Skip to main content

Cognitive Modeling of Knowledge-Guided Information Acquisition in Games

  • Conference paper
Book cover Computers and Games (CG 2008)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 5131))

Included in the following conference series:

Abstract

Since Chase and Simon presented their influential paper on perception in chess in 1973, the use of chunks has become the subject of a number of studies into the cognitive behavior of human game players. However, the nature of chunks has remained elusive, and the reason for this lies in the lack of using a general cognitive theory to explain the nature of chunks. In this paper it will be argued that Marvin Minsky’s Society of Mind theory is a good candidate for a cognitive theory to define chunks and to explain the relation between chunks and problem-solving tasks. To use Minsky’s Society of Mind theory to model human cognitive behavior in games, we first need to understand more about the primitive agents dealing with the relation between perception and knowledge in memory. To investigate this relation, a reproduction experiment is performed in shogi showing that perception is guided by knowledge in long-term memory. From the results we may conclude that the primitive agents in a cognitive model for game-playing should represent abstract concepts such as board, piece, and king rather than the perceptual features of board and pieces.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 74.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Atkinson, R.C., Shiffrin, R.M.: Human memory: A proposed system and its control processes. In: Spence, K.W., Spence, J.T. (eds.) The psychology of learning and motivation: Advances in research and theory, vol. 2, pp. 89–195. Academic Press, New York (1968)

    Chapter  Google Scholar 

  2. Burmeister, J.: Memory Performance of Master Go Players. In: van den Herik, H.J., Iida, H. (eds.) Games in AI Research, Van Spijk, Venlo, The Netherlands, pp. 271–286 (2000)

    Google Scholar 

  3. Campbell, M., Hoane Jr., A.J., Hsu, F.-h.: Deep Blue. Artificial Intelligence 134(1–2), 57–83 (2002)

    Article  MATH  Google Scholar 

  4. Chase, W.G., Simon, H.A.: Perception in chess. Cognitive Psychology 4, 55–81 (1973)

    Article  Google Scholar 

  5. De Groot, A.D.: Thought and Choice in Chess. Mouton & Co, The Hague (1965)

    Google Scholar 

  6. Ito,T., Matsubara H., Grimbergen R.: Cognitive Science Approach to Shogi Playing Processes (1) – Some Results on Memory Experiments. Journal of the Information Processing Society of Japan, 43(10), 2998–3011, (2002) (in Japanese)

    Google Scholar 

  7. McCracken, D., Wolfe, R.: User-Centered Website Development. Prentice-Hall, New Jersey (2004)

    Google Scholar 

  8. Miller, G.A.: The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information. Psychological Review 63(2), 81–97 (1956)

    Article  Google Scholar 

  9. Minsky, M.: The Society of Mind. Simon and Schuster, New York (1988)

    Google Scholar 

  10. Reitman, J.: Skilled perception in Go: Deducing memory structures from inter-response times. Cognitive Psychology 8(3), 336–356 (1976)

    Article  Google Scholar 

  11. Simon, H.A., Chase, W.G.: Skill in Chess. American Scientist 61, 394–403 (1973)

    Google Scholar 

  12. Sperling, G.: The Information Available in Brief Visual Presentations. Psychological Monographs: General and Applied 74(11, Whole No. 498), 1–29 (1960)

    Google Scholar 

  13. Tichomirov, G.K., Poznyanskaya, E.D.: An investigation of visual search as a means of analyzing heuristics. Soviet Psychology, 5, 2–15 (Winter 1966-1967)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

H. Jaap van den Herik Xinhe Xu Zongmin Ma Mark H. M. Winands

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Grimbergen, R. (2008). Cognitive Modeling of Knowledge-Guided Information Acquisition in Games. In: van den Herik, H.J., Xu, X., Ma, Z., Winands, M.H.M. (eds) Computers and Games. CG 2008. Lecture Notes in Computer Science, vol 5131. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-87608-3_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-87608-3_16

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-87607-6

  • Online ISBN: 978-3-540-87608-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics