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

 

Incubation Effects

 

·        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