11 research outputs found

    A pattern-recognition theory of search in expert problem solving

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    Understanding how look-ahead search and pattern recognition interact is one of the important research questions in the study of expert problem-solving. This paper examines the implications of the template theory (Gobet & Simon, 1996a), a recent theory of expert memory, on the theory of problem solving in chess. Templates are "chunks" (Chase & Simon, 1973) that have evolved into more complex data structures and that possess slots allowing values to be encoded rapidly. Templates may facilitate search in three ways: (a) by allowing information to be stored into LTM rapidly; (b) by allowing a search in the template space in addition to a search in the move space; and (c) by compensating loss in the "mind's eye" due to interference and decay. A computer model implementing the main ideas of the theory is presented, and simulations of its search behaviour are discussed. The template theory accounts for the slight skill difference in average depth of search found in chess players, as well as for other empirical data

    Data Structure for the Use of Patterns in the Perceptual Ordering of the Game of Chess

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    It is well known that the way one perceives a problem can influence the difficulty of solving the problem in a profound way. In the case of computer chess playing programs, one finds that most programs perceive the game in much the same way. They are all based on Shannon\u27s original proposal for chess playing programs. His approach was to generate all of the possible combinations of moves up to a certain number of plays and then a subset of all combinations to a deeper level thereafter. Each of these moves would then be evaluated as to its relative worth. This paper lays the foundation for research in an alternate method of approaching the game based on how human experts perceive the board initially. A suitable data structure for this is then proposed and discussed

    A data structure for the use of patterns in the perceptual ordering of the game of chess

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    It is well known that the way one perceives a problem can influence the difficulty of solving the problem in a profound way. In the case of computer chess playing programs, one finds that most programs perceive the game in much the same way. They are all based on Shannon\u27s original proposal for chess playing programs. His approach was to generate all of the possible combinations of moves up to a certain number of plays and then a subset of all combinations to a deeper level thereafter. Each of these moves would then be evaluated as to its relative worth. This paper lays the foundation for research in an alternate method of approaching the game based on how human experts perceive the board initially. A suitable data structure for this is then proposed and discussed --Abstract, page ii

    Team diversity and categorization salience : capturing diversity-blind, intergroup biased, and multicultural perceptions

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    It is increasingly recognized that team diversity with respect to various social categories (e.g., gender, race) does not automatically result in the cognitive activation of these categories (i.e., categorization salience), and that factors influencing this relationship are important for the effects of diversity. Thus, it is a methodological problem that no measurement technique is available to measure categorization salience in a way that efficiently applies to multiple dimensions of diversity in multiple combinations. Based on insights from artificial intelligence research, we propose a technique to capture the salience of different social categorizations in teams that does not prime the salience of these categories. We illustrate the importance of such measurement by showing how it may be used to distinguish among diversity-blind responses (low categorization salience), multicultural responses (positive responses to categorization salience), and intergroup biased responses (negative responses to categorization salience) in a study of gender and race diversity and the gender by race faultline in 38 manufacturing teams comprising 239 members

    Problem-solving skills utilized by graduating engineers from a baccalaureate program to solve problems

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    This study extends the knowledge of the problem-solving frameworks and skills used by graduating engineers (GE). The frameworks are comprehensive systematic processes that a GE uses to frame the problem. The problem-solving skills are mental and physical mechanisms, such as heuristics and flow charts. An in-depth qualitative study of 31 randomly selected graduating engineers from a state university was employed to obtain firsthand data on how GEs solved a specific problem scenario. The methodology of this study was an open running dialog between the researcher and the GE while the GE solved the standardized problem scenario. A one-sentence problem scenario was provided. The GE asked questions of the researcher throughout the process. The researcher responded with an established set of answers. The researcher timed and coded the GE\u27s responses. The running dialogue was coded utilizing the problem-solving frameworks and skills for each of the 31 GEs. Time ranged from 1 minute and 10 seconds to 9 minutes and 48 seconds. Of the GEs, 90% utilized 2 or 3 of the 4 types of frameworks in different combinations. However, 1 student applied only 1 framework and 2 students utilized all 4 frameworks. The 5 GEs who most rapidly solved the problem used different combinations of the frameworks. The evaluation step in any of the 4 frameworks was not implemented by 48% of the GEs. The choice of frameworks did not appear to be related to gender, age, or experience. The analysis indicated that the GEs also used different arrangements of problem-solving skills. The GEs employed all 5 categories of problem-solving skills: tools, defining, goal-identification, heuristics, and reasoning. Of the GEs, 100% utilized the skills termed tools, defining, and goal-identification. The heuristic problem-solving skills were used by 97% and the reasoning skills were used by 26% of the GEs. All of the GEs required a wide range of problem-solving frameworks and skills in order to solve effectively the problem scenario. Thus, engineering educators should provide student engineers with a wide range of frameworks and skills of problem-solving in order to provide a strong basis for their future work

    Solving Mechanics Problems Using Meta-Level Inference

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    In this paper we shall describe a program (MECHO), written in Prolog[14], which solves a wide range of mechanics problems from statements in both predicate calculus and English. Mecho uses the technique of meta-level inference to control search in natural language understanding, common sense inference, model formation and algebraic manipulation. We argue that this is a powerful technique for controlling search while retaining the modularity of declarative knowledge representations
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