This model is based on three levels of strategic plans (operational, mobilized and projected plans) as well as on three levels of game states in the player’s mind (immediate, inferred and anticipated game states). By using cognitive psychology works, as well as their applications to chess and in film studies, the goal of this article is to summarize cognitive and perceptive processes in the heuristic circle of real-time strategy process. Strategy is defined as a process using game plans (strategies) and game states. This article aims to describe competitive playing experience in StarCraft: Brood War. The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study by Simon Dor Abstract
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