In this article, we examine the advantages of simple metacognitive capabilities in a repeated social dilemma. Two types of metacognitive agent were developed and compared with a non-metacognitive agent and two fixed-strategy agents. The first type of metacognitive agent takes the perspective of the opponent to anticipate the opponent's future actions and respond accordingly. The other metacognitive agent predicts the opponent's next move based on the previous moves of the agent and the opponent. The modeler agent achieves better individual outcomes (...) than a non-metacognitive agent and is more successful at encouraging cooperation. The opponent-perspective agent, by contrast, fails to achieve these outcomes because it lacks important information about the opponent. These simple agents provide insights regarding modeling of metacognition in more complex tasks. (shrink)
Behavior oftentimes allows for many possible interpretations in terms of mental states, such as goals, beliefs, desires, and intentions. Reasoning about the relation between behavior and mental states is therefore considered to be an effortful process. We argue that people use simple strategies to deal with high cognitive demands of mental state inference. To test this hypothesis, we developed a computational cognitive model, which was able to simulate previous empirical findings: In two-player games, people apply simple strategies at first. They (...) only start revising their strategies when these do not pay off. The model could simulate these findings by recursively attributing its own problem solving skills to the other player, thus increasing the complexity of its own inferences. The model was validated by means of a comparison with findings from a developmental study in which the children demonstrated similar strategic developments. (shrink)
Behavior oftentimes allows for many possible interpretations in terms of mental states, such as goals, beliefs, desires, and intentions. Reasoning about the relation between behavior and mental states is therefore considered to be an effortful process. We argue that people use simple strategies to deal with high cognitive demands of mental state inference. To test this hypothesis, we developed a computational cognitive model, which was able to simulate previous empirical findings: In two-player games, people apply simple strategies at first. They (...) only start revising their strategies when these do not pay off. The model could simulate these findings by recursively attributing its own problem solving skills to the other player, thus increasing the complexity of its own inferences. The model was validated by means of a comparison with findings from a developmental study in which the children demonstrated similar strategic developments. (shrink)
Complex problem solving is often an integration of perceptual processing and deliberate planning. But what balances these two processes, and how do novices differ from experts? We investigate the interplay between these two in the game of SET. This article investigates how people combine bottom-up visual processes and top-down planning to succeed in this game. Using combinatorial and mixed-effect regression analysis of eye-movement protocols and a cognitive model of a human player, we show that SET players deploy both bottom-up and (...) top-down processes in parallel to accomplish the same task. The combination of competition and cooperation of both types of processes is a major factor of success in the game. Finally, we explore strategies players use during the game. Our findings suggest that within-trial strategy shifts can occur without the need of explicit meta-cognitive control, but rather implicitly as a result of evolving memory activations. (shrink)
Behavior oftentimes allows for many possible interpretations in terms of mental states, such as goals, beliefs, desires, and intentions. Reasoning about the relation between behavior and mental states is therefore considered to be an effortful process. We argue that people use simple strategies to deal with high cognitive demands of mental state inference. To test this hypothesis, we developed a computational cognitive model, which was able to simulate previous empirical findings: In two-player games, people apply simple strategies at first. They (...) only start revising their strategies when these do not pay off. The model could simulate these findings by recursively attributing its own problem solving skills to the other player, thus increasing the complexity of its own inferences. The model was validated by means of a comparison with findings from a developmental study in which the children demonstrated similar strategic developments. (shrink)
Allen Newell (1973) once observed that psychology researchers were playing “twenty questions with nature,” carving up human cognition into hundreds of individual phenomena but shying away from the difficult task of integrating these phenomena with unifying theories. We argue that research on cognitive control has followed a similar path, and that the best approach toward unifying theories of cognitive control is that proposed by Newell, namely developing theories in computational cognitive architectures. Threaded cognition, a recent theory developed within the ACT-R (...) cognitive architecture, offers promise as a unifying theory of cognitive control that addresses multitasking phenomena for both laboratory and applied task domains. (shrink)
The Newell Test as it is proposed by Anderson & Lebiere has the disadvantage of being too positivistic, stressing areas a theory should cover, instead of attempting to exclude false predictions. Nevertheless, Newell's list can be used as the basis for a more stringent test with a stress on the falsifiability of the theory.
The limited capacity for unrelated things is a fact that needs to be explained by a general theory of memory, rather than being itself used as a means of explaining data. A pure storage capacity is therefore not the right assumption for memory research. Instead an explanation is needed of how capacity limitations arise from the interaction between the environment and the cognitive system. The ACT-R architecture, a theory without working memory but a long-term memory based on activation, may provide (...) such an explanation. (shrink)
The goal of cognitive modeling is to build faithful simulations of human cognition. One of the challenges is that multiple models can often explain the same phenomena. Another challenge is that models are often very hard to understand, explore, and reuse by others. We discuss some of the solutions that were discussed during the 2015 International Conference on Cognitive Modeling.
Dienes & Perner propose a theory of implicit and explicit knowledge that is not entirely complete. It does not address many of the empirical issues, nor does it explain the difference between implicit and explicit learning. It does, however, provide a possible unified explanation, as opposed to the more binary theories like the systems and the processing theories of implicit and explicit memory. Furthermore, it is consistent with a theory in which implicit learning is viewed as based on the mechanisms (...) of the cognitive architecture, and explicit learning as strategies that exploit these mechanisms. (shrink)