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INTELLIGENCE, THINKING, AND PERSONALITY

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Mainly on how experts play games such as chess, draughts (checkers), poker, go ... of certain kinds of complex organic molecules (using mass spectrograph data) ... – PowerPoint PPT presentation

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Title: INTELLIGENCE, THINKING, AND PERSONALITY


1
INTELLIGENCE, THINKING, AND PERSONALITY
  • GAME PLAYING AND EXPERTISE

2
RESEARCH ON GAME PLAYING
  • Mainly on how experts play games such as chess,
    draughts (checkers), poker, go
  • There are millions of possible games (or more)
  • So, very large state-action trees that cannot be
    held in memory
  • Well defined (by rules of the game) as are puzzle
    book problems
  • Emphasis on expertise and use of long-term
    memory, unlike work on problem solving

3
GAME PLAYING AS PROBLEM SOLVING
  • Overall problem is usually taken to be how to win
    current game
  • Though could think, for example, of how to
    improve ones game
  • (Samuels checker player)
  • Local problem is what move to make at current
    point in the game

4
STATE-ACTION ANALYSIS OF CHESS
  • Straightforward, but must remember that players
    take turns, and that what is good for one is bad
    for the other (chess, for example, is a zero-sum
    game).
  • If using such a representation to select a move,
    a player can rarely look ahead to a winning
    position. So, as in hill climbing, he or she
    must try to force what appears to be the most
    favourable local development of the game.
  • And, as in hill climbing, the player must be able
    to evaluate reachable positions (using a
    so-called static evaluation function).

5
STATE-ACTION ANALYSIS OF CHESS - STATIC EVALUATION
  • Factors relevant to evaluation of position at end
    of lookahead include
  • number and type of the pieces that each player
    has
  • which pieces have relative freedom of movement
  • which pieces are vulnerable
  • which parts of the board are controlled
  • where the pawns are located.
  • NOTE USE OF CHESS-SPECIFIC KNOWLEDGE - strong
    heuristic method

6
STATE-ACTION REPRESENTATION OF TWO-PERSON GAMES -
MINIMAXING
  • Minimaxing means minimising the maximum loss that
    the other player can inflict on you
  • Based on the assumption that the other player
    will, in making things good for him- or herself,
    make things as bad as possible for you

7
STATE-ACTION REPRESENTATION OF TWO-PERSON GAMES -
MINIMAXING
S1
Current position Program to move
Backed-up value Program can select best value
-2
Possible positions after next move Opponent to
move
S2
S3
Backed-up values Opponent will select Least
favourable value
-2
-5
Possible positions after opponents Next move
S4
S5
S6
S7
Static evaluations (for program) at end of
lookahead
-2
2
-5
7
8
HUMAN AND MACHINE CHESS
  • In machine chess (CRAY BLITZ DEEP THOUGHT) the
    evaluated positions may be selected by brute
    force (because program can evaluate a very large
    number of positions).
  • But, in human chess very many fewer positions can
    be considered, and they are selected using
    domain specific knowledge. i.e. EXPERTISE
    (strong methods again)

9
THE NATURE OF (HUMAN) EXPERTISE IN CHESS
  • Chess masters and grandmasters typically think
    through a relatively small number of developments
    of the game.
  • They assume a rational opponent, and try to force
    play to the development that seems most
    favourable.
  • Choices of move are assessed not in terms of the
    position they create immediately, but in terms of
    the position that they will eventually lead to
    (at a so-called quiet position).
  • Most moves are not followed up. They are assumed
    to be less valued that those that are.

10
DE GROOT - THOUGHT AND CHOICE IN CHESS
  • (Dutch thesis - 1946 English book - 1965)
  • Main Findings
  • Human chess players consider only a few
    developments of the game at each move (Not
    surprising,given our knowledge about limitations
    on short-term memory).
  • Excellent players (at the grandmaster level) do
    not follow up any more moves than good tournament
    players.
  • They follow up better moves (as rated by other
    players), and they assess moves more quickly.
  • Better players reconstruct (from memory) briefly
    presented board positions more accurately than
    less good players.

11
CHASE AND SIMON (1973)
  • Chase and Simon (1973) showed that this finding
    only held for real chess positions (not random
    board positions with the same number of pieces).
  • Chase and Simon suggested that a grandmaster
    might have 50,000 chunks of chess-related
    information in long-term memory.
  • Explains why chess masters study previous games
    and why it takes 10 years to become a grandmaster
    (THE 10-YEAR RULE FOR THE ACQUISITION OF
    EXPERTISE IN A COMPLEX SKILL - Ericsson)

12
OTHER WORK ON EXPERTS vs. NOVICES
  • Mainly on tasks such as
  • Solving physics (applied maths) problems
  • Computer programming
  • Looks at differences in
  • Knowledge
  • Problem-Solving Methods
  • planning

13
DIFFERENCES BETWEEN EXPERTS AND NOVICES
  • (A) Knowledge
  • Larkin (1983) novices representations of
    physics problems are naive. They use everyday
    concepts instead of the specialised concepts of
    physics that experts use. Naive representations
    often fail to suggest a solution.
  • Chi, Feltovich, and Glaser (1981) showed that,
    when asked to sort problems into groups, novices
    relied on such superficial features as whether
    the problem was about an inclined plane, whereas
    experts classified the problems according to the
    physical principles that were relevant to their
    solution.

14
DIFFERENCES BETWEEN EXPERTS AND NOVICES
  • (B) Problem Solving Methods
  • Larkin, McDermott, Simon, and Simon (1980)
    suggested that experts try to work forwards, from
    the information given to the answer, whereas
    novices try to work backwards from the answer.
  • Priest and Lindsay (1992), in a more extensive
    study, cast doubt on this idea, showing that both
    experts and novices prefer working forwards. The
    main difference was in the ability to produce a
    high-level plan before attempting a solution.
  • Soloway and Ehrlich (1984) also suggest
    differences in levels of planning between expert
    and novice computer programmers.

15
EXPERT SYSTEMS
  • Computer programs that attempt to embody human
    expertise.
  • Often domain specific production (if....then)
    rules, with a simple inference engine.
  • Same type of rules used to capture problem
    solving heuristics in the Newell and Simon
    approach

16
EXPERT SYSTEMS WELL-KNOWN EXAMPLES
  • DENDRAL - works out structure of certain kinds of
    complex organic molecules (using mass
    spectrograph data)
  • MYCIN - diagnoses potentially fatal bacterial
    infections and suggests treatments
  • R2 - configures VAX computer systems for DEC
  • PROSPECTOR - processes data from bore hole
    drilling to predict presence of minerals and/or
    oil.

17
EXPERTS BORN OR MADE?
  • The ten-year rule suggests that experts are
    largely made.
  • Autobiographic accounts of child prodigies are
    often misleading (e.g. H.G. Wells, Bernard Shaw
    exaggerating their childhood poverty and lack of
    resources).

18
EXPERTS BORN OR MADE? (cont.)
  • Howe - stresses importance of parental pressure
    and child's temperament (devotion to duty will
    he or she put up with an hour's piano practice a
    day?).
  • Sosniak (1990) - highly successful concert
    pianists were not recognised as outstanding until
    late in their childhood, after they started
    devoting unusually large amounts of time to
    practising.

19
EXPERTS BORN OR MADE? (cont.)
  • The specificity of practice explains why the
    skill is isolated (practising piano does not
    help in mastering the mechanics of flute playing,
    for example, even if the ability to read music
    could, in principle, transfer).
  • Practice is also crucial in the development of
    the skills of savants (e.g. the artist Stephen
    Wiltshire). However, it remains unclear why
    savants have a preserved island of talent.

20
EXPERTS BORN OR MADE? (cont.)
  • Howe and others do not address the question of
    whether people have particular aptitudes (e.g.
    for music, or chess, or tennis).
  • Such aptitudes could determine
  • which domain a future expert decides to take
    devote themselves to
  • whether someone who chooses to practice, e.g.
    piano, will succeed in becoming very talented.
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