176,041 research outputs found

    The mediating effect of task presentation on collaboration and children's acquisition of scientific reasoning

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    There has been considerable research concerning peer interaction and the acquisition of children's scientific reasoning. This study investigated differences in collaborative activity between pairs of children working around a computer with pairs of children working with physical apparatus and related any differences to the development of children's scientific reasoning. Children aged between 9 and 10 years old (48 boys and 48 girls) were placed into either same ability or mixed ability pairs according to their individual, pre-test performance on a scientific reasoning task. These pairs then worked on either a computer version or a physical version of Inhelder and Piaget's (1958) chemical combination task. Type of presentation was found to mediate the nature and type of collaborative activity. The mixed-ability pairs working around the computer talked proportionally more about the task and management of the task; had proportionally more transactive discussions and used the record more productively than children working with the physical apparatus. Type of presentation was also found to mediated children's learning. Children in same ability pairs who worked with the physical apparatus improved significantly more than same ability pairs who worked around the computer. These findings were partially predicted from a socio-cultural theory and show the importance of tools for mediating collaborative activity and collaborative learning

    Reinforcement Learning for Racecar Control

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    This thesis investigates the use of reinforcement learning to learn to drive a racecar in the simulated environment of the Robot Automobile Racing Simulator. Real-life race driving is known to be difficult for humans, and expert human drivers use complex sequences of actions. There are a large number of variables, some of which change stochastically and all of which may affect the outcome. This makes driving a promising domain for testing and developing Machine Learning techniques that have the potential to be robust enough to work in the real world. Therefore the principles of the algorithms from this work may be applicable to a range of problems. The investigation starts by finding a suitable data structure to represent the information learnt. This is tested using supervised learning. Reinforcement learning is added and roughly tuned, and the supervised learning is then removed. A simple tabular representation is found satisfactory, and this avoids difficulties with more complex methods and allows the investigation to concentrate on the essentials of learning. Various reward sources are tested and a combination of three are found to produce the best performance. Exploration of the problem space is investigated. Results show exploration is essential but controlling how much is done is also important. It turns out the learning episodes need to be very long and because of this the task needs to be treated as continuous by using discounting to limit the size of the variables stored. Eligibility traces are used with success to make the learning more efficient. The tabular representation is made more compact by hashing and more accurate by using smaller buckets. This slows the learning but produces better driving. The improvement given by a rough form of generalisation indicates the replacement of the tabular method by a function approximator is warranted. These results show reinforcement learning can work within the Robot Automobile Racing Simulator, and lay the foundations for building a more efficient and competitive agent

    Quantum-enhanced reinforcement learning for finite-episode games with discrete state spaces

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    Quantum annealing algorithms belong to the class of metaheuristic tools, applicable for solving binary optimization problems. Hardware implementations of quantum annealing, such as the quantum annealing machines produced by D-Wave Systems, have been subject to multiple analyses in research, with the aim of characterizing the technology's usefulness for optimization and sampling tasks. Here, we present a way to partially embed both Monte Carlo policy iteration for finding an optimal policy on random observations, as well as how to embed (n) sub-optimal state-value functions for approximating an improved state-value function given a policy for finite horizon games with discrete state spaces on a D-Wave 2000Q quantum processing unit (QPU). We explain how both problems can be expressed as a quadratic unconstrained binary optimization (QUBO) problem, and show that quantum-enhanced Monte Carlo policy evaluation allows for finding equivalent or better state-value functions for a given policy with the same number episodes compared to a purely classical Monte Carlo algorithm. Additionally, we describe a quantum-classical policy learning algorithm. Our first and foremost aim is to explain how to represent and solve parts of these problems with the help of the QPU, and not to prove supremacy over every existing classical policy evaluation algorithm.Comment: 17 pages, 7 figure

    A role for the developing lexicon in phonetic category acquisition

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    Infants segment words from fluent speech during the same period when they are learning phonetic categories, yet accounts of phonetic category acquisition typically ignore information about the words in which sounds appear. We use a Bayesian model to illustrate how feedback from segmented words might constrain phonetic category learning by providing information about which sounds occur together in words. Simulations demonstrate that word-level information can successfully disambiguate overlapping English vowel categories. Learning patterns in the model are shown to parallel human behavior from artificial language learning tasks. These findings point to a central role for the developing lexicon in phonetic category acquisition and provide a framework for incorporating top-down constraints into models of category learning

    Pre-integration lateral inhibition enhances unsupervised learning

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    A large and influential class of neural network architectures use post-integration lateral inhibition as a mechanism for competition. We argue that these algorithms are computationally deficient in that they fail to generate, or learn, appropriate perceptual representations under certain circumstances. An alternative neural network architecture is presented in which nodes compete for the right to receive inputs rather than for the right to generate outputs. This form of competition, implemented through pre-integration lateral inhibition, does provide appropriate coding properties and can be used to efficiently learn such representations. Furthermore, this architecture is consistent with both neuro-anatomical and neuro-physiological data. We thus argue that pre-integration lateral inhibition has computational advantages over conventional neural network architectures while remaining equally biologically plausible
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