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Elements of a theory of human problem solving

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A description of a theory of problem-solving in terms of information processes amenable for use in a digital computer. The postulates are: "A control system consisting of a number of memories, which contain symbolized information and are interconnected by various ordering relations; a number of primitive information processes, which operate on the information in the memories; a perfectly definite set of rules for combining these processes into whole programs of processing." Examples are given of how processes that occur in behavior can be realized out of elementary information processes. The heuristic value of this theory is pertinent to theories of learning, perception, and concept formation. Psychological Review, March, 65(3):151-166.


The Processes of Creative Thinking

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"We ask first whether we need a theory of creative thinking distinct from a theory of problem solving. Subject to minor qualifications, we conclude there is no such need -- that we call problem solving creative when the problems solved are relatively new and difficult. Next, we summarize what has been learned about problem solving by simulating certain human problem solving processes with digital computers. Finally, we indicate some of the differences in degreee that might be observed in comparing relatively creative with relative routine problem solving."RAND Corporation Paper P-1320, Santa Monica, Calif


Intelligent behavior in problem solving machines

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A not-for-profit organization, IEEE is the world's largest technical professional organization dedicated to advancing technology for the benefit of humanity.


Automatic programming-properties and performance of FORTRAN systems I and II

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From the The Teddington Conferenceโ€“ D. V. Blake and A. M. Uttley (Eds.). Proceedings of the Symposium on Mechanisation of Thought Processes, National Physical Laboratory, Teddington, Middlesex, England, London: H. M. Stationary Office.


Computer vs chess player

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Paul G. Allen was an investor and philanthropist. He created and advanced world-class projects and high-impact initiatives that changed and improved the way people live, learn, work, and experience the world through arts, education, entertainment, sports, business, and technology. He cofounded Microsoft with Bill Gates in 1975 and remained the company's chief technologist until he left Microsoft in 1983. Allen founded Vulcan Inc. in 1986 and the Experience Music Project, now the Museum of Pop Culture, in 2000. With lifetime giving of about $1 billion, Allen was named one of the top philanthropists in America.



Learning systems and artificial intelligence

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In Applications of Logic to Advanced Digital Computer Programming, Ann Arbor, Mich: University of Michigan Press




Empirical Explorations with the Logic Theory Machine: A Case Study in Heuristics

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This is a case study in problem-solving, representing part of a program of research on complex information-processing systems. We have specifieda system for finding proofs of theorems in elementary symbolic logic, and by programming a computer to these specifications, have obtained empirical data on the problem-solving process in elementary logic. The program is called the Logic Theory Machine (LT); it was devised to learn how it is possible to solve difficult problems such as proving mathematical theorems, discovering scientific laws from data, playing chess, or understanding the meaning of English prose.The research reported here is aimed at understanding the complexp rocesses (heuristics) that are effective in problem-solving. Hence, we are not interested in methods that guarantee solutions, but which require vastamounts of computation. Rather, we wish to understand how a mathematician, for example, is able to prove a theorem even though he does not know when he starts how, or if, he is going to succeed.Proceedings of the Western Joint Computer Conference, 15:218-239. Reprinted in Feigenbaum and Feldman, Computers and Thought (1963).