137,284 research outputs found
Modelling the Developing Mind: From Structure to Change
This paper presents a theory of cognitive change. The theory assumes that the fundamental causes of cognitive change reside in the architecture of mind. Thus, the architecture of mind as specified by the theory is described first. It is assumed that the mind is a three-level universe involving (1) a processing system that constrains processing potentials, (2) a set of specialized capacity systems that guide understanding of different reality and knowledge domains, and (3) a hypecognitive system that monitors and controls the functioning of all other systems. The paper then specifies the types of change that may occur in cognitive development (changes within the levels of mind, changes in the relations between structures across levels, changes in the efficiency of a structure) and a series of general (e.g., metarepresentation) and more specific mechanisms (e.g., bridging, interweaving, and fusion) that bring the changes about. It is argued that different types of change require different mechanisms. Finally, a general model of the nature of cognitive development is offered. The relations between the theory proposed in the paper and other theories and research in cognitive development and cognitive neuroscience is discussed throughout the paper
Composing Software from Multiple Concerns: A Model and Composition Anomalies
Constructing software from components is considered to be a key requirement for managing the complexity of software. Separation of concerns makes only sense if the realizations of these concerns can be composed together effectively into a working program. Various publications have shown that composability of software is far from trivial and fails when components express complex behavior such as constraints, synchronization and history-sensitiveness. We believe that to address the composability problems, we need to understand and define the situations where composition fails. To this aim, in this paper we (a) introduce a general model of multi-dimensional concern composition, and (b) define so-called composition anomalies
Unraveling the influence of domain knowledge during simulation-based inquiry learning
This study investigated whether the mere knowledge of the meaning of variables can facilitate inquiry learning processes and outcomes. Fifty-seven college freshmen were randomly allocated to one of three inquiry tasks. The concrete task had familiar variables from which hypotheses about their underlying relations could be inferred. The intermediate task used familiar variables that did not invoke underlying relations, whereas the abstract task contained unfamiliar variables that did not allow for inference of hypotheses about relations. Results showed that concrete participants performed more successfully and efficiently than intermediate participants, who in turn were equally successful and efficient as abstract participants. From these findings it was concluded that students learning by inquiry benefit little from knowledge of the meaning of variables per se. Some additional understanding of the way these variables are interrelated seems required to enhance inquiry learning processes and outcomes
The Neuro-Symbolic Concept Learner: Interpreting Scenes, Words, and Sentences From Natural Supervision
We propose the Neuro-Symbolic Concept Learner (NS-CL), a model that learns
visual concepts, words, and semantic parsing of sentences without explicit
supervision on any of them; instead, our model learns by simply looking at
images and reading paired questions and answers. Our model builds an
object-based scene representation and translates sentences into executable,
symbolic programs. To bridge the learning of two modules, we use a
neuro-symbolic reasoning module that executes these programs on the latent
scene representation. Analogical to human concept learning, the perception
module learns visual concepts based on the language description of the object
being referred to. Meanwhile, the learned visual concepts facilitate learning
new words and parsing new sentences. We use curriculum learning to guide the
searching over the large compositional space of images and language. Extensive
experiments demonstrate the accuracy and efficiency of our model on learning
visual concepts, word representations, and semantic parsing of sentences.
Further, our method allows easy generalization to new object attributes,
compositions, language concepts, scenes and questions, and even new program
domains. It also empowers applications including visual question answering and
bidirectional image-text retrieval.Comment: ICLR 2019 (Oral). Project page: http://nscl.csail.mit.edu
Path Ranking with Attention to Type Hierarchies
The objective of the knowledge base completion problem is to infer missing
information from existing facts in a knowledge base. Prior work has
demonstrated the effectiveness of path-ranking based methods, which solve the
problem by discovering observable patterns in knowledge graphs, consisting of
nodes representing entities and edges representing relations. However, these
patterns either lack accuracy because they rely solely on relations or cannot
easily generalize due to the direct use of specific entity information. We
introduce Attentive Path Ranking, a novel path pattern representation that
leverages type hierarchies of entities to both avoid ambiguity and maintain
generalization. Then, we present an end-to-end trained attention-based RNN
model to discover the new path patterns from data. Experiments conducted on
benchmark knowledge base completion datasets WN18RR and FB15k-237 demonstrate
that the proposed model outperforms existing methods on the fact prediction
task by statistically significant margins of 26% and 10%, respectively.
Furthermore, quantitative and qualitative analyses show that the path patterns
balance between generalization and discrimination.Comment: Thirty-Fourth AAAI Conference on Artificial Intelligence (AAAI-20
Learning Models for Following Natural Language Directions in Unknown Environments
Natural language offers an intuitive and flexible means for humans to
communicate with the robots that we will increasingly work alongside in our
homes and workplaces. Recent advancements have given rise to robots that are
able to interpret natural language manipulation and navigation commands, but
these methods require a prior map of the robot's environment. In this paper, we
propose a novel learning framework that enables robots to successfully follow
natural language route directions without any previous knowledge of the
environment. The algorithm utilizes spatial and semantic information that the
human conveys through the command to learn a distribution over the metric and
semantic properties of spatially extended environments. Our method uses this
distribution in place of the latent world model and interprets the natural
language instruction as a distribution over the intended behavior. A novel
belief space planner reasons directly over the map and behavior distributions
to solve for a policy using imitation learning. We evaluate our framework on a
voice-commandable wheelchair. The results demonstrate that by learning and
performing inference over a latent environment model, the algorithm is able to
successfully follow natural language route directions within novel, extended
environments.Comment: ICRA 201
Strategy Logic with Imperfect Information
We introduce an extension of Strategy Logic for the imperfect-information
setting, called SLii, and study its model-checking problem. As this logic
naturally captures multi-player games with imperfect information, the problem
turns out to be undecidable. We introduce a syntactical class of "hierarchical
instances" for which, intuitively, as one goes down the syntactic tree of the
formula, strategy quantifications are concerned with finer observations of the
model. We prove that model-checking SLii restricted to hierarchical instances
is decidable. This result, because it allows for complex patterns of
existential and universal quantification on strategies, greatly generalises
previous ones, such as decidability of multi-player games with imperfect
information and hierarchical observations, and decidability of distributed
synthesis for hierarchical systems. To establish the decidability result, we
introduce and study QCTL*ii, an extension of QCTL* (itself an extension of CTL*
with second-order quantification over atomic propositions) by parameterising
its quantifiers with observations. The simple syntax of QCTL* ii allows us to
provide a conceptually neat reduction of SLii to QCTL*ii that separates
concerns, allowing one to forget about strategies and players and focus solely
on second-order quantification. While the model-checking problem of QCTL*ii is,
in general, undecidable, we identify a syntactic fragment of hierarchical
formulas and prove, using an automata-theoretic approach, that it is decidable.
The decidability result for SLii follows since the reduction maps hierarchical
instances of SLii to hierarchical formulas of QCTL*ii
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