© Kip Smith, 2003 Cognition Representation and Processing Categorization Problem Solving Decision...
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Transcript of © Kip Smith, 2003 Cognition Representation and Processing Categorization Problem Solving Decision...
© Kip Smith, 2003
Cognition
Representation and Processing
Categorization
Problem Solving
Decision MakingUncertainty, Heuristics, and Biases
© Kip Smith, 2003
Cognition is the activity of mind
The act of picking up information Both from the world and from memory
and
The processing of that information Transforming information into action in the
pursuit of a goal
© Kip Smith, 2003
This list is NOT complete
THINKING
Activities of Mind
Perceiving Understanding Remembering
Concept forming Categorizing
Problem solving Decision making Judgment
Communicating
© Kip Smith, 2003
1957
Frank Miller
The magic number 7 ± 2
An intrinsic limitation of human short term memory
The first paper by a psychologist to discuss the workings of mind since the dawn of behaviorism in 1913
Herbert Simon
Humans do not optimize when making decisions, rather
We “satisfice” We take the first available
satisfactory alternative
The first paper by an economist to discuss actual decision behavior
© Kip Smith, 2003
1959
Noam Chomsky
Humans are born knowing a generative grammar that enables us to learn and speak languages flawlessly without any teaching
These three men led the charge to overturn the behaviorists’ prohibition against discussing the activity of mind.
They freed psychology to discuss not only inputs and behavior but also the processes that transform inputs into behavior.
© Kip Smith, 2003
The dawn of computing
The 50’s also saw the emergence of the digital, serial computer
The scientists and engineers working with computers soon realized that these machines could do much more than calculate
Given data (input) and an instruction set (a program), a computer could be made to “reason”
In the early 60s Herbert Simon and others began to claim that the digital serial computer was an apt analogy for the activities of mind
© Kip Smith, 2003
The computer analogy
Computer
Input
The instruction set
Output
Human
Information from the environment or from memory
Information processing, thinking
Behavior, action, activities of mind
© Kip Smith, 2003
The claim:Only three things are needed
Representation The mind needs to represent the world (local
environment) and items in it
Processing The mind needs a plan of action that operates
on the representations
Goals The mind needs to direct its actions toward
goals
© Kip Smith, 2003
The representation analogy
The digital computer uses binary numbers
to represent things in the world
E.g., 10010100101
The human mind uses symbols to represent things in the world
E.g., “dog”
© Kip Smith, 2003
Processing
The symbols that represent (items in) the world need to be processed, to be transformed into new symbols
The act of transforming symbols is the activity of mind
© Kip Smith, 2003
Goals
This system for transforming symbols does not act randomly
It is goal-directed
Goals determine the course of behavior
© Kip Smith, 2003
Implications of the computer analogy
All thinking can be reduced to a series of processes that transform information into behavior
Thinking IS information processing
As a result, Cognitive Psychology is often called Information Processing Psychology
© Kip Smith, 2003
A typical cognitive model
Processing
Moreprocessing
Info.
Still moreprocessing
Behavior
© Kip Smith, 2003
Categorization
An example of an activity of mind
© Kip Smith, 2003
Categorization,An activity of mind
Example Category: Bird
Dimensions: Has wings Flies through the air Lays eggs etc.
Categories are representations that organize bundles of information along dimensions of similarity
© Kip Smith, 2003
Categories are culturally shared
Everyone within a particular culture is highly likely to apply the same categories for the same information
If it flies and lays eggs, it’s a bird (until shown otherwise)
Many categories are shared across cultures
© Kip Smith, 2003
Representing categories
Categories typically form hierarchies consisting of concepts and “is a” links
Animal
FishBird
‘Is A’ link
© Kip Smith, 2003
Hierarchies
Categories typically form hierarchies consisting of concepts and “is a” links and other hierarchies
Canary Ostrich
Animal
FishBird
SalmonShark
‘Is A’ link
© Kip Smith, 2003
How Cognitive Psychology Views Hierarchies
‘Is A’ linkAnimal
Salmon
Fish
Canary Ostrich
Bird
Shark
swims
finsgills
Downwardlyinheritablepropertieseats
moves
breathes
wings
flies
sings
can’t flyyellow yummyscary
© Kip Smith, 2003
Prototypes
The best fitting member of a category
Inherits all properties of the category and adds no exceptions
Recognition of a prototype as a member of its category is relatively quick and easy
Example: Robin - fast Emu - slow
© Kip Smith, 2003
Problem Solving
An example of an activity of mind
© Kip Smith, 2003
Familiar examples of problems
Losing weight
Finding a good roommate
Making a silk purse from a sow’s ear
When I grow up I wanna be a ...
© Kip Smith, 2003
How cognitive psychology views Problem Solving
Any and all problems can be characterized as the gap between an initial state and a goal state
The initial state = where you’re at The goal state = where you want to be
GoalState
InitialState
GAP=
The Problem
© Kip Smith, 2003
A Sample Problem
Any and all problems can be characterized as the gap between an initial state and a goal state
The initial state = where you’re at The goal state = where you want to be
Starter3rdString
GAP=
The Problem
© Kip Smith, 2003
Intermediate states
Within the gap are any number of intermediate states
Some are steps along the way to the goal Others are blind alleys Some are garden paths
Starter3rdString
2nd String
SpecialTeams
Tennis
© Kip Smith, 2003
Problem Space
The full collection of intermediate states is called the Problem Space
The problem space specifies all possible paths from the initial state to the goal state
Starter3rdString
2nd String
SpecialTeams
Tennis
...
...
...
...
...
.........
...
...
...
...
© Kip Smith, 2003
Solving a problem involves
Moving from your initial state via some intermediate states to your goal state
= Moving through the problem space
GoalState
InitialState
Intermediate
States
...
© Kip Smith, 2003
2nd String
SpecialTeams
Tennis
Starter3rdString
Solving a problem involves
Moving from your initial state via some intermediate states to your goal state
= Moving through the problem space
© Kip Smith, 2003
Traversing the problem space
To do this you have to represent (1) the initial state, (2) some (all) intermediate states, (3) the goal state, and (4) potential Operators for moving from state
to state
Operators: Processes to apply to the representations
© Kip Smith, 2003
Sample Problem
The 2-disk Tower of Hanoi There are three pegs and two disks,
a large disk and a small disk
The disks slip onto the pegs
© Kip Smith, 2003
Sample Problem
The 2-disk Tower of Hanoi
There are three pegs and two disks,
a large disk and a small disk
Initial state of the game: Both disks are on one of
the pegs
Initial State
© Kip Smith, 2003
Sample Problem
The 2-disk Tower of Hanoi
There are three pegs and two disks,
a large disk and a small disk
Goal state of the game: Both disks are on
another peg
Initial State
Goal State
© Kip Smith, 2003
Sample Problem
The 2-disk Tower of Hanoi There are three pegs and two disks,
a large disk and a small disk Rules: 1) You can move only one
disk at a time
2) The large disk cannot be placed on top of the small disk
Initial State
Goal State
© Kip Smith, 2003
How to start solving the problem
Represent the initial and intermediate states and the moves
Make a diagram that
REPRESENTS the initial state of pegs and disks
Initial State
© Kip Smith, 2003
How to continue
Represent the initial and intermediate states and the moves
Make a diagram that
REPRESENTS the initial state of pegs and disks
Make a second diagram that REPRESENTS the next state
Initial State
Next State
Use arrows to REPRESENT the moves
© Kip Smith, 2003
Solving the problem
Continue until the next state is the goal state
Next State
Goal State
Current State
© Kip Smith, 2003
Representation
These diagrams are examples of physical representations
Cognitive assumes that the act of thinking about the problem works on mental representations
of some sort
Initial State
Next State
© Kip Smith, 2003
Processing (operators)
Moving the small disk from peg1 to peg2 is an operator in the problem space
The thinking of it and the doing of it are examples of information processing
Initial State
Next State
© Kip Smith, 2003
Goals
Goals are in the world but they are also represented in the mind
Thinking operates on the symbols in your mind Goal State
© Kip Smith, 2003
Problem solving involves
Representing 1) the initial state,
2) the goal state, and
3) some of the intermediate states
Representing and applying the the operators that afford moving from the
initial state to the goal state
© Kip Smith, 2003
Decision Making
An example of an activity of mind
© Kip Smith, 2003
Decisions ≠ Problems
A decision is a CHOICE between (among) outcomes (options, payoffs)
Examples Coke or Pepsi? Love or money? Safety or adventure? Kansas or Sweden?
A problem exists whenever there is a GAP between the problem solver’s current state and goal state
All decisions are problems, but not all problems are decisions
© Kip Smith, 2003
Example of a Decision
You are looking for an apartment for next year
You are considering 4 different apartments that vary along 4 dimensions
Price Proximity to campus Alarm system Parking
© Kip Smith, 2003
A B C DPrice Med Low Low Med
Proximity Far Near Far NearAlarm Yes No No Yes
Parking Yes No Yes No
Which apartment do you prefer?
Apartment A, B, C, or D?
© Kip Smith, 2003
A B C DPrice Med Low Low Med
Proximity Far Near Far NearAlarm Yes No No Yes
Parking Yes No Yes No
Which apartment do you prefer?
Apartment A, B, C, or D?
© Kip Smith, 2003
A B C DPrice Med Low Low Med
Proximity Far Near Far NearAlarm Yes No No Yes
Parking Yes No Yes No
Which apartment do you prefer?
Apartment A, B, C, or D?
© Kip Smith, 2003
Which apartment do you prefer?
A B C DPrice Med Low Low Med
Proximity Far Near Far NearAlarm Yes No No Yes
Parking Yes No Yes No
Apartment A, B, C, or D?
© Kip Smith, 2003
Decision making is a process
The decision itself is an outcome
Good decision making Seeks to reduce uncertainty Adds constraints Prioritizes information Looks for complete information
© Kip Smith, 2003
Certainty
Risk
Ambiguity
A continuum of uncertainty
R B Y30 30 30
10 10 10R B Y30 30 30
16 16 0R B Y30
16 16 0
60
This is a representation of a container filled with 90 marbles
30 red, 30 blue, 30 yellow
The bottom row represents the $ you get if you select (while blindfolded) a marble of that color
Certainty
R B Y R B Y30 30 30 30 30 30· · · · · ·16 16 0 10 10 10
Risk This is a second container filled with 90 marbles
30 red, 30 blue, 30 yellow
Again, the bottom row is the $ you get if you select (while blindfolded) a marble of that color
R B Y R B Y30 30 30 30 30 30· · · · · ·16 16 0 10 10 10
© Kip Smith, 2003
Using the same representation, but now:
30 are red, 60 are blue or yellow
R B Y R B Y30 30 30 30
16 16 0 0 16 16
60
An ambiguous container
There may be 60 blue and 0 yellow or59 blue and 1 yellow or
… ...1 blue and 59 yellow or0 blue and 60 yellow
© Kip Smith, 2003
Heuristics and biases
Behavioral decision making
© Kip Smith, 2003
Algorithms
Any rule or procedure that guarantees a solution
Algorithms can be taught & learned Math is full of them Eating is the algorithm that solves the problem
of hunger
Algorithms are not be particular fast but are sure to work
© Kip Smith, 2003
Heuristics
Any rule acquired from experience that generally produces a satisfactory solution
Acquired by experience = ‘a rule of thumb’
Usually speedier than algorithms But NOT guaranteed to work
© Kip Smith, 2003
Some heuristics that don’t always work
Representativeness Probabilities estimated
by the degree to which A resembles B
Availability Probabilities estimated
by the ease with which instance can be brought to mind
Perseveration Adherence to
hypotheses in the face of disconfirming evidence
Anchoring and Adjusting
Make estimates based on an initial value (the anchor) that is adjusted to come to an answer
© Kip Smith, 2003
The Representativeness Heuristic
The representativeness heuristic estimates the likelihood of events or things based on how well they seem to represent, or match, their prototype
© Kip Smith, 2003
Choose A or B
Which occurs more often in the US? A Commercial airliner crashes, or B Cases of bubonic plague?
© Kip Smith, 2003
The Availability Heuristic
The availability heuristic estimates the likelihood of events based on their availability in memory
If instances come readily (vividly) to mind, we presume such events are common
© Kip Smith, 2003
Confirmation & Perseveration
Adherence to hypotheses in the face of disconfirming evidence
Confirmation is the tendency to search for information that confirms your preconceptions
Perseveration leads you to cling to your preconceptions / theories even after the basis on which they were formed has been discredited
© Kip Smith, 2003
Overconfidence & Fixation
Overconfidence: the tendency to be more confident than correct to overestimate the accuracy of your beliefs
and judgements
Fixation: the inability to see a problem from a new perspective
© Kip Smith, 2003
Cognitive Frames
A frame is the way an issue is posed Different frames can prod us to make
different decisions
Example: What is the best way to market ground beef:
As 25% fat Or 75% lean?
© Kip Smith, 2003
Summary
Human reasoning is very powerful Categorization, problem solving, decision
making etc. are all very complex behaviors
We generally get things right Sometimes we don’t
Every decision you make shapes your life