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第10回講演会
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・第10回招待講演会
「Ericsson氏来訪記念特別ワークショップ」
開催日:2014年 12月1日(月)14:30−17:45
場所:電気通信大学 80周年記念館リサージュ3階
主催:エンターテイメントと認知科学研究ステーション
共催:ABLE
特別協力:内田洋行 教育総合研究所
聴講のお申込み:
事前申込みが必要です!(会場の関係で、先着40名程度で打ち切ります。御了承下さい。)
※本ワークショップは、研究者向けとします。したがって、認知科学会、情報処理学会、人工知能学会 いずれかのメンバーか、電気通信大学の教職員、学生に限らせていただきます。
お申し込みは、以下のメールアドレスに、「氏名、所属、所属学会、学生&教員の別」をお書きの上、お願い致します。
ecrs.session(アットマーク)gmail.com
参加費:無料
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特別ワークショップ
「囲碁将棋における熟達化」
Special Workshop
"Expertise in Playing Go and Shogi"
趣旨:
慶応大学今井むつみ研究室主催の『ABLE』で、認知科学の熟達化研究で有名なエリクソン氏を日本にお招きすることとなり、本学でもゲーム研究に関する熟達化のご講演をしていただくことになりました。このワークショップは、この講演を記念して、日本における将棋・囲碁などの思考ゲームの熟達化研究者も集まって、それぞれの研究の内容を発表し合い、思考ゲームの熟達化に関する研究について、情報交換を行おうというものです。有意義なセッションになることを期待しています。
タイムスケジュール
-14:30-14:40
オープニングトーク:伊藤毅志
-14:40-15:30
<Speaker>
K. Anders Ericsson
(Department of Psychology, Florida State University, Tallahassee, Florida)
<Title>
Toward Explicating the Structure of Expertise and Expert Performance: The
Expert-Performance Approach
<Abstract>
Most of the theoretical analyses of learning by philosophers of the enlightenment
and later physiologists and psychologists have focused on basic learning
mechanisms, such as reflexes or associative memory traces. Complex learning
and skill acquisition in everyday life have typically been explained by
extrapolation of these types of processes to the development of associative
strength leading eventually to automaticity.
In order to study the detailed structure of performance as it develops from normal to exceptional one would need to study it longitudinally. I will describe some my work with collaborators on studying skill acquisition, where we explicate the gradual building of skill during 400-800 hours of training with process data and experiments. I will show how the same methods was used to examine the structure of an experts’ performance. This approach was later extended to become the Expert-Performance Approach, which has been applied to study expertise in many different domains, such as music, chess, and sports. The research on the acquisition of expert performance demonstrates that focused appropriate training activities--deliberate practice--can lead to dramatic cumulative increases in performance and even change the most physical characteristics of the human body and brain with some exceptions, such as body size and height.
In my talk I will discuss how reproducibly superior performance in everyday life may be captured and analyzed in the laboratory and to identify findings on effective learning that can be translated back and tested in the original settings.
-15:40-16:05
<Speaker>
○Takeshi Ito (The University of Electro-Communications)
Reijer Grimbergen (Tokyo Univestity of Technology)
Hitoshi Matsubara (Future University Hakodate)
<Title>
A Cognitive Research in Shogi Playing Processes
<Abstract>
Chase and Simon introduced the concept of chunking to explain why expert
chess players perform so well in memory tasks. Chunking is the process
of dividing a chess position into smaller parts that have meaning. We performed
similar experiments in shogi with a set of next-move problem positions,
collecting verbal protocol data and eye-movement data. Our experiments
also show that expert shogi players cannot only memorize the patterns of
the positions but also recognize move sequences before and after the position.This
result indicates that Shogi players become stronger by acquiring these
temporal chunks.
-15:05-16:20
<Speaker>
○Katsuyoshi Takahashi (Future University Hakodate)
Hitoshi Matsubara (Future University Hakodate)
Takeshi Ito (The Univesity of Electro-Communications)
Masakazu Muramatsu (The Univesity of Electro-Communications)
<Title>
Comparison between Professional Go players and amateur players based on
eyemark
records and verbal reports
<Abstract>
We conducted two experiments to compare Professional Go players to amateur players,
eyemark recording and getting verbal reports. Both experiment, We used
'Next move problems.'In eymaerk records, Weak players looked whole of
board and decided moves to get teritorries.
Storong players and Professional players looked at stones on the board
and decided attacking opponent's stones quickly. In verbal reports, amateur
playres thinked relations of stones on the board on random order, since
professional players thinked clearly sorted order. From the two experiments,
we tried to make a model of thinking process of weak or strong Go players.
-16:30-16:55
<Speaker>
○Kunihito Hoki (The Univesity of Electro-Communications)
<Title>
A brief history and recent AI methods of computer shogi
<Abstract>
Shogi is one of the major variants of chess. The material balance is less
important and the branching factor is greater than in Western chess. Because
of these properties, creating a decent computer shogi player was a difficult
challenge. When Deep Blue defeated the World Chess Champion Garry Kasparov
in 1997, the most advanced Shogi program at that time was no better than
an ordinary amateur player. Recently, computer shogi programs have started
to defeat human experts.
This talk introduces a brief history and AI methods in computer shogi.
-16:55-17:20
<Speaker>
○Hironori Nakatani (The University of Tokyo/RIKEN)
<Title>
Perception of piece position: quick concurrent responses to global and
local cognitive information underlie intuitive understanding in board-game
experts
<Abstract>
Experts have the superior cognitive capability of quickly understanding
complex information in their domain. Here, we investigated the brain activity
in expert shogi players that was involved in their quick understanding
of board-game patterns. The frontal area responded only to meaningful game
positions, whereas the temporal area responded to both game and random
positions with the same latency (200 ms). Thus, experts responded to global
cognitive information that was specific to game positions and to local
cognitive information that was common to game and random positions quickly
and concurrently.
-17:20-17:45
<Speaker>
○Xiaohong Wan (RIKEN)
<Title>
Developing Intuition: Neural Correlates of Cognitive-Skill Learning in
Caudate Nucleus
<Abstract>
The superior capability of cognitive experts largely depends on automatic,
quick information processing, which is often referred to as intuition.
Intuition develops following extensive long-term training. There are many
cognitive models on intuition development, but its neural basis is not
known. Here we trained novices for 15 weeks to learn a simple board game
and measured their brain activities in early and end phases of the training
while they quickly generated the best next-move to a given board pattern.
We found that the activation in the head of caudate nucleus developed over
the course of training, in parallel to the development of the capability
to quickly generate the best next-move, and the magnitude of the caudate
activity was correlated with the subject's performance.
In contrast, cortical activations, which already appeared in the early
phase of training, did not further change. Thus, neural activation in the
caudate head, but not those in cortical areas, tracked the development
of capability to quickly generate the best next-move, indicating that circuitries
including the caudate head may automate cognitive computations.
-17:45-17:55
Closing talk
Mutsumi Imai (Keio University)
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