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186                         Adaptation

            out without further breakdown. if the relevant subgoal is thereby satisfied,
              control reverts to the next goal upward, where the process repeats itself. in
            the  terminology  of  computer  science,  this  is  called  top-down,  left-to-right
              execution. This pattern is familiar to writers who use outlines.
               At each decision point, the situation at hand is evaluated by testing all
            relevant rules – that is, all rules that share the currently active subgoal – for
            the satisfaction of their conditions. if there are no relevant rules that match
            the current situation, then the person’s practical knowledge is incomplete; he
            has not yet mastered the task. if there is a single rule that matches, the action
            of that rule is executed. if there are multiple rules that match, they are entered
            into a temporary memory structure called the conflict set. A single rule is cho-
            sen from that set by a process called conflict resolution, and the action of the
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            selected rule is performed. There are various conflict resolution schemes.  A
            specific scheme will be described in Chapter 7.
               in short, a set of rules is executed by four main processes: First, a match-
            ing process compares all relevant rules against the person’s perception of the
            current situation to determine the available options. Second, a conflict resolu-
            tion process selects a single rule from the set of matching rules. Third, the
            action of the chosen rule is performed. Finally, a control process moves the
            locus of control from node to node in the goal tree. The mental machinery
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            that performs these processes is called the cognitive architecture.  The dis-
            tinction between a task-independent architecture and a pool of task-specific
            rules neatly slices cognition into its invariant and changeable aspects. The
            former is possibly innate, the latter certainly acquired.


                           PROCESSES FOR SKILL ACQUISITION
            if practical knowledge consists of a collection of goal-situation-action associa-
            tions – production rules – then to master a novel task or to adapt to changing
            task demands is to extend or revise such a collection. A process that takes one
            or more rules as input and generates an improved rule as output is a learning
            mechanism. Like other change mechanisms, a skill acquisition mechanism can
            be partitioned into a triggering condition and the change process proper. A
            situation in which the triggering condition for some learning mechanism is
            satisfied constitutes a learning opportunity. The execution of the correspond-
            ing change process is a learning event.
               Learning events are brief compared to the time it takes to master a skill, so
            the Raisins in the Dough principle applies (see Chapter 4). The majority of the
            cognitive processes that occur during practice participate in the execution of
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