Title: Cognitive Modeling of KnowledgeGuided Information Acquisition in Games
1Cognitive Modeling of Knowledge-Guided
Information Acquisition in Games
- Reijer Grimbergen
- Department of Informatics
- Yamagata University, Japan
2Outline
- Where do we want to go?
- A cognitive model for perception in games
- A reproduction experiment in shogi
- Experimental results
- Conclusions and future work
3Where do we want to go?
- Using Marvin Minskys Society of Mind theory for
game playing - What are the primitive agents?
- Input agents perception of board and pieces
- Output agents playing moves
First step Studying perception to understand
input agents
4A cognitive model for perception in games
- The three-stage memory model (Atkinson and
Shiffrin, 1968)
Environment
Information from the outside world
Sensory memory
Selective attention
Encoding
Long-term memory
Short-term memory
Retrieval
Output
5A cognitive model for perception in games
- Perception guided by knowledge
6A cognitive model for perception in games
- Feedback from long-term memory
Environment
Information from the outside world
Sensory memory
Selective attention
Encoding
Long-term memory
Short-term memory
Retrieval
Output
7Perception in games
- Acquiring the necessary knowledge about a board
position to make a decision about the next move - Perception is strongly related to chunks
- Stronger players have bigger chunks of game
knowledge, so are better at information
extraction - Chunks agencies?
Reproduction experiment to understand the
fundamental agents dealing with perception
8Hypotheses about perception
- Hypothesis 1 It is easier to perceive ones own
pieces than the pieces of the opponent
9Hypotheses about perception
- Hypothesis 2 It is easier to perceive pieces
that are promoted than pieces that are not
promoted
10Hypotheses about perception
- Hypothesis 3 Pieces closer to oneself are easier
to perceive than pieces further away
11Hypotheses about perception
- Hypothesis 4 Bigger pieces are easier to
perceive than smaller pieces
12Reproduction experiment
13Reproduction experiment
- 10 positions
- Generated randomly
- 5 positions with pieces in hand
- 11 subjects
- All in their early twenties
- 9 subjects were absolute beginners
- 2 subjects had played in elementary school
14Experimental results
15Experimental results
16Experimental results
- Hypothesis 1 It is easier to perceive ones own
pieces than the pieces of the opponent
17Experimental results
- Hypothesis 2 It is easier to perceive pieces
that are promoted than pieces that are not
promoted
18Experimental results
- Hypothesis 3 Pieces closer to oneself are easier
to perceive than pieces further away
19Experimental results
- Hypothesis 4 Bigger pieces are easier to
perceive than smaller pieces
20Conclusions and future work
- Conclusions
- Perceptual clues in board and pieces do not guide
the knowledge stored in memory - Perceptual clues only trigger this knowledge
- Agents and agencies should be built around
primitive concepts like board, piece and king - Future work
- Build it!
- Further reproduction experiments with players of
different playing strength