Obsessive leader may rehearse more thoroughly, thereby increasing chances of success.
Anxious leader may interpret a signal as approaching enemy and fire too early, thus betraying platoon's position to enemy.
Obsessive leader may not trust incoming data about approaching enemy and wait too long before initiating action.
The above behaviors can be modeled with a cognitive architecture in two ways:
By modifying the model content to reflect the desired characteristics, that is, by constructing the model knowledge base in such a way that the desired behavior can be generated
By setting the model processing parameters to reflect a particular emotional orientation or emotional state, thereby biasing the model processing in a particular direction
Both of these approaches are illustrated below by examples showing how some of the specific conditions and behaviors could be represented in a model of human performance that assumes the architectural features of Soar and ACT-R.