2008/09/30computers and games 20081 cognitive modeling of knowledge-guided information acquisition...
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2008/09/30 Computers and Games 2008 1
Cognitive Modeling of Knowledge-Guided Information Acquisition in Games
Reijer Grimbergen
Department of Informatics
Yamagata University, Japan
2008/09/30 Computers and Games 2008 2
Outline
Where do we want to go?
A cognitive model for perception in games
A reproduction experiment in shogi
Experimental results
Conclusions and future work
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Where do we want to go?
Using Marvin Minsky’s Society of Mind theory for game playing
What are the primitive agents?Input agents: perception of board and pieces
Output agents: playing moves
First step
Studying perception to understand input agents
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A cognitive model for perception in games
The three-stage memory model (Atkinson and Shiffrin, 1968)
Sensory memory
Information from
the outside world
Short-term memory
Selective attention
Output
Long-term
memory
Encoding
Retrieval
Environment
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A cognitive model for perception in games
Perception guided by knowledge
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A cognitive model for perception in games
Feedback from long-term memory
Sensory memory
Information from
the outside world
Short-term memory
Selective attention
Output
Long-term
memory
Encoding
Retrieval
EnvironmentPerception of
board and pieces
Minsky’s primitive
agents (input/output)
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Perception in games
Acquiring the necessary knowledge about a board position to make a decision about the next move
Perception is strongly related to chunksStronger players have bigger chunks of game knowledge, so are better at information extraction
Chunks = agencies?
Reproduction experiment to understand
the fundamental agents dealing with perception
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Hypotheses about perception
Hypothesis 1: It is easier to perceive one’s own pieces than the pieces of the opponent
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Hypotheses about perception
Hypothesis 2: It is easier to perceive pieces that are promoted than pieces that are not promoted
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Hypotheses about perception
Hypothesis 3: Pieces closer to oneself are easier to perceive than pieces further away
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Hypotheses about perception
Hypothesis 4: Bigger pieces are easier to perceive than smaller pieces
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Reproduction experiment
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Reproduction experiment
10 positionsGenerated randomly
5 positions with pieces in hand
11 subjectsAll in their early twenties
9 subjects were absolute beginners
2 subjects had played in elementary school
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Experimental results
Reproduction time
0
60
120
180
240
300
360
420
480
540
600
660
720
780
840
900
960
1020
1080
1140
S1 S2 S3 S4 S5 S6 S7 S8 S9 S10 S11
Subjects
Tim
e (s
econ
ds)
P1P2P3P4P5P6P7P8P9P10
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Experimental results
Correctness
0
5
10
15
20
25
30
35
40
45
S1 S2 S3 S4 S5 S6 S7 S8 S9 S10 S11
Subjects
Cor
rect
ly r
epro
duce
d (%
)
P1P2P3P4P5P6P7P8P9P10
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Experimental resultsHypothesis 1: It is easier to perceive one’s own pieces than the pieces of the opponent
Hypothesis not valid!
0
20
40
60
80
100
120
S1 S2 S3 S4 S5 S6 S7 S8 S9 S10 S11Subject
Rep
rodu
ced
piec
e nu
mbe
r
Own pieceOpponent piece
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Experimental resultsHypothesis 2: It is easier to perceive pieces that are promoted than pieces that are not promoted
Hypothesis probably invalid!
0
20
40
60
80
100
120
140
160
180
S1 S2 S3 S4 S5 S6 S7 S8 S9 S10 S11
Subject
Rep
rodu
ced
piec
e nu
mbe
r
Non-promoted
Promoted
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Experimental resultsHypothesis 3: Pieces closer to oneself are easier to perceive than pieces further away
Hypothesis not valid!
0
20
40
60
80
100
120
140
160
1 2 3 4 5 6 7 8 9
Board rank
Rep
rodu
ced
piec
e nu
mbe
r
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Experimental resultsHypothesis 4: Bigger pieces are easier to perceive than smaller pieces
0
10
20
30
40
50
60
70
Piece
Rep
rodu
ctio
n ra
tio
(%)
Hypothesis not valid!
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Conclusions and future workConclusions
Perceptual clues in board and pieces do not guide the knowledge stored in memoryPerceptual clues only trigger this knowledgeAgents and agencies should be built around primitive concepts like board, piece and king
Future workBuild it!Further reproduction experiments with players of different playing strength