838 research outputs found

    How active perception and attractor dynamics shape perceptual categorization: A computational model

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    We propose a computational model of perceptual categorization that fuses elements of grounded and sensorimotor theories of cognition with dynamic models of decision-making. We assume that category information consists in anticipated patterns of agent–environment interactions that can be elicited through overt or covert (simulated) eye movements, object manipulation, etc. This information is firstly encoded when category information is acquired, and then re-enacted during perceptual categorization. The perceptual categorization consists in a dynamic competition between attractors that encode the sensorimotor patterns typical of each category; action prediction success counts as ‘‘evidence’’ for a given category and contributes to falling into the corresponding attractor. The evidence accumulation process is guided by an active perception loop, and the active exploration of objects (e.g., visual exploration) aims at eliciting expected sensorimotor patterns that count as evidence for the object category. We present a computational model incorporating these elements and describing action prediction, active perception, and attractor dynamics as key elements of perceptual categorizations. We test the model in three simulated perceptual categorization tasks, and we discuss its relevance for grounded and sensorimotor theories of cognition.Peer reviewe

    Cross-Recurrence Quantification Analysis of Categorical and Continuous Time Series: an R package

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    This paper describes the R package crqa to perform cross-recurrence quantification analysis of two time series of either a categorical or continuous nature. Streams of behavioral information, from eye movements to linguistic elements, unfold over time. When two people interact, such as in conversation, they often adapt to each other, leading these behavioral levels to exhibit recurrent states. In dialogue, for example, interlocutors adapt to each other by exchanging interactive cues: smiles, nods, gestures, choice of words, and so on. In order for us to capture closely the goings-on of dynamic interaction, and uncover the extent of coupling between two individuals, we need to quantify how much recurrence is taking place at these levels. Methods available in crqa would allow researchers in cognitive science to pose such questions as how much are two people recurrent at some level of analysis, what is the characteristic lag time for one person to maximally match another, or whether one person is leading another. First, we set the theoretical ground to understand the difference between 'correlation' and 'co-visitation' when comparing two time series, using an aggregative or cross-recurrence approach. Then, we describe more formally the principles of cross-recurrence, and show with the current package how to carry out analyses applying them. We end the paper by comparing computational efficiency, and results' consistency, of crqa R package, with the benchmark MATLAB toolbox crptoolbox. We show perfect comparability between the two libraries on both levels

    Unmasking Clever Hans Predictors and Assessing What Machines Really Learn

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    Current learning machines have successfully solved hard application problems, reaching high accuracy and displaying seemingly "intelligent" behavior. Here we apply recent techniques for explaining decisions of state-of-the-art learning machines and analyze various tasks from computer vision and arcade games. This showcases a spectrum of problem-solving behaviors ranging from naive and short-sighted, to well-informed and strategic. We observe that standard performance evaluation metrics can be oblivious to distinguishing these diverse problem solving behaviors. Furthermore, we propose our semi-automated Spectral Relevance Analysis that provides a practically effective way of characterizing and validating the behavior of nonlinear learning machines. This helps to assess whether a learned model indeed delivers reliably for the problem that it was conceived for. Furthermore, our work intends to add a voice of caution to the ongoing excitement about machine intelligence and pledges to evaluate and judge some of these recent successes in a more nuanced manner.Comment: Accepted for publication in Nature Communication

    Bag-Level Aggregation for Multiple Instance Active Learning in Instance Classification Problems

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    A growing number of applications, e.g. video surveillance and medical image analysis, require training recognition systems from large amounts of weakly annotated data while some targeted interactions with a domain expert are allowed to improve the training process. In such cases, active learning (AL) can reduce labeling costs for training a classifier by querying the expert to provide the labels of most informative instances. This paper focuses on AL methods for instance classification problems in multiple instance learning (MIL), where data is arranged into sets, called bags, that are weakly labeled. Most AL methods focus on single instance learning problems. These methods are not suitable for MIL problems because they cannot account for the bag structure of data. In this paper, new methods for bag-level aggregation of instance informativeness are proposed for multiple instance active learning (MIAL). The \textit{aggregated informativeness} method identifies the most informative instances based on classifier uncertainty, and queries bags incorporating the most information. The other proposed method, called \textit{cluster-based aggregative sampling}, clusters data hierarchically in the instance space. The informativeness of instances is assessed by considering bag labels, inferred instance labels, and the proportion of labels that remain to be discovered in clusters. Both proposed methods significantly outperform reference methods in extensive experiments using benchmark data from several application domains. Results indicate that using an appropriate strategy to address MIAL problems yields a significant reduction in the number of queries needed to achieve the same level of performance as single instance AL methods

    Learning epistemic actions in model-free memory-free reinforcement learning: experiments with a neuro-robotic model

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    Passive sensory processing is often insufficient to guide biological organisms in complex environments. Rather, behaviourally relevant information can be accessed by performing so-called epistemic actions that explicitly aim at unveiling hidden information. However, it is still unclear how an autonomous agent can learn epistemic actions and how it can use them adaptively. In this work, we propose a definition of epistemic actions for POMDPs that derive from their characterizations in cognitive science and classical planning literature. We give theoretical insights about how partial observability and epistemic actions can affct the learning process and performance in the extreme conditions of model-free and memory-free reinforcement learning where hidden information cannot be represented. We finally investigate these concepts using an integrated eye-arm neural architecture for robot control, which can use its effctors to execute epistemic actions and can exploit the actively gathered information to effiently accomplish a seek-and-reach task
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