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来源类型 | Monograph (IIASA Working Paper) |
规范类型 | 论文 |
Routines, Hierarchies of Problems, Procedural Behaviour: Some Evidence from Experiments. | |
Egidi M | |
发表日期 | 1994 |
出版者 | IIASA, Laxenburg, Austria: WP-94-058 |
出版年 | 1994 |
语种 | 英语 |
摘要 | A laboratory experiment was performed as replication of the original one created by M. Cohen and P. Bacdayan at Michigan University. It consists in a two-persons card game played by a large number of pairs, whose actions are stored in a computer's memory. In order to achieve the final goal each player must discover his sub-goals, and must coordinate his action with the partner's one. The game therefore involves the division of knowledge and cooperation among players, and gives rise to the emergence of organizational routines. It is suggested that the organizational routines, i.e. the sequences of patterned actions which lead to the realization of the final goal, cannot be fully memorized because of their variety and number. It is shown that players do not possess all the knowledge needed by an hypothetical supervisor to play the best strategy: they generally explore only a limited part of the the space of the potential rules, and therefore learn and memorize a simple, bounded set of "personal" meta-rules. These meta-rules, also called "production rules" in standard Cognitive Science's language, are of the form |
主题 | Technological and Economic Dynamics (TED) |
URL | http://pure.iiasa.ac.at/id/eprint/4153/ |
来源智库 | International Institute for Applied Systems Analysis (Austria) |
资源类型 | 智库出版物 |
条目标识符 | http://119.78.100.153/handle/2XGU8XDN/124274 |
推荐引用方式 GB/T 7714 | Egidi M. Routines, Hierarchies of Problems, Procedural Behaviour: Some Evidence from Experiments.. 1994. |
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文件名称/大小 | 资源类型 | 版本类型 | 开放类型 | 使用许可 | ||
WP-94-058.pdf(1496KB) | 智库出版物 | 限制开放 | CC BY-NC-SA | 浏览 |
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