Title: INTELLIGENCE, THINKING, AND PERSONALITY
1INTELLIGENCE, THINKING, AND PERSONALITY
- GAME PLAYING AND EXPERTISE
2RESEARCH 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
3GAME 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
4STATE-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).
5STATE-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
6STATE-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
7STATE-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
8HUMAN 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)
9THE 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.
10DE 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.
11CHASE 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)
12OTHER 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
13DIFFERENCES 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.
14DIFFERENCES 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.
15EXPERT 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
16EXPERT 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.
17EXPERTS 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).
18EXPERTS 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.
19EXPERTS 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.
20EXPERTS 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.