Destefano, M., & Gray, W. D. (2008). An integrated model of action video game play. In V. Sloutsky, B. Love & K. McRae (Eds.), Poster presented at the 30th Annual Meeting of the Cognitive Science Society (pp. 2016). Austin, TX: Cognitive Science Society.
Issues in acquiring interactive routines
Many tasks can be solved using different strategies. Based on previous experiences with those strategies, humans develop preferences for specific strategies in specific contexts. For example, Gray, Sims, Fu and Schoelles (2006) studied a task in which participants showed a shift in strategy, to strategies that were mostly based either on interaction with the environment or on memory. However, ACT-R models were unable to show this effect. This was ascribed to the binary choice mechanism of ACT-R's utility learning mechanism (Gray, Schoelles & Sims, 2005). Our latest effort uses ACT-R's new utility learning mechanism, which is not based on binary choice, but on reinforcement learning (Anderson, 2007, How can the human mind occur in the physical universe?). Our study therefore serves as a case study for the success of this reinforcement learning mechanism, but mostly as a way to gain more insight in the cognitive processes involved in strategy selection.
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