The Computational Basis of Interactive Skill
Paul P. Maglio
Doctor of Philosophy in Cognitive Science
University of California, San Diego, 1995
Abstract
My claim is that it can be computationally efficient to
incorporate redundant actions into skilled behavior. My studies
of how people improve at playing the videogame Tetris show that
part of getting better means getting faster, which is what
standard theories of skill learning predict. However, my data
also reveal that sometimes getting better involves doing more
backtracking in the task environment rather than doing less.
This finding opposes standard views of expertise in which
increases in skill are driven by improvements internal to the
agent, with external changes reflecting better honed internal
reasoning, motor, or recognition processes. By implementing a
series of computer models, I discovered that even for a skilled
perception model of expertise, backtracking is adaptive because
it can help constrain the problem that needs to be solved. In
particular, I argue that the perceptual computation required for
Tetris is more efficiently done by serial search than by fully
parallel pattern recognition. If skilled perception is
completely parallel, then there is no way to use external action
to facilitate processing because processing happens instantly.
But because serial search is in fact more efficient, external
actions can play a role in skilled recognition. Hence, I
provide a computational reason for skilled players' redundant
interactions with the Tetris game.
If you are interested in the details, you can read the document.
Download each chapter individually. Below are a series of postscript
files---I don't think I'll take the time to turn it into html. The whole
thing is 301 pages long, and the total space needed is about 6
megabytes.
The Computational Basis of Interactive Skill
**** Copyright by Paul P. Maglio, 1995 ****