22,673 research outputs found
A Developmental Organization for Robot Behavior
This paper focuses on exploring how learning and development can be structured in synthetic (robot) systems. We present a developmental assembler for constructing reusable and temporally extended actions in a sequence. The discussion adopts the traditions
of dynamic pattern theory in which behavior
is an artifact of coupled dynamical systems
with a number of controllable degrees of freedom. In our model, the events that delineate
control decisions are derived from the pattern
of (dis)equilibria on a working subset of sensorimotor policies. We show how this architecture can be used to accomplish sequential
knowledge gathering and representation tasks
and provide examples of the kind of developmental milestones that this approach has
already produced in our lab
Framing-effects approach: A theoretical and methodological critique
The article deals with research on framing effects. First, I will start with classifying different approaches on framing. Subsequently, I will provide a definition of the concepts of frame, schema and framing, expand on framing research conducted so far - both theoretically and operationally. Having this equipment at hand, I will initiate a discussion on studies of framing-effects in terms of theory, methods and empirical results. This discussion leads to the conclusion that studies on framing effects are insufficiently concerned with the more recent psychological constructs and theories. In merely focusing on the activation of schemata, most studies ignore the more elaborate types of framing-effects. Therefore, several empirical questions remain unanswered and some methodical chances seem to be wasted
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Elements of latent learning in a maze environment
A general purpose learning program is described which demonstrates a latent learning ability by operating at two separate goal pursuit levels. At one level are the constant, implicit goals associated with the system's memory management mechanisms. At the higher level are the dynamic, explicit behavioral goals which the implicit goals enable by manipulating memory representations to conform to the external surroundings. The program is shown to negotiate a simulated maze environment by the step-wise refinement of its latently learned experiences
On Automating the Doctrine of Double Effect
The doctrine of double effect () is a long-studied ethical
principle that governs when actions that have both positive and negative
effects are to be allowed. The goal in this paper is to automate
. We briefly present , and use a first-order
modal logic, the deontic cognitive event calculus, as our framework to
formalize the doctrine. We present formalizations of increasingly stronger
versions of the principle, including what is known as the doctrine of triple
effect. We then use our framework to simulate successfully scenarios that have
been used to test for the presence of the principle in human subjects. Our
framework can be used in two different modes: One can use it to build
-compliant autonomous systems from scratch, or one can use it to
verify that a given AI system is -compliant, by applying a
layer on an existing system or model. For the latter mode, the
underlying AI system can be built using any architecture (planners, deep neural
networks, bayesian networks, knowledge-representation systems, or a hybrid); as
long as the system exposes a few parameters in its model, such verification is
possible. The role of the layer here is akin to a (dynamic or
static) software verifier that examines existing software modules. Finally, we
end by presenting initial work on how one can apply our layer
to the STRIPS-style planning model, and to a modified POMDP model.This is
preliminary work to illustrate the feasibility of the second mode, and we hope
that our initial sketches can be useful for other researchers in incorporating
DDE in their own frameworks.Comment: 26th International Joint Conference on Artificial Intelligence 2017;
Special Track on AI & Autonom
Understanding creativity
We have never seen creativity. More precisely, we have never seen the creative process; what we have seen is the creative individual (ex ante) and the outcome of creativity (ex post). Therefore we try to understand creativity by examining creative individuals and their creations. In this paper we only consider the creation of new knowledge. We draw on a wide variety of backgrounds. We wander into the area of cognitive psychology to investigate who is talented for creativity. We also draw on arts, history and philosophy of science, stories of mystics, some great novels and essays we have read as well as our experience in both working with creatives and creating new knowledge. Based on this shaky foundation we will describe creativity as illumination, through jokes, as a quest for harmony, as being kissed by the muse
Forgetting Exceptions is Harmful in Language Learning
We show that in language learning, contrary to received wisdom, keeping
exceptional training instances in memory can be beneficial for generalization
accuracy. We investigate this phenomenon empirically on a selection of
benchmark natural language processing tasks: grapheme-to-phoneme conversion,
part-of-speech tagging, prepositional-phrase attachment, and base noun phrase
chunking. In a first series of experiments we combine memory-based learning
with training set editing techniques, in which instances are edited based on
their typicality and class prediction strength. Results show that editing
exceptional instances (with low typicality or low class prediction strength)
tends to harm generalization accuracy. In a second series of experiments we
compare memory-based learning and decision-tree learning methods on the same
selection of tasks, and find that decision-tree learning often performs worse
than memory-based learning. Moreover, the decrease in performance can be linked
to the degree of abstraction from exceptions (i.e., pruning or eagerness). We
provide explanations for both results in terms of the properties of the natural
language processing tasks and the learning algorithms.Comment: 31 pages, 7 figures, 10 tables. uses 11pt, fullname, a4wide tex
styles. Pre-print version of article to appear in Machine Learning 11:1-3,
Special Issue on Natural Language Learning. Figures on page 22 slightly
compressed to avoid page overloa
Constructing Conditional Plans by a Theorem-Prover
The research on conditional planning rejects the assumptions that there is no
uncertainty or incompleteness of knowledge with respect to the state and
changes of the system the plans operate on. Without these assumptions the
sequences of operations that achieve the goals depend on the initial state and
the outcomes of nondeterministic changes in the system. This setting raises the
questions of how to represent the plans and how to perform plan search. The
answers are quite different from those in the simpler classical framework. In
this paper, we approach conditional planning from a new viewpoint that is
motivated by the use of satisfiability algorithms in classical planning.
Translating conditional planning to formulae in the propositional logic is not
feasible because of inherent computational limitations. Instead, we translate
conditional planning to quantified Boolean formulae. We discuss three
formalizations of conditional planning as quantified Boolean formulae, and
present experimental results obtained with a theorem-prover
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