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Problem solving

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Title: Problem solving


1
Problem solving
  • Simon J. Davies

daviess_at_hope.ac.uk
2
What is problem solving?
  • The use of previous knowledge or new skills
    applied to a situation where a definite outcome
    is sought but currently unavailable.
  • Approaches will depend on the problem environment
    (knowledge rich or poor) and problem solver (what
    they know).
  • Problems can be tackled in a productive (i.e.
    creative) or reproductive manner.

3
Why study problem solving?
  • Get an understanding of the mental processes
    involved in problem solving.
  • Look at how people learn or transfer knowledge
    from one situation to another.
  • Understand what makes the difference between
    novices and experts.
  • Find out what cognitive limitations facilitate or
    hinder problem solving.

4
Problem-solving concepts 1
  • Heuristics rules-of-thumb frequently applied in
    the past with success. These do not ensure a
    definite outcome, but increase the likelihood of
    solving the problem or getting closer to a goal.
  • Algorithms known step-by-step procedures that
    ensure problem solution.

5
Problem-solving concepts 2
  • Well-defined problems situations where goal
    components are understood (the goal, legal
    operators, and restrictions).
  • Ill-defined problems situations where some
    components are under-specified or unspecified.
  • Domain-general problems require general
    understanding and strategies.
  • Domain-specific problems require knowledge of a
    particular subject to solve the problem.

6
Studying problems
  • Researchers typically employ puzzle-world
    problems these are often simple, and represent
    specific aspects of problem solving behaviour.
  • The use of analogy and metaphor are also used to
    test the value of prior experience and problem
    reformulation and representation.
  • Comparisons between novice and experts also
    reveal differences between solution approaches
    and the process of learning to solve problems.

7
Methods
  • Experiments observing behaviour change under
    different condition can be exploratory.
  • Computer simulation models supports the
    progress of AI attempts to mimic human
    cognition.
  • Verbal protocol (protocol analysis) obtains
    individual problem-solving strategies by getting
    participants to think aloud whilst solving a
    problem.

8
Gestalt approaches to problems
  • Earlier research emphasised trial-and-error and
    reproduction in a behaviourist context.
  • Gestalt psychologists proposed that problem
    solving is achieved by gaining some insight
    into problem structure, and then restructuring
    the problem.
  • Kohler (1927) showed an ape (Sultan) joining
    together two sticks (creating a new tool) as
    evidence for insight and restructuring.

9
Past experience and problem solving the
nine-dot problem
10
Past knowledge can hinder problem solving
  • The candle problem
  • Candles, nails and matches placed on desk.
  • Attach the candle to the wall.
  • Subjects frequently try and nail the candle to
    the wall, rather then nail the nail box to the
    wall and place the candle in the box.
  • The nine-dot problem
  • Nine-dots organised in a square pattern of three
    rows of three dots.
  • Join the dots with four straight lines without
    lifting the pen from the page.
  • Subjects cant avoid keeping their lines within
    the square shape.

11
The nine dot problem Scheerer (1963)
12
Reproduction errors
  • Subjects become fixed on the function of objects
    from their prior experiences (called functional
    fixedness).
  • The result is a failure to think creatively
    beyond an objects perceived function or Gestalt.
  • This effect is also found when we become set in
    our ways. We continuously re-apply a way of
    solving a problem even when there is a more
    parsimonious way of achieving our goal (e.g.
    Luchins Luchins, 1959).

13
Maiers (1931) pendulum problem
14
Restructuring problems
  • Gestalt views also saw problem solving as a
    process of restructuring.
  • In Maiers (1931) pendulum problem subjects
    typically brush against one of the strings,
    leading them to reformulate the problem to
    include a pendulum weight.
  • The solution is thus arrived at through
    production (i.e. a clue and insight) rather than
    reproduction of knowledge.

15
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16
Gestalts legacy
  • Showed mere reproduction of learning
    insufficient.
  • Problems need to be restructured and also can
    involve insight.
  • x Poorly specified concepts and theories.

17
Information processing approach
  • Newell Simon employed an IPT approach to
    problem solving (creating the General Problem
    Solver).
  • They conceive the solver being in a problem space
    in which there are a range of possible options.
  • Problem solution involves the application of a
    set of operators which incrementally arrive at a
    solution.

18
The Tower of Hanoi
A typical well-defined puzzle problem goals,
operators, and operator restrictions are evident.
Start
Goal
19
Tower of Hanoi Problem space (aka state
space)
20
Problem space theory
  • Operators (possible manipulations) are known and
    applied to current state.
  • We pass through a series of knowledge states
    (what we know about the problem).
  • These states are changed by applying operators.
  • By reapplying operators we minimise the
    difference between goal and current states
    (means-ends analysis).
  • Problem solving is also limited by the cognitive
    system as a whole.

21
Means-ends analysis (heuristic)
  • Means-ends analysis simply involves comparing
    what means you have at your disposal and what
    ends these means will achieve.
  • Solvers typically create sub-goals to minimise
    the distance to the goal. Operators then apply to
    close this difference.
  • Strategies evolve from domain-general to
    domain-specific through a process of learning.

22
Representation
  • How a problem is represented can affect how it is
    solved, even if the two problems appear to be
    identical.
  • Learning (i.e. transfer) from one problem to
    another is also not guaranteed if they appear the
    same.
  • Solvers are poor at applying past experience or
    analogy to current problems.

23
Problem representations
  • Isomorphic
  • This is where two problems share the exact same
    state space but appear different.
  • Useful to examine the effect representation has
    upon problem solving.
  • Homomorphic
  • Where problems appear the same but have a
    different underlying state space.
  • Useful for examining the effects of state space
    upon solving.

24
Simon Hayes Monsters and globes problem
25
M G move problem
  • Monsters and globes is an isomorph of the ToH.
  • Monsters must end up holding the same size globe
    as themselves (proportionate).
  • Only one globe can be passed at once.
  • Only the larger of any globes may be passed.
  • A globe cannot be passed to a monster holding a
    bigger globe.

26
M G change problem
  • The globes now must be imaged to shrink and
    expand rather than move.
  • Only a single globe can be changed at once.
  • When two globes are of equal size only the globe
    held by the larger monster can be changed.
  • A globe cannot be changed to the same size as a
    globe of a larger monster.

27
Findings
  • The change problem was twice as hard as the move
    problem.
  • Hayes Simon (1976) proposed a rule application
    hypothesis the change rule was more difficult
    to articulate and apply mentally.
  • Kotovsky, Hayes, and Simon (1987) proposed a
    rule-learning hypothesis, this said that
    difficulty was determined by how hard a rule was
    to learn.

28
Homomorphic problems
  • The missionaries and cannibals and the jealous
    husbands problems involve similar representation,
    except that the JH problem has an additional
    restriction on moves.
  • In the MC problem solvers often fail due to one
    stage in the solution involving an apparent move
    away from the goal state.
  • Though these problems are homomorphic JH is more
    difficult than MC.

29
Transfer in problems
  • Transfer between problems can be negative or
    positive.
  • Negative transfer when past experience degrades
    performance on the current problem.
  • Positive transfer when past experience improves
    performance on the current problem.

30
M C vs. JH (transfer)
  • Reed, Ernst and Banerji (1974) compared
    experience with MC (easy) followed by JH (harder)
    and vice versa.
  • Found positive transfer only when MC (easy)
    followed the JH.
  • Found no transfer when JH followed MC.
  • Thus transfer only when easier problem follows
    harder problem.

31
Luger and Bauer (1978)
  • Compared isomorphic problems ToH with the
    Chinese tea ceremony.
  • Found unconditional positive transfer between
    problems.
  • Why different to Reed et al.?
  • Knowledge appears to be transferred more easily
    between similar problems with a clear sub-goal
    structure.

32
Limitations of puzzle problems
  • Most puzzle problems are well defined. Most real
    problems are not.
  • Any effects of transfer may therefore be
    questionable.
  • Research into the use of analogy focuses upon
    ill-defined problems problems with greater
    ecological validity.

33
Analogical problem solving
  • Gick and Holyoak (1980) used stories to explore
    analogical transfer between ill-defined problems.
  • They first told the fortress problem and then the
    radiation problem. The conditions differed in
    respect of how solutions to the fortress problem
    was presented.
  • Both problems could only be solved with one type
    of solution (the same).

34
Analogy fails without a hint
  • Gick and Holyoak found that solvers told one type
    of solution in the first story tended to re-apply
    it in the second, even when it didnt work.
  • They next used a similar setup but employed a
    contrast between hints and no hints.
  • Without hints only 20 solved the new problem,
    whilst 80 who were given a hint solved it.

35
Novices and experts
  • What makes the difference between a novice and
    an expert?
  • Pattern recognition the knowledge base they
    have developed. This is particularly important in
    semantically rich domains.
  • Problem representation.
  • Strategies.
  • Problem-solving schemas.

36
Chess expertise
  • Chase and Simon (1973 DeGroot, 1965) looked at
    expert and novice chess players.
  • Asked them to remember random vs. meaningful
    chess piece placements.
  • Experts performed better only in the meaningful
    condition, suggesting they had chunked some
    pieces together.

37
Physics expertise
  • Chi, Feltovich and Glaser (1981) asked expert and
    novice physicists to group problems.
  • Experts grouped problems together due to deep
    structural similarities, novice by surface
    similarities.
  • Experts thus had more developed schemas based
    on solution criteria.
  • Experts also work towards a goal, novices work
    from the goal backwards (Bhaskar Simon, 1977)

38
Applications of PS
  • Problem solving has been used to develop
    computational models of cognition as well as
    cognitive architectures.
  • How solvers learn and develop expertise has also
    contributed to pedagogical understanding.
  • Understanding what makes some problems hard has
    informed the design of everyday objects to give
    more efficient usage.
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