  Working memory accounts for the ability of humans to perform cognitive
processing, by handling both the representation of information (the mental
picture forming the situation awareness) and the space required for processing
these information (skill processing). The more complex the skills are, the more
processing space they require, the less space becomes available for storage of
information. This interplay between situation awareness and skills is critical
in many applications. Theoretically, it is less understood in cognition and
neuroscience. In the meantime, and practically, it is vital when analysing the
mental processes involved in safety-critical domains.
  In this paper, we use the Sudoku game as a vehicle to study this trade-off.
This game combines two features that are present during a user interaction with
a software in many safety critical domains: scanning for information and
processing of information. We use a society of agents for investigating how
this trade-off influences player's proficiency.
