The goal of this paper is to present a cognitive modelling approach to capturing the context of complex behaviour in gameplay. This cognitive model can be used for the implementation of goal-directed agents in computer games. In this paper, first, we explore the role of context in artificial systems and postulate that contextual mechanisms may be active mental processes intermixed with others. Considering cognition as a complex system, we investigate semiotics by analysing the verbal protocols of game players during gameplay. We discuss the cognitive actions involved in game-play and see the interdependency between them. At the end, we focus on modelling cognitive processes to implement artificial agents in computer games.
|Title of host publication||First International Conference on Information Technology and Applications (ICITA2002)|
|Place of Publication||Bathurst, Australia|
|Publisher||Charles Sturt University|
|Number of pages||6|
|Publication status||Published - 2002|
|Event||International Conference on Information Technology and Applications - Bathurst, NSW, Australia|
Duration: 25 Nov 2002 → 29 Nov 2002
|Conference||International Conference on Information Technology and Applications|
|Period||25/11/02 → 29/11/02|
Kavakli, M., & Thorne, J. (2002). A Cognitive Modelling Approach to Capturing the context of complex Behaviour in Gameplay. In D. Tien (Ed.), First International Conference on Information Technology and Applications (ICITA2002) (pp. 1-6). Charles Sturt University.