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 754
... grandmasters on position A. COMPARISON WITH DE GROOT'S PROTOCOLS ON POSITION A The entirely qualitative comparison of the preceeding section needs to be supplemented by detailed examination . Especially is this true if we would under ...
... grandmasters on position A. COMPARISON WITH DE GROOT'S PROTOCOLS ON POSITION A The entirely qualitative comparison of the preceeding section needs to be supplemented by detailed examination . Especially is this true if we would under ...
Page 757
... grandmasters to club players . In fact , six of these seven most popular moves were mentioned by at least one - third ( 3 ) of the masters and grandmasters , and six of the seven by at least one - third ( 4 ) of the other players . One ...
... grandmasters to club players . In fact , six of these seven most popular moves were mentioned by at least one - third ( 3 ) of the masters and grandmasters , and six of the seven by at least one - third ( 4 ) of the other players . One ...
Page 783
... grandmasters give clear evidence in their evaluations of seeing continuations that they do not mention explicitly . In general ( but note the exception of subject G5 ) , the protocols of the grandmasters are less full and explicit than ...
... grandmasters give clear evidence in their evaluations of seeing continuations that they do not mention explicitly . In general ( but note the exception of subject G5 ) , the protocols of the grandmasters are less full and explicit than ...
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Common terms and phrases
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 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