This technical report describes a connectionist model called AHA! that aims to simulate problem solving. AHA! bridges Gestalt and problem space theories of problem solving by modeling serial search through a problem space at a macro level, while incorporating the Gestalt idea of dynamic interactions between problem elements at a micro level. The model is applied to variations of Duncker's box problem. It exhibits phenomena like insight, fixedness, and responsiveness to problem features. The report argues connectionism can provide a rigorous modeling framework to study problem solving mechanisms proposed by Gestalt theories.
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This document provides a summary of a final report on research into developing a cognitive architecture for solving ill-structured problems through the use of analogies. The research developed computational models of the key components involved in analogical problem solving - retrieval of relevant past examples from memory, mapping between the current problem and retrieved examples, transferring insights to solve the current problem, and learning from the process. Two models were developed - ACME, which uses constraint satisfaction to model the mapping process, and ARCS, which uses constraint satisfaction to retrieve relevant past examples from memory. The research aims to improve understanding of problem solving and learning, with implications for developing effective training strategies for the Army.
NG2S: A Study of Pro-Environmental Tipping Point via ABMsKan Yuenyong
A study of tipping point: much less is known about the most efficient ways to reach such transitions or how self-reinforcing systemic transformations might be instigated through policy. We employ an agent-based model to study the emergence of social tipping points through various feedback loops that have been previously identified to constitute an ecological approach to human behavior. Our model suggests that even a linear introduction of pro-environmental affordances (action opportunities) to a social system can have non-linear positive effects on the emergence of collective pro-environmental behavior patterns.
This document is a mathematics and engineering project that studies agreement among decentralized decision makers. It introduces four models of opinion dynamics: a basic model showing agreement to the average initial opinion under certain conditions, a model introducing stubborn agents, a model with a state-dependent communication radius, and a random realization model. The project will simulate and analyze the results of these models and discuss their applications to problems like landmine removal, forest fire monitoring, load balancing, and other distributed systems problems.
Means-ends analysis (MEA) is a problem-solving technique used in AI to limit search. It works by choosing an action at each step to reduce the difference between the current and goal states, applying the action recursively until the goal is reached. Early systems like GPS and Prodigy used MEA by providing knowledge of how differences map to actions. MEA improves search by focusing on actual differences rather than brute force methods.
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This document proposes a method of active image clustering that combines algorithmic clustering with targeted human input. The method selects the most informative image pairs to present to a human for labeling whether they are in the same cluster or different clusters. It does this by calculating the expected change to the clustering if a human were to provide a constraint on each pair. The pairs that are most likely to significantly change the clustering if constrained are selected. Experiments show this active clustering approach can improve clustering performance over fully algorithmic methods on face and leaf image datasets.
Access And Use Of Previous Solutions In A Problem Solving SituationYasmine Anino
This document summarizes research examining how novices access and use previous solutions when solving new problems. It discusses how novices may rely on superficial similarities between problems rather than structural similarities due to a lack of domain knowledge. However, the study aims to show that even novices can be sensitive to structural similarities in problems when engaged in a well-defined problem solving task. Students used an electronic book system to solve programming problems, storing previous solutions. Analysis of their solution retrieval suggests novices could identify structural similarities between problems to access relevant previous solutions.
This document discusses recent trends in finite element modeling (FEM) with a focus on managing uncertainty. It argues that classical deterministic FEM approaches are insufficient and that stochastic methods are needed. Stochastic techniques allow simulation-based analysis and design instead of just analysis. The document outlines sources of uncertainty including loads, boundary conditions, material properties, and geometry. It also discusses modeling uncertainty and presents typical coefficient of variation values for aerospace materials and loads. Overall it advocates treating uncertainty as inherent to engineering problems in order to improve design and innovation in computational modeling.
The document discusses efficient reasoning in artificial intelligence systems. It describes how reasoning systems use stored information to derive conclusions and answers to queries. However, as reasoning systems become more expressive, they can also become less efficient or even undecidable. The document surveys techniques for addressing this tradeoff between expressiveness and efficiency in both logic-based and probabilistic reasoning systems. These techniques allow systems to sacrifice some correctness, precision, or expressiveness to gain efficiency.
A Cognitive Architecture For Solving Ill-Structured ProblemsCassie Romero
This document provides a summary of a final report on research into developing a cognitive architecture for solving ill-structured problems through the use of analogies. The research developed computational models of the key components involved in analogical problem solving - retrieval of relevant past examples from memory, mapping between the current problem and retrieved examples, transferring insights to solve the current problem, and learning from the process. Two models were developed - ACME, which uses constraint satisfaction to model the mapping process, and ARCS, which uses constraint satisfaction to retrieve relevant past examples from memory. The research aims to improve understanding of problem solving and learning, with implications for developing effective training strategies for the Army.
NG2S: A Study of Pro-Environmental Tipping Point via ABMsKan Yuenyong
A study of tipping point: much less is known about the most efficient ways to reach such transitions or how self-reinforcing systemic transformations might be instigated through policy. We employ an agent-based model to study the emergence of social tipping points through various feedback loops that have been previously identified to constitute an ecological approach to human behavior. Our model suggests that even a linear introduction of pro-environmental affordances (action opportunities) to a social system can have non-linear positive effects on the emergence of collective pro-environmental behavior patterns.
This document is a mathematics and engineering project that studies agreement among decentralized decision makers. It introduces four models of opinion dynamics: a basic model showing agreement to the average initial opinion under certain conditions, a model introducing stubborn agents, a model with a state-dependent communication radius, and a random realization model. The project will simulate and analyze the results of these models and discuss their applications to problems like landmine removal, forest fire monitoring, load balancing, and other distributed systems problems.
Means-ends analysis (MEA) is a problem-solving technique used in AI to limit search. It works by choosing an action at each step to reduce the difference between the current and goal states, applying the action recursively until the goal is reached. Early systems like GPS and Prodigy used MEA by providing knowledge of how differences map to actions. MEA improves search by focusing on actual differences rather than brute force methods.
Active Image Clustering: Seeking Constraints from Humans to Complement Algori...Harish Vaidyanathan
This document proposes a method of active image clustering that combines algorithmic clustering with targeted human input. The method selects the most informative image pairs to present to a human for labeling whether they are in the same cluster or different clusters. It does this by calculating the expected change to the clustering if a human were to provide a constraint on each pair. The pairs that are most likely to significantly change the clustering if constrained are selected. Experiments show this active clustering approach can improve clustering performance over fully algorithmic methods on face and leaf image datasets.
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The document discusses efficient reasoning in artificial intelligence systems. It describes how reasoning systems use stored information to derive conclusions and answers to queries. However, as reasoning systems become more expressive, they can also become less efficient or even undecidable. The document surveys techniques for addressing this tradeoff between expressiveness and efficiency in both logic-based and probabilistic reasoning systems. These techniques allow systems to sacrifice some correctness, precision, or expressiveness to gain efficiency.
This document describes a genetic programming system that analyzes when it is better to share or hide information in a competitive environment. The system models a creative process where individuals can group solutions into private or public domains. Only solutions in the public domain can be used for crossover and mutation by all individuals. The document discusses the background of genetic programming and game theory, and how this system was designed to explore strategies around public and private domains for developing ideas. It aims to analyze the success of different sharing policies on solving problems, rather than proving effects of specific policies like patents.
John Anderson was born in 1947 in Vancouver, British Columbia. He earned his PhD from Stanford University in 1972 and has been a professor at several universities, including Carnegie Mellon University since 1978. ACT* is a cognitive theory developed by Anderson that describes a spreading activation model of semantic memory combined with a production system for executing higher-level operations. It distinguishes three types of memory - declarative, procedural, and working memory - and three types of learning.
Classical modeling techniques like statistics and clustering are difficult to apply to large datasets. Statistics involves collecting and describing data to find patterns and build predictive models. Clustering groups similar objects together based on distance between objects. These techniques were developed before terms like "data mining" and are still commonly used, but can struggle with very large datasets.
The document explores analogical problem solving through a series of experiments using Duncker's radiation problem. Subjects who read a story about a military problem and solution were more likely to generate analogous solutions to the radiation problem if given a hint to use the story. However, transfer was reduced if the military problem was disanalogous to the radiation problem or if subjects were not hinted to use the story. The experiments provide insight into the cognitive processes involved in analogical reasoning and problem solving.
A Heuristic Approach to Innovative Problem SolvingIJERA Editor
A methodic approach to innovative problem solving is suggested. First, Bayesian techniques are analyzed for quantifying, monitoring and predicting the process. The symmetry of Bayes‟ theorem implicates that the chances of success offrail ideas with small base rates can be boosted by highly accurate tests built on solid scientific ground. Second, a hypothesis is presented in which five methodic elements – connection, selection, transformation, balance and finish - are deemed to be necessary and sufficient to explain innovative solutions to complex problems. The hypothesis is supported by the analysis of disruptive innovations in several fields, and by emulation of a data base including 40,000 inventions.The reported findings may become useful in the further methodic development of innovative problem solving, especially in the risky and lengthy preconceptual phases.
The document discusses the differences between machine learning (ML), statistical learning, data mining (DM), and automated learning (AL). It argues that while ML and statistical learning developed similar techniques starting in the 1960s, DM emerged in the 1990s from a merging of database research and automated learning. However, industry was much more enthusiastic about adopting DM techniques compared to AL techniques, even though many DM systems are just friendly interfaces of AL systems. The document aims to explain the key differences between DM and AL that led to DM's greater commercial success.
The document presents an overview of searching in metric spaces. It discusses how similarity searching is needed for unstructured data like text, images, and audio, where exact matching is not possible. It describes how similarity is modeled using a distance function between objects in a metric space. The document surveys existing solutions from different fields that address proximity searching in metric spaces and vector spaces. It aims to provide a unified framework to analyze and categorize existing algorithms.
1. The document presents a template for solving "wicked problems", which are engineering problems that are difficult to solve due to incomplete or contradictory information and changing requirements.
2. It describes how wicked problems can span multiple domains with complex societal impacts, and discusses how offloading cognitive processing to computers changes how engineers approach problem solving.
3. The document proposes using an "OODA loop" approach to problem solving - observing a problem, orienting knowledge towards it, deciding on hypotheses, and taking action - and discusses challenges of representing complex problem contexts within computers.
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Traditional computing techniques and systems consider a main process device or main server, and technique details generally
serially. They're non-robust and non-adaptive, and have limited quantity. Indifference, scientific technique details in a very similar and allocated manner, while not a main management. They're exceedingly strong, elastic, and ascendible. This paper offers a short conclusion of however the ideas from biology are will never to style new processing techniques and techniques that even have a number of the beneficial qualities of scientific techniques. Additionally, some illustrations are a device given of however these techniques will be used in details security programs.
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This document discusses hybrid meta-heuristic algorithms for solving network design problems. It proposes hybridizing the ant system meta-heuristic with genetic algorithms, simulated annealing and tabu search. Seven hybrid algorithms are developed and tested on the Sioux Falls network, finding the hybrids to be more effective than the base ant system alone. One hybrid combining all four concepts is also applied to a real network of a city with over 2 million people, proving more effective than the base network.
This document summarizes principal component analysis (PCA) and its application to face recognition. PCA is a technique used to reduce the dimensionality of large datasets while retaining the variations present in the dataset. It works by transforming the dataset into a new coordinate system where the greatest variance lies on the first coordinate (principal component), second greatest variance on the second coordinate, and so on. The document discusses how PCA can be used for face recognition by applying it to image datasets of faces. It reduces the dimensionality of the image data while preserving the key information needed to distinguish different faces. Experimental results show PCA provides reasonably accurate face recognition with low error rates.
Comparative study of different algorithmsijfcstjournal
This Paper provides a brief description of the Genetic Algorithm (GA), the Simulated Annealing (SA) Algorithm, the Backtracking (BT) Algorithm and the Brute Force (BF) Search Algorithm and attempts to explain the way as how our Proposed Genetic Algorithm (GA), Proposed Simulated Annealing (SA) Algorithm using GA, Classical Backtracking (BT) Algorithm and Classical Brute Force (BF) Search Algorithm can be employed in finding the best solution of N Queens Problem and also, makes a comparison between these four algorithms. It is entirely a review based work. The four algorithms were written as well as implemented. From the Results, it was found that, the Proposed Genetic Algorithm (GA) performed better than the Proposed Simulated Annealing (SA) Algorithm using GA, the Backtracking (BT) Algorithm and the Brute Force (BF) Search Algorithm and it also provided better fitness value (solution) than the Proposed Simulated Annealing Algorithm (SA) using GA, the Backtracking (BT) Algorithm and the Brute Force (BF) Search Algorithm, for different N values. Also, it was noticed that, the Proposed GA took more time to provide result than the Proposed SA using GA.
This document summarizes interactions between computational complexity theory and several fields of mathematics. It discusses the computational complexity of primality testing in number theory, point-line incidences in combinatorial geometry, the Kadison-Singer problem in operator theory, and generation problems in group theory. For each area, it provides background, describes important problems and results, and notes connections to algorithms and complexity theory.
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This paper discusses the several research methodologies that can
be used in Computer Science (CS) and Information Systems
(IS). The research methods vary according to the science
domain and project field. However a little of research
methodologies can be reasonable for Computer Science and
Information System.
A COMPREHENSIVE ANALYSIS OF QUANTUM CLUSTERING : FINDING ALL THE POTENTIAL MI...IJDKP
Quantum clustering (QC), is a data clustering algorithm based on quantum mechanics which is
accomplished by substituting each point in a given dataset with a Gaussian. The width of the Gaussian is a
σ value, a hyper-parameter which can be manually defined and manipulated to suit the application.
Numerical methods are used to find all the minima of the quantum potential as they correspond to cluster
centers. Herein, we investigate the mathematical task of expressing and finding all the roots of the
exponential polynomial corresponding to the minima of a two-dimensional quantum potential. This is an
outstanding task because normally such expressions are impossible to solve analytically. However, we
prove that if the points are all included in a square region of size σ, there is only one minimum. This bound
is not only useful in the number of solutions to look for, by numerical means, it allows to to propose a new
numerical approach “per block”. This technique decreases the number of particles by approximating some
groups of particles to weighted particles. These findings are not only useful to the quantum clustering
problem but also for the exponential polynomials encountered in quantum chemistry, Solid-state Physics
and other applications.
Get hands-on with Explainable AI at Machine Learning Interpretability(MLI) Gym!Sri Ambati
This meetup took place in Mountain View on January 24th, 2019.
Description:
With the effort and contributions from researchers and practitioners from academia and industry, Machine Learning Interpretation has become a young sub-field of ML. However, the norms around its definition and understanding is still in its infancy and there are numerous different approaches emerging rapidly. However, there seems to be a lack of a consistent explanation framework to evaluate and consistently benchmark different algorithms - evaluating against interpretation, completeness and consistency of the algorithms.
The idea with the gym is to provide a controlled interactive environment for all forms of Machine Learning algorithms, - initially focusing on supervised predictive modeling problems, to allow analysts and data-scientists to explore, debug and generate insightful understanding of the models by
1.Model Validation: Ways to explore and validate black box ML systems enabling model comparison both globally and locally - identifying biases in the training data through interpretation.
2.What-if Analysis: An interactive environment where communication can happen i.e. enable learning through interactions. User having the ability to conduct "What-If" analysis - effect of single or multiple features and their interactions
3.Model Debugging: Ways to analyze the misbehavior of the model by exploring counterfactual examples(adversarial examples and training)
4. Interpretable Models: Ability to build natively interpretable models - with the goal to simplify complex models to enable better understanding.
The central concept with MLI gym is to have an interactive environment where one could explore and simulate variations in the world(a world post a model is operationalized) beyond the defined model metrics point estimates - e.g. ROC-AUC, confusion matrix, RMSE, R2 score and others.
Speaker's Bio:
Pramit is a Lead Data Scientist/ at H2O.ai. His area of interests is building Statistical/Machine Learning models(Bayesian and Frequentist Modeling techniques) to help the business realize their data-driven goals.
Currently, he is exploring "Model Interpretation" as means to efficiently understand the true nature of predictive models to enable model robustness and security. He believes effective Model Inference coupled with Adversarial training could lead to building trustworthy models with known blind spots. He has started an open source project Skater: https://github.com/datascienceinc/Skater to solve the need for Model Inference(The project is still in its early stages of development but check it out, always eager for feedback)
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John Anderson was born in 1947 in Vancouver, British Columbia. He earned his PhD from Stanford University in 1972 and has been a professor at several universities, including Carnegie Mellon University since 1978. ACT* is a cognitive theory developed by Anderson that describes a spreading activation model of semantic memory combined with a production system for executing higher-level operations. It distinguishes three types of memory - declarative, procedural, and working memory - and three types of learning.
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A Heuristic Approach to Innovative Problem SolvingIJERA Editor
A methodic approach to innovative problem solving is suggested. First, Bayesian techniques are analyzed for quantifying, monitoring and predicting the process. The symmetry of Bayes‟ theorem implicates that the chances of success offrail ideas with small base rates can be boosted by highly accurate tests built on solid scientific ground. Second, a hypothesis is presented in which five methodic elements – connection, selection, transformation, balance and finish - are deemed to be necessary and sufficient to explain innovative solutions to complex problems. The hypothesis is supported by the analysis of disruptive innovations in several fields, and by emulation of a data base including 40,000 inventions.The reported findings may become useful in the further methodic development of innovative problem solving, especially in the risky and lengthy preconceptual phases.
The document discusses the differences between machine learning (ML), statistical learning, data mining (DM), and automated learning (AL). It argues that while ML and statistical learning developed similar techniques starting in the 1960s, DM emerged in the 1990s from a merging of database research and automated learning. However, industry was much more enthusiastic about adopting DM techniques compared to AL techniques, even though many DM systems are just friendly interfaces of AL systems. The document aims to explain the key differences between DM and AL that led to DM's greater commercial success.
The document presents an overview of searching in metric spaces. It discusses how similarity searching is needed for unstructured data like text, images, and audio, where exact matching is not possible. It describes how similarity is modeled using a distance function between objects in a metric space. The document surveys existing solutions from different fields that address proximity searching in metric spaces and vector spaces. It aims to provide a unified framework to analyze and categorize existing algorithms.
1. The document presents a template for solving "wicked problems", which are engineering problems that are difficult to solve due to incomplete or contradictory information and changing requirements.
2. It describes how wicked problems can span multiple domains with complex societal impacts, and discusses how offloading cognitive processing to computers changes how engineers approach problem solving.
3. The document proposes using an "OODA loop" approach to problem solving - observing a problem, orienting knowledge towards it, deciding on hypotheses, and taking action - and discusses challenges of representing complex problem contexts within computers.
Survey: Biological Inspired Computing in the Network SecurityEswar Publications
Traditional computing techniques and systems consider a main process device or main server, and technique details generally
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This document summarizes interactions between computational complexity theory and several fields of mathematics. It discusses the computational complexity of primality testing in number theory, point-line incidences in combinatorial geometry, the Kadison-Singer problem in operator theory, and generation problems in group theory. For each area, it provides background, describes important problems and results, and notes connections to algorithms and complexity theory.
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The document presents a competence theory approach to analyzing and constructing problem-solving methods (PSMs). It identifies three main steps: 1) specifying an initial competence theory based on the problem statement, 2) conceptually refining the theory by introducing domain vocabulary and assumptions, and 3) operationalizing the refined theory into an executable specification. As an example, it applies this approach to classification problems, defining the problem space, specifying an initial competence theory, and discussing how conceptual refinement and operationalization could proceed.
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Quantum clustering (QC), is a data clustering algorithm based on quantum mechanics which is
accomplished by substituting each point in a given dataset with a Gaussian. The width of the Gaussian is a
σ value, a hyper-parameter which can be manually defined and manipulated to suit the application.
Numerical methods are used to find all the minima of the quantum potential as they correspond to cluster
centers. Herein, we investigate the mathematical task of expressing and finding all the roots of the
exponential polynomial corresponding to the minima of a two-dimensional quantum potential. This is an
outstanding task because normally such expressions are impossible to solve analytically. However, we
prove that if the points are all included in a square region of size σ, there is only one minimum. This bound
is not only useful in the number of solutions to look for, by numerical means, it allows to to propose a new
numerical approach “per block”. This technique decreases the number of particles by approximating some
groups of particles to weighted particles. These findings are not only useful to the quantum clustering
problem but also for the exponential polynomials encountered in quantum chemistry, Solid-state Physics
and other applications.
Get hands-on with Explainable AI at Machine Learning Interpretability(MLI) Gym!Sri Ambati
This meetup took place in Mountain View on January 24th, 2019.
Description:
With the effort and contributions from researchers and practitioners from academia and industry, Machine Learning Interpretation has become a young sub-field of ML. However, the norms around its definition and understanding is still in its infancy and there are numerous different approaches emerging rapidly. However, there seems to be a lack of a consistent explanation framework to evaluate and consistently benchmark different algorithms - evaluating against interpretation, completeness and consistency of the algorithms.
The idea with the gym is to provide a controlled interactive environment for all forms of Machine Learning algorithms, - initially focusing on supervised predictive modeling problems, to allow analysts and data-scientists to explore, debug and generate insightful understanding of the models by
1.Model Validation: Ways to explore and validate black box ML systems enabling model comparison both globally and locally - identifying biases in the training data through interpretation.
2.What-if Analysis: An interactive environment where communication can happen i.e. enable learning through interactions. User having the ability to conduct "What-If" analysis - effect of single or multiple features and their interactions
3.Model Debugging: Ways to analyze the misbehavior of the model by exploring counterfactual examples(adversarial examples and training)
4. Interpretable Models: Ability to build natively interpretable models - with the goal to simplify complex models to enable better understanding.
The central concept with MLI gym is to have an interactive environment where one could explore and simulate variations in the world(a world post a model is operationalized) beyond the defined model metrics point estimates - e.g. ROC-AUC, confusion matrix, RMSE, R2 score and others.
Speaker's Bio:
Pramit is a Lead Data Scientist/ at H2O.ai. His area of interests is building Statistical/Machine Learning models(Bayesian and Frequentist Modeling techniques) to help the business realize their data-driven goals.
Currently, he is exploring "Model Interpretation" as means to efficiently understand the true nature of predictive models to enable model robustness and security. He believes effective Model Inference coupled with Adversarial training could lead to building trustworthy models with known blind spots. He has started an open source project Skater: https://github.com/datascienceinc/Skater to solve the need for Model Inference(The project is still in its early stages of development but check it out, always eager for feedback)
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Aha A Connectionist Perspective On Problem Solving
1. Carnegie Mellon University
Research Showcase @ CMU
Department of Psychology Dietrich College of Humanities and Social Sciences
1988
AHA! : a connectionist perspective on problem
solving
Craig A. Kaplan
Carnegie Mellon University
Artificial Intelligence and Psychology Project.
Follow this and additional works at: http://repository.cmu.edu/psychology
This Technical Report is brought to you for free and open access by the Dietrich College of Humanities and Social Sciences at Research Showcase @
CMU. It has been accepted for inclusion in Department of Psychology by an authorized administrator of Research Showcase @ CMU. For more
information, please contact research-showcase@andrew.cmu.edu.
2. NOTICE WARNING CONCERNING COPYRIGHT RESTRICTIONS:
The copyright law of the United States (title 17, U.S. Code) governs the making
of photocopies or other reproductions of copyrighted material. Any copying of this
document without permission of its author may be prohibited by law.
3. AHA!: A CONNECTIONIST
PERSPECTIVE ON PROBLEM SOLVING
Technical Report AIP - 38
Craig A. Kaplan
Carnegie Mellon University
Department of Psychology
Pittsburgh, PA. 15213
8 June 1988
This research was supported by the Computer Sciences Division, Office of Naval Research
and DARPA under Contract Number N00014-86-K-0678. Reproduction in whole or in
part is permitted for purposes of the United States Government. Approved for public
release; distribution unlimited.
.
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Carnegie-Mellon University
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6c ADDRESS (City, State, andZIP Code)
Department of Psychology
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11. TITLE (Include Security Classification)
AHA!: A connectionist perspective on problem solving
12. PERSONAL AUTHOR(S)
Craig A. Kaplan
13a. TYPE OFREPORT
Technical
13b. TIME COVERED
FROM 86Sept-15To91SeptH
14 DATE OFREPORT {Year,Month, Day)
1988 June 8
fIS. RAGE COUNT
16. SUPPLEMENTARY NOTATION
17. COSATI CODES
FIELD GROUP SUB-GROUP
18 SUBJECT TERMS (Continue on reverse if necessary and identify by block number)
Connectionist models, Problem solving, Insight
19 ABSTRACT (Continue on reverse if necessary and identify by block number)
The AHA! model is proposed as a demonstration of what connectionism might have to offer
the study of problem solving• Bridging theGestalt and Problem Space theories of
problem solving, AHA! simulates serial search at a macro-level while incorporating (at
a micro-level) theGestaltist idea of a dynamic interaction between parts of theproblem,
and thegoals and knowledge of theproblem solver. AHA!exhibits a number of problem
solving phenomena including insight, directed search, goal fixedness, einstellung,
functional fixedness, and responsiveness to thesalience of problem features. It
provides not only qualitative fits to human data from functional fixedness experiments,
but also a framework for exploring thepotential outcomes of variations which could be
carried out in future experiments.
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Dr. Alan L.Meyrowitz
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(202) 696-4302
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DO FORM 1473,34MAR 83 APR edition maybeused until exhausted.
All other editions areobsolete.
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6.
7. AHA!: A Connectionist Perspective On Problem Solving
Craig A. Kaplan
Carnegie-Mellon University
What can connectionism offer Cognitive Scientists interested in problem solving? How might
Connectionist ideas fit with existing theories of problem solving -- specifically the Gestalt approach and
the problem space approach advocated by Newell & Simon (1972)? Finally, can a Connectionist model
of problem solving perform? Can it easily account for a variety of problem solving phenomena?
The Gestalt theory of problem solving is a good place to begin answering these questions. One of the
great appeals of the GestaJtist perspective on problem solving is that the problem solver and all of the
elements of the problem are considered to be dynamically inter-related. The solution is a gestalt that
emerges from the simultaneous influence of each part of the problem. During a flash of insight or
"restructuring," all of the parts suddenly fit together in a new way forming a solution. Analyzing this
solution gestalt into its component parts seems to miss the very essence of the Gestaltist view of problem
solving, namely the dynamic relations between the parts. Yet without a more rigorous analysis, the
Gestaltist theory remains inescapably vague and subject to the liberties of individual interpretation.
Newell and Simon's conception of problem solving as search through a problem space provides rigor.
The success of that rigor is well known and ranges from Al programs capable of making scientific
discoveries, to accounts of human behavior in a wide variety of problem domains, including puzzle
problems requiring "insight" (Kaplan & Simon work in progress). Some key elements of the theory are:
1)Problem solving behavior can be described as search through a state space with each state
corresponding to a configuration of the problem and/or a specification of the knowledge state of the
problem solver. 2)Movement from one state to another state is accomplished by applying an operator
corresponding to performing some physical or mental action. 3)Heuristics, or rules of thumb, can help
select which of a number of potential operators to apply.
Typically, the search perspective has been used to describe problem solving behavior occurring on a
macro-level time scale of seconds as opposed to the more detailed micro-level of processing where
states and operators are actually generated. It is here, at this micro-level of operator or idea generation,
that Gestalt ideas might prove more fruitful if they could be formalized. Connectionism offers the
possibility of rigorously modeling the dynamic interactions described by the Gestaltists at a micro-level,
while retaining compatibility with the notion of serial search through a problem space at a macro-level.
The most direct way to explore this possibility is via a connectionist network model incorporating an
interactive activation mechanism.
Consider a problem solving model consisting of inter-connected units corresponding to the features of
a problem and to the goals and knowledge of the problem solver. Through a process of interactive
activation (and inhibition) these units "settle" into a stable state -- a process that roughly corresponds to
generating an operator, applying it, and arriving in a new state in Newell and Simon's problem space
model. For the sake of interpretability, and as a convenient means of providing feedback, the network
model could explicitly represent possible states in the problem space by a set of units. After a number of
processing cycles, the most active "state" unit could receive positive or negative external input,
corresponding to a favorable or unfavorable evaluation of the idea it represents. This input would spread
8. KAPLAN
through theunit's connections, either reinforcing thestate orcausing anew state to begenerated.The
model's macro-level behavior would appear as asequential generation ofstates, ormovement througha
problem space. However theGestaftist ideas ofdynamic interaction andsimultaneous influence wouldbe
at work atthe micro-level, generating each successive state.
AHA! as aProblem Solver
The AHA! (Associative Hierarchical Activation) model is a concrete instantiation ofthe ideas just
mentioned, inaconnectionist network. AHA!was designed tosimulate solving variations ofDuncker's
Box problem (Duncker 1945). Briefly, the Box problem consists of trying toattach acandle tothe wall (so
that it can burn normally) using acandle, matches, aboxoftacks. Theinsightful solution consists of
tacking the box tothe wall andplacing the candle init. Subjects find iteasier to"see"this solution when
the tacks have been first emptied from the box (thetacks-not-in -boxcondition) as compared to a
condition where the box contains the tacks (thetacks-in-box condition). For the sake ofsimplicity,AHA!
tries toachieve only apartial solution totheBoxproblem. AHAI's criteria for asuccessful solutionis
generating either the idea attach the box with tacks orthe idea support the candle with box. Research
with other insight problems (Kaplan 1986)indicates that ahuman subject capable ofgenerating eitherof
these partial solutions ought tofind theremaining steps inthethetotal solution trivial.
Figure 1 depicts the four layered organization of AHAI. Units inthe PI(Perceived Item) layer
correspond toactual items inthe physical problem environment such asthecandle andmatches. The box
of tacks hastwocomplementary representations atthis level: box-of-tacks, orboxand tacks. The RA
(Role Assignment) layer contains units representing theassignment of items totheroles ofinstrument
and object (e.g.acandle-as-object unit, abbreviated c-obj). Units inthetopmost Flevel correspondto
functions that the items might possess, orequivalent^, actions that might be taken with them. (e.g.
attach, orIgnite). Possible states inAHAI's problem space arerepresented bytriples attheTlevel.
Each triple consists ofafunction (action) relating anitem intherole ofobject toanitem intheroleof
instrument (e.g. ignite candle-as-object [with] matches-as-instrument abbreviated l-c-m). Connections
between units in adjacent layers are excitatory, while the connections within a level are generally
inhibitory. Activation spreads bi-directionally (i.e. interactively) between units asthe network settles.The
T unit with thehighest activation after any given settling isconsidered tobethe state generated by the
model. I^IZIIZZZZIZZZZII
F LAYER
0 attach 0 ignit* 0 contain
0 a-b-t 0 a-b-c
0 a-c-t
0 a-m-c
0 i -m-m
0 c-c-b
0 a-t-t 0 a-t-c
0 a-bt-c 0 a-c-bt 0 a-«-t
0 a-a-bt 0V-b-c p i-c-«
0 i-c-c 0/k-c-c 0 m-c-ia
6«-*-b
0 c-t-b
0 t-obj
0 bt-obj
b-obj
0 t-ina
0 bt-ins
0 tacks 0 btadea
T LAYER
RA LAYER
0 matches PILAYER
Figure 1:TheAHA! Model
9. KAPLAN
Before looking at the detailed specifications of the model, consider these problem solving phenomena
that follow from the general characteristics of the architecture:
Insight & Restructuring
AHA! has no special "insight mechanism." AHA! accounts for insight in the same way it accounts for
the generation of any new problem solving idea. A conspiracy of problem (and problem solver) elements,
whose own activations are inter-dependent and responsive to simple feedback from the environment,
activates one T unit more than its peers. As discussed below, a sudden change of representation, or
restructuring, often accompanies AHAI's insight - not through any special mechanism, but again as a
consequence of the model's interactive processing characteristics.
Directed Search
Consider AHAI's generation of the idea/state m-c-m (melt candle with matches). Because this state is
not a partial solution by the model's criteria, it would receive negative feedback. However, while it was
active, it would have had a chance to activate related concepts (e.g. the objects candle and matches).
Hence the next generated state, perhaps l-c-m (ignite candle with matches), is likely to contain elements
in common with the previous state. Using what amounts to semantic priming, AHAI is able to exhibit the
phenomena of directed search. Like a human problem solver, AHAI will tend to generate bursts of related
ideas, exploring the problem space systematically rather than generating states haphazardly.
Goal Fixedness
Goals correspond to a pattern of activation over a number of units. For example, external input applied
to the units attach and c-obj(candle as object) corresponds to the goal: attach the candle. In most AHAI
simulations this initial input is allowed to decay. Without constant input from outside the network, the
model's goals fluctuate with the activations of other related units in the network, thus allowing AHAI to
change goals flexibly during the course of solving the problem - just as human subjects typically do.
However, clamping these "goal inputs" causes AHA! to adhere more rigidly to the initial goal of the
problem. Just as overly goal-directed human subjects often persist in using the same approach despite
repeated failures, the Qoal Fixed AHAI model takes longer to generate a partial solution, needlessly
revisiting a state that had been previously generated and rejected.
Elnstellung
Suppose that instead of clamping external input to units corresponding to a goal, we provide initial
input to one of the partial solution states represented at the T layer. This primed solution state might
correspond to the problem solving set, or Einstellung, evoked in human subjects who have repeatedly
solved a number of problems in the same way. Like human subjects suffering from Einstellung, AHAI
tends to choose the "primed" solution when solving a problem that has multiple solutions (see below).
Functional Fixedness & Salience Effects.
The PI level in AHAI includes alternative ways of representing the box and the tacks in the Box
problem, corresponding to Duncker's belief that subjects perceive the (function of) the box differently in
the two conditions of his experiment. Providing input to one of these perceptions and not the other
corresponds to increasing the salience of the former. If the tacks-in-box perception (btacks) is favored
over the box-separate-from-tacks perception, then AHA! exhibits the phenomenon of functional fixedness
(i.e. it experiences difficulty in generating a partial solution). As will be seen, AHA! provides qualitative
fits to the data from two separate experiments involving the Box problem, and is consistent with both
Functional Fixedness (Duncker 1945) and salience (Glucksberg & Weisberg 1966) interpretations of the
Box problem's difficulty.
10. KAPLAN
Detailed Specifications of AHA!
Interactive Activation
AHA! uses the interactive activation and competition (IAC) architecture (McClelland 1981, McClelland &
Rumelhart 1988). The network consists of processing units that are organized into layers and
interconnected using bi-directional excitatory and inhibitory connections. The activation of a particular unit
depends upon both its current activation and the net input to the unit from other units and from outside the
network. The net input to a unit / is calculated by:
inputi = S(Extt) + E £etj - / £(..
i j
Extj corresponds to any input to unit / from outside the network, e^ are the activations of units with
excitatory connections to unit /, and ir are the activations of units with inhibitory connections to unit /. The
constants S, E and / (all set to .05 for the simulations described below) scale the strength of the external
input, the excitatory input from other units, and the inhibitory effect of other units respectively. The actual
change in the activation of a unit / must take into account not only the net input, but also unit fs current
activation, ar If the net input is excitatory (i.e. >= 0) then :
Aai = {max - ai)inputi - decay{ai - rest).
If the net input is inhibitory (i.e. < 0) then:
. = (ai - miri)inputvV- decay{al - rest).
The parameters max and min correspond to the maximum (+1) and minimum (-.2) activations that a
unit can assume, while decay (.05) specifies the rate at which a unit has the tendency to decay back to its
resting value, rest (-.1).
Interconnectedness
Connections between layers of units are excitatory, with units being connected to conceptually related
units in other layers. Some of these connections are illustrated in Figure 1. All units within a layer have
mutually inhibitory connections with two exceptions: 1) At the RA level, there are no inhibitory
connections between items used as objects and different items used as instruments, since such
connections would be nonsensical. 2) At the PI level, only the two representations that Duncker
hypothesized as alternatives are put into competition (i.e. btacks inhibits the mutually excitatory pair of
box and tacks).
The units themselves were derived from Duncker's description of the problem, pilot data from subjects
asked to solve the problem, and (in the case of the T units) by constructing all triples that were physically
possible given real world materials (e.g. real tacks, a real box, etc.)
Feedback
A single update of the activation values of all the units in the the network according to the rules
described above constitutes one cycle. AHAI was allowed 100 cycles to settle each time a change was
made to the external input. After settling, the author observed the activation values of the T units, and
considered the most active unit to be the next generated state. In the event of a tie of activation values,
one of the tied units was selected arbitrarily.1
If the state did not correspond to a partial solution of the
1
A subsequent analysis revealed that the qualitative fits to the data and general trends are not affected by the way in which ties
are decided.
11. KAPUVN
Box problem (i.e. was not a-b-t or s-c-b), then the T unit was clamped with a -.5 external input, and AHA!
was allowed to settle for another 100 cycles.
Simulations
Five simulations are discussed in this paper. The first three correspond to conditions of Functional
Fixedness experiments performed by Duncker and Glucksberg & Weisberg, while the remaining two
illustrate the phenomena of Goal Fixedness and Einstellung. In each simulation, a high external input (.9)
was applied to the units attach and c-obj for the first 100 cycles, corresponding to the initial problem
solving goal of attach the candle. A constant input (.5) was also applied to the units matches and candle,
corresponding to the idea that these items remained moderately salient in all of the variations of the
problem. The differences between the simulations will be pointed out as we proceed.
Simulations of Functional Fixedness & Salience Effects
To make sense of the first three simulations, we need to understand their correspondence to
experimental conditions involving human problem solvers. While Duncker had two conditions in his
experiment, one in which the tacks were contained in a box, and one in which the tacks were separate
from the box, Glucksberg & Weisberg presented subjects with three versions of the Box problem. In the
All Label version, subjects saw a picture of a box containing tacks, a candle, and some matches. The
words BOX, TACKS, CANDLE, and MATCHES were also present in the picture, with arrows pointing from
labels to items. In the No Label version, the same picture was presented without the labels. In the Tacks
Label condition, the same picture was again presented, but this time there was a single label TACKS with
an arrow pointing to the box of tacks. The task, as in Duncker's experiment, was to find a way to attach
the candle to the wall using the items shown in the picture.
Differences between the All Label, No Label, and Tacks Label conditions were simulated by providing
different inputs to the units btacks, box, and tacks. In the All Label simulation, both box and tacks were
clamped with moderate input (.5) corresponding to the fact that the labels made each of the items salient.
B-tacks, the unit corresponding to a perception of the box of tacks as a single unit whose function was
the same as that of tacks, received no input. In the No Label simulation, btacks was clamped with a
moderate input (.5) while box and tacks received no input. Finally, in the Tacks Label simulation, btacks
was clamped with a high (.9) input, corresponding to a particularly strong tendency to view the box of
tacks as a single item possessing only the properties of tacks. Again, box and tacks received no input in
the Tacks simulation.
Note that the All Label condition roughly corresponds to Duncker's tacks-separate-fronvbox condition,
since the both the label BOX and physically separating the box from the tacks can be interpreted as
making the box more salient. Similarly, the No Label condition corresponds to Duncker's tacks-in-box
condition, since subjects tend not to consider the box in either of these conditions. Due to this rough
equivalence between the two experiments, the same AHAI simulations have been used to model the first
two condrtions in both experiments. Since Duncker has no condition corresponding to the Tacks Label
condition of Qlucksberg & Weisberg, the Tacks Label simulation fits data from a single experiment only.
Fits to the Human Data. As is readily apparent from Table 1, AHAI generates the least number of
states in the All Labeled condition (4), considerably more states in the No Label condition (10), and even
more in the Tacks Label condition (11 before it is unable to generate further states because all the
12. KAPLAN
Table 1: State Sequences Generated by Five AHA1 Simulations
All Labeled No Labels
a-c-t a-c-bt
1
a-c-bt a-c-t
a-c-c a-c-c
a-b-t* i-c-c
m-c-c
m-c-m
i-c-m
i-b-m*
i-xn-m
s-c-b
Tacks Label
a-c-bt
a-c-t
a-c-c
a-m-bt
a-bt-bt
a-m-c
i-xn-c
a-m-t
i-m-m
c-m-b*
s-m-b
STUCK
Goal Fixed
a-c-t
a-c-bt
a-c-c
a-c-t
a-b-t*
Einstellung
a-c-t
s-c-b*
* indicates the first state
to make use of the box.
Table 2:Data From Human Subjects Solving the Box Problem
EXPERIMENTAL
CONDITION
Tacks not in Box (Duncker)
Tacks in Box (Duncker)
All Labeled (6 & W)
No Labels (6 6 W)
Tacks Label (6 6 W)
% SUBJECTS WHO
SOLVED PROBLEM
100%
42.9%
100%
85%
77.1%
AVERAGE # OF
PRE-SOLUTIONS
1.3
2.3
not reported
not reported
not reported
% WHOSE riRST
SOLUTION USES BOX
not reported
not reported
95%
65%
54.3%
activations at the T layer have become negative). From these data, we would conclude that the
conditions are progressively more difficult and we might expect progressively fewer subjects to solve the
problem in the more difficult conditions. Furthermore we might expect those subjects who did solve the
problem in the more difficult conditions to require more solution attempts, just as AHA! does.
Data from human subjects, presented in Table 2, confirms our expectations based on the model's
behavior. Both human subjects and AHAI find the same variations of the Box problem difficult, and make
more solution attempts on the more difficult variations. The Glucksberg & Weisberg result that fewer
subjects use the box in their first proposed solution as the problem conditions get more difficult, is also
reflected in AHAI's behavior. The asterisks in Table 1, marking AHAI's first proposal of using the box in a
solution, occur progressively later in the simulation traces corresponding to the more difficult variations of
the Box problem. 1
Simulations of Goal Fixedness, Einstellung, & Restructuring
Goal Fixedness. To simulate the lack of flexibility exhibited by overly goal-directed problem solvers,
the All Labeled simulation was modified. Instead of removing the external inputs to attach and c-obj
(corresponding to the goal of attach the candle) after 100 cycles as was done with all the other
simulations, these inputs were left "clamped on." As Table 1 indicates, the result was a delay in
generating the partial solution a-b-t (attach box with candle). A dose look at the sequence of states
reveals that the delay is caused by a re visitation of the state a-c-t (attach candle with tacks). Although
this state was rejected earlier, it received such strong support from the clamped goal that it was
regenerated.
13. KAPLAN
Einstellung. The All Labeled simulation was again modified to simulate Einstellung. This time the
partial solution state s-c-b(support candle with box) was primed with a high external input for 100 cycles.
Table 1 shows that whereas the All Labeled simulation ends up generating a-b-t(attach box with tacks),
the Goal Fixed simulation generates s-c-b. Thus a complete change in the direction of problem solving
resulted from priming one of the partial solution states.
Restructuring. Interestingly, in the Einstellung simulation, AHA! shifts goals from attach candle, to
support candle concurrent with its generation of s-c-b. This interactive, simultaneous emergence of goal
and new problem state is characteristic of AHAI's behavior at the micro-level. More generally, such a
simultaneous switch of two or more elements can be interpreted as a change in representation or
restructuring. Depending on the values of the inhibition parameters used, AHA! can be seen to switch its
representation from box-of-tacks to tacks and box at the RA level, simultaneously with the generation of
the partial solution, s-c-b (support candle with box).
Conclusion
The themes of interactive activation and the interconnectedness of units are of the essence of each of
the problem solving phenomena discussed above. Stress one part of the model by making a goal or
problem feature more salient and the model shifts its behavior dynamically and interactively. This
dynamic adaptation, so characteristic of human problem solvers, is reflected both at the micro-level in the
generation of a single state, and at the macro-level by the variety of interesting solution paths AHAI
produces.
Acknowledgments
I would like to thank (and hold blameless) Jay McClelland, Mark St. John, and Herb Simon for their
very useful comments and suggestions.
References
Glucksberg, S. & Weisberg, R. W. (1966) Verbal behavior and problem solving:
some effects of labeling in a functional fixedness problem. Journalof
Experimental Psychology,Vol. 71, No.5, 659-664.
Kaplan, C. A. (1986) Cue driven shifts In representation. Unpublished
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McClelland, J. L (1981) Retrieving general and specific information from
stored knowledge of specifics. Proceedings of the ThirdAnnual Meeting
of the CognitiveScience Society, 170-172.
McClelland, J. L & Rumelhart, D. E. (1988) Explorations in Parallel
Distributed Processing:A Handbook of Models, Programs, andExercises.
Cambridge, MA:MIT Press/Bradford Books.
Newell, A. & Simon, H. A., (1972) Human Problem Solving. Englewood Cliffs,
NJ:Prentice-Hall.