27 research outputs found

    Solving Tree Problems with Category Theory

    Full text link
    Artificial Intelligence (AI) has long pursued models, theories, and techniques to imbue machines with human-like general intelligence. Yet even the currently predominant data-driven approaches in AI seem to be lacking humans' unique ability to solve wide ranges of problems. This situation begs the question of the existence of principles that underlie general problem-solving capabilities. We approach this question through the mathematical formulation of analogies across different problems and solutions. We focus in particular on problems that could be represented as tree-like structures. Most importantly, we adopt a category-theoretic approach in formalising tree problems as categories, and in proving the existence of equivalences across apparently unrelated problem domains. We prove the existence of a functor between the category of tree problems and the category of solutions. We also provide a weaker version of the functor by quantifying equivalences of problem categories using a metric on tree problems.Comment: 10 pages, 4 figures, International Conference on Artificial General Intelligence (AGI) 201

    Dementia : towards a perceptual control theory perspective

    Get PDF
    Purpose: The purpose of this paper is to explore the psychosocial experiences of people living with dementia using a perceptual control theory (PCT) perspective. Design/methodology/approach:Conceptual paper. Findings: The paper suggests that people with dementia may control their perceptions by using four modes of control: control, automatic, passive observation and imagination. Research limitations/implications: The paper highlights how a perceived sense of “too little” or “too much” control can create psychological and emotional distress, as people with dementia seek to respond to the changing contextual circumstances of their lives. However, more work needs to be done to develop specific PCT informed strategies that may serve the goal of helping people who are living with dementia to maximise their functioning and alleviate their distress. Originality/value: The potential benefits of adopting a PCT perspective to understand the experiences of people living with dementia have only been explored in a relatively superficial way. This paper is a first attempt to develop a more considered analysis

    Learning Representations in Model-Free Hierarchical Reinforcement Learning

    Full text link
    Common approaches to Reinforcement Learning (RL) are seriously challenged by large-scale applications involving huge state spaces and sparse delayed reward feedback. Hierarchical Reinforcement Learning (HRL) methods attempt to address this scalability issue by learning action selection policies at multiple levels of temporal abstraction. Abstraction can be had by identifying a relatively small set of states that are likely to be useful as subgoals, in concert with the learning of corresponding skill policies to achieve those subgoals. Many approaches to subgoal discovery in HRL depend on the analysis of a model of the environment, but the need to learn such a model introduces its own problems of scale. Once subgoals are identified, skills may be learned through intrinsic motivation, introducing an internal reward signal marking subgoal attainment. In this paper, we present a novel model-free method for subgoal discovery using incremental unsupervised learning over a small memory of the most recent experiences (trajectories) of the agent. When combined with an intrinsic motivation learning mechanism, this method learns both subgoals and skills, based on experiences in the environment. Thus, we offer an original approach to HRL that does not require the acquisition of a model of the environment, suitable for large-scale applications. We demonstrate the efficiency of our method on two RL problems with sparse delayed feedback: a variant of the rooms environment and the first screen of the ATARI 2600 Montezuma's Revenge game

    A Developmental Learning Approach of Mobile Manipulator via Playing

    Get PDF
    Inspired by infant development theories, a robotic developmental model combined with game elements is proposed in this paper. This model does not require the definition of specific developmental goals for the robot, but the developmental goals are implied in the goals of a series of game tasks. The games are characterized into a sequence of game modes based on the complexity of the game tasks from simple to complex, and the task complexity is determined by the applications of developmental constraints. Given a current mode, the robot switches to play in a more complicated game mode when it cannot find any new salient stimuli in the current mode. By doing so, the robot gradually achieves it developmental goals by playing different modes of games. In the experiment, the game was instantiated into a mobile robot with the playing task of picking up toys, and the game is designed with a simple game mode and a complex game mode. A developmental algorithm, “Lift-Constraint, Act and Saturate,” is employed to drive the mobile robot move from the simple mode to the complex one. The experimental results show that the mobile manipulator is able to successfully learn the mobile grasping ability after playing simple and complex games, which is promising in developing robotic abilities to solve complex tasks using games

    STARE: Spatio-Temporal Attention Relocation for multiple structured activities detection

    No full text
    We present a spatio-temporal attention relocation (STARE) method, an information-theoretic approach for efficient detection of simultaneously occurring structured activities. Given multiple human activities in a scene, our method dynamically focuses on the currently most informative activity. Each activity can be detected without complete observation, as the structure of sequential actions plays an important role on making the system robust to unattended observations. For such systems, the ability to decide where and when to focus is crucial to achieving high detection performances under resource bounded condition. Our main contributions can be summarized as follows: 1) information-theoretic dynamic attention relocation framework that allows the detection of multiple activities efficiently by exploiting the activity structure information and 2) a new high-resolution data set of temporally-structured concurrent activities. Our experiments on applications show that the STARE method performs efficiently while maintaining a reasonable level of accuracy

    Computational Psychiatry: towards a mathematically informed understanding of mental illness

    Get PDF
    Computational Psychiatry aims to describe the relationship between the brain's neurobiology, its environment and mental symptoms in computational terms. In so doing, it may improve psychiatric classification and the diagnosis and treatment of mental illness. It can unite many levels of description in a mechanistic and rigorous fashion, while avoiding biological reductionism and artificial categorisation. We describe how computational models of cognition can infer the current state of the environment and weigh up future actions, and how these models provide new perspectives on two example disorders, depression and schizophrenia. Reinforcement learning describes how the brain can choose and value courses of actions according to their long-term future value. Some depressive symptoms may result from aberrant valuations, which could arise from prior beliefs about the loss of agency ('helplessness'), or from an inability to inhibit the mental exploration of aversive events. Predictive coding explains how the brain might perform Bayesian inference about the state of its environment by combining sensory data with prior beliefs, each weighted according to their certainty (or precision). Several cortical abnormalities in schizophrenia might reduce precision at higher levels of the inferential hierarchy, biasing inference towards sensory data and away from prior beliefs. We discuss whether striatal hyperdopaminergia might have an adaptive function in this context, and also how reinforcement learning and incentive salience models may shed light on the disorder. Finally, we review some of Computational Psychiatry's applications to neurological disorders, such as Parkinson's disease, and some pitfalls to avoid when applying its methods

    Which is the best intrinsic motivation signal for learning multiple skills?

    Get PDF
    Humans and other biological agents are able to autonomously learn and cache different skills in the absence of any biological pressure or any assigned task. In this respect, Intrinsic Motivations (i.e., motivations not connected to reward-related stimuli) play a cardinal role in animal learning, and can be considered as a fundamental tool for developing more autonomous and more adaptive artificial agents. In this work, we provide an exhaustive analysis of a scarcely investigated problem: which kind of IM reinforcement signal is the most suitable for driving the acquisition of multiple skills in the shortest time? To this purpose we implemented an artificial agent with a hierarchical architecture that allows to learn and cache different skills. We tested the system in a setup with continuous states and actions, in particular, with a kinematic robotic arm that has to learn different reaching tasks. We compare the results of different versions of the system driven by several different intrinsic motivation signals. The results show (a) that intrinsic reinforcements purely based on the knowledge of the system are not appropriate to guide the acquisition of multiple skills, and (b) that the stronger the link between the IM signal and the competence of the system, the better the performance

    Autonomous selection of the "what" and the "how" of learning: an intrinsically motivated system tested with a two armed robot

    Get PDF
    In our previous research we focused on the role of Intrinsically motivated learning signals in driving the selection and learning of different skills. This work makes a further step towards more autonomous and versatile robots, implementing a 3-level hierarchical architecture with the mechanisms necessary to both select goals to pursue and search for the best way to achieve them. In particular, we focus on the important problem of providing artificial agents with a decoupled architecture that separates the selection of goals from the selection of resources. To verify our solution, we use the architecture to control the two redundant arms of a simulated iCub robotic platform tested in a reaching task within a 3D environment. We compare its performance to a previous model having a coupled architecture where the different goals are associated at design-time to different modules pursuing them
    corecore