682 research outputs found
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Implicit learning of expert chess knowledge
This article discusses how CHREST's mechanisms
lead to the implicit learning of a large number
of chunks, which underpin (expert) behaviour in a
number of domains. Results from chess research are discussed
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Can Deep Blue™ make us happy? Reflections on human and artificial expertise
Sadly, progress in AI has confirmed earlier conclusions, reached using formal domains, about the strict limits of human information processing and has also shown that these limits are only partly remedied by intuition. More positively, AI offers mankind a unique avenue to circumvent its cognitive limits: (1) by acting as a prosthesis extending processing capacity and size of the knowledge base; (2) by offering tools for studying our own cognition; and (3) as a consequence of the previous item, by developing tools that increase the quality and quantity of our own thinking. These ideas are illustrated with chess expertise
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Retrieval structures and schemata: A brief reply to Ericsson and Kintsch
In their commentary, Ericsson and Kintsch address several important issues. While I am more convinced than they are about the substantial similarities shared by our two approaches, and hence their comparability, this short reply will mostly limit itself to matters of disagreement
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Expertise in chess
This chapter provides an overview of research into chess expertise. After an historical background and a brief description of the game and the rating system, it discusses the information processes enabling players to choose good moves, and in particular the trade-offs between knowledge and search. Other topics include blindfold chess, talent, and the role of deliberate practice and tournament experience
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A computer model of chess memory
Chess research provides rich data for testing computational models of human memory. This paper presents a model which shares several common concepts with an earlier attempt (Simon & Gilmartin, 1973), but features several new attributes: dynamic short-term memory, recursive chunking, more sophisticated perceptual mechanisms and use of a retrieval structure (Chase & Ericsson, 1982). Simulations of data from three experiments are presented: 1) differential recall of random and game positions; 2) recall of several boards presented in short succession; 3) recall of positions modified by mirror image reflection about various axes. The model fits the data reasonably well, although some empirical phenomena are not captured by it. At a theoretical level, the conceptualization of the internal representation and its relation with the retrieval structure needs further refinement
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Some shortcomings of long-term working memory
Within the framework of their long-term working memory theory, Ericsson and Kintsch (1995) propose that experts rapidly store information in long-term memory through two mechanisms: elaboration of long-term memory patterns and schemas and use of retrieval structures. They use chess players’ memory as one of their most compelling sources of empirical evidence. In this paper, I show that evidence from chess memory, far from supporting their theory, limits its generality. Evidence from other domains reviewed by Ericsson and Kintsch, such as medical expertise, is not as strong as claimed, and sometimes contradicts the theory outright. I argue that Ericsson and Kintsch’s concept of retrieval structure conflates three different types of memory structures that possess quite different properties. One of these types of structures—generic, general-purpose retrieval structures—has a narrower use than proposed by Ericsson and Kintsch: it applies only in domains where there is a conscious, deliberate intent by individuals to improve their memory. Other mechanisms, including specific retrieval structures, exist that permit a rapid encoding into long-term memory under other circumstances
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Discrimination nets, production systems and semantic networks: Elements of a unified framework
A number of formalisms have been used in cognitive science to account for cognition in general and learning in particular. While this variety denotes a healthy state of theoretical development, it somewhat hampers communication between researchers championing different approaches and makes comparison between theories difficult. In addition, it has the consequence that researchers tend to study cognitive phenomena best suited to their favorite formalism. It is therefore desirable to propose frameworks which span traditional formalisms.
In this paper, we pursue two goals: first, to show how three (symbolic) formalisms widely used in theorizing about and in simulating human cognition—discrimination nets, semantic networks and production systems—may be used in a single, conceptually unified framework; and second to show how this framework can be used to develop a comprehensive theory of learning. Within this theory, learning is construed as (a) developing perceptual and conceptual discrimination nets, (b) adding semantic links, and (c) creating productions.
We start by giving a brief description of each of these formalisms; we then describe a theoretical framework that incorporates the three formalisms, and show how these may coexist. Throughout this description, examples from chess, a highly studied field of expertise and a classical object of study in cognitive science, will be provided. These examples will illustrate how the framework can be worked out into a more detailed cognitive theory. Finally, we draw some theoretical consequences of the framework proposed here
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Role of pattern recognition and search in expert decision making
Recently, proponents of the predominant role of search processes have collected data aiming at undermining the importance of pattern recognition. In particular, Chabris and Hearst (2003), using data from rapid chess and blindfold chess, have questioned Chase and Simon’s (1973) and Gobet and Simon’s (1996) account. In this talk, I’ll show that Chabris and Hearst’s (2003) data, far from invalidating theories based on pattern recognition and selective search, actually support them
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The role of deliberate practice in expertise: Necessary but not sufficient
The paper discusses recent data on deliberate practice in chess, and argues that other factors mediate expertise in chess
Chunks hierarchies and retrieval structures: Comments on Saariluoma and Laine
The empirical results of Saariluoma and Laine (in press) are discussed and their computer simulations are compared with CHREST, a computational model of perception, memory and learning in chess. Mathematical functions such as power functions and logarithmic functions account for Saariluoma and Laine's (in press) correlation heuristic and for CHREST very well. However, these functions fit human data well only with game positions, not with random positions. As CHREST, which learns using spatial proximity, accounts for the human data as well as Saariluoma and Laine's (in press) correlation heuristic, their conclusion that frequency-based heuristics match the data better than proximity-based heuristics is questioned. The idea of flat chunk organisation and its relation to retrieval structures is discussed. In the conclusion, emphasis is given to the need for detailed empirical data, including information about chunk structure and types of errors, for discriminating between various learning algorithms
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