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|    ScienceDaily to All    |
|    Can we learn to think further ahead?    |
|    31 May 23 22:30:34    |
      MSGID: 1:317/3 64781f01       PID: hpt/lnx 1.9.0-cur 2019-01-08       TID: hpt/lnx 1.9.0-cur 2019-01-08        Can we learn to think further ahead?         Cognitive scientists' computational model shows how expertise improves       planning depth                Date:        May 31, 2023        Source:        New York University        Summary:        Chess grandmasters are often held up as the epitome of thinking        far ahead. But can others, with a modest amount of practice,        learn to think further ahead? In addressing this question, a team        of cognitive scientists has created a computational model that        reveals our ability to plan for future events. The work enhances        our understanding of the factors that affect decision-making and        shows how we can boost our planning skills through practice.                      Facebook Twitter Pinterest LinkedIN Email              ==========================================================================       FULL STORY       ==========================================================================       Chess grandmasters are often held up as the epitome of thinking far       ahead. But can others, with a modest amount of practice, learn to       think further ahead? In addressing this question, a team of cognitive       scientists has created a computational model that reveals our ability       to plan for future events. The work enhances our understanding of the       factors that affect decision-making and shows how we can boost our       planning skills through practice.              The research, conducted by scientists in New York University's Center for       Neural Science and reported in the journal Nature, centers on the role of       "planning depth" -- the number of steps that an individual thinks ahead --       in decision-making.              "While artificial intelligence has made impressive progress in solving       complex planning problems, much less is understood about the nature       and depth of planning in people," explains Wei Ji Ma, a professor of       neuroscience and psychology at NYU and the paper's senior author. "Our       work adds to this body of knowledge by showing that even a relatively       modest amount of practice can improve depth of planning." It's been long       established that a hallmark of human intelligence is the ability to plan       multiple steps into the future. However, it's less clear whether or not       skilled decision makers plan more steps ahead than do novices. This is       because methods for measuring this aptitude (e.g., experiments involving       board games) have notable shortcomings -- in part, because they don't       reliably estimate planning depth.              The Naturepaper's authors had people play a relatively simple game --       a more sophisticated version of tic-tac-toe -- that still required       players to plan deeply (i.e., multiple steps ahead). Then, to understand       precisely what goes on in people's minds as they are thinking of their       next move in this game, the authors designed a computer model based on       AI principles. The model allows them to describe and subsequently predict       the moves that people make when faced with new situations in the game.              "In this computational model, players build a 'decision tree' in their       heads the same way that you might plan for multiple possible scenarios       for a complex travel itinerary," Ma explains.              Here, their calculations showed that human behavior can be captured using       a computational cognitive model based on a heuristic search algorithm --       one that maps out a sequence of promising moves for both players.              To validate the model, the researchers conducted a series of behavioral       experiments with human participants. Specifically, they tracked how       players planned their moves under different scenarios while also testing       their memory and their ability to learn from and reconstruct their       game-playing experiences.              In addition, the team conducted a Turing test experiment in which       observers, who had played the game before, were asked to determine whether       sequences of moves they witnessed were generated by the model or by human       players. These observers were able to make the correct distinction only       about half the time, suggesting that the model makes similar decisions       that a human would make.              Several of these experiments may be played online by going to Ma's       laboratory website.              Overall, their results showed that better planning is driven by the       ability to recognize patterns more accurately and in less time --       outcomes that point to the benefits of practice and experience.              "It is known that cognitive abilities can improve in adulthood through       practice," observes Ma. "These findings show that even a relatively       modest amount of practice can improve one's depth of planning. This       opens up new avenues of research. For example, we can use these methods       to study the development of planning abilities in children, or test       whether planning abilities can be retained in old age. Of course, it is       also crucial that we connect planning in the laboratory to planning in       real life." The paper's other authors are: Bas van Opheusden, an NYU       doctoral student at the time of the study and now a research scientist at       Generally Intelligent; Ionatan Kuperwajs, an NYU doctoral student; Gianni       Galbiati, an NYU researcher at the time of the study and now director of       research and development at Vidrovr; Zahy Bnaya, a postdoctoral researcher       at NYU's Center for Neural Science; and Yunqi Li, an NYU researcher at       the time of the study and now a doctoral student at Stanford University.              The research was supported by grants from the National Science Foundation       (IIS- 1344256, DGE1839302).               * RELATED_TOPICS        o Mind_&_Brain        # Intelligence # Numeracy # Behavior #        Language_Acquisition # Child_Development # Psychology #        Multiple_Sclerosis # Brain-Computer_Interfaces        * RELATED_TERMS        o Intellectual_giftedness o Cognitive_bias o Attention        o Thought o Mental_confusion o Experimental_economics o        Cognitive_neuroscience o Psycholinguistics              ==========================================================================       Story Source: Materials provided by New_York_University. Note: Content       may be edited for style and length.                     ==========================================================================       Journal Reference:        1. van Opheusden, B., Kuperwajs, I., Galbiati, G. et al. Expertise        increases        planning depth in human gameplay. Nature, 2023 DOI:        10.1038/s41586-023- 06124-2       ==========================================================================              Link to news story:       https://www.sciencedaily.com/releases/2023/05/230531150112.htm              --- up 1 year, 13 weeks, 2 days, 10 hours, 50 minutes        * Origin: -=> Castle Rock BBS <=- Now Husky HPT Powered! (1:317/3)       SEEN-BY: 15/0 106/201 114/705 123/120 153/7715 218/700 226/30 227/114       SEEN-BY: 229/110 112 113 307 317 400 426 428 470 664 700 291/111 292/854       SEEN-BY: 298/25 305/3 317/3 320/219 396/45       PATH: 317/3 229/426           |
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