Abstract
We have developed an interactive production system architecture to simulate collaborative hypothesis testing processes, using the Wason’s 2-4-6 task. In interactively solving situations two systems find a target, conducting experiments alternately. In independently solving situations, each of two systems finds a target without interaction. If the performance in the former situations exceeds in the latter situations, we approve of “emergence”. The primary results obtained from computer simulations in which hypothesis testing strategies were controlled are: (1) generally speaking collaboration neither provided the benefits of interaction nor caused emergence when only the experimental space was shared. (2) As the different degree of strategies was larger, the benefits of interaction increased. (3) The benefits came from complementary effects of interaction. That is, disadvantage of one system that used an ineffective strategy was supplemented by the other system that used an advantageous strategy. In a few cases we approved of emergence, the complementary interaction of two systems brought a supplementary ability of disconfirmation.
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© 1999 Springer-Verlag Berlin Heidelberg
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Miwa, K. (1999). Collaborative Hypothesis Testing Processes by Interactive Production Systems. In: Arikawa, S., Furukawa, K. (eds) Discovery Science. DS 1999. Lecture Notes in Computer Science(), vol 1721. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-46846-3_6
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DOI: https://doi.org/10.1007/3-540-46846-3_6
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