Solution Strategies, Transfer, and Computational Resources I

    In this section we consider the relation between solution strategies and the transfer of learning as well as the relation between solution strategies and the computational resources required to support the solution strategy. The presentation is based on a classic paper written by Herb Simon that was published in the journal Cognitive Psychology in 1975.* The Tower of Hanoi Problem was used as the example around which to organize this discussion. You will recall that this problem involves transferring a pyramid of disks from one peg to another. The three disk problem is depicted graphically below. Clicking on this graphic will bring up a window which provides more background on this puzzle.

     This puzzle as well as various river crossing problems were often used in psychological research on problem solving. And, because there is an elegant recursive solution to the Tower of Hanoi problem, it is often used as an example of recursion in AI and computer science. But, there are many ways in which to solve this particular problem - indeed, there are always many ways to solve any problem (although a particular way may be inelegant and/or inefficient). For example, one could always mount an exhaustive state space search and when the solution is discovered, simply "memorize" this solution. Simon referred a strategy such as this as a "Rote Strategy" and he provided a formulation of this strategy as a set of production rules. This formulation is shown in the figure below.

    This system simply retrieves a linearly ordered list. There are three production rules; P1, P2, and P3. The convention followed is that the numeric ordering of the rule corresponds to the dominance ordering in the Recognition Act Cycle of this production system. Thus, the 'ELSE' in P3 is a kind of short hand to indicate that this rule will always be enabled if P1 and P2 are not enabled. P1 terminates the system when the "END" of the list is encountered. P2 matches a pointer to the last element on the list that was retrieved. The right hand side then carries out a retrieval of the next element on the list of moves, sends the command to make that move, and resets the variable 'LAST-MOVE' to this move.
Adapted from Simon, Herbert A. "The functional equivalence of problem solving skills." Cognitive Psychology, 1975, 7, 268-288.

     Note that this rote strategy requires very little working memory - only the value of the variable LAST-MOVE must be retained. Of course, the requirements for long term memory will be directly related to the length of the solution. And, we can expect no transfer from this problem to any other that might be defined in the state space associated with the Tower of Hanoi Problem. Even if a new problem's solution were a prefix of the memorized solution there would be no transfer. This production system provides access to only a single element of the solution at any point in the execution of the system. In this sense it is quite similar to some of the ideas discussed in the context of the Basic "Learning FSM."

    Another strategy that can be imagined is one that simply provides some control of the search through the space of states. With a little reflection it becomes apparent that in the Tower of Hanoi Problem the smallest disk must be involved in every other move. Note first,that the smallest disk can always be moved. Since there is no smaller disk, the rules of the game guarantee that no other disk can ever be above it. Thus, it is always clear. Similarly, it can be moved to any peg since no peg could possibly have a smaller disk already on it.

    Now, since there are only three pegs, the smallest disk is either

  • on the target disk which is to be moved next - in which case the smallest disk must be moved; and, moved to the peg other than the one to which the target disk is to be moved;
  • on the peg to which the target disk must be moved - in which case it must be moved; and, moved to the peg other than the one on which the target disk currently rests; or
  • on the peg which neither holds the target disk nor is the destination of the target disk; in which case it must not be moved.

     Next. consider the plight of the disks other than the smallest disk. If one of these disks can be moved, then it must not be covered by the smallest disk. But the smallest disk is on some other peg. Consequently, the disk that is movable can only be moved to one of the pegs other than the one it currently occupies. That is, it can only be moved to the peg which does not hold the smallest disk.

Clicking on the image to the left opens a pop-up window showing the state space for the 3 Disk Tower of Hanoi problem. Notice that the nodes at the vertex of the triangle (those where all of the disks are on the same peg) have an outdegree of two. All other nodes have an the outdegree of three. However, one of these paths would return the problem solver to the state that has just been left...i.e.,the move would create a cycle of length one. Taking all of these facts into account, one can synthesize a strategy that yields a unique choice of move - except for the initial move. This is because in the initial state of the problem the smallest disk can be moved to either of the other pegs.

      Note that these general considerations hold for any problem that can be specified in this state space. This knowledge enjoys this degree of transfer since it reflects a global property of the state space. But, of course, if the wrong initial move is chosen this strategy will not yield the solution.

     The addition of one more rule resolves the uncertainty concerning the first move in a Tower of Hanoi problem. The rule is: "If the number of disks is odd, then the first move should be to move the smallest disk to the goal peg. If the number of disks is even, then the first move should be to move the smallest disk to the other peg (the non-goal peg).

     With this rule we have arrived at a solution strategy that is often referred to as a Move-Pattern strategy. The pattern is most easily discerned if you think of the pegs as arranged in a triangular pattern. If the number of disks is odd then they are moved in a counterclockwise fashion, if even in a clockwise fashion.

     This Move-Pattern strategy is another of those considered by Simon. However, an additional distinction is introduced to develop the prodction system for this strategy. When humans work on problems, they often perform some of the actions before developing the solution to its conclusion. This allows a person to perceptually consult the current state of the problem and potentially lessen the working memory resources required to support problem solution. These ideas are further developed on the following page.


*Simon, Herbert A. "The functional equivalence of problem solving skills." Cognitive Psychology, 1975, 7, 268-288.

Solution Strategies, Transfer, and Computational Resources II:
Move Pattern Strategy

 

Solution Strategies, Transfer, and Computational Resources III:
Goal Recursion Strategy

 Tower of Hanoi Topics

 © Charles F. Schmidt 

Transfer to K Pegs and N Disks?