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Constructing Expertise: Surmounting Performance Plateaus by Tasks, by Tools, and by Techniques
Topics in Cognitive Science ( IF 2.9 ) Pub Date : 2021-10-28 , DOI: 10.1111/tops.12575
Wayne D Gray 1 , Sounak Banerjee 1
Affiliation  

Acquiring expertise in a task is often thought of as an automatic process that follows inevitably with practice according to the log-log law (aka: power law) of learning. However, as Ericsson, Chase, and Faloon (1980) showed, this is not true for digit-span experts and, as we show, it is certainly not true for Tetris players at any level of expertise. Although some people may simply “twitch” faster than others, the limit to Tetris expertise is not raw keypress time but the techniques acquired by players that allow them to use the tools provided by the hardware and software to compensate for the game's relentlessly increasing drop speed. Unfortunately, these increases in drop speed between Tetris levels make performance plateaus very short and quickly followed by game death. Hence, a player's success at discovering, exploring, and practicing new techniques for the tasks of board preparation, board maintenance, optimal placement discovery, zoid rotation, lateral movement of zoids, and other tasks important to expertise in Tetris is limited. In this paper, we analyze data collected from 492 Tetris players to reveal the challenges they confronted while constructing expertise via the discovery of new techniques for gameplay at increasingly difficult levels of Tetris.

中文翻译:

构建专业知识:通过任务、工具和技术跨越绩效平台

在一项任务中获得专业知识通常被认为是一个自动过程,根据学习的对数定律(又名:幂律),它不可避免地随着实践而遵循。然而,正如 Ericsson、Chase 和 Faloon (1980) 所表明的那样,对于数字跨度专家来说并非如此,而且正如我们所展示的,对于任何专业水平的俄罗斯方块玩家来说肯定不是这样。尽管有些人可能只是比其他人更快地“抽搐”,但俄罗斯方块专业知识的限制不是原始按键时间,而是玩家获得的技术,使他们能够使用硬件和软件提供的工具来补偿游戏不断增加的下降速度. 不幸的是,俄罗斯方块级别之间下降速度的这些增加使得性能平台非常短,并且很快就会导致游戏死亡. 因此,玩家在发现、探索和练习用于棋盘准备、棋盘维护、最佳放置发现、zoid 旋转、zoid 横向移动以及其他对俄罗斯方块专业知识很重要的任务的新技术方面的成功是有限的。在本文中,我们分析了从 492 名俄罗斯方块玩家收集的数据,以揭示他们在构建专业知识时所面临的挑战,这些挑战是通过在越来越困难的俄罗斯方块关卡中发现用于游戏玩法的新技术来构建的。
更新日期:2021-11-17
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