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

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Page 1: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

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

Page 2: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

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

Page 3: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 3

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

Page 4: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 4

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

Page 5: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 5

A cognitive model for perception in games

Perception guided by knowledge

Page 6: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 6

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)

Page 7: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 7

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

Page 8: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 8

Hypotheses about perception

Hypothesis 1: It is easier to perceive one’s own pieces than the pieces of the opponent

Page 9: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 9

Hypotheses about perception

Hypothesis 2: It is easier to perceive pieces that are promoted than pieces that are not promoted

Page 10: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 10

Hypotheses about perception

Hypothesis 3: Pieces closer to oneself are easier to perceive than pieces further away

Page 11: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 11

Hypotheses about perception

Hypothesis 4: Bigger pieces are easier to perceive than smaller pieces

Page 12: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 12

Reproduction experiment

Page 13: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 13

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

Page 14: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 14

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

Page 15: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 15

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

Page 16: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 16

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

Page 17: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 17

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

Page 18: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 18

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

Page 19: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 19

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!

Page 20: 2008/09/30Computers and Games 20081 Cognitive Modeling of Knowledge-Guided Information Acquisition in Games Reijer Grimbergen Department of Informatics

2008/09/30 Computers and Games 2008 20

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