Sibert Catherine, Gray Wayne D, Lindstedt John K
Cognitive Science Department, Rensselaer Polytechnic Institute.
Top Cogn Sci. 2017 Apr;9(2):374-394. doi: 10.1111/tops.12225. Epub 2016 Oct 31.
Tetris provides a difficult, dynamic task environment within which some people are novices and others, after years of work and practice, become extreme experts. Here we study two core skills; namely, (a) choosing the goal or objective function that will maximize performance and (b)a feature-based analysis of the current game board to determine where to place the currently falling zoid (i.e., Tetris piece) so as to maximize the goal. In Study 1, we build cross-entropy reinforcement learning (CERL) models (Szita & Lorincz, 2006) to determine whether different goals result in different feature weights. Two of these optimization strategies quickly rise to performance plateaus, whereas two others continue toward higher but more jagged (i.e., variable) heights. In Study 2, we compare the zoid placement decisions made by our best CERL models with those made by 67 human players. Across 370,131 human game episodes, two CERL models picked the same zoid placements as our lowest scoring human for 43% of the placements and as our three best scoring experts for 65% of the placements. Our findings suggest that people focus on maximizing points, not number of lines cleared or number of levels reached. They also show that goal choice influences the choice of zoid placements for CERLs and suggest that the same is true of humans. Tetris has a repetitive task structure that makes Tetris more tractable and more like a traditional experimental psychology paradigm than many more complex games or tasks. Hence, although complex, Tetris is not overwhelmingly complex and presents a right-sized challenge to cognitive theories, especially those of integrated cognitive systems.
俄罗斯方块提供了一个具有挑战性的动态任务环境,在这个环境中,有些人是新手,而另一些人经过多年的努力和练习后则成为了顶尖专家。在这里,我们研究两项核心技能;即,(a)选择能使表现最大化的目标或目标函数,以及(b)对当前游戏棋盘进行基于特征的分析,以确定将当前下落的方块(即俄罗斯方块)放置在哪里,从而使目标最大化。在研究1中,我们构建了交叉熵强化学习(CERL)模型(希塔和洛林茨,2006),以确定不同的目标是否会导致不同的特征权重。其中两种优化策略很快达到性能平稳期,而另外两种则继续朝着更高但更参差不齐(即变化较大)的高度发展。在研究2中,我们将最佳CERL模型做出的方块放置决策与67名人类玩家做出的决策进行了比较。在370131个人类游戏回合中,两个CERL模型在43%的放置决策上与得分最低的人类玩家相同,在65%的放置决策上与得分最高的三位专家相同。我们的研究结果表明,人们专注于使得分最大化,而不是清除的行数或达到的关卡数。研究结果还表明,目标选择会影响CERL模型的方块放置选择,并且人类也可能如此。俄罗斯方块具有重复的任务结构,这使得它比许多更复杂的游戏或任务更容易处理,更像是一种传统的实验心理学范式。因此,尽管俄罗斯方块很复杂,但并非极其复杂,它对认知理论,尤其是综合认知系统的理论,提出了适度的挑战。