Acquisition of strategies depending on the opponents' competence level.

Archiv fur Psychologie Pub Date : 1989-01-01
H Wontorra, J Krems
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引用次数: 0

Abstract

The development of problem-solving skills from novices to advanced subjects in dependence of the competence level of the opponent is examined in a two-person zero-sum game (Othello). In a repeated-measurement design 18 Ss. (6 Ss in 3 groups) played 10 games against one of three opponent-strategies (implemented on a computer): one "expertlike" strategy, which uses domain specific knowledge and local heuristics (minimax-algorithm with alpha-beta pruning); one "novicelike" strategy, in which global, domain independent problem solving strategies (means-ends analysis, goal-reduction) are implemented; and one strategy, which contradicts the supposed heuristics of the novices, but which results in a "weak" performance (minimization in move-selection). Contrary to our assumptions no significant effects of experience could be verified (win versus loss during single runs). An experience dependent differentiation of global problem solving strategies could not be shown for any of the groups. Neither could a general improving effect of the model for acquiring local, task specific heuristics be proved.

策略的获取取决于对手的能力水平。
在一个两人零和游戏(奥赛罗)中,从新手到高级科目的问题解决能力的发展取决于对手的能力水平。在重复测量设计中,18名学生(3组6名学生)针对三种对手策略(在计算机上执行)中的一种玩了10场游戏:一种是“专家型”策略,使用特定领域知识和局部启发式(带有α - β修剪的最小化算法);一个“新手”策略,其中实现了全局的、领域独立的问题解决策略(手段-目的分析、目标缩减);还有一种策略,它与新手的假设启发相矛盾,但却导致了“弱”的表现(移动选择的最小化)。与我们的假设相反,经验的显著影响无法得到验证(单次运行中的输赢)。在任何一组中都没有显示出全球问题解决策略的经验依赖差异。也不能证明该模型在获取局部、特定任务的启发式方面具有普遍的改进效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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