Human Problem SolvingThe aim of this book is to advance our understanding of how humans think. It seeks to do so by putting forth a theory of human problem solving, along with a body of empirical evidence that permits assessment of the theory. |
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Page 421
... L1 535 Select A B↔ L1 540 G24 : Apply A → B to L1 543 G25 : Change connective to in L1 557 G26 : Apply R5 to L1 562 Produce L7 : ~ ( ( ~ R ~ ~ P ) V ( ~ ( ~ R ~ Q ) ) too complex 605 606 421 FIGURE 8.11 ( cont'd ) 422 G27 : Apply R7.
... L1 535 Select A B↔ L1 540 G24 : Apply A → B to L1 543 G25 : Change connective to in L1 557 G26 : Apply R5 to L1 562 Produce L7 : ~ ( ( ~ R ~ ~ P ) V ( ~ ( ~ R ~ Q ) ) too complex 605 606 421 FIGURE 8.11 ( cont'd ) 422 G27 : Apply R7.
Page 422
... Apply R7 to L1 · G28 : Change connective to ⚫ in right ( L1 ) G29 : Apply R6 to right ( L1 ) 616 663 669 Produce L8 : ( R − ~ P ) · ( R V Q ) 707 G30 : Apply R7 to L8 710 Produce L9 : ( ( R = ~ · P ) · R ) V ( ( R − ~ P ) • Q ) too ...
... Apply R7 to L1 · G28 : Change connective to ⚫ in right ( L1 ) G29 : Apply R6 to right ( L1 ) 616 663 669 Produce L8 : ( R − ~ P ) · ( R V Q ) 707 G30 : Apply R7 to L8 710 Produce L9 : ( ( R = ~ · P ) · R ) V ( ( R − ~ P ) • Q ) too ...
Page 476
... apply R7 . We would expect this kind of search to explain many or most of the expressions generated in this equivalence class . Let us review the situation faced by S4 , and by any subject trying to put L1 in a form where R7 can be ...
... apply R7 . We would expect this kind of search to explain many or most of the expressions generated in this equivalence class . Let us review the situation faced by S4 , and by any subject trying to put L1 in a form where R7 can be ...
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analysis apply R7 ARITHMETIC artificial intelligence assignment base-move basic behavior Bishop British Museum Algorithm Broader View carry Chapter chess programs column considered CRYPT cryptarithmetic defined depth-first search described digit eliminate equivalence class evaluation evoked example exploration expression Figure function game tree give going grandmasters hence heuristics horseshoe human problem solving inference initial input Knight knowledge letter logic Logic Theorist looking means-ends analysis memory method move Newell node obtained occur operators P V Q path pawn player position possible problem D1 production system proof protocol PV Q representation rule selection sequence solution solver specific stop and report strategy subproblems symbol structures Task Analysis task environment theorems theory tic-tac-toe tilde tion transform tree variable wedge writes Yeah