Technology
Analysis of the Web User Behavior with a Psychologically-Based Diffusion Model
Roman, Pablo Enrique (University of Chile) | Velasquez, Juan Domingo (University of Chile)
This work presents a new application of a mathematical theory of psychological behavior from Usher and McClelland and the random utility model from McFadden, to the web user behavior. The model describes the stochastic behavior of a general kind of web users, consisting of the probability of following a hyperlink for a specific length of time. The simulation experiment together with the artificial agent illustrates behavioral patterns characteristic of human subjects.
A Simple Oscillatory Short-Term Memory
Reggia, James (University of Maryland) | Sylvester, Jared (University of Maryland) | Weems, Scott (University of Maryland (CASL)) | Bunting, Michael (University of Maryland (CASL))
Oscillatory neural networks have been an increasing focus of study over the last several years. Here we consider simple oscillatory memories for short-term retention of items occurring as temporal sequences. By incorporating decay as well as interference, we find that it is easy to match behavioral data from human subjects recalling temporal sequences under different situations by adjusting a single parameter in the model. These results suggest that simple oscillatory memories capture at least some key properties of human short-term memory, and might be used effectively in future biologically-inspired cognitive architectures.
Funding Opportunities for Cognitive and Computer Scientists through the Institute of Education Sciences
O' (US Department of Education) | Donnell, Carol L. (US Department of Education) | Levy, Jonathan
The Institute of Education Sciences (IES) provides funding opportunities for researchers to bring their knowledge of learning, cognitive science, and technology to bear on education practice. This panel describes opportunities available through the National Center for Education Research and the National Center for Special Education Research.
Toward Bootstrap Learning of the Foundations of Commonsense Knowledge
Kuipers, Benjamin (University of Michigan)
Our goal is for an autonomous learning agent to acquire the knowledge that serves as the foundations of common sense from its own experience without outside guidance. This requires the agent to (1) learn the structure of its own sensors and effectors; (2) learn a model of space around itself; (3) learn to move effectively in that space; (4) identify and describe objects, as distinct from the static environment; (5) learn and represent actions for affecting those objects, including preconditions and postconditions, and so on. We will provide examples of progress we have made, and the roadmap we envision for future research.
A Progression of Cognitive Frameworks
Kelly, John J. (Model Software Corporation)
The anthropological and economic history of humanity gives evidence of a progression of cognitive frameworks. There are three cognitive perspectives, in order: living in the present, living in the past, and living in the future. They correspond to three levels of competency with abstract thought: concrete thought only, abstract thought with correlations, and abstract thought with both correlations and causality. This appears to explain the fundamental differences between primitive cultures, traditional cultures, and modern cultures: differences in economics, politics, personality, and anthropological differences in general. So, not only does this theory succinctly explain a wide range of human behavior, but because it does, it appears to be a valid theory and a promising way to decompose abstract thought into its component parts for future cognitive research. These frameworks are discussed along with their implications of exploiting this progression to simplify the problem of developing an AI.
OpenCog NS: A Deeply-Interactive Hybrid Neural-Symbolic Cognitive Architecture Designed for Global/Local Memory Synergy
Goertzel, Ben (Novamente LLC) | Duong, Deborah (ACI Edge)
A deeply-interactive hybrid neural-symbolic cognitive architecture is defined as one in which the neural-net and symbolic components interact frequently and dynamically, so that each intervenes significantly in the other's internal operations, and the two form a combined dynamical system at the time-scale of each component's individual cognitive operations. An example architecture of this nature that is currently under development is described: OpenCog NS, based on integration of the OpenCog cognitive architecture (which incorporates symbolic, evolutionary and connectionist aspects) with a hierarchical attractor neural network (HANN). In this integrated architecture, the neural and non-neural aspects each play major roles, and the depth of the interconnection is revealed for example in the facts that symbolic reasoning intervenes in the process of attractor formation within the HANN, whereas the HANN plays a major role in guiding the individual steps of logical inference and evolutionary program learning processes.
Measuring Rates of Human Memory Retrieval
Gardner, Robert S. (George Mason University) | Mainetti, Matteo (George Mason University) | Ascoli, Giorgio A
Memory retrieval is a spontaneous process difficult to measure in naturalistic settings. By adapting an automated paging process, we measured spontaneous autobiographical and prospective memory retrieval probability, and found the derived frequency of recall in a given time period to be significantly higher than expected. Altogether, this research provides a quantitative characterization of human memory.
Taking a Mental Stance Towards Artificial Systems
Gamez, David (Imperial College, London) | Aleksander, Igor (Imperial College, London)
This paper argues that supervised cognitive growth in artifacts will be very difficult to achieve without detailed knowledge about systems’ internal states. Physical information is too low level to provide a useful understanding of a system’s behavior, and it is more pragmatically useful to take a mental stance towards an artificial system and interpret its actions in terms of mental states. This mental stance is similar to Dennett’s intentional stance, except the ascription of beliefs and rationality in the intentional stance is replaced by the attribution of low level mental states in the mental stance. In some cases it might also be useful to take a conscious stance towards an artificial system that interprets its behavior as the outcome of a conscious decision making process. Since most artifacts lack language, automatic analysis techniques have to be used to identify the contents of their minds, and the second half of this paper suggests how some of the earlier work of Aleksander and Atlas can be applied in this area.
Reinforcement Sensitivity Theory and Cognitive Architectures
Fua, Karl Cheng-Heng (Northwestern University) | Horswill, Ian (Northwestern University) | Ortony, Andrew (Northwestern University) | Revelle, William (Northwestern University)
Many biological models of human motivation and behavior posit a functional division between those subsystems respon- sible for approach and avoidance behaviors. Gray and McNaughton's (2000) revised Reinforcement Sensitivity Theory (RST) casts this distinction in terms of a Behavioral Activation System (BAS) and a Fight-Flight-Freeze System (FFFS), mediated by a third, conflict resolution system — the Behavioral Inhibition System (BIS). They argued that these are fundamental, functionally distinct systems. The model has been highly influential both in personality psychology, where it provides a biologically-based explanation of traits such as extraversion and neuroticism, and in clinical psychology wherein state disorders such as Major Depressive Disorder and Generalized Anxiety Disorder can be modeled as differences in baseline sensitivities of one or more of the systems. In this paper, we present work in progress on implementing a simplified simulation of RST in a set of embodied virtual characters. We argue that RST provides an interesting and potentially powerful starting point for cognitive architectures for various applications, including interactive entertainment, in which simulation of human-like affect and personality is important.