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Developmental psychology.pdf

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214 Learning and Information Processing<br />

Figure 8.10<br />

A Flowchart. The circles show<br />

starting and stopping points; the<br />

rectangles indicate computations;<br />

and the diamond indicates a decision<br />

point (Adams & Haden, 1976).<br />

Place 4 level teaspoons<br />

of powdered chocolate<br />

in cup<br />

Vl'. 1<br />

Place 2 level teaspoons<br />

of powdered chocolate<br />

in cup<br />

»' - -.<br />

Add one cup of hot milk<br />

and stir<br />

ьли<br />

. ' • * • ' • .<br />

Sometimes an algorithm is more readily understood when it is presented<br />

graphically, and a diagram is constructed. In this sequential diagram, called a flowchart,<br />

the lines show the order of the steps to be taken and geometric figures show the<br />

activities involved. Each step has its consequence, which leads directly to the next step,<br />

or it leads to a subgoal and thence back to the basic sequence. Onee the flowchart has<br />

been constructed with all possible steps and outcomes, any appropriate problem can<br />

be readily solved (Figure 8.10).<br />

Heuristic Methods Algorithms have their limitations, and therefore human beings<br />

also use other modes of problem solving. It has been estimated, for example, that there<br />

are 10 120 possible moves in a chess game and 10 40 possible moves in checkers. There<br />

are more possible moves in chess, so the saying goes, than atoms in the universe, and<br />

it would take the fastest computer centuries to evaluate each of them. No one can<br />

consider all of these alternatives, even in many lifetimes, and so the chess player, lawyer,<br />

truck driver, and others confronted with typical human problems use heuristic methods<br />

instead. In a heuristic method the problem solver uses the approach most likely to yield<br />

the correct solution, rather than a purely systematic search of all possibilities. Methods<br />

that have been successful in the past serve as guides for the future. Heuristic methods<br />

are strategies or rules of thumb that can speed the solution. The lawyer, truck driver,<br />

and chess player consider the most plausible hypotheses first, and they proceed on that<br />

basis. If not, lawsuits would never end, and trucks would never get out of the city, much<br />

less across the country. Human beings generally deal with their problems through<br />

heuristics.<br />

One problem for psychologists and computer scientists interested in the simulation<br />

of human thought is to program a computer to use heuristic methods, and several<br />

such models have been constructed. In one instance a research team developed<br />

the Logic Theorist, a computer model that simulated human thought by ignoring the<br />

less likely alternatives. It provided proofs for 73 percent of the theorems in Newton's<br />

Prindpia Mathematica without considering all of the possibilities at each step, for a<br />

completely exhaustive search would have required hundreds of years (Newell, Shaw,<br />

& Simon, 1958).

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