Problem Solving

The theory of choice has its roots mainly in economics, statistics, and operations research and only recently has received much attention from psychologists; the theory of problem solving has a very different history. Problem solving was initially studied principally by psychologists, and more recently by researchers in artificial intelligence. It has received rather scant attention from economists.
CONTEMPORARY PROBLEM-SOLVING THEORY

Human problem solving is usually studied in laboratory settings, using problems that can be solved in relatively short periods of time (seldom more than an hour), and often seeking a maximum density of data about the solution process by asking subjects to think aloud while they work. The thinking-aloud technique, at first viewed with suspicion by behaviorists as subjective and "introspective," has received such careful methodological attention in recent years that it can now be used dependably to obtain data about subjects' behaviors in a wide range of settings.

The laboratory study of problem solving has been supplemented by field studies of professionals solving real-world problems--for example, physicians making diagnoses and chess grandmasters analyzing game positions, and, as noted earlier, even business corporations making investment decisions. Currently, historical records, including laboratory notebooks of scientists, are also being used to study problem-solving processes in scientific discovery. Although such records are far less "dense" than laboratory protocols, they sometimes permit the course of discovery to be traced in considerable detail. Laboratory notebooks of scientists as distinguished as Charles Darwin, Michael Faraday, Antoine-Laurent Lavoisier, and Hans Krebs have been used successfully in such research.

From empirical studies, a description can now be given of the problem-solving process that holds for a rather wide range of activities. First, problem solving generally proceeds by selective search through large sets of possibilities, using rules of thumb (heuristics) to guide the search. Because the possibilities in realistic problem situations are generally multitudinous, trial-and-error search would simply not work; the search must be highly selective. Chess grandmasters seldom examine more than a hundred of the vast number of possible scenarios that confront them, and similar small numbers of searches are observed in other kinds of problem-solving search.

One of the procedures often used to guide search is "hill climbing," using some measure of approach to the goal to determine where it is most profitable to look next. Another, and more powerful, common procedure is means-ends analysis. In means-ends analysis, the problem solver compares the present situation with the goal, detects a difference between them, and then searches memory for actions that are likely to reduce the difference. Thus, if the difference is a fifty-mile distance from the goal, the problem solver will retrieve from memory knowledge about autos, carts, bicycles, and other means of transport; walking and flying will probably be discarded as inappropriate for that distance.

The third thing that has been learned about problem solving--especially when the solver is an expert--is that it relies on large amounts of information that are stored in memory and that are retrievable whenever the solver recognizes cues signaling its relevance. Thus, the expert knowledge of a diagnostician is evoked by the symptoms presented by the patient; this knowledge leads to the recollection of what additional information is needed to discriminate among alternative diseases and, finally, to the diagnosis.

In a few cases, it has been possible to estimate how many patterns an expert must be able to recognize in order to gain access to the relevant knowledge stored in memory. A chess master must be able to recognize about 50,000 different configurations of chess pieces that occur frequently in the course of chess games. A medical diagnostician must be able to recognize tens of thousands of configurations of symptoms; a botanist or zoologist specializing in taxonomy, tens or hundreds of thousands of features of specimens that define their species. For comparison, college graduates typically have vocabularies in their native languages of 50,000 to 200,000 words. (However, these numbers are very small in comparison with the real-world situations the expert faces: there are perhaps 10120 branches in the game tree of chess, a game played with only six kinds of pieces on an 8 x 8 board.)

One of the accomplishments of the contemporary theory of problem solving has been to provide an explanation for the phenomena of intuition and judgment frequently seen in experts' behavior. The store of expert knowledge, "indexed" by the recognition cues that make it accessible and combined with some basic inferential capabilities (perhaps in the form of means-ends analysis), accounts for the ability of experts to find satisfactory solutions for difficult problems, and sometimes to find them almost instantaneously. The expert's "intuition" and "judgment" derive from this capability for rapid recognition linked to a large store of knowledge. When immediate intuition fails to yield a problem solution or when a prospective solution needs to be evaluated, the expert falls back on the slower processes of analysis and inference.
EXPERT SYSTEMS IN ARTIFICIAL INTELLIGENCE

Over the past thirty years, there has been close teamwork between research in psychology and research in computer science aimed at developing intelligent programs. Artificial intelligence (AI) research has both borrowed from and contributed to research on human problem solving. Today, artificial intelligence is beginning to produce systems, applied to a variety of tasks, that can solve difficult problems at the level of professionally trained humans. These AI programs are usually called expert systems. A description of a typical expert system would resemble closely the description given above of typical human problem solving; the differences between the two would be differences in degree, not in kind. An AI expert system, relying on the speed of computers and their ability to retain large bodies of transient information in memory, will generally use "brute force"--sheer computational speed and power--more freely than a human expert can. A human expert, in compensation, will generally have a richer set of heuristics to guide search and a larger vocabulary of recognizable patterns. To the observer, the computer's process will appear the more systematic and even compulsive, the human's the more intuitive. But these are quantitative, not qualitative, differences.

The number of tasks for which expert systems have been built is increasing rapidly. One is medical diagnosis (two examples are the CADUCEUS and MYCIN programs). Others are automatic design of electric motors, generators, and transformers (which predates by a decade the invention of the term expert systems), the configuration of computer systems from customer specifications, and the automatic generation of reaction paths for the synthesis of organic molecules. All of these (and others) are either being used currently in professional or industrial practice or at least have reached a level at which they can produce a professionally acceptable product.

Expert systems are generally constructed in close consultation with the people who are experts in the task domain. Using standard techniques of observation and interrogation, the heuristics that the human expert uses, implicitly and often unconsciously, to perform the task are gradually educed, made explicit, and incorporated in program structures. Although a great deal has been learned about how to do this, improving techniques for designing expert systems is an important current direction of research. It is especially important because expert systems, once built, cannot remain static but must be modifiable to incorporate new knowledge as it becomes available.
DEALING WITH ILL-STRUCTURED PROBLEMS

In the 1950s and 1960s, research on problem solving focused on clearly structured puzzle-like problems that were easily brought into the psychological laboratory and that were within the range of computer programming sophistication at that time. Computer programs were written to discover proofs for theorems in Euclidean geometry or to solve the puzzle of transporting missionaries and cannibals across a river. Choosing chess moves was perhaps the most complex task that received attention in the early years of cognitive science and AI.

As understanding grew of the methods needed to handle these relatively simple tasks, research aspirations rose. The next main target, in the 1960s and 1970s, was to find methods for solving problems that involved large bodies of semantic information. Medical diagnosis and interpreting mass spectrogram data are examples of the kinds of tasks that were investigated during this period and for which a good level of understanding was achieved. They are tasks that, for all of the knowledge they call upon, are still well structured, with clear-cut goals and constraints.

The current research target is to gain an understanding of problem-solving tasks when the goals themselves are complex and sometimes ill defined, and when the very nature of the problem is successively transformed in the course of exploration. To the extent that a problem has these characteristics, it is usually called ill structured. Because ambiguous goals and shifting problem formulations are typical characteristics of problems of design, the work of architects offers a good example of what is involved in solving ill-structured problems. An architect begins with some very general specifications of what is wanted by a client. The initial goals are modified and substantially elaborated as the architect proceeds with the task. Initial design ideas, recorded in drawings and diagrams, themselves suggest new criteria, new possibilities, and new requirements. Throughout the whole process of design, the emerging conception provides continual feedback that reminds the architect of additional considerations that need to be taken into account.

With the current state of the art, it is just beginning to be possible to construct programs that simulate this kind of flexible problem-solving process. What is called for is an expert system whose expertise includes substantial knowledge about design criteria as well as knowledge about the means for satisfying those criteria. Both kinds of knowledge are evoked in the course of the design activity by the usual recognition processes, and the evocation of design criteria and constraints continually modifies and remolds the problem that the design system is addressing. The large data bases that can now be constructed to aid in the management of architectural and construction projects provide a framework into which AI tools, fashioned along these lines, can be incorporated.

Most corporate strategy problems and governmental policy problems are at least as ill structured as problems of architectural or engineering design. The tools now being forged for aiding architectural design will provide a basis for building tools that can aid in formulating, assessing, and monitoring public energy or environmental policies, or in guiding corporate product and investment strategies.
SETTING THE AGENDA AND REPRESENTING A PROBLEM

The very first steps in the problem-solving process are the least understood. What brings (and should bring) problems to the head of the agenda? And when a problem is identified, how can it be represented in a way that facilitates its solution?

The task of setting an agenda is of utmost importance because both individual human beings and human institutions have limited capacities for dealing with many tasks simultaneously. While some problems are receiving full attention, others are neglected. Where new problems come thick and fast, "fire fighting" replaces planning and deliberation. The facts of limited attention span, both for individuals and for institutions like the Congress, are well known. However, relatively little has been accomplished toward analyzing or designing effective agenda-setting systems. A beginning could be made by the study of "alerting" organizations like the Office of Technology Assessment or military and foreign affairs intelligence agencies. Because the research and development function in industry is also in considerable part a task of monitoring current and prospective technological advances, it could also be studied profitably from this standpoint.

The way in which problems are represented has much to do with the quality of the solutions that are found. The task of designing highways or dams takes on an entirely new aspect if human responses to a changed environment are taken into account. (New transportation routes cause people to move their homes, and people show a considerable propensity to move into zones that are subject to flooding when partial protections are erected.) Very different social welfare policies are usually proposed in response to the problem of providing incentives for economic independence than are proposed in response to the problem of taking care of the needy. Early management information systems were designed on the assumption that information was the scarce resource; today, because designers recognize that the scarce resource is managerial attention, a new framework produces quite different designs.

The representation or "framing" of problems is even less well understood than agenda setting. Today's expert systems make use of problem representations that already exist. But major advances in human knowledge frequently derive from new ways of thinking about problems. A large part of the history of physics in nineteenth-century England can be written in terms of the shift from action-at-a-distance representations to the field representations that were developed by the applied mathematicians at Cambridge.

Today, developments in computer-aided design (CAD) present new opportunities to provide human designers with computer-generated representations of their problems. Effective use of these capabilities requires us to understand better how people extract information from diagrams and other displays and how displays can enhance human performance in design tasks. Research on representations is fundamental to the progress of CAD.
COMPUTATION AS PROBLEM SOLVING

Nothing has been said so far about the radical changes that have been brought about in problem solving over most of the domains of science and engineering by the standard uses of computers as computational devices. Although a few examples come to mind in which artificial intelligence has contributed to these developments, they have mainly been brought about by research in the individual sciences themselves, combined with work in numerical analysis.

Whatever their origins, the massive computational applications of computers are changing the conduct of science in numerous ways. There are new specialties emerging such as "computational physics" and "computational chemistry." Computation--that is to say, problem solving--becomes an object of explicit concern to scientists, side by side with the substance of the science itself. Out of this new awareness of the computational component of scientific inquiry is arising an increasing interaction among computational specialists in the various sciences and scientists concerned with cognition and AI. This interaction extends well beyond the traditional area of numerical analysis, or even the newer subject of computational complexity, into the heart of the theory of problem solving.

Physicists seeking to handle the great mass of bubble-chamber data produced by their instruments began, as early as the 1960s, to look to AI for pattern recognition methods as a basis for automating the analysis of their data. The construction of expert systems to interpret mass spectrogram data and of other systems to design synthesis paths for chemical reactions are other examples of problem solving in science, as are programs to aid in matching sequences of nucleic acids in DNA and RNA and amino acid sequences in proteins.

Theories of human problem solving and learning are also beginning to attract new attention within the scientific community as a basis for improving science teaching. Each advance in the understanding of problem solving and learning processes provides new insights about the ways in which a learner must store and index new knowledge and procedures if they are to be useful for solving problems. Research on these topics is also generating new ideas about how effective learning takes place--for example, how students can learn by examining and analyzing worked-out examples.