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Skill Learning

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Title: Skill Learning


1
Skill Learning
  • What does it mean by skill?
  • More complex than remembering information.
  • You need to solve a problem.
  • Skill learning Problem solving
  • E.g., text editing

2
How do we learn?
  • Proceeds in predictable pattern.
  • Power function
  • Interesting studies
  • Crossman (1959)
  • Observed workers in a cigar factory over a
    10-year period.
  • Followed power function.
  • At the end, the workers reach cycle time of
    equipment.

3
Similar results...
  • Ohlsson (1992)
  • Examined Isaac Asimovs writing skill.
  • Asimov wrote over 500 books over 40-year period.
  • Length of time it takes to write a book and the
    number of completed books - a linear log-log
    function.
  • So, skill learning is similar to any other
    learning situation.

4
But...
  • Fitts (1964), Anderson (1982)
  • Skill acquisition goes through several stages.
  • Three stages
  • Cognitive stage
  • Associative stage
  • Autonomous stage

5
Cognitive stage
  • First, you need to know what to do.
  • You start from declarative knowledge.
  • How do we find out what to do?
  • Newell and Simon (1972)
  • Developed General Problem Solver to simulate
    how humans solve problems.

6
GPS
  • A problem solving situation is describe by four
    concepts.
  • States - Where you are.
  • Goals - The final state you want to be in.
  • Operators - Steps that you can take to change the
    current state.
  • Search - finding a sequence of operators that
    transform the initial state into the final state.

7
How do we select operators?
  • First you have to acquire them.
  • This is the domain of conditioning and human
    memory.
  • e.g., press a lever in a Skinner box
  • But, then you have to select which one to use.
  • Two principle mechanisms
  • Difference reduction
  • Operator subgoaling

8
Difference reduction
  • To reach a goal, you must reduce the difference
    between the current state and the goal state.
  • To do so, you must select operators that
    accomplish that.
  • But, often it is not straight forward like that.
  • Often, you must abandon the pursuit of goal.

9
And instead.
  • Pursue subgoals - Operator Subgoaling.
  • To satisfy hunger.
  • State A (Hunger) -----Goal State (Full stomach)
  • Operator - eat
  • subgoal 1 - find food
  • subgoal 2 - build a tool
  • subgoal 3 - learn how to build a tool
  • subgoal n -

10
  • The use of subgoals is characterized as
  • push-down pop-up goal stack

11
Example
  • Initial state
  • 2(3x - 11) 3x 8
  • Goal state
  • x some number
  • How to reach the goal state?
  • You need to know operators.
  • You need to select operators to reduce difference
    between the two.

12
Do we really do this?
  • Hobbits and Orcs problem.
  • One side of a river are three hobbits and
    three orcs. There is a row boat on their side,
    but only two creatures can row across at a time.
    All of them want to get to the other side of the
    river. At no point can orcs out number hobbits
    on either side of the river (or the orcs would
    eat the outnumbered hobbits). The problem, then,
    is for the creatures to find a method of rowing
    back and forth in the boat such that they all
    eventually get across and the hobbits are never
    out numbered by orcs.

13
Solution
  • 12 states are involved.
  • State 6 and 7 are critical and very difficult for
    subjects.
  • Reason - Subjects must temporarily abandon the
    difference reduction strategy.
  • Conclusion - We do use the difference reduction
    strategy.

14
What about operator subgoaling?
  • Tower of Honoi problem.
  • Move all the disks from A to C.
  • but, you can do it one at a time and you cannot
    put a bigger disk on a smaller disk
  • How to do this?
  • Optimal - use 15 moves.
  • Some moves are in pursuit of subgoals.

15
  • Time it takes to make a move is highly correlated
    with the number of subgoals you are pursuing.

16
Associative stage
  • Once you know what to do, you can then
    proceduralize.
  • Move from declarative to procedural knowledge.
  • How?
  • Create production system.

17
Production system
  • A series of if-then.
  • Specify under what condition what action to take.
  • Reduce the amount of cognitive involvement.
  • Evidence

18
Neves and Anderson (1982)
  • Think aloud technique
  • Asked subjects to solve problems that used the
    side-angle-side rule.
  • At the beginning, subjects had to reason through
    everything.
  • Then after a few problems, a drastic reduction in
    reasoning had occurred.
  • Subjects simply recognized that the problem
    needed the side-angle-side rule.

19
Characteristics of Production System
  • Knowledge becomes asymmetrical.
  • Going from If to Then is easy.
  • Going from Then to If is very difficult.
  • Knowledge becomes less and less conscious.
  • E.g., Statistical analysis.
  • More difficult when productions become more
    unitized through composition.

20
Expert Rules
  • Experts seem to have different production rules.
  • Larkin (1981)
  • compared novices and experts on a physics
    problem.
  • Novices used working-backward rule.
  • Expert used working-forward rule.

21
  • Novices
  • If the goal is to calculate quantity v
  • Then try to use the principle v at and set as
    subgoals to find a and t.
  • Experts
  • If the quantities a and t are known
  • Then calculate v according to the formula v at.

22
How to become an expert?
  • Acquire hundreds and thousands of production
    rules.
  • Hayes (1985)
  • Studied geniuses
  • found - Most of them took 10 years to become an
    expert.
  • Ericsson et al. (1993) - No contribution from
    innate talent.

23
One difference
  • Superior ability to remember information about
    the problems related to their expertise.
  • E.g., Chess masters
  • They can reproduce patterns after single glance.
  • No other difference.
  • Why? They already have those patterns in their
    memory.

24
  • Need a lot of production rules to become an
    expert.
  • Artificial intelligence programs
  • The same.
  • Need to put many production rules before they can
    simulate the experts performance.
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