Analogical Problem Solving
·
people
may use information about related problems during problem solving
·
Gick
& Holyoak (1980)
·
subjects
read an analogy story about a solution to a problem
·
then
are given a problem that can be solved with an analogous solution
·
does
the analogy story help?
·
Experiment
1
·
read
one of 3 stories (demonstrating 3 types of solution)
·
solve
radiation problem
·
encouraged
to use analogy story
·
3
solution types: dispersion, open supply, tunnel
·
results:
subjects more likely to propose solution used in analogy story
·
people
can use solutions from analogous problems
·
how
do people use analogy in problem solving?
1.
form a representation of problems
2.
map the representation of the story onto the
problem
·
based
on similar relations, not similar elements
3.
use the mapping to generate the solution
·
evidence
for mapping
·
verbal
protocols
·
evidence
of mapping, although amount of mapping varies across subjects
·
e.g.,
whole story vs. solution
·
Experiment
2
·
compare
two stories that both have dispersion solution
·
parade
story: fewer correspondences with radiation story
·
attack
story: more correspondences
·
result:
attack story leads to more dispersion solutions
·
people
don’t always use the analogy if not instructed to
·
Experiment
4:
·
subjects
read attack story
·
half
of subjects given hint to use story; half not
·
story
embedded in other, unrelated stories
·
results:
·
Hint
condition: 92% dispersion solution
·
No
Hint: 20% dispersion solution
·
analogical
problem solving is “neither automatic nor invariably applied”
Why
don’t people spontaneously use the analogy story?
·
the
story and the problem are formally analogous, but their content is quite
dissimilar
·
the
story and the problem may be stored in a content-dependent way
·
not
as abstract problem type
·
Ross
(1984)
·
subjects
learned to solve probability problems
·
different
principles -- e.g., permutation
·
taught
using golf tournament example
·
later,
solve new problems using those principles
·
problem
types:
1.
same
story line as study (e.g., golf)
2.
novel
story line
3.
same
story line as used for different principle
·
results:
1.
same
story line: 77% correct
2.
novel
story line: 43% correct
3.
other
story line: 23% correct
·
subjects
retrieved superficially similar problems to generate solution
·
this
is often a useful thing
·
people
can retrieve past solutions to formally similar (superficially dissimilar)
problems under some conditions
·
e.g.,
after comparing a number of instances of the same problem type
·
memory
for past problems in AI: case-based reasoning
·
rely
on knowledge of how similar problem was solved
·
steps:
·
case
selected from memory
·
selected
case adapted to fit present problem
·
adapted
solution applied and evaluated
·
memory
is updated
·
example:
appraisal of antiques
·
struggle
with a difficult problem ® set it aside for some time ® come back to it ® solve it quickly
·
Silveira
(1971): cheap-necklace problem
·
3
conditions:
·
control
·
half-hour
break
·
four-hour
break
·
results:
·
control:
55%
·
half-hour:
64%
·
four-hour:
85%
·
not
evidence of unconscious problem solving!
·
verbal
protocols: people don’t come back to problem with solutions worked out
·
possible
explanation: set effects
·
people
initially use inappropriate methods
·
with
break: forget those methods