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 Kelowna


How Insight Emerges in a Distributed, Content-addressable Memory

arXiv.org Artificial Intelligence

We begin this chapter with the bold claim that it provides a neuroscientific explanation of the magic of creativity. Creativity presents a formidable challenge for neuroscience. Neuroscience generally involves studying what happens in the brain when someone engages in a task that involves responding to a stimulus, or retrieving information from memory and using it the right way, or at the right time. If the relevant information is not already encoded in memory, the task generally requires that the individual make systematic use of information that is encoded in memory. But creativity is different. It paradoxically involves studying how someone pulls out of their brain something that was never put into it! Moreover, it must be something both new and useful, or appropriate to the task at hand. The ability to pull out of memory something new and appropriate that was never stored there in the first place is what we refer to as the magic of creativity. Even if we are so fortunate as to determine which areas of the brain are active and how these areas interact during creative thought, we will not have an answer to the question of how the brain comes up with solutions and artworks that are new and appropriate. On the other hand, since the representational capacity of neurons emerges at a level that is higher than that of the individual neurons themselves, the inner workings of neurons is too low a level to explain the magic of creativity. Thus we look to a level that is midway between gross brain regions and neurons. Since creativity generally involves combining concepts from different domains, or seeing old ideas from new perspectives, we focus our efforts on the neural mechanisms underlying the representation of concepts and ideas. Thus we ask questions about the brain at the level that accounts for its representational capacity, i.e. at the level of distributed aggregates of neurons.


Quantum Structure in Cognition: Fundamentals and Applications

arXiv.org Artificial Intelligence

Experiments in cognitive science and decision theory show that the ways in which people combine concepts and make decisions cannot be described by classical logic and probability theory. This has serious implications for applied disciplines such as information retrieval, artificial intelligence and robotics. Inspired by a mathematical formalism that generalizes quantum mechanics the authors have constructed a contextual framework for both concept representation and decision making, together with quantum models that are in strong alignment with experimental data. The results can be interpreted by assuming the existence in human thought of a double-layered structure, a 'classical logical thought' and a 'quantum conceptual thought', the latter being responsible of the above paradoxes and nonclassical effects. The presence of a quantum structure in cognition is relevant, for it shows that quantum mechanics provides not only a useful modeling tool for experimental data but also supplies a structural model for human and artificial thought processes. This approach has strong connections with theories formalizing meaning, such as semantic analysis, and has also a deep impact on computer science, information retrieval and artificial intelligence. More specifically, the links with information retrieval are discussed in this paper.


Modeling the Role of Context Dependency in the Identification and Manifestation of Entrepreneurial Opportunity

AAAI Conferences

The paper uses the SCOP theory of concepts to model the role of environmental context on three levels of entrepreneurial opportunity: idea generation, idea development, and entrepreneurial decision. The role of contextual-fit in the generation and development of ideas is modeled as the collapse of their superposition state into one of the potential states that composes this superposition. The projection of this collapsed state on the socio-economic basis results in interference between the developed idea and the perceptions of the supporting community, undergoing an eventual collapse for an entrepreneurial decision that reflects the shared vision of its stakeholders. The developed idea may continue to evolve due to continuous or discontinuous changes in the environment. The model offers unique insights into the effects of external influences on entrepreneurial decisions.


Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding

Journal of Artificial Intelligence Research

Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents' actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA* is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14% less pre-computation time.


Recognizability of Individual Creative Style Within and Across Domains: Preliminary Studies

arXiv.org Artificial Intelligence

It is hypothesized that creativity arises from the self-mending capacity of an internal model of the world, or worldview. The uniquely honed worldview of a creative individual results in a distinctive style that is recognizable within and across domains. It is further hypothesized that creativity is domaingeneral in the sense that there exist multiple avenues by which the distinctiveness of one's worldview can be expressed. These hypotheses were tested using art students and creative writing students. Art students guessed significantly above chance both which painting was done by which of five famous artists, and which artwork was done by which of their peers. Similarly, creative writing students guessed significantly above chance both which passage was written by which of five famous writers, and which passage was written by which of their peers. These findings support the hypothesis that creative style is recognizable. Moreover, creative writing students guessed significantly above chance which of their peers produced particular works of art, supporting the hypothesis that creative style is recognizable not just within but across domains.


Modeling Cultural Dynamics

arXiv.org Artificial Intelligence

EVOC (for EVOlution of Culture) is a computer model of culture that enables us to investigate how various factors such as barriers to cultural diffusion, the presence and choice of leaders, or changes in the ratio of innovation to imitation affect the diversity and effectiveness of ideas. It consists of neural network based agents that invent ideas for actions, and imitate neighbors' actions. The model is based on a theory of culture according to which what evolves through culture is not memes or artifacts, but the internal models of the world that give rise to them, and they evolve not through a Darwinian process of competitive exclusion but a Lamarckian process involving exchange of innovation protocols. EVOC shows an increase in mean fitness of actions over time, and an increase and then decrease in the diversity of actions. Diversity of actions is positively correlated with population size and density, and with barriers between populations. Slowly eroding borders increase fitness without sacrificing diversity by fostering specialization followed by sharing of fit actions. Introducing a leader that broadcasts its actions throughout the population increases the fitness of actions but reduces diversity of actions. Increasing the number of leaders reduces this effect. Efforts are underway to simulate the conditions under which an agent immigrating from one culture to another contributes new ideas while still'fitting in'.


Consistency and Random Constraint Satisfaction Models

Journal of Artificial Intelligence Research

In this paper, we study the possibility of designing non-trivial random CSP models by exploiting the intrinsic connection between structures and typical-case hardness. We show that constraint consistency, a notion that has been developed to improve the efficiency of CSP algorithms, is in fact the key to the design of random CSP models that have interesting phase transition behavior and guaranteed exponential resolution complexity without putting much restriction on the parameter of constraint tightness or the domain size of the problem. We propose a very flexible framework for constructing problem instances with interesting behavior and develop a variety of concrete methods to construct specific random CSP models that enforce different levels of constraint consistency. A series of experimental studies with interesting observations are carried out to illustrate the effectiveness of introducing structural elements in random instances, to verify the robustness of our proposal, and to investigate features of some specific models based on our framework that are highly related to the behavior of backtracking search algorithms.