Murat Perit Cakir COGS 503 Outline Classical Theory of Problem Solving Critiques to the Classical Theory Situated Cognition Perspective A case study of collaborative problem solving Discussion ID: 403154
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Slide1
Problem Solving and Situated Cognition
Murat
Perit
Cakir
COGS 503Slide2
Outline
Classical Theory of Problem Solving
Critiques to the Classical Theory
Situated Cognition Perspective
A case study of collaborative problem solving
DiscussionSlide3
Problem Solving
We solve problems daily
Not necessarily limited to math or science
Usually motivated by our needs/desires
Directed towards attaining a goal
Problem solving research
a
ims to develop a scientific theory to describe the main elements and dynamics of problem solving activitiesSlide4
Problem Solving
Current State
GoalSlide5
Classical Information Processing Theory of Problem Solving
Newell, A. & Simon, H. (1972). Human Problem Solving. Englewood Cliffs, NJ: Prentice-Hall.
Very influential on AI, Decision Science
Based on well-defined, knowledge-lean problems
e
.g.
g
ames and puzzles like chess, towers of
hanoi
Assumption
A theory for well-defined problems may be augmented to cover ill-defined onesSlide6
Classical Theory
Important concepts
Task Environment
Problem Space
States
Operators
Goals,
subgoals
HeuristicsSlide7
Task Environment
Abstract structure that corresponds to a problem
Specifies the fundamental structure of the problem
Capacities of agents for action may bring different task environments to them
Task environment includes only those actions that either bring agents closer or farther from the the goal condition
Abstract-> Same task environment can be instantiated in different ways
Chess with physical pieces
vs
computer-based
Scratching your head,
self-talk, simulating moves with gestures are all deemed irrelevant to task performance
Provides an interpretive frameworkWhat counts as a relevant pb solving moveSlide8
Task EnvironmentSlide9
Elements of Problem Solving
Goal directedness
– behavior is organized toward a goal.
Subgoal
decomposition
– the original goal can be broken into subtasks or
subgoals
.
Operator application
– the solution to the overall problem is a sequence of known operators (actions to change the situation).Slide10
Problem Space
Problem space
– the various states of the problem.
State
– a representation of the problem in some degree of solution.
Initial state
– the initial (starting) situation.
Goal state
– the desired ending situation.
Intermediate states
– states on the way to the goal.Slide11
Search
Operator
– an action that will transform the current problem state into another problem state.
The problem space is a maze of states.
Operators provide paths through the maze
ways of moving through states.
Problem solving is a
search
for the appropriate path through the maze.
Search trees – describe possible paths.Slide12Slide13
Production Systems
Production rules
– rules for solving a problem.
A production rule consists of:
Goal
Application tests
An action
Typically written as if-then statements.
Condition – the “if” part, goal and tests.
Action – the “then” part, actions to do.Slide14
Features of Production Rules
Conditionality
–a condition describes when a rule applies and specifies action.
Modularity
– overall problem-solving is broken down into one production rule per operator.
Goal factoring
– each production rule is relevant to a particular goal (or subgoal).
Abstractness
– rules apply to a defined class of situations.Slide15
Sample Production RulesSlide16
Operator Selection
How do we know what action to take to solve a problem?
Possible criteria
for operator selection:
Backup avoidance
– don’t do anything that would undo the existing state.
Difference reduction
– do whatever helps most to reduce the distance to the goal.
Means-end analysis
– figure out what is needed to reach
the goal
and make that a goalSlide17
Backup Avoidance
To solve each of these problems one must backup but most people will not do this and so have difficulty.
Tower of Hanoi
Missionaries and Cannibals
Move 3 missionaries & cannibals across river. Cannibals cannot outnumber missionaries or else they will eat missionaries
Slide18
Difference Reduction
Select the operator that will produce a state that is closer to the goal state.
Or the one that produces a state that looks more similar to the goal state.
Also called “
hill climbing
”.
Only considers whether next step is an improvement, not overall plan.
Sometimes the solution requires going against similarity – hobbits & orcs.Slide19
Means-End Analysis
Newell & Simon –
General Problem Solver (GPS).
A more sophisticated version of difference reduction.
What do you need, what have you got, how can you get what you need?
Focus is on enabling blocked operators, not abandoning them.
Larger goals broken into
subgoals
.Slide20
General Problem SolverSlide21
Summary of Information Processing Framework
According to Newell & Simon PB Solving
The ability to reduce difference between current state & goal state
Constrained by information processing system
limited processing resources provide constraints on the degree to which multiple moves can be considered
Assumptions underlying GPS’s design
Serial processing
: execute one thing at a time
Limited working memory
Propositions are the basic unit of LTM
Heuristically or strategically driven processSlide22
GPS vs
Human Problem Solvers
Think aloud protocols conducted with human problem solvers show that humans approach puzzles in similar ways (
Greeno
, 1974)
GPS sometimes deviate from human problem solving since humans tend to employ heuristics that will take them closer to a solution (hill climbing)
GPS is resilient to cases when hill-climbing performs poorly (e.g. cannibals missionaries problem)
GPS sometimes fail to find a solution since it applies means-ends analysis very rigidlySlide23
GPS vs
Human Problem SolversSlide24
Well vs
Ill-
D
efined Problems
Puzzles
unfamiliar
involve no prior knowledge
all necessary info. is present in the problem statement
requirements are unambiguous
Real-world problems
familiar
require prior knowledge
necessary information often absent
solver must ask ‘what is the goal’?Slide25
Case study of group problem solvingSlide26
An Excerpt from VMT Spring Fest
A team of 3 upper-middle school students (14-16 years old)
Students were recruited via their teachers, who are Math Forum users
5 teams completed 4 online sessions in 2 weeks
A VMT project member was present in the room in case of technical difficulties
The members of the most collaborative team were awarded with
iPods
The excerpt is taken from the first session of the teamSlide27
Explicit
reference
from chat
to white
board
Activity awareness messages
Whiteboard
history
scrollbar
Message
to message
referencing
Drawing
activity
markers
embedded
in chat
Extra tabs (summary, math topic, wiki, browser, help manual)
Whiteboard
drawing
controls
List of active
users in the
chat room
VMT Chat
137
Who is active
on which tabSlide28
Task Description
1 1 4
2 3 10
3 6 18
4 10 28
N Squares Sticks
Here are the first few examples of a particular pattern,
which is made using sticks to form connected squares:
How many squares will be in the Nth example of the pattern?
How many sticks will be required to make the Nth example? Slide29
Task Description (cont.)
Mathematicians do not just solve other people's problems,
they also explore little worlds of patterns that they define and
find interesting. Think about other mathematical problems
related to the problem with the sticks.
Go to the
VMT Wiki
and share the most interesting math
problems that your group chose to work on.
N=1
N=2
N=3Slide30
Excerpt 1
Co-construction of a new stick pattern Slide31
Excerpt 2
Constituting a shared problemSlide32
Excerpt 2 (cont.)
Developing a systematic counting approachSlide33
Questions
How would you characterize the
Task environment?
Problem space?
Where is the problem space located?
Were the group members primarily engaged in search?
What is the role of representations in the group’s work?
Do you think they understand each other?Slide34
Critique to Classical Theory from a
Situated Cognition Perspective
Framing & Registration
Interactivity & Epistemic Activity
Interactions with others and cultural artifacts
Role of external representations
Adding structure to the environment
Socio-cultural context
Resources and Scaffolds
Knowledge richSlide35
Framing
Process of posing the problem in well-defined terms
i.e. constructing the graph structure, identifying initial and goal states,
subgoals
etc.
Inappropriate abstraction filters away important cognitive processes relevant to problem solving
e
.g. tic
tac
toe and the game of 15 are isomorphic mathematically but we rely on different practices of reasoning when we play each
Street math
vs school mathCoconut sellers in Brasil, milk men in the US, grocery shoppers optimize their
pb solving performance by recognizing common patterns and using cultural resourcesHow agents frame a problem, how they project meaning into a situation, determines the resources they see as relevant to its solution
A psychological theory of pb solving needs to explain many phases and dynamicshow one sees a problem, why one sees it that way, how one exploits resources, interacts with them, and solve the problems in acceptable timeSlide36
Registration
The activity of selecting environmental anchors to tie mental/physical representations to the world
In ecologically realistic problem solving settings registration is non-trivial
e
.g.
driving around
in a new city with a navigator
You need to constantly anchor your physical location to the dynamic representation presented in the navigator
Registration is less of a problem in classical theory
Puzzles constrain
pb
solving interactions to occur in a spatially bounded locatione.g. chess board, hanoi towers/pegsSlide37
Framing and Registration
Framing and Registration mutually inform each other
Cooking example
Back and forth between the recipe and materials in the kitchen
Recipe frames the problem in terms of things that are relevant to the cooking process
Ingredients, flame size, pots and pans, measurement cups
Not in terms of chemical reactions that took place during cooking
Framing constrains actions
Our understanding of problems is usually tied to the resources and tools at hand
Problem solving involves moves back and forth between the abstract and the concrete Slide38
Role of External Representations
Problem solving is a process located partly in the mind, partly in the world
External representations have a key mediating role in problem solving
They bring affordances (cues and constraints on actions) that shape our understanding of the problem
Later work of Simon and
Larken
(1987) attempted to incorporate external representations in their classical model
But the focus remained on problem space and search heuristics, external representations (diagrams, alternative symbolisms) were treated as secondary aids Slide39
Role of External Representations
Is an external representation same as its internal counterpart?
Experiments on mental imagery of ambiguous objects indicate that how people visually explore an external and mental image may differ
What if some of the mental constructs we use during problem solving have a similar property?Slide40
Further Criticism
Interactivity and epistemic activity
Real world details of problem solving is not adequately captured by the notion of task space
Some of the ignored actions may be important in understanding human problem solving (e.g. use of gestures, artifacts used to aid reasoning)
Interactions with artifacts and other people can be used to explore the structure of a problem and to manage its complexity
Scaffolds, practices, resources available as aids for problem solving
Problem solvers rarely work in isolation
Knowledge-rich problem solving
Most problems are ill defined, understanding a problem requires background knowledge
Even mundane tasks like shopping or cooking require background knowledgeSlide41
But…
Situated cognition does not offer an alternative theory of problem solving
It offers a conceptual framework
Focuses on practices of problem solving, what makes symbols, operators etc. meaningful to humansSlide42
Further Analysis of VMT Excerpts
Recurrent
practical concerns for VMT participants
w.r.t
. math artifacts and media affordances
Identify and produce relevant mathematical artifacts to constitute a shared problem
Refer to those artifacts and their relevant features
Manipulate and observe the manipulation of those artifacts based on math practices known to participantsSlide43
Representational Practices
Group members display their reasoning by enacting representational affordances of VMT
The
drawing
actions performed by 137 and
Qwertyuiop
The organization of the lines revealed in 137’s first attempt led
Qwertyuiop
to
project what is needed
Jason’s
question with the explicit referenceDisplays his understanding of the hexagonal pattern being developed
Availability of the production processWhiteboard affords an animated evolution of its contents that makes the reasoning embodied in drawing actions visible Slide44
Referential Practices
Group members establish relevancies across semiotic modalities by enacting referential uses of the available system features
Verbal and explicit references
The indexical
“
hexagonal array
”
refers to shared drawing co-constructed on the whiteboard.
Jason’s
use of the referencing tool to highlight a particular stage
Temporal organization of actions
The addition of 3 red lines were interpreted as a proposal to split the hexagon into 6 parts,
because it was made relevant in chat Slide45
Referential Practices (cont.)
Through referential practices group members
Isolate objects in the shared visual field and associate them with local terminology stated in chat
Establish sequential organization among actions performed in chat and whiteboard spaces
so it has at least
6 triangles? in
this, for instanceSlide46
Shared Mathematical Understanding
In short, mathematical understanding at the group level is achieved through the organization of representational and referential practices
Persistent whiteboard objects and prior chat messages form a shared
indexical ground
for the group
A new contribution…
is shaped by the indexical ground
i.e., interpreted in relation to relevant features of the shared visual field and in response to prior actions
reflexively shape the indexical ground
i.e., give further specificity to prior contents
set up relevant courses of action to be pursued nextSlide47
Summary
Shared mathematical understanding is a process, a temporal course of work in the actual indexical detail of its practical actions, rather than a process hidden in the minds of the group members
M
athematical
understanding can be located in the practices of collective multimodal reasoning displayed by teams of students through the sequential and spatial organization of their actions