the study of (mostly human) sensation & perception, cognition (learning, knowledge representation, thinking & reasoning) and behavior (action, judgment, choice & decision making, expertise and skilled performance)
In many ways the word ‘meliorizing’ expresses a sensible middle way between optimizing and satisficing. Where optimus means best, melior means better. (…) Like a river, natural selection blindly meliorizes its way down successive lines of immediately available least resistance. The animal that results is not the most perfect design conceivable, nor is it merely good enough to scrape by. It is the product of a historical sequence of changes, each one of which represented, at best, the better of the alternatives that happened to be around at the time. |
Richard Dawkins (1982), The Extended Phenotype: The Long Reach of the Gene, p. 46 |
Hansjörg Neth, Chris R. Sims, Wayne D. Gray
Abstract: Situations that present individuals with a conflict between local and global gains often result in a behavioral pattern known as melioration — a preference for immediate rewards over higher long-term gains. Using a variant of a paradigm by Tunney & Shanks (2002), we explored the potential role of feedback as a means to reduce this bias. We hypothesized that frequent and informative feedback about optimal performance might be the key to enable people to overcome the documented tendency to meliorate when choices are rewarded probabilistically. Much to our surprise, this intuition turned out to be mistaken. Instead of maximizing, 19 out of 22 participants demonstrated a clear bias towards melioration, regardless of feedback condition. From a human factors perspective, our results suggest that even frequent normative feedback may be insufficient to overcome inefficient choice allocation. We discuss implications for the theoretical notion of rationality and provide suggestions for future research that might promote melioration as an explanatory mechanism in applied contexts.
You can’t play 20 questions with nature and win. |
Allen Newell (1973) |
Hansjörg Neth, Chris R. Sims, Vladislav D. Veksler, Wayne D. Gray
Abstract: To investigate people’s ability to update memory in a dynamic task environment we use the experimental card game TRACS^tm (Burns, 2001). In many card games card counting is a component of optimal performance. However, for TRACS, Burns (2002a) reported that players exhibited a baseline bias: rather than basing their choices on the actual number of cards remaining in the deck, they chose cards based on the initial composition of the deck. Both a task analysis and computer simulation show that a perfectly executed memory update strategy has minimal value in the original game, suggesting that a baseline strategy is a rational adaptation to the demands of the original game. We then redesign the game to maximize the difference in performance between baseline and update strategies. An empirical study with the new game shows that players perform much better than could be achieved by a baseline strategy. Hence, we conclude that people will adopt a memory update strategy when the benefits outweigh the costs.
For the exogenously extended organizational complex functioning as an integrated homeostatic system unconsciously, we propose the term “cyborg”. |
M.E. Clynes and N.S. Kline (1960), Cyborgs and Space (Astronautics, 13) |
Christopher W. Myers, Hansjörg Neth, Michael J. Schoelles, Wayne D. Gray
Abstract: The simulated cyborg (or, simBorg) approach blends computational embodied-cognitive models of interactive behavior with artificial intelligence based components in a simulated task environment (Gray, Schoelles, & Veksler, 2004). simBorgs combine human and machine components. This combination of high fidelity cognitive modeling (human) and AI (machine) facilitates the development of families of models that allow the modeler to hold components (memory, vision, etc) at different levels of expertise without concern for cognitive plausibility. For example, rather than modeling human problem solving, the modeler can rely on various black-box techniques (i.e., cognitively implausible AI), thereby focusing on predicting how subtle differences in costs and benefits in interactive methods affect performance and errors. The current modeling endeavor adopts the simBorg approach in order to build a family of interactive decision-making agents.
There is a co-ordination of senses and thought, and also a reciprocal influence between brain activity and material creative activity. In this reaction the hands are peculiarly important. It is a moot point whether the human hand created the human brain, or the brain created the hand. Certainly the connection is intimate and reciprocal. |
A.N. Whitehead, Technical Education and its Relation to Science and Literature, p. 78. |
Hansjörg Neth, Stephen J. Payne
Abstract: This article explores the concept of epistemic actions in the Tower of Hanoi (ToH) problem. Epistemic actions (Kirsh & Maglio, 1994) are actions that do not traverse the problem space toward the goal but facilitate subsequent problem solving by changing the actor’s cognitive state. We report an experiment in which people repeatedly solve ToH tasks. An instructional manipulation asked participants to minimize moves either trial by trial or only on the last three of six trials. This manipulation did not have the predicted effect on the trial-by-trial move counts. A second, device manipulation provided some participants with an “exploratory mode” in which move sequences could be tried then undone without affecting the criterion move count. Participants effectively used this mode to reduce moves on each trial, but there was no clear evidence that they used it to learn about the problem across trials. We conclude that there is strong evidence for one sub-type of epistemic action (acting-to-plan) but no evidence for a second sub-type (acting-to-learn).