Problem Solving Page 1 Problem Solving Examples of Problems • How to lose 10 lbs. • Solving a crossword puzzle • Select a good chess move • Building a spaceship to go to Mars • Building a successful career • How to get an "A" in this course • Writing a good term paper Parts of a Problem • Goal o Where you would like to end up • Givens o Where you start from plus the rules • Means o The tools you can use to get from the initial state to the goal • Obstacles--must have some steps or not a problem. o not “2+2=?” Types Of Problems • Well-defined: Goal and starting point are clear; you know when it’s been solved o Researchers mainly study well-defined problems Problem Solving Page 2 • Ill-defined problems: Goal and starting point are unclear; hard to tell when solution is reached o Many real-life problems are ill-defined Terms • Task Environment o the problem (objectively) • Problem Space o how the problem is encoded/represented • Problem State o the current state of the problem space Methods • Intermediate products: look at work subject does in getting answer • Verbal protocol: “think aloud” • Recognition test: high false alarm to intermediate stages • Computer simulation: existence proof Simulation • Newel and Simons General Problem Solver (GPS) • Limited capacity STM--fast access; infinite capacity LTM--slow access • Searches through the problem space to solve problems Problem Solving Strategies • Think of problem space as a real space • Describe the process of traveling through the space (searching the problem space) Problem Solving Page 3 Terms • Algorithm o guarantees a solution if there is one; might not be fast • Heuristic o fast; does not guarantee a solution Algorithm (guaranteed a solution) • Chess o Calculate all possible moves and countermoves o After the sixth move you are up to 225 million possibilities o Not very efficient for problems that have large problem spaces Heuristics (not guaranteed) • Reduce the problem space by use of a short-cut. • Guide search in an intelligent way. Heuristic: Random • Move in a random direction Heuristic: Working Backwards • Start at goal state, move to start state o Mazes o Mathematical proofs Problem Solving Page 4 Heuristic: Means-End Analysis • Compare current state with end state • Move in direction that minimizes distance left/ difference between current and end • Guess a number between 1 and 100 o Choose 50 o Eliminate either 1-50 or 50-100 Heuristic: Generate and Test • Generate a solution. • Test to see if it works. • If not, try again. The importance of representation • Represent the problem in terms of a list of features describing the problem. • Internal representation of the problem o May include extra information o May leave out critical information o May lead to functional fixedness focus on just one function for an item 9 Dot Problem Functional Fixedness • Reverse “McGyver” problem • The inability to use objects other than how they are usually used. Problem Solving Page 5 Maier Two-String Problem Duncker Candle Problem Functional fixedness and the 9 Dot Problem Problem Representation • If crucial information is missing from problem space, problem may be impossible • If additional “information” is added to a problem space, problem may be impossible Transfer (analogy) • People don’t spontaneously transfer solutions • Physics, statistics, maths books: o if homework problem like example problem, most solve correctly (~70%) o if homework problem superficially different from example problem, most do not solve (~20%) Similarity • Surface similarity o medical versus military • Structural similarity o both convergence problems Mental Models • Create an internal model of the situation • Use that model to solve problems Problem Solving Page 6 Intuitive physics Individual differences in decision making capabilities. • Good decision makers construct more alternative and accurate models. Incubation Effect Not “unconscious processing” • Subjects did not come back with solution; rather, began working again • Explained best by “forgetting previous problem space” Predicting Success • Insight problems (e.g., cheap necklace, nine dots) o Rate how likely solve in next 10 seconds Correct: 3.47; Incorrect: 5.25 • Premonition of insight more accurately predicts mistakes than solution Expertise • How are experts different from novices? o Overcome memory limitations • Knowledge base o Experts know more and that information is more easily accessed • Representation o Experts represent the problem in terms of its solution, not in terms of the problem. Problem Solving Page 7 o They are less susceptible to functional fixedness. o Appreciating structural similarity • Experts are not distracted by surface features. • Experts solve problems rapidly and efficiently. o Many parts of the problem have become automatized. • Experts are much more aware of how close they are to a solution. They are able to predict accurately whether they will solve a problem. • Experts practice in their area of expertise (at least 4 hours a day). o Question: How do you get to Carnegie Hall? o Answer: Practice, practice, practice. 10 Year Rule • Become an expert after 10 years of practice o chess o musical performance/composition o mathematics o tennis o livestock evaluation o medical diagnosis Domain Limited • Expertise is domain limited o Does not transfer • Span for digits = 80 Problem Solving Page 8 • Span for letters ~7 Creativity • Divergent production test Stages of creativity • Preparation • Incubation • Illumination • Verification