escaping from ghosts. If Pac-man eats one of four extra large dots (PPs), it becomes “strong” and can attack the ghosts for a limited time. The killed ghosts are transferred to the center of the screen and re-join the game. The game ends if the player cleared all dots on the screen or all Pac-men were lost. One of the offensive strategies observed in the to move Pac-man to the center area after the consumption of PP. Play strategy gives chances to kill ghosts twice: Pac-man can kill ghosts nearby, and after moving closer to the center it can kill once again the reappearing ghosts.