Department of Brain and Cognitive Sciences, Massachusetts Institute of Technology, Cambridge, MA 02139;
Center for Brains, Minds, and Machines, Cambridge, MA 02139.
Proc Natl Acad Sci U S A. 2020 Nov 24;117(47):29302-29310. doi: 10.1073/pnas.1912341117.
Many animals, and an increasing number of artificial agents, display sophisticated capabilities to perceive and manipulate objects. But human beings remain distinctive in their capacity for flexible, creative tool use-using objects in new ways to act on the world, achieve a goal, or solve a problem. To study this type of general physical problem solving, we introduce the Virtual Tools game. In this game, people solve a large range of challenging physical puzzles in just a handful of attempts. We propose that the flexibility of human physical problem solving rests on an ability to imagine the effects of hypothesized actions, while the efficiency of human search arises from rich action priors which are updated via observations of the world. We instantiate these components in the "sample, simulate, update" (SSUP) model and show that it captures human performance across 30 levels of the Virtual Tools game. More broadly, this model provides a mechanism for explaining how people condense general physical knowledge into actionable, task-specific plans to achieve flexible and efficient physical problem solving.
许多动物,以及越来越多的人工代理,都表现出了复杂的感知和操纵物体的能力。但人类在灵活、创造性地使用工具方面仍然独具特色——以新的方式使用物体来作用于世界、实现目标或解决问题。为了研究这种类型的一般物理问题解决能力,我们引入了虚拟工具游戏。在这个游戏中,人们只需尝试几次就能解决各种各样具有挑战性的物理谜题。我们提出,人类物理问题解决的灵活性取决于想象假设动作效果的能力,而人类搜索的效率则源于丰富的动作先验知识,这些知识通过对世界的观察得到更新。我们在“采样、模拟、更新”(SSUP)模型中实例化了这些组件,并表明它可以捕捉人类在虚拟工具游戏的 30 个关卡中的表现。更广泛地说,这个模型为解释人类如何将一般物理知识浓缩为可操作的、特定于任务的计划以实现灵活高效的物理问题解决提供了一种机制。