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Trial and error is a fundamental method of problem-solving [1] characterized by repeated, varied attempts which are continued until success, [2] or until the practicer stops trying.
According to W.H. Thorpe, the term was devised by C. Lloyd Morgan (1852–1936) after trying out similar phrases "trial and failure" and "trial and practice". [3] Under Morgan's Canon, animal behaviour should be explained in the simplest possible way. Where behavior seems to imply higher mental processes, it might be explained by trial-and-error learning. An example is a skillful way in which his terrier Tony opened the garden gate, easily misunderstood as an insightful act by someone seeing the final behavior. Lloyd Morgan, however, had watched and recorded the series of approximations by which the dog had gradually learned the response, and could demonstrate that no insight was required to explain it.
Edward Lee Thorndike was the initiator of the theory of trial and error learning based on the findings he showed how to manage a trial-and-error experiment in the laboratory. In his famous experiment, a cat was placed in a series of puzzle boxes in order to study the law of effect in learning. [4] He plotted to learn curves which recorded the timing for each trial. Thorndike's key observation was that learning was promoted by positive results, which was later refined and extended by B. F. Skinner's operant conditioning.
Trial and error is also a method of problem solving, repair, tuning, or obtaining knowledge. In the field of computer science, the method is called generate and test (Brute force). In elementary algebra, when solving equations, it is guess and check.
This approach can be seen as one of the two basic approaches to problem-solving, contrasted with an approach using insight and theory. However, there are intermediate methods which for example, use theory to guide the method, an approach known as guided empiricism.
This way of thinking has become a mainstay of Karl Popper's critical rationalism.
The trial and error approach is used most successfully with simple problems and in games, and it is often the last resort when no apparent rule applies. This does not mean that the approach is inherently careless, for an individual can be methodical in manipulating the variables in an attempt to sort through possibilities that could result in success. Nevertheless, this method is often used by people who have little knowledge in the problem area. The trial-and-error approach has been studied from its natural computational point of view [5]
Ashby (1960, section 11/5) offers three simple strategies for dealing with the same basic exercise-problem, which have very different efficiencies. Suppose a collection of 1000 on/off switches have to be set to a particular combination by random-based testing, where each test is expected to take one second. [This is also discussed in Traill (1978–2006, section C1.2]. The strategies are:
Note the tacit assumption here that no intelligence or insight is brought to bear on the problem. However, the existence of different available strategies allows us to consider a separate ("superior") domain of processing — a "meta-level" above the mechanics of switch handling — where the various available strategies can be randomly chosen. Once again this is "trial and error", but of a different type.
Ashby's book develops this "meta-level" idea, and extends it into a whole recursive sequence of levels, successively above each other in a systematic hierarchy. On this basis, he argues that human intelligence emerges from such organization: relying heavily on trial-and-error (at least initially at each new stage), but emerging with what we would call "intelligence" at the end of it all. Thus presumably the topmost level of the hierarchy (at any stage) will still depend on simple trial-and-error.
Traill (1978–2006) suggests that this Ashby-hierarchy probably coincides with Piaget's well-known theory of developmental stages. [This work also discusses Ashby's 1000-switch example; see §C1.2]. After all, it is part of Piagetian doctrine that children learn first by actively doing in a more-or-less random way, and then hopefully learn from the consequences — which all has a certain resemblance to Ashby's random "trial-and-error".
Traill (2008, espec. Table "S" on p.31) follows Jerne and Popper in seeing this strategy as probably underlying all knowledge-gathering systems — at least in their initial phase.
Four such systems are identified:
Trial and error has a number of features:
It is possible to use trial and error to find all solutions or the best solution, when a testably finite number of possible solutions exist. To find all solutions, one simply makes a note and continues, rather than ending the process, when a solution is found, until all solutions have been tried. To find the best solution, one finds all solutions by the method just described and then comparatively evaluates them based upon some predefined set of criteria, the existence of which is a condition for the possibility of finding a best solution. (Also, when only one solution can exist, as in assembling a jigsaw puzzle, then any solution found is the only solution and so is necessarily the best.)
Trial and error has traditionally been the main method of finding new drugs, such as antibiotics. Chemists simply try chemicals at random until they find one with the desired effect. In a more sophisticated version, chemists select a narrow range of chemicals it is thought may have some effect using a technique called structure–activity relationship. (The latter case can be alternatively considered as a changing of the problem rather than of the solution strategy: instead of "What chemical will work well as an antibiotic?" the problem in the sophisticated approach is "Which, if any, of the chemicals in this narrow range will work well as an antibiotic?") The method is used widely in many disciplines, such as polymer technology to find new polymer types or families.
Trial and error is also commonly seen in player responses to video games - when faced with an obstacle or boss, players often form a number of strategies to surpass the obstacle or defeat the boss, with each strategy being carried out before the player either succeeds or quits the game.
Sports teams also make use of trial and error to qualify for and/or progress through the playoffs and win the championship, attempting different strategies, plays, lineups and formations in hopes of defeating each and every opponent along the way to victory. This is especially crucial in playoff series in which multiple wins are required to advance, where a team that loses a game will have the opportunity to try new tactics to find a way to win, if they are not eliminated yet.
The scientific method can be regarded as containing an element of trial and error in its formulation and testing of hypotheses. Also compare genetic algorithms, simulated annealing and reinforcement learning – all varieties for search which apply the basic idea of trial and error.
Biological evolution can be considered as a form of trial and error. [6] Random mutations and sexual genetic variations can be viewed as trials and poor reproductive fitness, or lack of improved fitness, as the error. Thus after a long time 'knowledge' of well-adapted genomes accumulates simply by virtue of them being able to reproduce.
Bogosort, a conceptual sorting algorithm (that is extremely inefficient and impractical), can be viewed as a trial and error approach to sorting a list. However, typical simple examples of bogosort do not track which orders of the list have been tried and may try the same order any number of times, which violates one of the basic principles of trial and error. Trial and error is actually more efficient and practical than bogosort; unlike bogosort, it is guaranteed to halt in finite time on a finite list, and might even be a reasonable way to sort extremely short lists under some conditions.
Jumping spiders of the genus Portia use trial and error to find new tactics against unfamiliar prey or in unusual situations, and remember the new tactics. [7] Tests show that Portia fimbriata and Portia labiata can use trial and error in an artificial environment, where the spider's objective is to cross a miniature lagoon that is too wide for a simple jump, and must either jump then swim or only swim. [8] [9]
Supervised learning (SL) is a machine learning paradigm for problems where the available data consists of labeled examples, meaning that each data point contains features (covariates) and an associated label. The goal of supervised learning algorithms is learning a function that maps feature vectors (inputs) to labels (output), based on example input-output pairs. It infers a function from labeled training data consisting of a set of training examples. In supervised learning, each example is a pair consisting of an input object and a desired output value. A supervised learning algorithm analyzes the training data and produces an inferred function, which can be used for mapping new examples. An optimal scenario will allow for the algorithm to correctly determine the class labels for unseen instances. This requires the learning algorithm to generalize from the training data to unseen situations in a "reasonable" way. This statistical quality of an algorithm is measured through the so-called generalization error.
In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to generate high-quality solutions to optimization and search problems by relying on biologically inspired operators such as mutation, crossover and selection. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, etc.
Heuristic, or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, short-term goal or approximation. Where finding an optimal solution is impossible or impractical, heuristic methods can be used to speed up the process of finding a satisfactory solution. Heuristics can be mental shortcuts that ease the cognitive load of making a decision.
The method of least squares is a standard approach in regression analysis to approximate the solution of overdetermined systems by minimizing the sum of the squares of the residuals made in the results of each individual equation.
Edward Lee Thorndike was an American psychologist who spent nearly his entire career at Teachers College, Columbia University. His work on comparative psychology and the learning process led to the theory of connectionism and helped lay the scientific foundation for educational psychology. He also worked on solving industrial problems, such as employee exams and testing. He was a member of the board of the Psychological Corporation and served as president of the American Psychological Association in 1912. A Review of General Psychology survey, published in 2002, ranked Thorndike as the ninth-most cited psychologist of the 20th century. Edward Thorndike had a powerful impact on reinforcement theory and behavior analysis, providing the basic framework for empirical laws in behavior psychology with his law of effect. Through his contributions to the behavioral psychology field came his major impacts on education, where the law of effect has great influence in the classroom.
In computer science, brute-force search or exhaustive search, also known as generate and test, is a very general problem-solving technique and algorithmic paradigm that consists of systematically enumerating all possible candidates for the solution and checking whether each candidate satisfies the problem's statement.
In artificial intelligence, symbolic artificial intelligence is the term for the collection of all methods in artificial intelligence research that are based on high-level symbolic (human-readable) representations of problems, logic and search. Symbolic AI used tools such as logic programming, production rules, semantic nets and frames, and it developed applications such as knowledge-based systems, symbolic mathematics, automated theorem provers, ontologies, the semantic web, and automated planning and scheduling systems. The Symbolic AI paradigm led to seminal ideas in search, symbolic programming languages, agents, multi-agent systems, the semantic web, and the strengths and limitations of formal knowledge and reasoning systems.
Problem-based learning (PBL) is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills and attributes. This includes knowledge acquisition, enhanced group collaboration and communication.
Global optimization is a branch of applied mathematics and numerical analysis that attempts to find the global minima or maxima of a function or a set of functions on a given set. It is usually described as a minimization problem because the maximization of the real-valued function is equivalent to the minimization of the function .
A cognitive tutor is a particular kind of intelligent tutoring system that utilizes a cognitive model to provide feedback to students as they are working through problems. This feedback will immediately inform students of the correctness, or incorrectness, of their actions in the tutor interface; however, cognitive tutors also have the ability to provide context-sensitive hints and instruction to guide students towards reasonable next steps.
Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as tactful behavior, fashion, or gift choices.
Portia is a genus of jumping spider that feeds on other spiders. They are remarkable for their intelligent hunting behaviour, which suggests that they are capable of learning and problem solving, traits normally attributed to much larger animals.
Transfer of learning occurs when people apply information, strategies, and skills they have learned to a new situation or context. Transfer is not a discrete activity, but is rather an integral part of the learning process. Researchers attempt to identify when and how transfer occurs and to offer strategies to improve transfer.
An intelligent tutoring system (ITS) is a computer system that aims to provide immediate and customized instruction or feedback to learners, usually without requiring intervention from a human teacher. ITSs have the common goal of enabling learning in a meaningful and effective manner by using a variety of computing technologies. There are many examples of ITSs being used in both formal education and professional settings in which they have demonstrated their capabilities and limitations. There is a close relationship between intelligent tutoring, cognitive learning theories and design; and there is ongoing research to improve the effectiveness of ITS. An ITS typically aims to replicate the demonstrated benefits of one-to-one, personalized tutoring, in contexts where students would otherwise have access to one-to-many instruction from a single teacher, or no teacher at all. ITSs are often designed with the goal of providing access to high quality education to each and every student.
Ariadne's thread, named for the legend of Ariadne, is solving a problem by multiple means—such as a physical maze, a logic puzzle, or an ethical dilemma—through an exhaustive application of logic to all available routes. It is the particular method used that is able to follow completely through to trace steps or take point by point a series of found truths in a contingent, ordered search that reaches an end position. This process can take the form of a mental record, a physical marking, or even a philosophical debate; it is the process itself that assumes the name.
Portia labiata is a jumping spider found in Sri Lanka, India, southern China, Burma (Myanmar), Malaysia, Singapore, Java, Sumatra and the Philippines. In this medium-sized jumping spider, the front part is orange-brown and the back part is brownish. The conspicuous main eyes provide vision more acute than a cat's during the day and 10 times more acute than a dragonfly's, and this is essential in P. labiata′s navigation, hunting and mating.
The following outline is provided as an overview of and topical guide to thought (thinking):
In software engineering, graphical user interface testing is the process of testing a product's graphical user interface (GUI) to ensure it meets its specifications. This is normally done through the use of a variety of test cases.
Portia africana is a jumping spider found in Angola, Cameroon, the Central African Republic, Gabon, Ghana, the Ivory Coast, Sierra Leone, Zaire and Zambia. Its conspicuous main eyes provide vision more acute than a cat's during the day and 10 times more acute than a dragonfly's, and this is essential in P. africana′s navigation, hunting and mating.
This glossary of artificial intelligence is a list of definitions of terms and concepts relevant to the study of artificial intelligence, its sub-disciplines, and related fields. Related glossaries include Glossary of computer science, Glossary of robotics, and Glossary of machine vision.