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The Soft Constraints Hypothesis: A Rational Analysis Approach to
Resource…
The Soft Constraints Hypothesis: A Rational Analysis Approach to
Resource Allocation for Interactive Behavior
Abstract/ Intro
a. Soft constraints hypothesis (SCH) is a rational analysis approach that holds that the mixture of perceptual-motor and cognitive resources allocated for interactive behavior is adjusted based on temporal cost-benefit tradeoffs.
b.One alternative, the minimum memory hypothesis (MMH), holds that people favor strategies that minimize the use of memory
c. SCH is compared with MMH across 3 experiments and with predictions of an Ideal Performer Model that uses ACT-R’s memory system in a reinforcement learning approach that maximizes expected utility by minimizing time.
d. Whatever you do, you are making tradeoffs between strategies that minimize the use of memory by making repeated interactions with the task environment versus strategies that minimize interactions by increasing their demands on the memory system.
e. At a second-by-second level of analysis, interactive behavior can be analyzed as a complex mixture of elementary cognitive,perceptual, and motor operations
f. requent accesses of knowledge in-the-world (Norman, 1989, 1993) will be characterized as more interaction-intensive, whereas greater reliance on knowledge in-the-head will be characterized as more memory intensive.
g. Initially, researchers were content to demonstrate that the task environment in which interactive behavior takes places could influence the higher-level strategies that people adopt for decision making , problem solving , or game playing
h. Recently, attention has turned to studies that have shown systematic effects of the design of the task environment on the methods that people adopt for routine tasks such as simple mental arithmetic
i. Although each of these studies implies a general sensitivity of the human control system to perceptual-motor costs, what is lacking is a functional mechanism that adjusts the mixture of low-level cognitive, perceptual, and motor resources to produce the observed higher-level changes in behavior
j. “Participants without memory aids tended to choose solution paths that minimized working memory demands.”
k. However, like Carlson and associates, rather than concluding that the selection of interactive behaviors minimizes effort defined by time, they concluded that, “Observers prefer to acquire information just as it is needed, rather than holding an item in memory”
l. As elaborated later, this minimum memory hypothesis appears related to views that cognitive limitations (in this case, working memory) bias the control system to offload work onto the perceptual-motor system
m. The minimum memory hypothesis is thus one candidate explanation for the functional mechanism that adjusts the mixture of low-level cognitive, perceptual, and motor resources.
n. Throughout this paper the implications of the soft constraints hypothesis for resource allocation will be contrasted with those of the minimum memory hypothesis
o. The next section introduces the soft constraints hypothesis as an alternative functional mechanism to the minimum memory hypothesis.
p. The Experiments section is an overview of three experiments that provide increasingly persuasive evidence in favor of soft constraints
q. The last section summarizes the results and concludes that the human control system is not biased to conserve cognitive resources at the expense of other resources, but rather that the selection of interactive behaviors is driven by cost-benefit considerations
r. When the expected utility (i.e., the cost-benefit tradeoff) of alternative interactive behaviors can be quantified in terms of time, those that minimize milliseconds are selected over those that minimize cognitive resources.
- Soft Constraints, Minimum Memory, and the Ideal Performer
- The essence of soft constraints is a hypothesis about the functional basis for selecting one low-level interactive routine over another
- Interactive routines are envisioned as dependency networks of low-level cognitive, perceptual, and motor operators that come together at a time span of about 1/3 to 3 seconds in the service of low-level interactive behavior
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- As in Ballard’s studies (e.g., Ballard et al., 1995, 1997) there are three windows: a Target Window containing a pattern of colored blocks, a Workspace Window where the
participant must reproduce the pattern, and a Resource or parts Window containing blocks that may be picked up, carried to, and placed in the Workspace Window.
- Unlike Ballard’s studies, a gray window covered each of the three task windows. The Resource and Workspace Windows were uncovered as soon as the participant moved the cursor into one of the gray windows; however, the method and cost of uncovering the Target Window varied across the three studies
- Experiment 1 combined an intuitive estimate of low versus medium perceptualmotor cost with a time consuming (but presumably low perceptualmotor effort) manipulation for medium versus high cost.
- Experiment 2 manipulated the perceptual-motor effort along with time by varying the Fitts Index of Difficulty
- Experiment 3 increased the range of access costs studied by varying lockout time of the target window across six between-subjects conditions from 0 to 3,200 milliseconds.
a. Method
i. Participants
Across each of the three studies a minimum of 16 and a maximum of 18 participants were assigned to each condition.
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iii. Design
a. Across all conditions of all experiments the Target, Resource, and Workspace windows were covered by gray boxes. Only one window was visible at any one time.
b.Across the three studies, the only difference in procedure was in the method and cost of opening the Target window.
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d. Experiment 2. To open the Target Window, all participants in Experiment 2 moved the cursor to a button located at the center of the Target window and clicked. In this experiment, the cost of accessing information was manipulated by changing the size of the button in the Target Window
e. Changing the button size manipulated perceptual-motor effort along with time by changing the mean Fitts Index of Difficulty (MacKenzie, 1992) for moving to the button from either the Resource or Workspace window from 1.7 (e2-low) to 2.8 (e2-med) to 6.2 (e2 high).
f. the Index of Difficulty can be considered a standard and generally accepted measure of the type of
information access costs varied in this study.
g. Experiment 3. For the third study, the buttons inside the Target Window were removed and the Blocks World display was restored to the look it had in Experiment 1
iv. Procedure
To select a block, participants moved the mouse cursor to the Resource Window and clicked on a colored block.
b. Results
- For each experiment, we provide one general measure of the differences between conditions and then focus on two specific measures
- The general measure is a count of the mean number of times during a trial that the Target Window was uncovered
- The two specific measures look at events surrounding the first uncovering of the Target Window: median duration of the first uncovering and mean number of correct placements following the first uncovering
-There are two rationales for focusing on events surrounding the first uncovering
- First, for each trial, at the time of the first uncovering of the Target Window, there were eight not-yetplaced blocks. For all subsequent uncoverings, the mean number of not-yet-placed blocks varied between conditions. Comparing across conditions is easiest when the number not-yet-placed is equal for each condition
- Second, focusing on events prior to the second and subsequent uncoverings avoids any potential confound with any cumulative memory trace for the block pattern. This ensures that the measures of duration and correct placements can be attributed to events surrounding the first uncovering and are not influenced by a cumulative memory trace for the block pattern.
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- Ideal Performer Analysis: Ideal Observer Analysis Meets Rational Analysis
- Our ideal performer analysis combines elements of an ideal observer analysis with those of rational analysis
- The ideal observer analysis (Geisler, 2003; Macmillan & Creelman, 2004) is used to “determine the optimal performance in a task, given the physical properties of the environment and stimuli”
- The ideal observer may be degraded in a systematic fashion by including side conditions, “for example, hypothesized sources of internal noise (Barlow, 1977), inefficiencies in central decision processes (Barlow, 1977; Green & Swets, 1966; Pelli, 1990), or known anatomical or physiological factors that would limit performance
- In Simon’s term (1992), the ideal performer analysis allows us to determine optimal performance given “side conditions” that represent the known limits of the performer.
- Rational analysis “involves three kinds of assumptions: assumptions about the goals of a certain aspect of human cognition, assumptions about the structure of the environment relevant to achieving these goals, and assumptions about costs
- Optimal behavior can be predicted by assuming that the system maximizes its goals while it minimizes its costs”
- Conjoining the ideal observer analysis with rational analysis yields four components of our ideal performer analysis: a description of the task environment; the systematic degradation of the
ideal observer by adding in known human limits; defining sequences of interactive routines that allow us to characterize interactive behavior as more interaction intensive or memory intensive; and the optimal (ideal) sequencing of these interactive routines so as to minimize total time.
- Each of these aspects of the Ideal Performer Model is discussed in the sections that follow.
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iii. Defining Sequences of Interactive Routines: Generating Interaction-Intensive Versus Memory-Intensive Behavior
- consistently choosing the ENCODE-1 strategy corresponds to an extreme interaction-intensive strategy, while consistently choosing ENCODE-8 corresponds to an extreme memory-intensive strategy.
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- Predictions From the Ideal Performer Model
- In this section, we first walk through the training procedure as well as the utility estimates and memory estimates derived from the training phase. Next we compare model performance with human performance on each of the three dependent variables discussed in the experimental section: blocks correctly placed following the first look, duration of first look, and the per-trial number of target window accesses. From the measure of blocks placed following first look, we derive a fourth measure: the probability across lockout conditions that participants will place 0 to 8 blocks. This measure is also compared with model performance.
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- The soft constraints hypothesis maintains that at the 1/3 to 3 second level of interactive routines, that is, the embodiment level (Ballard et al., 1997), tradeoffs among the use of cognitive, perceptual, and motor resources are made as if time is a resource that is to be preserved
- In this paper we presented three experiments and an Ideal Performer Model that compared the predictions of the soft constraints hypothesis with that of the minimum memory hypothesis in a Blocks World task.
i. Human Performance
- The Target Window stayed open for as long as the mouse cursor remained inside it (in E1-low—for as long as the control key was held down). The Resource Window and Workspace Window worked exactly the same across all studies and conditions; both opened as soon as the mouse cursor entered and stayed open until the mouse cursor left.
- Another way of saying this is that once the Target Window opened, the task was exactly the same across all conditions and all studies, and no hard constraints existed that would account for why the task was not performed exactly the same
- However, for the current studies, even when the comparisons between two conditions were not significant (e.g., as for e1-low vs. e1-med) an increase in the range of 50 ms to uncover the Target Window resulted in small, but consistent, increases in the duration for which the Target Window was uncovered and small, but consistent, increases in the number of blocks placed.
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iv. Embodied Cognition, Bounded Rationality, Rational
Analysis, and the Ideal Performer Model
- For example, the soft constraints hypothesis addresses two claims in Wilson’s (2002) taxonomy of embodied cognition
- First, is the claim that we off-load cognitive work onto the environment.
- Second, is the claim that the environment is part of the cognitive system.
- The power of the Ideal Performer Model flows directly from our combination of an ideal observer analysis with rational analysis.
- The Ideal Performer Model shows that a rational analysis of one side condition, in this case human memory, can provide an important bound that allows us to make progress on a rational analysis of another side condition, in this case, optimizing the use of internal resources by cost-benefit tradeoffs in the access of knowledge in-the-world versus in-the-head.
- However, the work presented here suggests that you will treat time on task as a soft constraint that you will minimize by a cost-effective mixture of perceptual-motor and cognitive operations
- Our two sets of methods—experimental results and Ideal Performer Model—converge in their support for the soft constraints hypothesis.
- The control system is not biased to favor perceptualmotor over cognitive costs. Rather, at the 1/3 to 3 sec level of embodiment, the allocation of cognitive, perceptual, and motor resources is based on cost-benefit tradeoffs measured in time.
- The soft constraints view of embodiment suggests that many of the details of the cognitive system can be abstracted away and the function of the integrated cognitive-perceptual-motor system can be explained by expected utility measured in time.
- An information system that truly integrates cognition with perceptual-motor operations integrates the use of knowledge in-the-head with knowledge in-the-world so as to conserve the resource of time, not cognition.