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Design for a Darwinian Brain: Part 2. Cognitive Architecture

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 Publication date 2013
and research's language is English




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The accumulation of adaptations in an open-ended manner during lifetime learning is a holy grail in reinforcement learning, intrinsic motivation, artificial curiosity, and developmental robotics. We present a specification for a cognitive architecture that is capable of specifying an unlimited range of behaviors. We then give examples of how it can stochastically explore an interesting space of adjacent possible behaviors. There are two main novelties; the first is a proper definition of the fitness of self-generated games such that interesting games are expected to evolve. The second is a modular and evolvable behavior language that has systematicity, productivity, and compositionality, i.e. it is a physical symbol system. A part of the architecture has already been implemented on a humanoid robot.



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161 - Chrisantha Fernando 2013
Physical symbol systems are needed for open-ended cognition. A good way to understand physical symbol systems is by comparison of thought to chemistry. Both have systematicity, productivity and compositionality. The state of the art in cognitive architectures for open-ended cognition is critically assessed. I conclude that a cognitive architecture that evolves symbol structures in the brain is a promising candidate to explain open-ended cognition. Part 2 of the paper presents such a cognitive architecture.
Building a humanlike integrative artificial cognitive system, that is, an artificial general intelligence, is one of the goals in artificial intelligence and developmental robotics. Furthermore, a computational model that enables an artificial cognitive system to achieve cognitive development will be an excellent reference for brain and cognitive science. This paper describes the development of a cognitive architecture using probabilistic generative models (PGMs) to fully mirror the human cognitive system. The integrative model is called a whole-brain PGM (WB-PGM). It is both brain-inspired and PGMbased. In this paper, the process of building the WB-PGM and learning from the human brain to build cognitive architectures is described.
In this paper we present a brain-inspired cognitive architecture that incorporates sensory processing, classification, contextual prediction, and emotional tagging. The cognitive architecture is implemented as three modular web-servers, meaning that it can be deployed centrally or across a network for servers. The experiments reveal two distinct operations of behaviour, namely high- and low-salience modes of operations, which closely model attention in the brain. In addition to modelling the cortex, we have demonstrated that a bio-inspired architecture introduced processing efficiencies. The software has been published as an open source platform, and can be easily extended by future research teams. This research lays the foundations for bio-realistic attention direction and sensory selection, and we believe that it is a key step towards achieving a bio-realistic artificial intelligent system.
The human mind is still an unknown process of neuroscience in many aspects. Nevertheless, for decades the scientific community has proposed computational models that try to simulate their parts, specific applications, or their behavior in different situations. The most complete model in this line is undoubtedly the LIDA model, proposed by Stan Franklin with the aim of serving as a generic computational architecture for several applications. The present project is inspired by the LIDA model to apply it to the process of movie recommendation, the model called MIRA (Movie Intelligent Recommender Agent) presented percentages of precision similar to a traditional model when submitted to the same assay conditions. Moreover, the proposed model reinforced the precision indexes when submitted to tests with volunteers, proving once again its performance as a cognitive model, when executed with small data volumes. Considering that the proposed model achieved a similar behavior to the traditional models under conditions expected to be similar for natural systems, it can be said that MIRA reinforces the applicability of LIDA as a path to be followed for the study and generation of computational agents inspired by neural behaviors.
The paper proposes a novel cognitive architecture (CA) for computational creativity based on the Psi model and on the mechanisms inspired by dual process theories of reasoning and rationality. In recent years, many cognitive models have focused on dual process theories to better describe and implement complex cognitive skills in artificial agents, but creativity has been approached only at a descriptive level. In previous works we have described various modules of the cognitive architecture that allows a robot to execute creative paintings. By means of dual process theories we refine some relevant mechanisms to obtain artworks, and in particular we explain details about the resolution level of the CA dealing with different strategies of access to the Long Term Memory (LTM) and managing the interaction between S1 and S2 processes of the dual process theory. The creative process involves both divergent and convergent processes in either implicit or explicit manner. This leads to four activities (exploratory, reflective, tacit, and analytic) that, triggered by urges and motivations, generate creative acts. These creative acts exploit both the LTM and the WM in order to make novel substitutions to a perceived image by properly mixing parts of pictures coming from different domains. The paper highlights the role of the interaction between S1 and S2 processes, modulated by the resolution level, which focuses the attention of the creative agent by broadening or narrowing the exploration of novel solutions, or even drawing the solution from a set of already made associations. An example of artificial painter is described in some experimentations by using a robotic platform.

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