By focusing on the performance of the baseline system, we can see that, over time, the operator probability trees lead the individual actor to produce plans that require fewer attempted actions. However, this is not translated into a reduction in the number of successful actions needed to solve the problems. So the reduction in the number of rounds for the baseline system reflects the fact that actors find the appropriate kinds of first-principles plans earlier in the course of the activity. On the other hand, procedural memory allows the actors to solve the problems using fewer successful actions. Clearly, the actors are guided by higher caliber plans.
Figure 9 takes a macroscopic view, measuring the action effort of the community to solve the entire set of top-level goals. Alternatively, we can myopically measure how efficiently the actors are solving individual top-level goals in isolation. For a given goal, we can compute the number of actions, either attempted or successful, that the actors undertook to achieve the goal. This can be compared to the fewest possible given the initial configuration of the problem. For example, a small, clear box inside the house requires a minimum of 3 actions to get it onto the truck: LIFT, CARRY and LOAD. Then, for all problems and all top-level goals, the frequency with which the community undertakes the minimal number of actions can be computed. The results are given in Figure 10. With procedural memory, the actors in MOVERS-WORLD are attempting the minimal number of actions more frequently (80.6% of the time) than in the baseline system system (60.3% of the time). Also, despite a preliminary dip below baseline performance, the actors solved problems using the minimal number of actions more frequently when they learned conventions.
Next: 5.4 Communication Up: 5. Experimental Analysis Previous: 5.2 Overall Performance Characteristics
Last Update: March 10, 1999 by Andy Garland