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CHREST

CHREST (Chunk Hierarchy and REtrieval STructures) is a symbolic cognitive architecture based on the concepts of limited attention, limited short-term memories, and chunking. The architecture takes into low-level aspects of cognition such as reference perception, long and short-term memory stores, and methodology of problem-solving [1] and high-level aspects such as the use of strategies.[2] Learning, which is essential in the architecture, is modelled as the development of a network of nodes (chunks) which are connected in various ways. This can be contrasted with Soar and ACT-R, two other cognitive architectures, which use productions for representing knowledge. CHREST has often been used to model learning using large corpora of stimuli representative of the domain, such as chess games for the simulation of chess expertise or child-directed speech for the simulation of children's development of language. In this respect, the simulations carried out with CHREST have a flavour closer to those carried out with connectionist models than with traditional symbolic models.

CHREST stores its memories in a chunking network, a tree-like structure that connects and stores knowledge and information acquired, allowing for greater efficiency in information processing.[3][2] Figure 1 highlights the links between perceived knowledge, memory, and acquired experiences that are formed based on “familiar patterns” [2] between new and old information.

CHREST is developed by Fernand Gobet at Brunel University and Peter C. Lane at the University of Hertfordshire. It is the successor of EPAM, a cognitive model originally developed by Herbert A. Simon and Edward Feigenbaum.

Architecture edit

The architecture contains a number of capacity parameters (e.g., capacity of visual short-term memory, set at three chunks) and time parameters (e.g., time to learn a chunk or time to put information into short-term memory). This makes it possible to derive precise and quantitative predictions about human behaviour.

The model includes interaction with elements in the external world, short-term and long-term memory stores, in particular visual and verbal memory storage, and the individual's mechanisms with problem-solving.[4] Chunks in CHREST are referenced in short-term memory while being held in long-term memory, often recognised through neural categorial perception involving discrimination.[5] In much similarity to EPAM, chunks in cognition learning in long-term memory are acquired as a “network of nodes”,[5] and are interconnected by the similarity of their contents and are depicted as a discrimination network, storing and sorting chunks in the network. Chunks are essentially “clusters of information that can be used as units of perception”,[1] thus when applied in situations of chess play, fragments and sections of chess positions will be used as the stimuli fed to the system.[5] According to Gobet et al. and Smith et al., cognitive templates, or better known as schemas, form when chunks adapt based on recurring environmental patterns and structures.[1][4] Templates are cognitive structures that represent environmental perception, allowing for cognitive organisation, recall, behavioural guidance, situational prediction and overall understanding.[6] Each template has slots where values can be “slotted in”, which allows for faster understanding when faced with similar information already existing in the template.[6][7]

Simulations are carried out by allowing the model to acquire knowledge by receiving stimuli representative of the domain under study. For example, during the learning phase of the chess simulations, the program incrementally acquires chunks and templates by scanning a large database of positions taken from master-level games.[8] This makes it possible to create networks of various sizes, and so to simulate the behaviour of players of different skill levels.[8][9] Taken together with the presence of time and capacity parameters, this enables CHREST to make unambiguous and quantitative predictions.[4]

CHREST's notability lies in the significance placed on the perception process. The procedure of perception and information processing is passive, leading to complex emergent behaviour where the secondary acquisition process is led and directed by pre-existing knowledge.[4] This phenomenon is closely observed in chess experiments, where perception and eye movements are closely associated, while also being proportionate to attention span.[2][4] This process is governed by the chunks held in heuristics and memory .[3] In the case of chess experiments, perception is equated with eye movements (which are approximately correspondent to attention), which are directed by chunks held in memory and heuristics .[3][4]

Models based on CHREST have been used, among other things, to simulate data on the acquisition of chess expertise from novice to grandmaster, children's acquisition of vocabulary, children's acquisition of syntactic structures, and concept formation.

Limitations edit

A glaring limitation of the CHREST theory is as proposed by Herbert Simon. Simon concluded models that attempted to simulate functioning cognition in humans must not assume properties that may be unrealistic for a human, thus the CHREST model is limited by the parameters of human abilities understood to the current extent of cognitive psychology.[10] Moreover, an over-focus on problem-solving and strategy has led to information categorisation, attention, and understanding of the stimulus being ignored.[9][11]

Time-restricted puzzles are simulated using a set of regulated parameters that are assumed to be closest to human behaviour.[8][10] Time-related variables are commonly used in CHREST and its subsequent simulations, such as the main limiting factor of visual short-term memory being restricted.[4][10] The algorithm takes into account the typical time spent when simulating a specific action, such as mentally calculating each position, and “increments the internal clock of the algorithm by the amount of time used”.[4][2] As such, the parameters set out, such as the time constraint, result in time-restricted problems to be simulated to an extent, limited by “available and simulated resources”.[9][10]

Additionally, extensive research conducted by Woollett and Maguire revealed that through acquiring expertise, such as in the case of London's taxi drivers, “structural plasticity in the hippocampus” [12][13] is developed, creating “permanent changes in the brain” [13] such as the expansion of the posterior hippocampal region relative to the average population.[12][14] This change is achieved through memorisation and navigation of complicated routes and maps of London's urban area,[13] leading to a rigid pattern of cognitive chunks that results in resistance to sudden modifications, as well as the development of “practised habits”.[13][14] In the face of unfamiliar circumstances, the individual may depend on existing patterns and strategies despite if the knowledge may not be applicable.[12][14] The plasticity of the information processing centre in the brain leads to potential “blind spots” [13] when faced with situations that require visualisation external of preexisting patterns.[14][13][12]

Applications in Chess edit

The chess domain has long been a standardised testing protocol for studies involving perception, psychology, cognition, and human and artificial intelligence.[4][15] The comprehensive use of chess play and chess mechanisms has been compared to the metaphor of the use of ‘drosophila’, the “organism of choice” [15] for research in biological and chemical industries. Similarities between the domination of chess used as an experimental hotbed in the field of cognitive and computer sciences and the use of drosophila in genetic sciences research have been drawn up as chess has notably been identified as a “representative measure” [15] of cognition and intelligence in both humans and computers.[16][15]

Common applications and simulations of the CHREST theory have been carried out extensively in the past within the context of chess play.[17][18] The methodology involves allowing the acquisition of knowledge by feeding stimuli within the specialisation of study.[4] In the algorithm's learning phase, chunks and templates from databases containing moves, positions, and strategies from grandmaster and expert level games are gradually fed and synthesised as knowledge.[4][8] Varying networks of nodes (or chunks) of different sizes are then created, which allows for simulations of chess play across diverse levels of skill.[8][3] Parameters of time and human capacity are taken into account, thus ideally creating circumstances where CHREST is able to quantitatively predict unambiguous outcomes [5][19][20](Gobet and Lane; Gobet).

Additional research credited to Adriaan de Groot and Herbert Simon specifically in the domain of chess accounted for significant quantities of psychological data, with a strong focus on the memory of chess players.[3][8] Prior to de Groot and Simon's theories and implementation, the standard paradigm for experimentation in chess play and chess research typically consists of illustrating a chess position to a subject for a short period of time, usually for 5 seconds, then asking subjects to recreate the position.[4] Common independent variables in this methodology are the skill level of the subject, time spent illustrating the position, and the general depth and significance of the position.[4]

In the domain of perception, simulations of eye movement during the initial 5 seconds of illustrating a chess position, as well as recognition of templates and chunks have been completed using CHREST.[3] CHREST also accounts for the outcome when presented with varying modifications and randomisation of positions, the significance of time spent illustrating and presenting each position, and the categorisation of the errors made and chunks replaced in the network across varying skill levels from novice-level players to grandmasters.[4]

Chess expertise in relation to ageing edit

Extensive research has been conducted by N Charness on chess and general expertise, problem-solving strategies and memorisation by population groups of different ages.[21] Tests for memorisation and recall revealed that younger players performed better relative to older players when presented with varying chess positions.[21] Charness noted that though older players performed worse relative to younger players when both parties were on the same level, the skill level of older players equalled that of younger players in strategy-based tasks that required the player to select the best play within a time constraint, where older players outpaced younger players.[4][21] The legitimate interpretation of Charness’ experiment is refuted by Retschitzki et al., who identify key issues in Charness’ methodology that leads to an inaccurate conclusion.[22] Retschitzki et al. suggest the decline of the skill level of the older players as a consequence of reaching and passing their peak,[22] and explicit comparison to a younger age group was complicated due to “prior learning and past experiences”,[23] also referred to as “crystallised intelligence”.[23]

Previous Experimental Methodology edit

Prior to de Groot and Simon's theories and implementation, the standard paradigm for experimentation in chess play and chess research typically consists of illustrating a chess position to a subject for a short period of time, usually for 5 seconds, then asking subjects to recreate the position.[20] Common independent variables in this methodology are the skill level of the subject, time spent illustrating the position, and the general depth and significance of the position.[4] Though this methodology has generated a substantial amount of high-level models addressing memory and cognition in chess play, exampled by the works of Dennis Holding, there remains a scarcity of models that further detail memory use in chess, with the exemption of MAPP developed by Chase and Simon, later implemented by Simon and Gilmartin.[8]

References edit

  1. ^ a b c "CHREST - Chessprogramming wiki". www.chessprogramming.org. Retrieved 2022-05-12.
  2. ^ a b c d e Lane, Peter C. R.; Gobet, Fernand; Smith, Richard Ll. (2009), "Attention Mechanisms in the CHREST Cognitive Architecture", Attention in Cognitive Systems, Berlin, Heidelberg: Springer Berlin Heidelberg, pp. 183–196, doi:10.1007/978-3-642-00582-4_14, hdl:2299/3368, ISBN 978-3-642-00581-7, retrieved 2022-05-12
  3. ^ a b c d e f Lane, David M.; Chang, Yu-Hsuan A. (April 2018). "Chess knowledge predicts chess memory even after controlling for chess experience: Evidence for the role of high-level processes". Memory & Cognition. 46 (3): 337–348. doi:10.3758/s13421-017-0768-2. ISSN 0090-502X. PMID 29101550. S2CID 207695064.
  4. ^ a b c d e f g h i j k l m n o p Smith, Richard; Gobet, Fernand; Lane, Peter (2007). "An Investigation into the Effect of Ageing on Expert Memory with CHREST" (PDF). Proceedings of the United Kingdom Workshop on Computational Intelligence.
  5. ^ a b c d Gobet, Fernand; Lane, Peter (2010). "The CHREST Architecture of Cognition: The Role of Perception in General Intelligence". Proceedings of the 3d Conference on Artificial General Intelligence (AGI-10). Paris, France: Atlantis Press. doi:10.2991/agi.2010.20. ISBN 9789078677369.
  6. ^ a b Iran-Nejad, Asghar; Winsler, Adam (2000). "Bartlett's Schema Theory and Modern Accounts of Learning and Remembering". The Journal of Mind and Behavior. 21 (1/2): 5–35. ISSN 0271-0137. JSTOR 43853902.
  7. ^ Miller, George A. (March 1956). "The magical number seven, plus or minus two: Some limits on our capacity for processing information". Psychological Review. 63 (2): 81–97. doi:10.1037/h0043158. hdl:11858/00-001M-0000-002C-4646-B. ISSN 1939-1471. PMID 13310704. S2CID 15654531.
  8. ^ a b c d e f g Simon, Herbert A; Gilmartin, Kevin (July 1973). "A simulation of memory for chess positions". Cognitive Psychology. 5 (1): 29–46. doi:10.1016/0010-0285(73)90024-8. ISSN 0010-0285.
  9. ^ a b c Lane, Peter; Gobet, Fernand (2012), Bach, Joscha; Goertzel, Ben; Iklé, Matthew (eds.), "CHREST Models of Implicit Learning and Board Game Interpretation", Artificial General Intelligence, vol. 7716, Berlin, Heidelberg: Springer Berlin Heidelberg, pp. 148–157, doi:10.1007/978-3-642-35506-6_16, ISBN 978-3-642-35505-9, retrieved 2022-05-12
  10. ^ a b c d Simon, Herbert Alexander (13 August 2019). The sciences of the artificial. MIT Press. ISBN 978-0-262-53753-7. OCLC 1158593167.
  11. ^ Langley, Pat; Laird, John E.; Rogers, Seth (June 2009). "Cognitive architectures: Research issues and challenges". Cognitive Systems Research. 10 (2): 141–160. doi:10.1016/j.cogsys.2006.07.004. ISSN 1389-0417. S2CID 14457207.
  12. ^ a b c d Woollett, Katherine; Maguire, Eleanor A. (2010-12-01). "The effect of navigational expertise on wayfinding in new environments". Journal of Environmental Psychology. 30 (4): 565–573. doi:10.1016/j.jenvp.2010.03.003. ISSN 0272-4944. PMC 2989443. PMID 21151353.
  13. ^ a b c d e f Lehrer, Jonah. "The Cognitive Cost Of Expertise". Wired. ISSN 1059-1028. Retrieved 2022-05-26.
  14. ^ a b c d Maguire, Eleanor A.; Gadian, David G.; Johnsrude, Ingrid S.; Good, Catriona D.; Ashburner, John; Frackowiak, Richard S. J.; Frith, Christopher D. (2000-04-11). "Navigation-related structural change in the hippocampi of taxi drivers". Proceedings of the National Academy of Sciences. 97 (8): 4398–4403. Bibcode:2000PNAS...97.4398M. doi:10.1073/pnas.070039597. ISSN 0027-8424. PMC 18253. PMID 10716738.
  15. ^ a b c d Ensmenger, Nathan (2012). "Is chess the drosophila of artificial intelligence? A social history of an algorithm". Social Studies of Science. 42 (1): 5–30. doi:10.1177/0306312711424596. ISSN 0306-3127. JSTOR 23210226. PMID 22530382. S2CID 968033.
  16. ^ Franchi, Stefano (2005-04-01). "Chess, Games, and Flies". Essays in Philosophy. 6 (1): 85–114. doi:10.5840/eip20056119.
  17. ^ Chase, William G.; Simon, Herbert A. (1973-01-01), Chase, WILLIAM G. (ed.), "THE MIND'S EYE IN CHESS", Visual Information Processing, Academic Press, pp. 215–281, ISBN 978-0-12-170150-5, retrieved 2022-05-26
  18. ^ Groot, Adriaan D. de (24 July 2014). Thought and Choice in Chess. Walter de Gruyter GmbH & Co KG. ISBN 978-3-11-080064-7. OCLC 1089408027.
  19. ^ "CHREST | CHREST". www.chrest.info. Retrieved 2022-05-26.
  20. ^ a b Gobet, F. (1993). "A computer model of chess memory". {{cite journal}}: Cite journal requires |journal= (help)
  21. ^ a b c Charness, N. (March 1981). "Aging and skilled problem solving". Journal of Experimental Psychology. General. 110 (1): 21–38. doi:10.1037/0096-3445.110.1.21. ISSN 0096-3445. PMID 6453184.
  22. ^ a b Gobet, Fernand (2012). Moves in mind : the psychology of board games. Psychology Press. ISBN 978-0-415-65565-1. OCLC 972001994.
  23. ^ a b Nickerson, Charlotte (December 6, 2021). "The Role of a Schema in Psychology". SimplyPsychology. Retrieved 2022-05-26.

External links edit

  • CHREST Homepage

chrest, chunk, hierarchy, retrieval, structures, symbolic, cognitive, architecture, based, concepts, limited, attention, limited, short, term, memories, chunking, architecture, takes, into, level, aspects, cognition, such, reference, perception, long, short, t. CHREST Chunk Hierarchy and REtrieval STructures is a symbolic cognitive architecture based on the concepts of limited attention limited short term memories and chunking The architecture takes into low level aspects of cognition such as reference perception long and short term memory stores and methodology of problem solving 1 and high level aspects such as the use of strategies 2 Learning which is essential in the architecture is modelled as the development of a network of nodes chunks which are connected in various ways This can be contrasted with Soar and ACT R two other cognitive architectures which use productions for representing knowledge CHREST has often been used to model learning using large corpora of stimuli representative of the domain such as chess games for the simulation of chess expertise or child directed speech for the simulation of children s development of language In this respect the simulations carried out with CHREST have a flavour closer to those carried out with connectionist models than with traditional symbolic models CHREST stores its memories in a chunking network a tree like structure that connects and stores knowledge and information acquired allowing for greater efficiency in information processing 3 2 Figure 1 highlights the links between perceived knowledge memory and acquired experiences that are formed based on familiar patterns 2 between new and old information CHREST is developed by Fernand Gobet at Brunel University and Peter C Lane at the University of Hertfordshire It is the successor of EPAM a cognitive model originally developed by Herbert A Simon and Edward Feigenbaum Contents 1 Architecture 2 Limitations 3 Applications in Chess 3 1 Chess expertise in relation to ageing 4 Previous Experimental Methodology 5 References 6 External linksArchitecture editThe architecture contains a number of capacity parameters e g capacity of visual short term memory set at three chunks and time parameters e g time to learn a chunk or time to put information into short term memory This makes it possible to derive precise and quantitative predictions about human behaviour The model includes interaction with elements in the external world short term and long term memory stores in particular visual and verbal memory storage and the individual s mechanisms with problem solving 4 Chunks in CHREST are referenced in short term memory while being held in long term memory often recognised through neural categorial perception involving discrimination 5 In much similarity to EPAM chunks in cognition learning in long term memory are acquired as a network of nodes 5 and are interconnected by the similarity of their contents and are depicted as a discrimination network storing and sorting chunks in the network Chunks are essentially clusters of information that can be used as units of perception 1 thus when applied in situations of chess play fragments and sections of chess positions will be used as the stimuli fed to the system 5 According to Gobet et al and Smith et al cognitive templates or better known as schemas form when chunks adapt based on recurring environmental patterns and structures 1 4 Templates are cognitive structures that represent environmental perception allowing for cognitive organisation recall behavioural guidance situational prediction and overall understanding 6 Each template has slots where values can be slotted in which allows for faster understanding when faced with similar information already existing in the template 6 7 Simulations are carried out by allowing the model to acquire knowledge by receiving stimuli representative of the domain under study For example during the learning phase of the chess simulations the program incrementally acquires chunks and templates by scanning a large database of positions taken from master level games 8 This makes it possible to create networks of various sizes and so to simulate the behaviour of players of different skill levels 8 9 Taken together with the presence of time and capacity parameters this enables CHREST to make unambiguous and quantitative predictions 4 CHREST s notability lies in the significance placed on the perception process The procedure of perception and information processing is passive leading to complex emergent behaviour where the secondary acquisition process is led and directed by pre existing knowledge 4 This phenomenon is closely observed in chess experiments where perception and eye movements are closely associated while also being proportionate to attention span 2 4 This process is governed by the chunks held in heuristics and memory 3 In the case of chess experiments perception is equated with eye movements which are approximately correspondent to attention which are directed by chunks held in memory and heuristics 3 4 Models based on CHREST have been used among other things to simulate data on the acquisition of chess expertise from novice to grandmaster children s acquisition of vocabulary children s acquisition of syntactic structures and concept formation Limitations editA glaring limitation of the CHREST theory is as proposed by Herbert Simon Simon concluded models that attempted to simulate functioning cognition in humans must not assume properties that may be unrealistic for a human thus the CHREST model is limited by the parameters of human abilities understood to the current extent of cognitive psychology 10 Moreover an over focus on problem solving and strategy has led to information categorisation attention and understanding of the stimulus being ignored 9 11 Time restricted puzzles are simulated using a set of regulated parameters that are assumed to be closest to human behaviour 8 10 Time related variables are commonly used in CHREST and its subsequent simulations such as the main limiting factor of visual short term memory being restricted 4 10 The algorithm takes into account the typical time spent when simulating a specific action such as mentally calculating each position and increments the internal clock of the algorithm by the amount of time used 4 2 As such the parameters set out such as the time constraint result in time restricted problems to be simulated to an extent limited by available and simulated resources 9 10 Additionally extensive research conducted by Woollett and Maguire revealed that through acquiring expertise such as in the case of London s taxi drivers structural plasticity in the hippocampus 12 13 is developed creating permanent changes in the brain 13 such as the expansion of the posterior hippocampal region relative to the average population 12 14 This change is achieved through memorisation and navigation of complicated routes and maps of London s urban area 13 leading to a rigid pattern of cognitive chunks that results in resistance to sudden modifications as well as the development of practised habits 13 14 In the face of unfamiliar circumstances the individual may depend on existing patterns and strategies despite if the knowledge may not be applicable 12 14 The plasticity of the information processing centre in the brain leads to potential blind spots 13 when faced with situations that require visualisation external of preexisting patterns 14 13 12 Applications in Chess editThe chess domain has long been a standardised testing protocol for studies involving perception psychology cognition and human and artificial intelligence 4 15 The comprehensive use of chess play and chess mechanisms has been compared to the metaphor of the use of drosophila the organism of choice 15 for research in biological and chemical industries Similarities between the domination of chess used as an experimental hotbed in the field of cognitive and computer sciences and the use of drosophila in genetic sciences research have been drawn up as chess has notably been identified as a representative measure 15 of cognition and intelligence in both humans and computers 16 15 Common applications and simulations of the CHREST theory have been carried out extensively in the past within the context of chess play 17 18 The methodology involves allowing the acquisition of knowledge by feeding stimuli within the specialisation of study 4 In the algorithm s learning phase chunks and templates from databases containing moves positions and strategies from grandmaster and expert level games are gradually fed and synthesised as knowledge 4 8 Varying networks of nodes or chunks of different sizes are then created which allows for simulations of chess play across diverse levels of skill 8 3 Parameters of time and human capacity are taken into account thus ideally creating circumstances where CHREST is able to quantitatively predict unambiguous outcomes 5 19 20 Gobet and Lane Gobet Additional research credited to Adriaan de Groot and Herbert Simon specifically in the domain of chess accounted for significant quantities of psychological data with a strong focus on the memory of chess players 3 8 Prior to de Groot and Simon s theories and implementation the standard paradigm for experimentation in chess play and chess research typically consists of illustrating a chess position to a subject for a short period of time usually for 5 seconds then asking subjects to recreate the position 4 Common independent variables in this methodology are the skill level of the subject time spent illustrating the position and the general depth and significance of the position 4 In the domain of perception simulations of eye movement during the initial 5 seconds of illustrating a chess position as well as recognition of templates and chunks have been completed using CHREST 3 CHREST also accounts for the outcome when presented with varying modifications and randomisation of positions the significance of time spent illustrating and presenting each position and the categorisation of the errors made and chunks replaced in the network across varying skill levels from novice level players to grandmasters 4 Chess expertise in relation to ageing edit Extensive research has been conducted by N Charness on chess and general expertise problem solving strategies and memorisation by population groups of different ages 21 Tests for memorisation and recall revealed that younger players performed better relative to older players when presented with varying chess positions 21 Charness noted that though older players performed worse relative to younger players when both parties were on the same level the skill level of older players equalled that of younger players in strategy based tasks that required the player to select the best play within a time constraint where older players outpaced younger players 4 21 The legitimate interpretation of Charness experiment is refuted by Retschitzki et al who identify key issues in Charness methodology that leads to an inaccurate conclusion 22 Retschitzki et al suggest the decline of the skill level of the older players as a consequence of reaching and passing their peak 22 and explicit comparison to a younger age group was complicated due to prior learning and past experiences 23 also referred to as crystallised intelligence 23 Previous Experimental Methodology editPrior to de Groot and Simon s theories and implementation the standard paradigm for experimentation in chess play and chess research typically consists of illustrating a chess position to a subject for a short period of time usually for 5 seconds then asking subjects to recreate the position 20 Common independent variables in this methodology are the skill level of the subject time spent illustrating the position and the general depth and significance of the position 4 Though this methodology has generated a substantial amount of high level models addressing memory and cognition in chess play exampled by the works of Dennis Holding there remains a scarcity of models that further detail memory use in chess with the exemption of MAPP developed by Chase and Simon later implemented by Simon and Gilmartin 8 References edit a b c CHREST Chessprogramming wiki www chessprogramming org Retrieved 2022 05 12 a b c d e Lane Peter C R Gobet Fernand Smith Richard Ll 2009 Attention Mechanisms in the CHREST Cognitive Architecture Attention in Cognitive Systems Berlin Heidelberg Springer Berlin Heidelberg pp 183 196 doi 10 1007 978 3 642 00582 4 14 hdl 2299 3368 ISBN 978 3 642 00581 7 retrieved 2022 05 12 a b c d e f Lane David M Chang Yu Hsuan A April 2018 Chess knowledge predicts chess memory even after controlling for chess experience Evidence for the role of high level processes Memory amp Cognition 46 3 337 348 doi 10 3758 s13421 017 0768 2 ISSN 0090 502X PMID 29101550 S2CID 207695064 a b c d e f g h i j k l m n o p Smith Richard Gobet Fernand Lane Peter 2007 An Investigation into the Effect of Ageing on Expert Memory with CHREST PDF Proceedings of the United Kingdom Workshop on Computational Intelligence a b c d Gobet Fernand Lane Peter 2010 The CHREST Architecture of Cognition The Role of Perception in General Intelligence Proceedings of the 3d Conference on Artificial General Intelligence AGI 10 Paris France Atlantis Press doi 10 2991 agi 2010 20 ISBN 9789078677369 a b Iran Nejad Asghar Winsler Adam 2000 Bartlett s Schema Theory and Modern Accounts of Learning and Remembering The Journal of Mind and Behavior 21 1 2 5 35 ISSN 0271 0137 JSTOR 43853902 Miller George A March 1956 The magical number seven plus or minus two Some limits on our capacity for processing information Psychological Review 63 2 81 97 doi 10 1037 h0043158 hdl 11858 00 001M 0000 002C 4646 B ISSN 1939 1471 PMID 13310704 S2CID 15654531 a b c d e f g Simon Herbert A Gilmartin Kevin July 1973 A simulation of memory for chess positions Cognitive Psychology 5 1 29 46 doi 10 1016 0010 0285 73 90024 8 ISSN 0010 0285 a b c Lane Peter Gobet Fernand 2012 Bach Joscha Goertzel Ben Ikle Matthew eds CHREST Models of Implicit Learning and Board Game Interpretation Artificial General Intelligence vol 7716 Berlin Heidelberg Springer Berlin Heidelberg pp 148 157 doi 10 1007 978 3 642 35506 6 16 ISBN 978 3 642 35505 9 retrieved 2022 05 12 a b c d Simon Herbert Alexander 13 August 2019 The sciences of the artificial MIT Press ISBN 978 0 262 53753 7 OCLC 1158593167 Langley Pat Laird John E Rogers Seth June 2009 Cognitive architectures Research issues and challenges Cognitive Systems Research 10 2 141 160 doi 10 1016 j cogsys 2006 07 004 ISSN 1389 0417 S2CID 14457207 a b c d Woollett Katherine Maguire Eleanor A 2010 12 01 The effect of navigational expertise on wayfinding in new environments Journal of Environmental Psychology 30 4 565 573 doi 10 1016 j jenvp 2010 03 003 ISSN 0272 4944 PMC 2989443 PMID 21151353 a b c d e f Lehrer Jonah The Cognitive Cost Of Expertise Wired ISSN 1059 1028 Retrieved 2022 05 26 a b c d Maguire Eleanor A Gadian David G Johnsrude Ingrid S Good Catriona D Ashburner John Frackowiak Richard S J Frith Christopher D 2000 04 11 Navigation related structural change in the hippocampi of taxi drivers Proceedings of the National Academy of Sciences 97 8 4398 4403 Bibcode 2000PNAS 97 4398M doi 10 1073 pnas 070039597 ISSN 0027 8424 PMC 18253 PMID 10716738 a b c d Ensmenger Nathan 2012 Is chess the drosophila of artificial intelligence A social history of an algorithm Social Studies of Science 42 1 5 30 doi 10 1177 0306312711424596 ISSN 0306 3127 JSTOR 23210226 PMID 22530382 S2CID 968033 Franchi Stefano 2005 04 01 Chess Games and Flies Essays in Philosophy 6 1 85 114 doi 10 5840 eip20056119 Chase William G Simon Herbert A 1973 01 01 Chase WILLIAM G ed THE MIND S EYE IN CHESS Visual Information Processing Academic Press pp 215 281 ISBN 978 0 12 170150 5 retrieved 2022 05 26 Groot Adriaan D de 24 July 2014 Thought and Choice in Chess Walter de Gruyter GmbH amp Co KG ISBN 978 3 11 080064 7 OCLC 1089408027 CHREST CHREST www chrest info Retrieved 2022 05 26 a b Gobet F 1993 A computer model of chess memory a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help a b c Charness N March 1981 Aging and skilled problem solving Journal of Experimental Psychology General 110 1 21 38 doi 10 1037 0096 3445 110 1 21 ISSN 0096 3445 PMID 6453184 a b Gobet Fernand 2012 Moves in mind the psychology of board games Psychology Press ISBN 978 0 415 65565 1 OCLC 972001994 a b Nickerson Charlotte December 6 2021 The Role of a Schema in Psychology SimplyPsychology Retrieved 2022 05 26 External links editCHREST Homepage Key publications on CHREST Retrieved from https en wikipedia org w index php title CHREST amp oldid 1193824346, wikipedia, wiki, book, books, library,

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