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Why we forget our childhoods

Popular Science

Breakthroughs, discoveries, and DIY tips sent every weekday. My earliest memories are more like nostalgic flickers. The candle I burned my finger on. The plastic toy set that occupied my playtime. These disparate and vague recollections are all most of us can remember of our first years of life.


Entropic Hetero-Associative Memory

Morales, Rafael, Pineda, Luis A.

arXiv.org Artificial Intelligence

The Entropic Associative Memory holds objects in a 2D relation or ``memory plane'' using a finite table as the medium. Memory objects are stored by reinforcing simultaneously the cells used by the cue, implementing a form of Hebb's learning rule. Stored objects are ``overlapped'' on the medium, hence the memory is indeterminate and has an entropy value at each state. The retrieval operation constructs an object from the cue and such indeterminate content. In this paper we present the extension to the hetero-associative case in which these properties are preserved. Pairs of hetero-associated objects, possibly of different domain and/or modalities, are held in a 4D relation. The memory retrieval operation selects a largely indeterminate 2D memory plane that is specific to the input cue; however, there is no cue left to retrieve an object from such latter plane. We propose three incremental methods to address such missing cue problem, which we call random, sample and test, and search and test. The model is assessed with composite recollections consisting of manuscripts digits and letters selected from the MNIST and the EMNIST corpora, respectively, such that cue digits retrieve their associated letters and vice versa. We show the memory performance and illustrate the memory retrieval operation using all three methods. The system shows promise for storing, recognizing and retrieving very large sets of object with very limited computing resources.


Synthetic Human Memories: AI-Edited Images and Videos Can Implant False Memories and Distort Recollection

Pataranutaporn, Pat, Archiwaranguprok, Chayapatr, Chan, Samantha W. T., Loftus, Elizabeth, Maes, Pattie

arXiv.org Artificial Intelligence

AI is increasingly used to enhance images and videos, both intentionally and unintentionally. As AI editing tools become more integrated into smartphones, users can modify or animate photos into realistic videos. This study examines the impact of AI-altered visuals on false memories--recollections of events that didn't occur or deviate from reality. In a pre-registered study, 200 participants were divided into four conditions of 50 each. Participants viewed original images, completed a filler task, then saw stimuli corresponding to their assigned condition: unedited images, AI-edited images, AI-generated videos, or AI-generated videos of AI-edited images. AI-edited visuals significantly increased false recollections, with AI-generated videos of AI-edited images having the strongest effect (2.05x compared to control). Confidence in false memories was also highest for this condition (1.19x compared to control). We discuss potential applications in HCI, such as therapeutic memory reframing, and challenges in ethical, legal, political, and societal domains.


Recite, Reconstruct, Recollect: Memorization in LMs as a Multifaceted Phenomenon

Prashanth, USVSN Sai, Deng, Alvin, O'Brien, Kyle, S, Jyothir V, Khan, Mohammad Aflah, Borkar, Jaydeep, Choquette-Choo, Christopher A., Fuehne, Jacob Ray, Biderman, Stella, Ke, Tracy, Lee, Katherine, Saphra, Naomi

arXiv.org Artificial Intelligence

Memorization in language models is typically treated as a homogenous phenomenon, neglecting the specifics of the memorized data. We instead model memorization as the effect of a set of complex factors that describe each sample and relate it to the model and corpus. To build intuition around these factors, we break memorization down into a taxonomy: recitation of highly duplicated sequences, reconstruction of inherently predictable sequences, and recollection of sequences that are neither. We demonstrate the usefulness of our taxonomy by using it to construct a predictive model for memorization. By analyzing dependencies and inspecting the weights of the predictive model, we find that different factors influence the likelihood of memorization differently depending on the taxonomic category.


Memory Traces: Are Transformers Tulving Machines?

Chauvet, Jean-Marie

arXiv.org Artificial Intelligence

Memory traces--changes in the memory system that result from the perception and encoding of an event--were measured in pioneering studies by Endel Tulving and Michael J. Watkins in 1975. These and further experiments informed the maturation of Tulving's memory model, from the GAPS (General Abstract Processing System} to the SPI (Serial-Parallel Independent) model. Having current top of the line LLMs revisit the original Tulving-Watkins tests may help in assessing whether foundation models completely instantiate or not this class of psychological models.


Two is better than one: distinct roles for familiarity and recollection in retrieving palimpsest memories

Neural Information Processing Systems

Storing a new pattern in a palimpsest memory system comes at the cost of interfering with the memory traces of previously stored items. Knowing the age of a pattern thus becomes critical for recalling it faithfully. This implies that there should be a tight coupling between estimates of age, as a form of familiarity, and the neural dynamics of recollection, something which current theories omit. Using a normative model of autoassociative memory, we show that a dual memory system, consisting of two interacting modules for familiarity and recollection, has best performance for both recollection and recognition. This finding provides a new window onto actively contentious psychological and neural aspects of recognition memory.


The Wisdom of Crowds in the Recollection of Order Information

Neural Information Processing Systems

When individuals independently recollect events or retrieve facts from memory, how can we aggregate these retrieved memories to reconstruct the actual set of events or facts? In this research, we report the performance of individuals in a series of general knowledge tasks, where the goal is to reconstruct from memory the order of historic events, or the order of items along some physical dimension. We introduce two Bayesian models for aggregating order information based on a Thurstonian approach and Mallows model. Both models assume that each individuals reconstruction is based on either a random permutation of the unobserved ground truth, or by a pure guessing strategy. We apply MCMC to make inferences about the underlying truth and the strategies employed by individuals.


The Future of Memory - ArtReview

#artificialintelligence

As memory and data blur, will we remember everything? And does remembering everything mean remembering nothing? "The root of men's problems is memory," states martial artist Huang Yaoshi, a character in Wong Kar-wai's arthouse classic Ashes of Time (1994). The film revolves around the dialectics of remembering and forgetting; in it an anonymous desert's shifting sandscape suggests a geological palimpsest of writing and unwriting memory at the same time. In the age of information saturation, people are entangled in the present technoscape of an attention economy that keeps altering.


Estimating Personal Model Parameters from Utterances in Model-based Reminiscence

Sakai, Shoki, Itabashi, Kazuki, Morita, Junya

arXiv.org Artificial Intelligence

Reminiscence therapy is mental health care based on the recollection of memories. However, the effectiveness of this method varies amongst individuals. To solve this problem, it is necessary to provide more personalized support; therefore, this study utilized a computational model of personal memory recollection based on a cognitive architecture adaptive control of thought-rational (ACT-R). An ACT-R memory model reflecting the state of users is expected to facilitate personal recollection. In this study, we proposed a method for estimating the internal states of users through repeated interactions with the memory model. The model, which contains the lifelog of the user, presents a memory item (stimulus) to the user, and receives the response of the user to the stimulus, based on which it adjusts the internal parameters of the model. Through the repetition of these processes, the parameters of the model will reflect the internal states of the user. To confirm the feasibility of the proposed method, we analyzed utterances of users when using a system that incorporates this model. The results confirmed the ability of the method to estimate the memory retrieval parameters of the model from the utterances of the user. In addition, the ability of the method to estimate changes in the mood of the user caused by using the system was confirmed. These results support the feasibility of the interactive method for estimating human internal states, which will eventually contribute to the ability to induce memory recall and emotions for our well-being.


BRIEF: Everything We Know About 1970s Mainframe RPGs We Can No Longer Play

#artificialintelligence

A PLATO terminal in a museum case at the University of Illinois; photo taken by the author in 2013. This entry summarizes a series of 1970s mainframe games that have been so lost we don't even have screenshots. I also asked several dozen PLATO authors, administrators, and former CRPG Addict contributors--everyone I could find--for any additional recollections about the games. I stopped only when I was confident there was nothing left to learn. If you have any new or conflicting information about any of the games below, I welcome your comments below or an e-mail to crpgaddict@gmail.com. I will update the information below with any new material discovered. However, please do not take it upon yourself to try to track down and contact any of the people listed here on my behalf; it is likely that I have already reached out and they either declined to respond or already told me all they could. Except for Don Daglow's Dungeon, all the games listed below were written in a language called TUTOR for the PLATO educational mainframe hosted by the University of Illinois Urbana-Champaign. Many of the games written on this system have been preserved and are playable today at Cyber1.