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Power Law of Learning
How practice relates to performance. Initial gains in skill are larger; however it takes longer to get from an intermediate level to an expert level.
Cognitive stage
one of the stages of skill
Declarative knowledge
Commit facts to memory
Rehearse as you try to perform
Requires attention - can’t do second task
May be independent of skill: the best teacher may not be the most skillful, but rather someone who knows how to describe this stage well
Associative Stage
one of the stages of skill
Strengthen connections that lead to desired result
Feedback is important: see which actions lead to desired result
Get rid of actions that lead to errors
Automaticity
one of the stages of skill
Fast
Executed with less attention/consciousness
Less verbalization
Less dependent on verbalization
Declarative knowledge less available (harder to describe what you are doing at this stage. Golf example in class)
Proceduralization
Take declarative knowledge and turn it into productions
Composition
take several productions and join them into one
Serial Reaction Time Task
Four boxes on a screen
Each one matches up to one of your fingers
As soon as one of the boxes lights up you are supposed to press that button
You could have them light up randomly or have them light up in a sequence
Ecplicit training - “look for the sequence”
Implicit training - “it’s all random”
Even if its just random you get better from repeating the task
However, there will be an added benefit if it is a sequence
When tested implicitly you dont know that you have learned the sequence
Your performance is better whether you know that you learned a sequence or not
Multiple Learning strategies that operate in parallel
Fast system(s)
Large amount of learning per trail that saturates quickly
Requires extra time, cognitive resources for processing
Accessible to awareness and conscious intention
Flexible
Slow system (s)
Small, incremental amount of learning per trail
Learns automatically without effort
Impenetrable to awareness, operates independent of conscious strategies
Inflexible (habits)
Response Chaining
Feedback from one movement triggers the next one
Feedback from the first response is the stimulus that tells you to respond to the next one
Originally a behaviorist notion
typing speed provides evidence against this idea
Motor Program
Representation of the plan for movement and movement sequences
Fast doesn’t require feedback
Abstract
Hierarchical
Abstract high level
Specific low level
Composed of subprograms
Less abstract representation of movement subparts
Signature looks similar for small and large versions
Provides evidence for Abstract motor representations and hierarchical representation
Cerebellum
Known to:
Coordinate motor movements (e.g. aiming towards a target)
Control the muscle tone, the base level of tension in a muscle
Prime the motor system just prior to the onset of a movement
Contribute to motor leaning (e.g. classical conditioning)
Basal Ganglia
Set of nuclei located in the cortex
Involved in directing the movement of limbs and in coordinating programs for automatic action
Impairment of the basal ganglia -> parkinson’s disease
Speed-accuracy tradeoff
Movement time increases more as one increases the distance from one to two inches than when the distance is increased from 10 to 11 inches
As precision is increased, movement time increases
Movement time increases as distance between trafets increased and their width decreased
Subsequent research (Keele, 1989) confirmed the generality of expression for a wide range of movements and targets
Fitt’s Law
The greater the distance to the target, the greater the number of component movements and adjustments necessary
Collectively, the submovements are assumed to optimize motor performance, much as problem-solving activities are optimized given one’s limits in memory and info-processing capacity
Properties of Language
Communicative
the purpose of language is to communicate
Language is Symbolic
Language creates symbols that make reference to things, ideas, processes, relationships, and descriptions, etc.
Language is (mostly) arbitrary
Why is it “dog” vs “perro”?
Why does “dog” mean what it does and sound the way it does
It is not the physical combination of sounds/symbols that are giving it meaning
It is just a common set of conventions that speakers of a language adopt
Mostly… (kiki and Bouba)
Productive (generative)
Within the limits of a linguistic structure, language users can produce an infinite number of novel utterances
The possibilities for creating new utterances are virtually limitless
Say something entirely novel right now!
We dont learn to imitate, we learn to generate
Dynamic (constantly evolving)
Selfie
What slang terms do I not know?
Body is tea
Rizz
Structured at multiple levels (hierarchical)
Infant directed speech (motherese)
High spitch, slow rate, exaggerated intonations
Falling pitch and pausing signals phrase boundaries
Aids parsing
Infants prefer to listen to this
Head turning
Might help kids acquire word boundaries
Holophrastic Stage
One word utterances
No syntax, need context (gestures, affect) to disambiguate
Undergeneralization and overgeneralization for first ~ 75 words
Ex: Dog = other small mammals
Do understand some phrases
Can only produce one word
Telegraphic Stage
Two word utterances
Correct use of word order:
Subject-action
Action-object
Can convey a lot of information succinctly (like a telegraph)
Problem
Some initial state where you start out and some goal state that you are trying to get to
And some methods that help you get to the goal state
consists of some initial state in which a person begins and a goal state that is to be obtained, and a non-obvious way of getting from the first to the second
Two types of problems
Well-structured (well-defined)
Completely specified starting conditions, goal state, and methods for achieving the goal
EX: geometry proof
Ill-structured (ill-defined)
Finding a mate
Choosing a career
Writing the best novel
Most of the problems we encounter in our lives
Difficult to study
Problem Space
Whole range of possible states and operators, only some of which will lead to goal state
Operators
Actions that move between states
Analogies
Retrieve a representation of a problem from memory that is similar to the problem you currently face
People tend to miss deep similarities between problems, because they tend to focus on surface similarities
Functional Fixedness
see an object as having only a fixed, familiar function
EX: Dunkers’ candle problem and Maier’s Rope Problem
Getting “Stuck in Set”
People will continue to use the same way to solve the problem, even if there is an easier solution (if they have done it enough times in a row)
If there is a situation where only the easier one works and the other one does not, you will struggle
Top-down hindrances
If you think a problem should be solved in a particular way it could hinder your ability to find/use easier solutions
Algorithm
Completely specified sequence of steps that is guaranteed to produce an answer
Usually guaranteed to produce the correct answer
But may be slow or laborious
Heuristics
Short cut/”Rule of thumb”
Never guaranteed to produce correct answer
But usually quick and easy
Difference Reduction (hill climbing)
At any point, select the operator that moves you closer to the goal state: is new state more similar to goal? (never choose an operator that moves you away)
Means-end Analysis
Identify the largest difference between current state and goal state
Set as a subgoal reducing that difference
Find and apply an operator to reduce the difference
If operator can’t be applied, new subgoal=remove obstacle that prevents applying the operator
can involve working backwards
Expert Problem Solving
Rich, organized schemas
Lots of well-organized declarative and procedural knowledge
More sophisticated representations
Spend more time on representation
Experts take longer to start a solution, but less time to complete it
Recognize subcomponents
Less means-end analysis (using fewer heuristics)
Pre-stored solutions in long-term memory
Fewer demands on working memory
Move forward, not backward
Deterministic/deductive
General to specific
Detecutive: theory -> hypothesis -> observation -> confirmation
Probabilistic/inductive
Specific to general
Inductive: Observation -> pattern -> hypothesis -> theory
What we use most in day to day life
Normative theories of reasoning
How one ought to reason
E.g.; rules of logic (Bayes' theorem)
Descriptive theories of reasoning
How people actually reason
E.g.; biases, heuristics
Base Rates
When this is 50/50 people tend to pay too much attention to it and get anchored there
people tend to ignore this when it is NOT 50/50
Availability
People estimate frequency or probability by the ease with which instances or associations can be brought to mind
May be biased because highly publicized illness may be easily “available” because of the media attention it receives
Representativeness
This heuristic says that the probability of an event is estimated by the degree to which it fits an existing cognitive stereotype
leads doctors to ignore base rates, make pseudo diagnostic judgements, to misinterpret random events and to misunderstand statistical regression
Gamblers Fallacy
the unwarranted expectation that every sample must represent the population mean
Hindsight Bias
occurs when our present knowledge is allowed to influence our estimates of the likelihood of previous events
Suggests that doctors may be reasoning backwards (start with diagnosis and adjust the predictive value of the signs accordingly)
Anchoring and Adjustment
Recommends that probabilities be estimated by first beginning with an “anchored” probability value and the adjusting of this value according to the features of the specific case
The initial placement of the “anchor” can have an unduly large influence on final judgements
Closely related to availability and representativeness
Conjunction Fallacy
Occurs when people mistakenly believe that a conjunction of events (hot and sunny) is more probable than a single even (hot).
The ing and n example is an example of this (avaliability heuristic)
How a problem is framed
One is framed as a gain, the other is framed as a loss
Gain frame -> risk-averse (avoiding risk)
Loss Frame -> Risk-seeking
Sunk Cost Fallacy
Tendency to continue an endeavor if we have already invested time, effort, or money into it, even if the costs outweigh the benefits
You might as well continue to make the jet if it is already 90% completed, even if you won’t be able to sell it
Quantifier (categorical syllogism)
(how much of some particular group is in a particular category)
Some businessmen are wealthy
All wealthy people are powerful
Therefore, some businessmen are powerful
Comparative (Linear)
Mighty Joe Young is more powerful than Godzilla
King Kong is more powerful than Mighty Joe Young
Therefore, king kong is more powerful than Godzilla
Conditional
If you write a good research proposal, then you will get funded
You write a good research proposal
You will be funded
Quantifier types
All doctors are rich (Universal Positive) (positive = they have some property)
Some lawyers are dishonest (Particular positive)
No politician is trustworthy (universal negative) (negative = they do not have a property)
Some actors are not handsome (particularly negative)
In this situation, positive does not equal good
Validity Affect
More than likely to accept valid than invalid syllogisms
Implies that we are sensitive to validity in some way
Atmosphere Effect
(Universal vs Particular)
SOME A’s are B’s
SOME B’s and C’s
Therefore, ALL A’s are C’s
Invalid
Usually rejected because the atmosphere of the premise does not match the atmosphere of the conclusion
ALL A’s are B’s
SOME B’s are C’s
Therefore, SOME A’s and C’s
Invalid
Accepted
If the atmosphere matches, they are more likely to say valid and if atmosphere does not match then they are less likely to say valid
(positive vs negative)
Some A’s are B’s
Some B’s are C’s
Therefore, NO A’s are C’s
Invalid
Rejected
NO A’s are B’s
ALL B’s are C’s
Therefore, NO A’s are C’s
Invalid
Accepted
Note: the premises make up the “atmosphere”
Continuos Reinforcement
Every time the animal does something that you like then you give it some form of reinforcement. Best for teaching an animal a new thing that it has never done before
Ration Reinforcement
Reward given after action is performed more than one time (some fixed number of times)(Ex: every 3rd time).
Fixed ratio (every 3rd time)
Variable Ratio
(somewhat random where you give the reward) - will make the animal do the behavior most frequently. Will continue to do the behavior because it does not know when it will get the food.
Near Miss Effect
Areas of the brain that encode for actual wins still light up when you have a near miss
The pattern for brain activity is the same when you get a near miss to when you get an actual win
Near miss similar to full miss