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Using Micro-Architectures of Cognition to Model Macro-Cognitive Systems: A Warfighting Video Game Example

机译:使用微型架构对模型宏观认知系统:战争视频游戏示例

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The use of micro-cognitive architectures to model macro-cognitive systems is motivated by the open ended question as to whether the theories of cognitive science pitched at the level of individual mental processes can be successfully linked to, or bridged with, macro-cognitive phenomena involving multi-agent activity in complex sociotechnical systems. Previous research attempts to use the GOMS human information processor model in sociotechnical systems (West & Nagy, 2007 for references) have shown that GOMS is ill suited to model macro-cognition. SGOMS, or sociotechnical GOMS (West & Pronovost, 2009, West & Somers, 2011 for recent developments) was created as an extension to GOMS in order to cope with such shortcomings, mainly in dealing with interruptions and task switching, two critical issues in sociotechnical systems modeling. The question motivating the present research is whether SGOMS can implement complex, multi-agent, strategic (cooperative and competitive) activities as-is, or requires theoretical and methodological extensions to cope with such interactions. More precisely, what are the implications of cognitive processing constraints on hierarchical command structures? Should the design of command structures consider cognitive constraints, and are there ways of making command structures better? We present an implementation of SGOMS in the ACT-R cognitive architecture, extending SGOMS to strategic (in this context, tactical) activities situated in a virtual environment. SGOMS models were developed, based on task analyses of the massively multi-player online roleplaying video game World of Warcraft, focusing on hierarchical command structures, using two varieties of tactical planning processes, the MDMP (Military Decision-Making Process) and the RPM (Recognition Planning Model).
机译:使用微认知架构来模型宏观认知系统是由开放式问题的动机,即认知科学的理论是否在个人心理过程的水平上倾斜,可以成功地联系在或桥接宏观认知现象涉及复杂的社会科技系统中的多代理活动。以前的研究尝试在社会科学系统中使用GOMS人类信息处理器模型(West&Nagy,2007年参考)表明GOMS不适用于模型宏观认知。 SGOM或SocioTechnical Goms(2009年,2009年,西和Somers,2011年最近的发展)被创建为Goms的延伸,以应对这种缺点,主要是在处理中断和任务转换时,社会科技的两个关键问题系统建模。激励本研究的问题是SGOMS是否可以依据实施复杂,多助手,战略(合作和竞争)活动,或者需要应对这些相互作用的理论和方法延伸。更准确地说,认知处理限制对分层命令结构的影响是什么?如果命令结构的设计应该考虑认知约束,并且有更好的制作命令结构的方法?我们在ACT-R认知架构中展示了SGOMS的实施,将SGOMS扩展到战略(在这种背景下,战术)活动位于虚拟环境中。 SGOMS模型是在大型多人在线角色扮演视频游戏世界魔兽世界,专注于等级指挥结构,使用两种战术规划过程,MDMP(军事决策过程)和RPM(识别计划模型)。

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