13,241 research outputs found
A pattern-recognition theory of search in expert problem solving
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
Search versus Knowledge: An Empirical Study of Minimax on KRK
This article presents the results of an empirical experiment designed to gain insight into what is the effect of the minimax algorithm on the evaluation function. The experiment’s simulations were performed upon the KRK chess endgame. Our results show that dependencies between evaluations of sibling nodes in a game tree and an abundance of possibilities to commit blunders present in the KRK endgame are not sufficient to explain the success of the minimax principle in practical game-playing as was previously believed. The article shows that minimax in combination with a noisy evaluation function introduces a bias into the backed-up evaluations and argues that this bias is what masked the effectiveness of the minimax in previous studies
Assessing Human Error Against a Benchmark of Perfection
An increasing number of domains are providing us with detailed trace data on
human decisions in settings where we can evaluate the quality of these
decisions via an algorithm. Motivated by this development, an emerging line of
work has begun to consider whether we can characterize and predict the kinds of
decisions where people are likely to make errors.
To investigate what a general framework for human error prediction might look
like, we focus on a model system with a rich history in the behavioral
sciences: the decisions made by chess players as they select moves in a game.
We carry out our analysis at a large scale, employing datasets with several
million recorded games, and using chess tablebases to acquire a form of ground
truth for a subset of chess positions that have been completely solved by
computers but remain challenging even for the best players in the world.
We organize our analysis around three categories of features that we argue
are present in most settings where the analysis of human error is applicable:
the skill of the decision-maker, the time available to make the decision, and
the inherent difficulty of the decision. We identify rich structure in all
three of these categories of features, and find strong evidence that in our
domain, features describing the inherent difficulty of an instance are
significantly more powerful than features based on skill or time.Comment: KDD 2016; 10 page
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Pattern recognition makes search possible: Comments on Holding (1992)
Chase and Simon’s (1973) chunking theory of expert memory, which emphasizes the role of pattern recognition in problem solving, has attracted much attention in cognitive psychology. Holding (1992) advanced a series of criticisms that, taken together, purported to refute the theory. Two valid criticisms—that chunk size and LTM encoding were underestimated—are dealt with by a simple extension of the theory (Gobet & Simon, 1996a). The remainder of Holding’s criticisms either are not empirically founded or are based on a misunderstanding of the chunking theory and its role in a comprehensive theory of skill. Holding’s alternative SEEK theory, which emphasizes the role of search, lacks key mechanisms that could be implemented by the type of pattern recognition proposed by Chase and Simon (1973)
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The Roles of recognition processes and look-ahead search in time-constrained expert problem solving: Evidence from grandmaster level chess.
Chess has long served as an important standard task environment for research on human memory and problem-solving abilities and processes. In this paper, we report evidence on the relative importance of recognition processes and planning (look-ahead) processes in very high level expert performance in chess. The data show that the rated skill of a top-level grandmaster is only slightly lower when he is playing simultaneously against a half dozen grandmaster opponents than under tournament conditions that allow much more time for each move. As simultaneous play allows little time for look-ahead processes, the data indicate that recognition, based on superior chess knowledge, plays a much larger part in high-level skill in this task than does planning by looking ahead
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