Cited by 1,641Embodied and Extended CognitionAI-based Problem Solving and PlanningAction Observation and Synchronization

The DOI matches its Crossref record; 47 of the 47 references it cites were found in a registry or an index; none of the 11 sources its claims cite is checked for support yet.

On Distinguishing Epistemic from Pragmatic Action

Open access
Kirsh, David, Maglio, Paul·1994·Cognitive Science

Abstract

We present data and argument to show that in Tetris—a real‐time, interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world than by performing computational actions in the head alone. We have found that some of the translations and rotations made by players of this video game are best understood as actions that use the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used to change the world in order to simplify the problem‐solving task. Thus, we distinguish pragmatic actions—actions performed to bring one physically closer to a goal—from epistemic actions—actions performed to uncover informatioan that is hidden or hard to compute mentally. To illustrate the need for epistemic actions, we first develop a standard information‐processing model of Tetris cognition and show that it cannot explain performance data from human players of the game—even when we relax the assumption of fully sequential processing. Standard models disregard many actions taken by players because they appear unmotivated or superfluous. However, we show that such actions are actually far from superfluous; they play a valuable role in improving human performance. We argue that traditional accounts are limited because they regard action as having a single function: to change the world. By recognizing a second function of action—an epistemic function—we can explain many of the actions that a traditional model cannot. Although our argument is supported by numerous examples specifically from Tetris, we outline how the new category of epistemic action can be incorporated into theories of action more generally.

Overview

AI snapshot

Written from the paper’s full text.

TL;DR

The paper argues that Tetris players perform some rotations and translations not to advance a physical goal but to simplify cognition, introducing epistemic actions as distinct from pragmatic actions. A classical sequential information-processing model and an interleaving variant fail to explain extra rotations and translate-to-wall routines, which are better explained as actions that uncover information, reduce mental rotation, or verify placement.

Key findings

  • Players rotate zoids more than expected for purely pragmatic placement: each zoid is rotated more than half its possible rotations; for a shape with four distinct orientations, the expected average would be 1.5 rotations, but observed rotations exceed this. Rotations sometimes begin before 100 ms, before the zoid is fully visible.
  • Early rotation can expose hidden parts 150 to 300 ms earlier than waiting for natural appearance; partially hidden zoids ambiguous in both shape and position are more likely to be rotated than those ambiguous in shape alone, though no player reported noticing that zoids begin falling in different columns.
  • Physical rotation of a zoid 90° can take as few as 100 ms, whereas mental rotation of a zoid 90° is estimated at 800 to 1200 ms. The translate-to-wall verification routine occurs in about 1% of drops; experts drop a zoid on average 15.65 squares from resting position ordinarily versus 20.05 squares after the translate routine, with intermediate players 13.18 versus 19.04 and advanced players 13.69 versus 19.33.
  • The translate-to-wall routine moves the zoid away from the intended column, so it cannot be a pragmatically good move; its function is to verify the column and reduce error, and higher drops are more likely to be verified this way.

Methods

  • Design: Tetris was used as a real-time, interactive video game domain; the authors implemented a computational laboratory to unobtrusively record the timing of all keystrokes and game situations, collected tachistoscopic mental rotation tests, and designed and implemented the RoboTetris expert system to compare human and machine performance.
  • Sample: the mental rotation pilot had three Tetris players—one intermediate, one advanced, and one expert—each seeing eight presentations of each possible pair of L-shaped or S-shaped zoids; human gameplay data came from subjects playing Tetris.
  • Analysis: a classical four-phase information-processing model was constructed (bitmap representation, chunked symbolic representation, placement computation, motor plan computation), then relaxed to allow cascade/interleaving; model predictions such as expected rotation counts were compared with observed keystroke timing and frequency, and deviations were interpreted as epistemic actions.

Limitations

  • The paper states it is often hard to prove that an agent performs a particular action for epistemic rather than pragmatic reasons, because an action can serve both epistemic and pragmatic purposes simultaneously, making the relative influence difficult to quantify.
  • The paper states it is an open question whether agents use multiple-perspective representations of zoids; the mental rotation data are described as pilot data from only three players, so the mental rotation time estimates are preliminary.
  • Evident from the text: many epistemic interpretations are inferred from timing and behavioral regularities rather than direct experimental manipulation, and the mental rotation comparison rests on a very small sample.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1207/s15516709cog1804_1

Cites

47 of 47 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Verification

Claims the paper makes

74 Own interpretation · 18 No basis given · 15 Own result · 4 Sources not found · 2 No full text of the sources · 1 Own method

Show all 92 claims

  • Probably not a substantial claim. 17
  • It may state two separate claims as one. 8
22 of 22
  • The authors state this as an assumption.

    Tetris cognition proceeds in four major phases.

    “It is based on a classical information-processing model of expertise based on the sup- position that Tetris cognition proceeds in four major phases:”
  • The authors state this as an assumption.

    The model is fully sequential: Phase Two is completed before Phase Three begins, and Three is completed before Four begins.

    “As we have stated it, the model is fully sequential: Phase Two is completed before Phase Three begins, and Three is completed before Four begins.”
  • The paper relies on this without support.

    Each zoid emerges in a random orientation, and on average any zoid can be expected to be placed in any of its orientations with equal probability.

    “This follows because each zoid emerges in a random orientation, and on average, any zoid can be expected to be placed in any of its orientations with equal probability.”
  • The paper relies on this without support.

    When a zoid first enters at the top of the screen, only a fraction of its total form is visible.

    “When a zoid first enters at the top of the screen, only a fraction of its total form is visible.”
  • The paper relies on this without support.

    At medium speed, a zoid descends at a rate of one square every 150 ms.

    “At medium speed, a zoid descends at a rate of one square every 150 ms.”
  • The paper relies on this without support.

    The close coupling between attention and saccades is already accepted.

    “The close coupling between attention and saccades is already accepted”
  • The authors state this as an assumption.

    Matching is a primitive process in working memory: Zoid chunk and contour chunk can be compared and matched only if they are explicitly represented in working memory.

    “So far we have assumed that matching is a primitive process in working memory: Zoid chunk and contour chunk can be compared and matched only if they are explicitly represented in working memory.”
  • The paper relies on this without support.

    The local effects of an action in Tetris are totally determinate, with no hidden states, exogenous influences, or other agents to change the result of hitting the rotate key.

    “The property of Tetris which makes such a strategy pay off is that the local effects of an action are totally determinate. There are no hidden states, exogenous influences, or other agents to change the result of hitting the rotate key.”
8 of 8

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Self-check

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1 of 1

Citations

Cites

Show all 46 references

Research works printed but not linked: 6

  1. Hutchins E., 1990, Intellectual teamwork: Social and technical bases of collaborative work, 191
  2. Kirsh D., 1990, Information, language, and cognition, 340
  3. Kosslyn S., 1990, Visual cognition and action, 73
  4. Neisser U., 1967, Cognitive psychology.
  5. Simmons R., 1992, Control of selective perception.
  6. Tate A., 1990, Readings in Planning, 26

Cited by

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Metadata

Authors
Kirsh, D., & Maglio, P.
Affiliations
University of California San Diego (US)
Corresponding author
Kirsh, David
Venue
Cognitive Science
Publisher
Wiley
Published
1994-10
Volume
18
Issue
4
Pages
513-549
ISSN
  • 0364-0213 (ISSN-L)
  • 1551-6709
OpenAlex
W2128922568
Cited by
1,641
References
46
Citations by year
2026: 63 · 2025: 123 · 2024: 47 · 2023: 64 · 2022: 112 · 2021: 50 · 2020: 104 · 2019: 89 · 2018: 60 · 2017: 60 · 2016: 66 · 2015: 83 · 2014: 71 · 2013: 83 · 2012: 57
FWCI
4.51
Type
journal article
Language
en
Open access
Locations
  • Cognitive Science (publishedVersion)
  • PhilPapers (PhilPapers Foundation) (submittedVersion)
Topics
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Embodied and Extended Cognition
  • Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
  • Social Sciences › Psychology › Social Psychology › Action Observation and Synchronization
Keywords
epistemic actions, Tetris, video gaming, cognition and action, information processing model, problem solving, philosophy of action

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