143,700 research outputs found

    Memory-card vowel training for child and adult second-language learners: A first report

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    Japanese adults and Spanish-Catalan children received auditory phonetic training for English vowels using a novel paradigm, a version of the common children's card game Concentration. Individuals played a computer-based game in which they turned over pairs of cards to match spoken words, drawn from sets of vowel minimal pairs. The training was effective for adults, improving vowel recognition in a game that did not explicitly require identification. Children likewise improved over time on the memory card game, but not on the present generalisation task. This gamified training method can serve as a platform for examining development and perceptual learning

    Win-stay lose-shift strategy in formation changes in football

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    Managerial decision making is likely to be a dominant determinant of performance of teams in team sports. Here we use Japanese and German football data to investigate correlates between temporal patterns of formation changes across matches and match results. We found that individual teams and managers both showed win-stay lose-shift behavior, a type of reinforcement learning. In other words, they tended to stick to the current formation after a win and switch to a different formation after a loss. In addition, formation changes did not statistically improve the results of succeeding matches.The results indicate that a swift implementation of a new formation in the win-stay lose-shift manner may not be a successful managerial rule of thumb.Comment: 7 figures, 11 table

    Toward Interpretable Deep Reinforcement Learning with Linear Model U-Trees

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    Deep Reinforcement Learning (DRL) has achieved impressive success in many applications. A key component of many DRL models is a neural network representing a Q function, to estimate the expected cumulative reward following a state-action pair. The Q function neural network contains a lot of implicit knowledge about the RL problems, but often remains unexamined and uninterpreted. To our knowledge, this work develops the first mimic learning framework for Q functions in DRL. We introduce Linear Model U-trees (LMUTs) to approximate neural network predictions. An LMUT is learned using a novel on-line algorithm that is well-suited for an active play setting, where the mimic learner observes an ongoing interaction between the neural net and the environment. Empirical evaluation shows that an LMUT mimics a Q function substantially better than five baseline methods. The transparent tree structure of an LMUT facilitates understanding the network's learned knowledge by analyzing feature influence, extracting rules, and highlighting the super-pixels in image inputs.Comment: This paper is accepted by ECML-PKDD 201

    Chunks hierarchies and retrieval structures: Comments on Saariluoma and Laine

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    The empirical results of Saariluoma and Laine (in press) are discussed and their computer simulations are compared with CHREST, a computational model of perception, memory and learning in chess. Mathematical functions such as power functions and logarithmic functions account for Saariluoma and Laine's (in press) correlation heuristic and for CHREST very well. However, these functions fit human data well only with game positions, not with random positions. As CHREST, which learns using spatial proximity, accounts for the human data as well as Saariluoma and Laine's (in press) correlation heuristic, their conclusion that frequency-based heuristics match the data better than proximity-based heuristics is questioned. The idea of flat chunk organisation and its relation to retrieval structures is discussed. In the conclusion, emphasis is given to the need for detailed empirical data, including information about chunk structure and types of errors, for discriminating between various learning algorithms

    Checking chess checks with chunks: A model of simple check detection

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    The procedure by which humans identify checks in check positions is not well understood. We report here our experience in modelling this process with CHREST, a general-purpose cognitive model that has previously successfully captured a variety of attention- and perception-related phenomena. We have attempted to reproduce the results of an experiment investigating the ability of humans to determine checks in simple chess positions. We propose a specific model of how humans perform this experiment, and show that, given certain reasonable assumptions, CHREST can follow this model to create a good reproduction of the data

    Demonstrating Advantages of Neuromorphic Computation: A Pilot Study

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    Neuromorphic devices represent an attempt to mimic aspects of the brain's architecture and dynamics with the aim of replicating its hallmark functional capabilities in terms of computational power, robust learning and energy efficiency. We employ a single-chip prototype of the BrainScaleS 2 neuromorphic system to implement a proof-of-concept demonstration of reward-modulated spike-timing-dependent plasticity in a spiking network that learns to play the Pong video game by smooth pursuit. This system combines an electronic mixed-signal substrate for emulating neuron and synapse dynamics with an embedded digital processor for on-chip learning, which in this work also serves to simulate the virtual environment and learning agent. The analog emulation of neuronal membrane dynamics enables a 1000-fold acceleration with respect to biological real-time, with the entire chip operating on a power budget of 57mW. Compared to an equivalent simulation using state-of-the-art software, the on-chip emulation is at least one order of magnitude faster and three orders of magnitude more energy-efficient. We demonstrate how on-chip learning can mitigate the effects of fixed-pattern noise, which is unavoidable in analog substrates, while making use of temporal variability for action exploration. Learning compensates imperfections of the physical substrate, as manifested in neuronal parameter variability, by adapting synaptic weights to match respective excitability of individual neurons.Comment: Added measurements with noise in NEST simulation, add notice about journal publication. Frontiers in Neuromorphic Engineering (2019

    DRLViz: Understanding Decisions and Memory in Deep Reinforcement Learning

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    We present DRLViz, a visual analytics interface to interpret the internal memory of an agent (e.g. a robot) trained using deep reinforcement learning. This memory is composed of large temporal vectors updated when the agent moves in an environment and is not trivial to understand due to the number of dimensions, dependencies to past vectors, spatial/temporal correlations, and co-correlation between dimensions. It is often referred to as a black box as only inputs (images) and outputs (actions) are intelligible for humans. Using DRLViz, experts are assisted to interpret decisions using memory reduction interactions, and to investigate the role of parts of the memory when errors have been made (e.g. wrong direction). We report on DRLViz applied in the context of video games simulators (ViZDoom) for a navigation scenario with item gathering tasks. We also report on experts evaluation using DRLViz, and applicability of DRLViz to other scenarios and navigation problems beyond simulation games, as well as its contribution to black box models interpretability and explainability in the field of visual analytics
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