178 results on '"Human Problem Solving"'
Search Results
2. A Lab Experiment Using a Natural Language Interface to Extract Information from Data: The NLIDB Game
- Author
-
Dell’Aversana, Raffaele, Bucciarelli, Edgardo, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Bucciarelli, Edgardo, editor, Chen, Shu-Heng, editor, and Corchado, Juan Manuel, editor
- Published
- 2020
- Full Text
- View/download PDF
3. Human and Machine Learning.
- Author
-
Kao, Ying-Fang and Venkatachalam, Ragupathy
- Subjects
COMPUTATIONAL learning theory ,MACHINE learning ,HUMAN mechanics ,SIMPLE machines - Abstract
In this paper, we consider learning by human beings and machines in the light of Herbert Simon's pioneering contributions to the theory of Human Problem Solving. Using board games of perfect information as a paradigm, we explore differences in human and machine learning in complex strategic environments. In doing so, we contrast theories of learning in classical game theory with computational game theory proposed by Simon. Among theories that invoke computation, we make a further distinction between computable and computational or machine learning theories. We argue that the modern machine learning algorithms, although impressive in terms of their performance, do not necessarily shed enough light on human learning. Instead, they seem to take us further away from Simon's lifelong quest to understand the mechanics of actual human behaviour. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
4. Why Is This So Hard? Insights from the State Space of a Simple Board Game
- Author
-
Bockholt, Mareike, Zweig, Katharina Anna, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Göbel, Stefan, editor, Ma, Minhua, editor, Baalsrud Hauge, Jannicke, editor, Oliveira, Manuel Fradinho, editor, Wiemeyer, Josef, editor, and Wendel, Viktor, editor
- Published
- 2015
- Full Text
- View/download PDF
5. Search-Based Estimation of Problem Difficulty for Humans
- Author
-
Guid, Matej, Bratko, Ivan, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Goebel, Randy, editor, Siekmann, Jörg, editor, Wahlster, Wolfgang, editor, Lane, H. Chad, editor, Yacef, Kalina, editor, Mostow, Jack, editor, and Pavlik, Philip, editor
- Published
- 2013
- Full Text
- View/download PDF
6. Remote optimization of an ultracold atoms experiment by experts and citizen scientists.
- Author
-
Heck, Robert, Sørensen, Jens Jakob, Andreasen, Morten G., Ejlertsen, Poul, Elíasson, Ottó, Haikka, Pinja, Laustsen, Jens S., Nielsen, Lærke L., Mao, Andrew, Müller, Romain, Napolitano, Mario, Pedersen, Mads K., Thorsen, Aske R., Sherson, Jacob F., Vuculescu, Oana, Bergenholtz, Carsten, Zoller, Jonathan, Calarco, Tommaso, Montangero, Simone, and Bason, Mark G.
- Subjects
- *
CITIZEN science , *OPTIMAL control theory , *ATOMS , *PROBLEM solving , *CLOSED loop systems , *BOSE-Einstein condensation - Abstract
We introduce a remote interface to control and optimize the experimental production of Bose-Einstein condensates (BECs) and find improved solutions using two distinct implementations. First, a team of theoreticians used a remote version of their dressed chopped random basis optimization algorithm (RedCRAB), and second, a gamified interface allowed 600 citizen scientists from around the world to participate in real-time optimization. Quantitative studies of player search behavior demonstrated that they collectively engage in a combination of local and global searches. This form of multiagent adaptive search prevents premature convergence by the explorative behavior of low-performing players while high-performing players locally refine their solutions. In addition, many successful citizen science games have relied on a problem representation that directly engaged the visual or experiential intuition of the players. Here we demonstrate that citizen scientists can also be successful in an entirely abstract problem visualization. This is encouraging because a much wider range of challenges could potentially be opened to gamification in the future. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
7. Arguments for the effectiveness of human problem solving.
- Author
-
Duris, Frantisek
- Abstract
The question of how humans solve problem has been addressed extensively. However, the direct study of the effectiveness of this process seems to be overlooked. In this paper, we address the issue of the effectiveness of human problem solving: we analyze where this effectiveness comes from and what cognitive mechanisms or heuristics are involved. Our results are based on the optimal probabilistic problem solving strategy that appeared in Solomonoff paper on general problem solving system. We provide arguments that a certain set of cognitive mechanisms or heuristics drive human problem solving in the similar manner as the optimal Solomonoff strategy. Specifically, we argue that there is a concrete mathematical background for the effectiveness of human problem solving, and we show how it is connected with several well established components of human cognition. The results presented in this paper can serve both cognitive psychology in better understanding of human problem solving processes as well as artificial intelligence in designing more human-like agents. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
8. Complexity of Sudoku Strategies
- Author
-
Behrens, Thea, Kalbfleisch, Michelle, and Jäkel, Frank
- Subjects
FOS: Psychology ,human problem solving ,Cognitive Psychology ,deductive reasoning ,Psychology ,Sudoku ,Social and Behavioral Sciences - Abstract
Whether a Sudoku puzzle is easy or hard to solve depends on the complexity of the solution strategies that are required. However, complexity is probably not the only factor. When solving a Sudoku puzzle different strategies can be employed and are appropriate in different situations. We vary the instructions to bias participants to use different strategies and present subjects with situations where different strategies are appropriate. We test whether this has an effect on solution times.
- Published
- 2022
- Full Text
- View/download PDF
9. Successor rules for flipping pancakes and burnt pancakes.
- Author
-
Sawada, J. and Williams, A.
- Subjects
- *
MATHEMATICAL sequences , *COMPUTER programming , *GRAPH theory , *ITERATIVE methods (Mathematics) , *CAYLEY graphs , *GREEDY algorithms - Abstract
A stack of n pancakes can be rearranged in all n ! ways by a sequence of n ! − 1 flips, and a stack of n ‘burnt’ pancakes can be rearranged in all 2 n n ! ways by a sequence of 2 n n ! − 1 flips. In both cases, a computer program can efficiently generate suitable solutions. We approach these tasks instead from a human perspective. How can we determine the next flip directly from the current stack? How can we flip the minimum or maximum number of (burnt) pancakes overall? What if we are only allowed to flip the top n − 2 , n − 1 , or n (burnt) pancakes? We answer the first question with simple successor rules that take worst-case O ( n ) -time and amortized O ( 1 ) -time. Then we answer the second question exactly for minimization, and provide conjectures for maximization. For the third question, we prove that solutions almost certainly exist for pancakes and burnt pancakes using only these three flips. More broadly, we discuss how efficiency and optimality can shape iterative solutions to Hamilton cycle problems in highly symmetric graphs. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
10. A cognitive model of programming knowledge for procedural languages
- Author
-
Bertels, Koen, Vanneste, Philip, De Backer, Carlos, Goos, Gerhard, editor, Hartmanis, Juris, editor, and Tomek, Ivan, editor
- Published
- 1992
- Full Text
- View/download PDF
11. Supervised learning from human performance at the computationally hard problem of optimal traffic signal control on a network of junctions
- Author
-
Simon Box
- Subjects
traffic control ,machine learning ,human problem solving ,Science - Abstract
Optimal switching of traffic lights on a network of junctions is a computationally intractable problem. In this research, road traffic networks containing signallized junctions are simulated. A computer game interface is used to enable a human ‘player’ to control the traffic light settings on the junctions within the simulation. A supervised learning approach, based on simple neural network classifiers can be used to capture human player's strategies in the game and thus develop a human-trained machine control (HuTMaC) system that approaches human levels of performance. Experiments conducted within the simulation compare the performance of HuTMaC to two well-established traffic-responsive control systems that are widely deployed in the developed world and also to a temporal difference learning-based control method. In all experiments, HuTMaC outperforms the other control methods in terms of average delay and variance over delay. The conclusion is that these results add weight to the suggestion that HuTMaC may be a viable alternative, or supplemental method, to approximate optimization for some practical engineering control problems where the optimal strategy is computationally intractable.
- Published
- 2014
- Full Text
- View/download PDF
12. Proofs and Predictions in Human Problem Solving
- Author
-
K. Vela Velupillai
- Subjects
050208 finance ,Computer science ,0502 economics and business ,05 social sciences ,Economics, Econometrics and Finance (miscellaneous) ,Information processing ,Subject (philosophy) ,Calculus ,Satisficing ,050207 economics ,Mathematical proof ,Computer Science Applications ,Human Problem Solving - Abstract
This paper suggests that Herbert Simon’s concept of proof and predictions, in the solution of problems by human’s, considered as Information Processing Agents subject to boundedly rational behaviour and satisficing objectives, is to be interpreted in terms of constructive mathematics.
- Published
- 2018
13. Human Problem-Solving: Standing on the Shoulders of the Giants
- Author
-
Dharmaraj Navaneethakrishnan
- Subjects
Cognitive science ,Research program ,Heuristic (computer science) ,media_common.quotation_subject ,Economics, Econometrics and Finance (miscellaneous) ,Curiosity ,Computer Science Applications ,TRACE (psycholinguistics) ,Human Problem Solving ,media_common - Abstract
Human problem-solving is a fundamental yet complex phenomena; it has fascinated and attracted a lot of researchers to understand, and theorize about it. Modeling and simulating human problem-solving played a pivotal role in Herbert Simon’s research program. Herbert Simon (along with Allen Newell and Cliff Shaw) was among the pioneers of artificial intelligence, by interlinking cognitive psychology, economics, philosophy, and computer science through the research work on human problem-solving. His curiosity and work focused not on replicating the brain but to understand and replicate human problem solving techniques (which he often referred to as programs/algorithms). The main aim of this article is to trace the origins and paths that enabled Simon (Newell and Shaw) to further develop his (their) original ideas.
- Published
- 2018
14. Information Processing and Moral Problem Solving
- Author
-
Cassey Lee
- Subjects
Cognitive science ,050208 finance ,Computer science ,05 social sciences ,Economics, Econometrics and Finance (miscellaneous) ,No reference ,Information processing ,Information processor ,Representation (systemics) ,Computer Science Applications ,Task (project management) ,Work (electrical) ,0502 economics and business ,050207 economics ,ComputingMilieux_MISCELLANEOUS ,Human Problem Solving - Abstract
Herbert Simon and Allen Newell made important contributions to the study of human problem solving within an information processing system (IPS) framework. Contemporary debates and discussions on moral judgment and representation makes little or no reference to their work on problem-solving. This study argues that Simon and Newell’s IPS framework provides a useful integrative framework for the study of moral problem solving. Variations in the boundaries between the task environment and the IPS suggest its potential as a framework for a comparative study of intra and inter-species moral problem-solving.
- Published
- 2018
15. 2D and 3D Traveling Salesman Problem.
- Author
-
Haxhimusa, Yll, Carpenter, Edward, Catrambone, Joseph, Foldes, David, Stefanov, Emil, Arns, Laura, and Pizlo, Zygmunt
- Subjects
- *
TRAVELING salesman problem , *PROBLEM solving , *COGNITIVE ability , *VISUAL perception , *VIRTUAL reality , *TWO-dimensional models - Abstract
When a two-dimensional (2D) traveling salesman problem (TSP) is presented on a computer screen, human subjects can produce near-optimal tours in linear time. In this study we tested human performance on a real and virtual floor, as well as in a threedimensional (3D) virtual space. Human performance on the real floor is as good as that on a computer screen. Performance on a virtual floor is very similar, while that in a 3D space is slightly but systematically worse. We modeled these results by a graph pyramid algorithm. The same algorithm can account for the results with 2D and 3D problems, which suggests that deterioration of performance in the 3D space can be attributed to geometrical relations between hierarchical clustering in a 3D space and coarse-to-fine production of a tour. [ABSTRACT FROM AUTHOR]
- Published
- 2011
- Full Text
- View/download PDF
16. The influence of goal-state access cost on planning during problem solving.
- Author
-
Waldron, Samuel M., Patrick, John, and Duggan, Geoffrey B.
- Subjects
- *
PROBLEM solving , *GOAL (Psychology) , *PLANNING , *ACTION theory (Psychology) , *EXPERIMENTAL psychology , *HYPOTHESIS , *LABORATORY mice - Abstract
Two problem-solving experiments investigated the relationship between planning and the cost of accessing goal-state information using the theoretical framework of the soft constraints hypothesis (Gray & Fu, 2004; Gray, Simms, Fu, & Schoelles, 2006). In Experiment 1, 36 participants were allocated to low, medium, and high access cost conditions and completed a problem-solving version of the Blocks World Task. Both the nature of planning (memory based or display based) and its timing (before or during action) changed with high goal-state access cost (a mouse movement and a 2.5-s delay). In this condition more planning before action was observed, with less planning during action, evidenced by longer first-move latencies, more moves per goal-state inspection, and more short (≤0.8 s) and long (>8 s) 'preplanned' intermove latencies. Experiment 2 used an eight-puzzle-like transformation task and replicated the effect of goal-state access cost when more complex planning was required, also confirmed by sampled protocol data. Planning before an episode of move making increased with higher goal-state access cost, and planning whilst making moves increased with lower access cost. These novel results are discussed in the context of the soft constraints hypothesis. [ABSTRACT FROM AUTHOR]
- Published
- 2011
- Full Text
- View/download PDF
17. Approximative graph pyramid solution of the E-TSP
- Author
-
Haxhimusa, Yll, Kropatsch, Walter G., Pizlo, Zygmunt, and Ion, Adrian
- Subjects
- *
PROBLEM solving , *QUALITY control , *DATA structures , *ELECTRONIC file management - Abstract
Abstract: The traveling salesman problem (TSP) is difficult to solve for input instances with large number of cities. Instead of finding the solution for an input with a large number of cities, the problem is transformed into a simpler form containing smaller number of cities, which is then solved optimally. Graph pyramid solution strategies, using Borůvka’s minimum spanning tree step, convert, in a bottom-up processing, a 2D Euclidean TSP problem with a large number of cities into successively smaller problems (graphs) with similar layout and solution, until the number of cities is small enough to seek the optimal solution. Expanding this tour solution in a top-down manner, to the lower levels of the pyramid, leads to an approximate solution. The new model has an adaptive spatial structure and it simulates visual acuity and visual attention. The model solves the TSP problem sequentially, by moving attention from city to city, and the quality of the solutions is similar to the solutions produced by humans. The graph pyramid data structures and processing strategies provide good methods for finding near-optimal solutions for computationally hard problems. Isolating processing used by humans to solve computationally hard problems is of general importance to psychology community and might lead to advances in pattern recognition. [Copyright &y& Elsevier]
- Published
- 2009
- Full Text
- View/download PDF
18. Intermediating User-DSS Interaction With Autonomous Agents.
- Author
-
Vahidov, Rustam
- Subjects
- *
DECISION support systems , *MANAGEMENT information systems , *ARTIFICIAL intelligence , *EXPERT systems , *PROBLEM solving , *COMPUTER architecture - Abstract
The use of advanced decision support system (DSS) capabilities is hampered by the inadequacy of a "toolbox" organization of DSS from the user's perspective. In such a setup, the user is assumed to have all the knowledge and skills necessary to appropriately use the tools provided by the system in the decision-making process. This paper proposes a model for the use of autonomous agents as intermediaries between the users and the system. The model is organized around the human problem-solving process. The paper elaborates on the types of intermediary agents and the architecture for a DSS. The approach is illustrated using the prototype for an investment DSS. [ABSTRACT FROM AUTHOR]
- Published
- 2005
- Full Text
- View/download PDF
19. Human problem solving and instructional design
- Author
-
John Sweller
- Subjects
Cognitive science ,Evolutionary educational psychology ,Instructional theory ,Process (engineering) ,Instructional design ,Computer science ,Cognitive architecture ,Cognitive load ,Human Problem Solving - Abstract
Cognitive load theory is an instructional theory based on our knowledge of human cognitive architecture. Current versions of the theory use evolutionary educational psychology to categorise the information that humans process and to provide a template for human cognitive architecture that is analogous to the information processes of evolutionary biology. That theoretical base can be used to generate instructional procedures. The theoretical base and its attendant instructional effects provide information on the characteristics and role of human problem solving in instructional design. It is concluded that teachable aspects of skilled problem solving are domain-specific rather than generic-cognitive in nature, and that those characteristics should determine what is taught and how it is taught.
- Published
- 2019
20. Implementation of Genetic Algorithms for Optimization of Transportation Problem
- Author
-
Soobia Saeed
- Subjects
Mathematical optimization ,Computer science ,Genetic algorithm ,Transportation Problem, Genetics Algorithm (GA), Single-Processor Systems, Multi-Processor Systems, Optimization ,Transportation theory ,Data structure ,Human Problem Solving - Abstract
Transportation problem is a model which is commonly used in data structure solving a problem (human problem solving due to the computational method) because all the humans are related to transportation in any type of manner. Normally, traditional mathematical procedures used for solving the problem which is quite lengthy, after the computational solving procedures it comes to the bit easier to solve it except traditional lengthy methods. The Genetic Algorithm (GA) is most powerful tool for solving transportation problem. It refines the better optimal solution, for enhancing the optimization of transportation problem, using genetic algorithms lots of the work already has been done. This paper discusses the impact of genetic algorithms on two different types of systems environments i.e., Single-Processor Environment Systems and Multi-Processor Environment Systems, for solving the transportation problem and found the best optimal solution time of both systems. Index Terms— Transportation Problem, Genetics Algorithm (GA), Single-Processor Systems, Multi-Processor Systems, Optimization.
- Published
- 2019
21. Human-Like Implemented A.I. and Human Problem-Solving A.I
- Author
-
Russ McBride
- Subjects
business.industry ,Computer science ,Artificial intelligence ,business ,Human Problem Solving - Published
- 2019
22. Turbulence Game
- Author
-
Mathiesen, Joachim Kaj, Feidenhans'l, Robert Krarup, Grujic, Zoran, Misztal, Marek Krzysztof, Kjærgaard, Rikke Schmidt, Sherson, Jacob, Rafner, Janet, Mathiesen, Joachim Kaj, Feidenhans'l, Robert Krarup, Grujic, Zoran, Misztal, Marek Krzysztof, Kjærgaard, Rikke Schmidt, Sherson, Jacob, and Rafner, Janet
- Abstract
This thesis explores visualizations, simulations, and gamified computational citizen science to help identify important, currently unknown, scaling exponents of local sparseness of the regions of intense vorticity (RIV). This research is in the context of turbulent dissipation in 3D viscous incompressible flows modeled by the 3D Navier-Stokes (NS) equations. The results of the citizen science game in an educational and popularization context are still being analyzed. The question as to whether Human Problem Solving (HPS) done through visually 'spot sorting' the RIVs in order to increase efficiency of the analysis is still open and requires further investigation. The result of the volumetric analysis and the analysis of the scale of sparsness were in good accordance with theory. The results provided insight that indicates that further theoretical efforts trying to push the rigorous a priori bound beyond the current exponent and even beyond the critical exponent, in the time intervals leading to a peak of the vorticity maximum, might indeed be feasible. If one can show this exponent is beyond the critical exponent, this would imply that there are no singularities in the 3D Navier-Stokes Equations.
- Published
- 2018
23. Understanding and Automating Algorithm Design.
- Author
-
Kant, Elaine
- Subjects
- *
ALGORITHMS , *SYSTEMS design , *AUTOMATION , *PROBLEM solving , *HUMAN-machine systems , *SOFTWARE engineering - Abstract
Algorithm design is a challenging intellectual activity that provides a rich source of observation and a test domain for a theory of problem-solving behavior. This paper describes a theory of the algorithm design process based on observations of human design and also outlines a framework for automatic design. The adaptation of the theory of human design to a framework for automation in the DESIGNER system helps us understand human design better, and the implementation process helps validate the framework. Issues discussed in this paper include the problem spaces used for design, the loci of knowledge and problem-solving power, and the relationship to other methods of algorithm design and to automatic programming as a whole. [ABSTRACT FROM AUTHOR]
- Published
- 1985
24. Intelligent Interface Design: An Empirical Assessment of Knowledge Presentation in Expert Systems.
- Author
-
Lamberti, Donna M. and Wallace, William A.
- Subjects
- *
COMPUTER interfaces , *EXPERT systems , *MANAGEMENT information systems , *EMPLOYEES , *PROBLEM solving , *DECISION support systems , *ELECTRONIC data processing , *INFORMATION resources management , *PERSONNEL management , *MANAGEMENT - Abstract
This research evaluates intelligent interface requirements for knowledge presentation in an expert system used for diagnostic problem solving. In a field study, interactions between employee expertise, knowledge presentation format (procedural vs. declarative), question type (requiring abstract vs. concrete knowledge organization), and task uncertainty are examined for employee problem-solving and decision-making performance (speed and accuracy). Also evaluated are confidence in system recommendations and lines-of-reasoning, as well as user satisfaction with the system interface. The study provides findings that are discussed within the context of intelligent interface requirements for organizational information systems. The results show that high-skill users perform significantly faster and more accurately when solving the problems and have self-reported confidence ratings that are higher than those of low-skill users. The expert system, however, has a greater impact on improving performance for low-skill users than for high-skill users. A relationship is found between skill level and task uncertainty indicating that different skill-level users require different presentation formats paralleling their conceptual representations of the problem. The interaction between skill level and knowledge organization is confirmed with results showing that low-skill users perform faster than high-skill users on questions requiring concrete knowledge organization; whereas high-skill users perform better when presented with questions requiring abstract knowledge organization. [ABSTRACT FROM AUTHOR]
- Published
- 1990
- Full Text
- View/download PDF
25. Recognition of coalition by computer in a three-person game.
- Author
-
Anzai, Yuichiro
- Abstract
An information processing model for recognition of coalitions in three-person games is developed by using a computer program, which simulates humans' move selection behavior, in Chinese checkers. The program plays as a participant against human opponents and decides if a coalition was formed after a game is over. It has two main parts: (a) a heuristic search algorithm for move selection and (b) a coalition recognition procedure which evaluates deviation patterns. The latter is defined as the difference between the move pattern of the selection algorithm and that of a human player. With this model, it is shown that humans' move selection behavior may be relatively simple even when the task environment involves human interaction and also that the moves of human players are influenced to some extent by the possible existence of coalitions. The system treated here is an information processing system, a computer program, which works as a member of a social environment and recognizes interactive behavior of other members. It models human behavior in such environments at the symbolic information processing level or the level of information processing psychology. [ABSTRACT FROM AUTHOR]
- Published
- 1977
- Full Text
- View/download PDF
26. Remote optimization of an ultracold atoms experiment by experts and citizen scientists
- Author
-
Jens Jakob Sørensen, Robert Heck, Ottó Elíasson, Simone Montangero, Morten Ginnerup Andreasen, Mark G. Bason, Andrew Mao, Jacob F. Sherson, Mads Kock Pedersen, Jens S. Laustsen, Mario Napolitano, Romain Müller, Lærke L. Nielsen, Tommaso Calarco, Pinja Haikka, Jonathan K. Zoller, Poul Ejlertsen, Carsten Bergenholtz, Aske Thorsen, and Oana Vuculescu
- Subjects
FOS: Computer and information sciences ,Physics - Physics and Society ,human problem solving ,Computer science ,Atomic Physics (physics.atom-ph) ,Social Sciences ,FOS: Physical sciences ,Physics and Society (physics.soc-ph) ,01 natural sciences ,Experiential learning ,Physics - Atomic Physics ,Computer Science - Computers and Society ,optimal control ,Human–computer interaction ,0502 economics and business ,0103 physical sciences ,Computers and Society (cs.CY) ,citizen science ,Citizen science ,010306 general physics ,ADAPTATION ,Implementation ,ultracold atoms ,Quantum Physics ,Multidisciplinary ,Optimization algorithm ,Physics ,05 social sciences ,closed-loop optimization ,Optimal control ,Visualization ,PNAS Plus ,Quantum Gases (cond-mat.quant-gas) ,Physics - Data Analysis, Statistics and Probability ,Physical Sciences ,Abstract problem ,Condensed Matter - Quantum Gases ,Quantum Physics (quant-ph) ,QUANTUM ,050203 business & management ,Data Analysis, Statistics and Probability (physics.data-an) ,Premature convergence - Abstract
Significance The emerging field of gamified citizen science continually probes the fault line between human and artificial intelligence. A better understanding of citizen scientists’ search strategies may lead to cognitive insights and provide inspiration for algorithmic improvements. Our project remotely engages both the general public and experts in the real-time optimization of an experimental laboratory setting. In this citizen science project the game and data acquisition are designed as a social science experiment aimed at extracting the collective search behavior of the players. A further understanding of these human skills will be a crucial challenge in the coming years, as hybrid intelligence solutions are pursued in corporate and research environments., We introduce a remote interface to control and optimize the experimental production of Bose–Einstein condensates (BECs) and find improved solutions using two distinct implementations. First, a team of theoreticians used a remote version of their dressed chopped random basis optimization algorithm (RedCRAB), and second, a gamified interface allowed 600 citizen scientists from around the world to participate in real-time optimization. Quantitative studies of player search behavior demonstrated that they collectively engage in a combination of local and global searches. This form of multiagent adaptive search prevents premature convergence by the explorative behavior of low-performing players while high-performing players locally refine their solutions. In addition, many successful citizen science games have relied on a problem representation that directly engaged the visual or experiential intuition of the players. Here we demonstrate that citizen scientists can also be successful in an entirely abstract problem visualization. This is encouraging because a much wider range of challenges could potentially be opened to gamification in the future.
- Published
- 2018
27. Problem Solving at the Edge of Chaos: Entropy, Puzzles and the Sudoku Freezing Transition
- Author
-
Marcelo O. R. Prates and Luis C. Lamb
- Subjects
Edge of chaos ,Phase transition ,Theoretical computer science ,Computer science ,Critical phenomena ,0103 physical sciences ,Topological graph theory ,Statistical mechanics ,010306 general physics ,01 natural sciences ,010305 fluids & plasmas ,Human Problem Solving - Abstract
Sudoku is a widely popular NP-Complete combinatorial puzzle whose prospects for studying human computation have recently received attention, but the algorithmic hardness of Sudoku solving is yet largely unexplored. In this paper, we study the statistical mechanical properties of random Sudoku grids, showing that puzzles of varying sizes attain a hardness peak associated with a critical behavior in the constrainedness of random instances. In doing so, we provide the first description of a Sudoku freezing transition, showing that the fraction of backbone variables undergoes a phase transition as the density of pre-filled cells is calibrated. We also uncover a variety of critical phenomena in the applicability of Sudoku elimination strategies, providing explanations as to why puzzles become boring outside the typical range of clue densities adopted by Sudoku publishers. We further show that the constrainedness of Sudoku puzzles can be understood in terms of the informational (Shannon) entropy of their solutions, which only increases up to the critical point where variables become frozen. Our findings shed light on the nature of the k-coloring transition when the graph topology is fixed, and are an invitation to the study of phase transition phenomena in problems defined over alldifferent constraints. They also suggest advantages to studying the statistical mechanics of popular NP-Hard puzzles, which can both aid the design of hard instances and help understand the difficulty of human problem solving.
- Published
- 2018
28. Metaphoric Competence and Complex Human Problem Solving
- Author
-
Michael K. Smith and Howard R. Pollio
- Subjects
Cognitive science ,Comprehension ,Metaphor ,media_common.quotation_subject ,Diction ,Analogy ,Complex problem solving ,Psychology ,Literal and figurative language ,Competence (human resources) ,Human Problem Solving ,media_common - Abstract
The only multiple-choice test of metaphoric comprehension presently available was constructed from figures of speech occurring in compositions written by children and young adults. Metaphoric competence was defined in terms of the various tests of figurative ability as well as in terms of figurative scorings for as many of the remaining tasks as possible. R. J. Sternberg’s analysis lays claim to some pretty fair historical ancestry in suggesting analogy as the major process underlying metaphoric use and/or understanding. The major point, however, is that a strict use of analogy as the model for metaphor may serve to impoverish metaphoric diction rather than enrich it. Researchers concerned with memory for metaphor, for example, have often made use of proverbs or Shakespearean metaphors. Other researchers, particularly those working with children, have had to construct their own evaluation procedures. The chapter aims to examine the pattern of relationships existing between complex problem solving and figurative competence.
- Published
- 2018
29. Human and Machine Learning
- Author
-
Ying-Fang Kao and Ragupathy Venkatachalam
- Subjects
050208 finance ,Computer science ,business.industry ,Computation ,05 social sciences ,Economics, Econometrics and Finance (miscellaneous) ,Perfect information ,Contrast (statistics) ,Computational game theory ,Machine learning ,computer.software_genre ,Computer Science Applications ,0502 economics and business ,Learning theory ,Artificial intelligence ,050207 economics ,business ,computer ,Game theory ,Human learning ,Human Problem Solving - Abstract
In this paper, we consider learning by human beings and machines in the light of Herbert Simon’s pioneering contributions to the theory of Human Problem Solving. Using board games of perfect information as a paradigm, we explore differences in human and machine learning in complex strategic environments. In doing so, we contrast theories of learning in classical game theory with computational game theory proposed by Simon. Among theories that invoke computation, we make a further distinction between computable and computational or machine learning theories. We argue that the modern machine learning algorithms, although impressive in terms of their performance, do not necessarily shed enough light on human learning. Instead, they seem to take us further away from Simon’s lifelong quest to understand the mechanics of actual human behaviour.
- Published
- 2018
30. Algorithmic Puzzles: History, Taxonomies, and Applications in Human Problem Solving
- Author
-
Anany Levitin
- Subjects
algorithmic puzzles ,problem solving ,Management science ,business.industry ,insight ,Teaching method ,MathematicsofComputing_GENERAL ,Cognition ,Artificial intelligence ,business ,Applied Psychology ,Human Problem Solving ,Mathematics - Abstract
The paper concerns an important but underappreciated genre of algorithmic puzzles, explaining what these puzzles are, reviewing milestones in their long history, and giving two different ways to classify them. Also covered are major applications of algorithmic puzzles in cognitive science research, with an emphasis on insight problem solving, and the advantages of algorithmic puzzles over some other classes of problems used in insight research. The author proposes adding algorithmic puzzles as a separate category of insight problems, suggests 12 specific puzzles that could be useful for research in insight problem solving, and outlines several experiments dealing with other cognitive aspects of solving algorithmic puzzles.
- Published
- 2017
31. Searching far away from the lamp-post:An agent-based model
- Author
-
Oana Vuculescu
- Subjects
Agent-based model ,business.industry ,Computer science ,Strategy and Management ,05 social sciences ,Education ,Task (project management) ,03 medical and health sciences ,0302 clinical medicine ,Knowledge creation ,0502 economics and business ,Industrial relations ,Artificial intelligence ,Business and International Management ,Laboratory experiment ,business ,050203 business & management ,030217 neurology & neurosurgery ,Evolutionary theory ,Human Problem Solving - Abstract
This article presents insights from a laboratory experiment on human problem solving in a combinatorial task. I rely on a hierarchical rugged landscape to explore how human problem-solvers are able to detect and exploit patterns in their search for an optimal solution. Empirical findings suggest that solvers do not engage only in local and random distant search, but as they accumulate information about the problem structure, solvers make ‘model-based’ moves, a type of cognitive search. I then calibrate an agent-based model of search to analyse and interpret the findings from the experimental setup and discuss implications for organizational search. Simulation results show that, for non-trivial problems, performance can be increased by a low level of persistence, that is, an increased likelihood to quickly abandon unsuccessful paths.
- Published
- 2017
32. How humans solve the frame problem
- Author
-
Chris Fields
- Subjects
Computer science ,business.industry ,media_common.quotation_subject ,Cognition ,Theoretical Computer Science ,Artificial Intelligence ,Cognitive resource theory ,Perception ,Artificial intelligence ,Causal reasoning ,business ,Software ,Frame problem ,Human Problem Solving ,media_common - Abstract
Both standard formulations of the frame problem and standard solutions implicitly assume that the re-identification of objects as persisting individuals between pre- and post-action contexts is unproblematic. In the case of human beings, this assumption is false: humans dedicate considerable cognitive resources to object re-identification. An analysis of both the phenomenology and neurocognitive implementation of object re-identification is used to show that in humans, all of the information architecturally available to solve the frame problem is in fact deployed for object re-identification. The frame problem is, therefore, equivalent to the object re-identification problem in the case of human problem solving.
- Published
- 2013
33. Search Versus Knowledge in Human Problem Solving: A Case Study in Chess
- Author
-
Matej Guid, Ivan Bratko, and Dayana Hristova
- Subjects
Automated theorem proving ,Game playing ,business.industry ,Computer science ,Component (UML) ,ComputingMilieux_PERSONALCOMPUTING ,Bayesian network ,Artificial intelligence ,Type (model theory) ,business ,Set (psychology) ,Two stages ,Human Problem Solving - Abstract
This paper contributes to the understanding of human problem solving involved in mental tasks that require exploration among alternatives. Examples of such tasks are theorem proving and classical games like chess. De Groot’s largely used model of chess players’ thinking conceptually consists of two stages: (1) detection of general possibilities, or “motifs”, that indicate promising ideas the player may try to explore in a given chess position, and (2) calculation of concrete chess variations to establish whether any of the motifs can indeed be exploited to win the game. Strong chess players have to master both of these two components of chess problem solving skill. The first component reflects the player’s chess-specific knowledge, whereas the second applies more generally in game playing and other combinatorial problems. In this paper, we studied experimentally the relative importance of the two components of problem solving skill in tactical chess problems. A possibly surprising conclusion of our experiments is that for our type of chess problems, and players over a rather large range of chess strength, it is the calculating ability, rather than chess-specific pattern-based knowledge, that better discriminates among the players regarding their success. We also formulated De Groot’s model as a Causal Bayesian Network and set the probabilities in the network according to our experimental results.
- Published
- 2016
34. How do appraisers absorb market information in property valuation?
- Author
-
Hsiao‐Yen Chang and Tzu-Chin Lin
- Subjects
Actuarial science ,Economics ,Business, Management and Accounting (miscellaneous) ,Controlled experiment ,Objectivity (science) ,Popularity ,Finance ,Valuation (finance) ,Human Problem Solving ,Appraisal process ,Income approach - Abstract
PurposeDespite its popularity in practice, sales comparison is constantly criticized as subjective and even relegated to the least recommended method by some scholars. This paper aims to examine the validity of the above statement.Design/methodology/approachA number of statistical techniques have been proposed to improve the objectivity of the sales comparison approach. In contrast, property valuation can also be seen as an exercise of human problem solving with respect to market information. As a result, the approach of a controlled experiment is employed.FindingsFirst, experienced appraisers tend to adopt an appraisal process that significantly differs from that specified in legal standards. Second, appraisers have developed a specific‐to‐general information inquiry path. Third, appraisers are likely to stop examining additional sales evidence early when the appraised subject is a typical product. Fourth, appraisers have a tendency to weigh the comparables that come to their attention earlier more heavily than those that come later. Finally, despite the different strategies of information absorption, value variations among appraisers are consistent between different residential properties. The evidence, taken together, strongly suggests that professional appraisers have developed some heuristics or short‐cuts in digesting information relevant to appraisal.Originality/valueThis study is one of the very few that examine appraisers' decision making in Taiwan.
- Published
- 2012
35. Dissociation of Past and Present Experience in Problem Solving Using a Virtual Environment
- Author
-
Kent D. Bodily, Bradley R. Sturz, and Jeffrey S. Katz
- Subjects
Male ,Matched Pair Analysis ,Dissociation (neuropsychology) ,Psychometrics ,Computer science ,Matched-Pair Analysis ,Interactive 3d ,computer.software_genre ,User-Computer Interface ,Imaging, Three-Dimensional ,Reference Values ,Humans ,Learning ,Computer Simulation ,Video game ,Problem Solving ,Applied Psychology ,Human Problem Solving ,Multimedia ,Communication ,General Medicine ,Human-Computer Interaction ,Games, Experimental ,Video Games ,Practice, Psychological ,Virtual machine ,Reference values ,Mental Recall ,Female ,Completion time ,computer - Abstract
An interactive 3D desktop virtual environment task was created to investigate learning mechanisms in human problem solving. Participants were assessed for previous video game experience, divided into two groups (Training and Control), and matched for gender and experience. The Training group learned specific skills within the virtual environment before being presented a problem. The Control group was presented the problem only. Completion time was faster for the Training group and was affected by level of previous video game experience. Results indicated problem solving was a function of specific and general experience and demonstrated a method for dissociating these two facets of experience.
- Published
- 2009
36. Modeling subcontractor registration decisions through case-based reasoning approach
- Author
-
Chris Duc Thanh Luu and Shiu-tong Thomas Ng
- Subjects
Engineering ,Process management ,Operations research ,Control and Systems Engineering ,business.industry ,ComputingMethodologies_SYMBOLICANDALGEBRAICMANIPULATION ,Corporate social responsibility ,Case-based reasoning ,Building and Construction ,business ,Civil and Structural Engineering ,Intuition ,Human Problem Solving - Abstract
Acknowledging the importance of exercising a more stringent control over subcontractors, an influential industry report urges the establishment and maintenance of a Construction Subcontractor Registration (CSR) system. One key aspect of a credible and sustainable CSR system is to ensure that those companies seeking registration are assessed according to reliable standards and mechanisms. In practice, many managers rely on intuition, experience or predictive judgment to deal with the dynamic but interrelated requirements originating from various subcontractor and work categories. Being an artificial intelligence approach that mimics human problem solving skills, the case-based reasoning (CBR) approach should have potential in providing a flexible, transparent, objective and simple CSR system. This paper describes the development of a case-based CSR system. The results of this paper should improve our understanding on the process of CSR, evaluation criteria and information requirements. The case-based CSR model will also help formulate a more structured standard for the evaluation of subcontractors.
- Published
- 2008
37. Transfer of problem-solving strategy using Covlan
- Author
-
Jim Davies and Ashok K. Goel
- Subjects
Knowledge representation and reasoning ,Computer program ,business.industry ,Computer science ,Analogy ,Visual reasoning ,Language and Linguistics ,Computer Science Applications ,Human-Computer Interaction ,Transfer (group theory) ,Artificial intelligence ,business ,Complex problems ,Human Problem Solving - Abstract
Psychological evidence suggests that humans use visual knowledge and reasoning in solving complex problems. We present Covlan, a visual knowledge representation language for representing visual knowledge and supporting visual reasoning. We describe Galatea, a computer program that uses Covlan for analogical transfer of problem-solving procedures from known analogs to new problems. We present the use of Galatea to model analogical visual problem solving by four human experimental participants, and describe one of the four cases in detail. The Galatea model of human problem solving suggests that problem-solving procedures can be effectively represented with Covlan.
- Published
- 2007
38. The acquisition and application of information in the problem-solving process: An electronically operated logical test
- Author
-
James G. Miller and Erwin Roy John
- Subjects
Information Systems and Management ,Computer science ,Process (engineering) ,business.industry ,Strategy and Management ,General Social Sciences ,Artificial intelligence ,General Agricultural and Biological Sciences ,Information theory ,business ,Row ,Test (assessment) ,Human Problem Solving - Abstract
Brothers and sisters have I none But this man's father is my father's son. If a man has only ten trees and wants to plant them in five rows with four trees to a row, how can he do it? 1, 2, 3, 5, 7, 11, –, – How did you solve these problems? What mental processes did you use? How can these processes be measured? With the advent of electronics, “thinking machines,” and information theory has come the possibility that human problem solving can now be studied in a more objective, quantitative, and systematic way.
- Published
- 2007
39. Modelling human problem solving with data from an online game
- Author
-
Tim Rach, Alexandra Kirsch, Eberhard Karls Universität Tübingen = Eberhard Karls University of Tuebingen, Institute for Advanced Studies, Technische Universität Munchen - Université Technique de Munich [Munich, Allemagne] (TUM), Intelligent Autonomous Systems, and Human-Computer Interaction and Artificial Intelligence
- Subjects
Male ,Computer science ,Cognitive Neuroscience ,Combinatorial game theory ,Behavioural sciences ,Spatial Behavior ,Experimental and Cognitive Psychology ,Context (language use) ,Models, Psychological ,Online Systems ,050105 experimental psychology ,Domain (software engineering) ,03 medical and health sciences ,Casual games ,[SCCO]Cognitive science ,0302 clinical medicine ,Artificial Intelligence ,Humans ,0501 psychology and cognitive sciences ,Travelling salesperson problem ,Problem Solving ,Human Problem Solving ,Point (typography) ,business.industry ,05 social sciences ,General Medicine ,Data set ,Binomial Distribution ,Games, Experimental ,Order (business) ,Female ,Artificial intelligence ,business ,030217 neurology & neurosurgery ,Algorithms - Abstract
International audience; Since the beginning of cognitive science, researchers have tried to understand human strategies in order to develop efficient and adequate computational methods. In the domain of problem solving, the Trav-eling Salesperson Problem has been used for the investigation and modeling of human solutions. We propose to extend this effort with an online game, in which instances of the Traveling Salesperson Problem have to be solved in the context of a game experience. We report on our effort to design and run such a game, present the data contained in the resulting openly available dataset, and provide an outlook on the use of games in general for cognitive science research. In addition, we present three geometrical models mapping the starting point preferences in the problems presented in the game as the result of an evaluation of the dataset.
- Published
- 2015
40. Arguments for the Effectiveness of Human Problem Solving
- Author
-
Frantisek Duris
- Subjects
FOS: Computer and information sciences ,Process (engineering) ,Computer science ,Computer Science - Artificial Intelligence ,Cognitive Neuroscience ,General problem ,Experimental and Cognitive Psychology ,02 engineering and technology ,050105 experimental psychology ,Artificial Intelligence ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Set (psychology) ,Human Problem Solving ,business.industry ,05 social sciences ,68T20 ,I.2.8 ,Probabilistic logic ,Cognition ,I.2.0 ,Artificial Intelligence (cs.AI) ,020201 artificial intelligence & image processing ,Artificial intelligence ,Heuristics ,business - Abstract
The question of how humans solve problem has been addressed extensively. However, the direct study of the effectiveness of this process seems to be overlooked. In this paper, we address the issue of the effectiveness of human problem solving: we analyze where this effectiveness comes from and what cognitive mechanisms or heuristics are involved. Our results are based on the optimal probabilistic problem solving strategy that appeared in Solomonoff paper on general problem solving system. We provide arguments that a certain set of cognitive mechanisms or heuristics drive human problem solving in the similar manner as the optimal Solomonoff strategy. Specifically, we argue that there is a concrete mathematical background for the effectiveness of human problem solving, and we show how it is connected with several well established components of human cognition. The results presented in this paper can serve both cognitive psychology in better understanding of human problem solving processes as well as artificial intelligence in designing more human-like agents.
- Published
- 2015
41. Računalniško ocenjevanje težavnosti taktičnih problemov pri šahu
- Author
-
STOILJKOVIKJ, SIMON and Guid, Matej
- Subjects
heuristic search ,search trees ,human problem solving ,šahovski taktični problemi ,težavnost problema ,hevristično preiskovanje ,chess tactical problems ,človeško reševanje problemov ,task difficulty ,preiskovalna drevesa - Abstract
Pri inteligentnih tutorskih sistemih je pomembno, da sistem razume, kako težak je določen problem za učenca. Kako samodejno oceniti tovrstno težavnost, ostaja odprto vprašanje. Namen raziskave je razviti algoritmičen pristop k ugotavljanju težavnosti, ki bi ga lahko uporabljali pri avtomatiziranem ocenjevanju težavnosti problemov za človeka. Osredotočili se bomo na ocenjevanje težavnosti problemov, pri katerih težavnost izvira iz kombinatorične kompleksnosti in kjer je potrebno preiskovanje med alternativami. Pristop temelji na uporabi hevrističnega računalniškega preiskovanja za gradnjo preiskovalnih dreves, ki so ``smiselna'' z vidika osebe, ki problem rešuje. Pokazali bomo, da je s pomočjo analize lastnosti tovrstnih ``smiselnih'' dreves računalniški program sposoben napovedati, kako težak za reševanje je določen problem. Naš program je bil sposoben z visoko stopnjo natančnosti ločevati med enostavnimi in težkimi šahovskimi taktičnimi problemi. In intelligent tutoring systems, it is important for the system to understand how difficult a problem is for the student. However, it is an open question how to automatically assess such difficulty. The aim of our research is to find formalized measures of difficulty that could be used in automated assessment of the difficulty of a mental task for a human. We present a computational approach to estimating the difficulty of problems in which the difficulty arises from the combinatorial complexity of problems where a search among alternatives is required. Our approach is based on a computer heuristic search for building search trees that are “meaningful” from a human's point of view. We demonstrate that by analyzing properties of such trees, the program is capable to predict how difficult it would be for a human to solve the problem. In the experiments with chess tactical problems our program was able to differentiate between easy and difficult problems with a high level of accuracy.
- Published
- 2015
42. Computer-based estimation of the difficulty of chess tactical problems
- Author
-
Stoiljkovikj, Simon and Guid, Matej
- Subjects
heuristic search ,računalništvo ,organoleptic test ,human problem solving ,Computer and Information Science ,Fisheries ,task difficulty ,computer science ,product quality ,univerzitetni študij ,search trees ,diploma ,računalništvo in informatika ,šahovski taktični problemi ,diplomske naloge ,chess tactical problems ,težavnost problema ,hevristično preiskovanje ,udc:004.85(043.2) ,človeško reševanje problemov ,preiskovalna drevesa - Abstract
Pri inteligentnih tutorskih sistemih je pomembno, da sistem razume, kako težak je določen problem za učenca. Kako samodejno oceniti tovrstno težavnost, ostaja odprto vprašanje. Namen raziskave je razviti algoritmičen pristop k ugotavljanju težavnosti, ki bi ga lahko uporabljali pri avtomatiziranem ocenjevanju težavnosti problemov za človeka. Osredotočili se bomo na ocenjevanje težavnosti problemov, pri katerih težavnost izvira iz kombinatorične kompleksnosti in kjer je potrebno preiskovanje med alternativami. Pristop temelji na uporabi hevrističnega računalniškega preiskovanja za gradnjo preiskovalnih dreves, ki so ``smiselna'' z vidika osebe, ki problem rešuje. Pokazali bomo, da je s pomočjo analize lastnosti tovrstnih ``smiselnih'' dreves računalniški program sposoben napovedati, kako težak za reševanje je določen problem. Naš program je bil sposoben z visoko stopnjo natančnosti ločevati med enostavnimi in težkimi šahovskimi taktičnimi problemi. In intelligent tutoring systems, it is important for the system to understand how difficult a problem is for the student. However, it is an open question how to automatically assess such difficulty. The aim of our research is to find formalized measures of difficulty that could be used in automated assessment of the difficulty of a mental task for a human. We present a computational approach to estimating the difficulty of problems in which the difficulty arises from the combinatorial complexity of problems where a search among alternatives is required. Our approach is based on a computer heuristic search for building search trees that are “meaningful” from a human's point of view. We demonstrate that by analyzing properties of such trees, the program is capable to predict how difficult it would be for a human to solve the problem. In the experiments with chess tactical problems our program was able to differentiate between easy and difficult problems with a high level of accuracy.
- Published
- 2015
43. Why Is This So Hard? Insights from the State Space of a Simple Board Game
- Author
-
Katharina Anna Zweig and Mareike Bockholt
- Subjects
Structure (mathematical logic) ,Operations research ,Simple (abstract algebra) ,Order (exchange) ,Computer science ,Human–computer interaction ,ComputingMilieux_PERSONALCOMPUTING ,State space ,Network analysis ,Human Problem Solving - Abstract
Serious Games research has become an active research topic in the recent years. In order to design Serious Games with an appropriate degree of complexity such that the games are neither boring nor frustrating, it is necessary to have a good understanding of the factors that determine the difficulty of a game. The present work is based on the idea that a game’s difficulty is reflected in the structure of its underlying state space. Therefore, we propose metrics to capture the structure of a state space and examine if their values correlate with the difficulty of the game. However, we find that only one of the metrics, namely the length of the optimal solution, influences the difficulty of the game. In addition, by focusing on the part of the state space, which is actually explored by human players, we can identify properties that predict the game’s difficulty perceived by the players. We thus conclude that it is not the structure of the whole state space that determines the difficulty of a game, but the rather limited part that is explored by human players.
- Published
- 2015
44. 'Die siel van die mier': Reflections on the battle for 'scholarly' intelligence
- Author
-
Martin S. Olivier
- Subjects
Artificial intelligence ,Virtue ,Battle ,Higher education ,business.industry ,media_common.quotation_subject ,Intelligence ,Intelligence cycle (target-centric approach) ,Tertiary education ,Epistemology ,Ant colony ,Management ,lcsh:Social Sciences ,lcsh:H ,Instinct ,lcsh:Q ,Sociology ,business ,lcsh:Science ,Intelligence, Artificial intelligence ,media_common ,Human Problem Solving - Abstract
This essay traces two research programmes in broad strokes. Both programmes start from the same observation — the behaviour of an ant (or termite) colony and the ability of the ant colony to act in a collective manner to achieve goals that the individual ant cannot. For one programme such behaviour is indicative of intelligence; for the other it is indicative of (collective) instinct. The primary intention of the essay is not to assess the claims of intelligence found, but to consider the rationale of the researchers involved in the two programmes for doing such research. It is observed that virtue in one programme is understanding (with the concomitant ability to explain — and, hence, teach), while the primary virtue in the other programme is the utility — and ultimately efficiency — that this may add to human problem solving skills. The two programmes used as illustration are Eugène Marais’s study of termites in the first half of the 20th century and the emergence of artificial intelligence projects that are inspired by ant behaviour in the second half of the 20th century. The essay suggests that the current emphasis of inquiry at tertiary education institutions embraces utility to the extent that it displaces pure insight — and hence the ability to explain and, ultimately, the ability to teach.
- Published
- 2015
45. The Interplay of User-Centered Dialog Systems and AI Planning
- Author
-
Gregor Behnke, Wolfgang Minker, Pascal Bercher, Susanne Biundo, and Florian Nothdurft
- Subjects
User Friendly ,Computer science ,business.industry ,Technical systems ,Take over ,computer.software_genre ,Task (project management) ,Human–computer interaction ,Automated planning and scheduling ,Artificial intelligence ,Dialog box ,Dialog system ,business ,computer ,Human Problem Solving - Abstract
Technical systems evolve from simple dedicated task solvers to cooperative and competent assistants, helping the user with increasingly complex and demanding tasks. For this, they may proactively take over some of the users responsibilities and help to find or reach a solution for the user’s task at hand, using e.g., Artificial Intelligence (AI) Planning techniques. However, this intertwining of user-centered dialog and AI planning systems, often called mixed-initiative planning (MIP), does not only facilitate more intelligent and competent systems, but does also raise new questions related to the alignment of AI and human problem solving. In this paper, we describe our approach on integrating AI Planning techniques into a dialog system, explain reasons and effects of arising problems, and provide at the same time our solutions resulting in a coherent, userfriendly and efficient mixed-initiative system. Finally, we evaluate our MIP system and provide remarks on the use of explanations in MIP-related phenomena.
- Published
- 2015
46. A CONSTRAINED ARCHITECTURE FOR LEARNING AND PROBLEM SOLVING
- Author
-
Pat Langley and Randolph M. Jones
- Subjects
Computational Mathematics ,Root (linguistics) ,Artificial Intelligence ,Computer science ,Backtracking ,business.industry ,Free access ,Artificial intelligence ,Cognitive architecture ,Architecture ,business ,Human Problem Solving - Abstract
This paper describes Eureka, a problem-solving architecture that operates under strong constraints on its memory and processes. Most significantly, Eureka does not assume free access to its entire long-term memory. That is, failures in problem solving may arise not only from missing knowledge, but from the (possibly temporary) inability to retrieve appropriate existing knowledge from memory. Additionally, the architecture does not include systematic backtracking to recover from fruitless search paths. These constraints significantly impact Eureka's design. Humans are also subject to such constraints, but are able to overcome them to solve problems effectively. In Eureka's design, we have attempted to minimize the number of additional architectural commitments, while staying faithful to the memory constraints. Even under such minimal commitments, Eureka provides a qualitative account of the primary types of learning reported in the literature on human problem solving. Further commitments to the architecture would refine the details in the model, but the approach we have taken de-emphasizes highly detailed modeling to get at general root causes of the observed regularities. Making minimal additional commitments to Eureka's design strengthens the case that many regularities in human learning and problem solving are entailments of the need to handle imperfect memory.
- Published
- 2005
47. Visual Models in Analogical Problem Solving
- Author
-
Ashok K. Goel, Jim Davies, and Nancy J. Nersessian
- Subjects
Computational model ,Philosophy of science ,Multidisciplinary ,History and Philosophy of Science ,Computer program ,Electromagnetism ,Computer science ,business.industry ,Scientific discovery ,Analogy ,Artificial intelligence ,business ,Human Problem Solving - Abstract
Visual analogy is believed to be important in human problem solving. Yet, there are few computational models of visual analogy. In this paper, we present a preliminary computational model of visual analogy in problem solving. The model is instantiated in a computer program, called Galatea, which uses a language for representing and transferring visual information called Privlan. We describe how the computational model can account for a small slice of a cognitive-historical analysis of Maxwell’s reasoning about electromagnetism.
- Published
- 2005
48. APPLICATIONS OF ARTIFICIAL NEURAL NETWORKS IN ENVIRONMENTAL CATALYSIS
- Author
-
Emil Dumitriu and Rodica Diaconescu
- Subjects
Environmental Engineering ,Artificial neural network ,business.industry ,Computer science ,Computer Science::Neural and Evolutionary Computation ,Management, Monitoring, Policy and Law ,computer.software_genre ,Pollution ,Expert system ,Field (computer science) ,Software ,Key (cryptography) ,Biochemical engineering ,business ,computer ,Human Problem Solving - Abstract
Artificial neural networks (ANN) represent one of the fastest developing fields of artificial intelligence due to their ability to resemble (to a certain extent) the human problem solving characteristic which is difficult to simulate using the logical, analytical techniques of expert system and standard software technologies. As catalysis plays a key role in green chemistry, the applications of ANN in this area are of great interest since crucial problems such as catalyst formulation, optimal conditions for catalytic systems exploitation and other specific problems can be rapidly and efficiently solved. The aim of this review is to evaluate the state-of-the art of ANN in catalysis and to point out further developments in this field.
- Published
- 2005
49. Introduction to the special section on internet-scale human problem solving
- Author
-
David Robertson and Fausto Giunchiglia
- Subjects
Human-Computer Interaction ,Conceptual framework ,Scale (ratio) ,Artificial Intelligence ,Computer science ,business.industry ,Management science ,Special section ,The Internet ,business ,Human Problem Solving - Abstract
This editorial introduction first outlines some of the research challenges raised by the emerging forms of internet-scale human problem solving. It then explains how the two articles in this special section can serve as illuminating complementary case studies, providing concrete examples embedded in general conceptual frameworks.
- Published
- 2013
50. Evidence-based practice and the professionalization of dental hygiene
- Author
-
SJ Cobban
- Subjects
Canada ,medicine.medical_specialty ,Evidence-based practice ,Decision Making ,Dental Research ,Alternative medicine ,Dentistry ,Knowledge utilization ,Professionalization ,Professional Competence ,medicine ,Humans ,Dentistry (miscellaneous) ,Human Problem Solving ,Research evidence ,Information Services ,Medical education ,Evidence-Based Medicine ,business.industry ,Principal (computer security) ,Professional Practice ,Dental hygiene ,Organizational Culture ,United States ,Databases as Topic ,Clinical Competence ,Dental Hygienists ,business - Abstract
The application of knowledge is fundamental to human problem solving. In health disciplines, knowledge utilization commonly manifests through evidence-based decision making in practice. The purpose of this paper is to explore the development of the evidence-based practice (EBP) movement in health professions in general, and dental hygiene in particular, and to examine its relationship to the professionalization agenda of dental hygiene in Canada. EBP means integrating practitioner expertise with the best available external evidence from research. Proponents of EBP believe that it holds promise for reducing a research–practice gap by encouraging clinicians to seek current research results. Both the Canadian and American Dental Hygienists Associations support practice based on current research evidence, yet recent studies show variation in practice. Professionalization refers to the developmental stages through which an organized occupation passes as it develops traits that characterize it as a profession. The status conferred by professionalization privileges a group to make and monitor its own decisions relative to practice. Dental hygiene's success in acquiring attributes of a profession suggests that transformation to a profession is occurring. This paper compares the assumptions and challenges of both movements, and argues the need for a principal focus on the development of a culture of evidence-based dental hygiene practice.
- Published
- 2004
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.