Task 3-cognitive modeling, production rules, ACT-R Flashcards

1
Q

Retrieval request

A

production rule fired in procedural memory may require elements from declarative memory

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2
Q

Production compilation

A

new production rules can be created in procedural memory from chunks in declarative memory

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3
Q

Declarative memory

A

Declarative memory is collection of chunks – contain number of elements, usually between two and four → Chunks also have the “isa” slot – says what kind of chunk it is
• Chunks are not isolated but linked to each other through their values in a kind of network and they influence each other by Spreading Activation
• Each chunk has a level of activation (=kind of energy attached to it) and activation in one chunk tends to leak out and add to all the other chunks it is connected to through its values
• If a chunk has a lot of activation, it will be easy to find and to retrieve quickly from memory
• Conversely, it will be harder to find if it has only very low activation
• Highly active chunks therefore look a bit like STM
• Less active chunks look a bit like LTM
• Activation is not constant for a chunk and if nothing happens, it slowly loses activation → But if used, it gains activation and the more it is used the more it gains

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4
Q

procedural memory

A

• Procedural memory stores procedures in form of production rules – have a condition (i.e. IF) and action (i.e. THEN)
 Rules tend to be written in cryptic form
• All specified production rules are available to be used depending on current state
• relation between these representations, the condition part of the rule (the IF part) can be found in the rows before the ‘==>’ character, and the action part (the THEN part) appears after it
 The bits that begin ‘=something>’ are references to chunks, and each line that follows is a slot name followed by a value
 When a word begins with the ‘= ’ character, it is a variable, that is, it can change each time the rule is used
 Variables are very important to production rules, as they are what make rules sufficiently general to run with different problems.
• All specified production rules are available to be used depending on the current state
• For a production rule to be used, its condition part (IF) must match the current goal and use chunks that are already available in declarative memory
 Gives control over timing
 For example, the greater the activation of a chunk in declarative memory, the faster productions that use that chunk can be fired  ACT-R uses this technique extensively to give reasonably accurate models of human response times

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5
Q

 The more rule activated, the more likely…

A

 The more rule activated, the more likely it is to be retrieved + used again in future

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6
Q

Operation of Actr

A

instructions for how to perform a task start out as chunks and then, as performance improves through practice, they are turned into rules in procedural memory, which do the same thing as the chunks but do it automatically
• To complete the circle, as the rules are used, they may themselves create new chunks in declarative memory

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7
Q

ACT-R criticized for

A
  • ACT-R goal stack can store and perfectly recall arbitrary number of goals
  • Humans cannot do that  ACT-R criticized for its lack of psychological plausibility
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8
Q

Chunks

A
  • Chunks are used to represent a list as set of groups (= can contain minimally 2 and maximally 6 items)
  • Example: people mentally group telephone numbers
  • Organizing list into groups increases number of items that can be remembered
  • Chunk can hold a group of items or just single item
  • Each chunk is represented using Slots and Values and a chunk associated with individual elements has slots for the group to which it belongs, its position within the group, the overall list to which it belongs and its content
  • A chunk encoding a group has slots to indicate the list to which it belongs, the number of elements in the group and the position of the group within the list
  • Chunks organize a seemingly flat list or elements into a Hierarchy, where the list is initially broken down into three groups and the groups are broken into individual elements
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9
Q

production rule 2

A

• condition part of the production rule may specify what must be the current goal, and may specify what chunks have to be made available in declarative memory
• action part of the production rule either transforms goals held in memory
or performs an action to the world outside the model, such as typing a retrieved word onto a computer screen

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10
Q

Goal tranformation

A

can be of three types: A goal can be modified, created (i.e. “pushed” on top of the goal stack) or removed (i.e. “popped” from the goal stack)

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11
Q

base level activation of a chunk

A

of a chunk depends on the number of times it has been rehearsed and amount of time since it was last rehearsed
 Help account for primacy + recency effect:
 Primacy effect is due to number of times the item has been rehearsed  increasing base-level activation
 Recency effect is due to small time lapse since last rehearsal of item  increasing base-level activation

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12
Q

Association strength

A

Association strength – the strength of bond between an item and the required chunk and influences the flow of activation between chunks
• Strength of association between item + chunk depends on total number of associations that items has

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13
Q

fan effect

A

The greater the number of facts related to some concept that a subject has to memorize, the slower the subject will be to recall any one of them

• Activation is limited resource:
 If an item is only associated with one chunk, then this chunk receives the full associative strength of the item and the full effect of any activation
 If the item is associated with three chunks, then the association strength is split three ways and less activation will flow to each individual chunk

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14
Q

partial matching

A

 Partial matching – possible to select a chunk that only partially matches the item sought in the condition part of the production rule

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15
Q

condition action pair

A

• Conduction-action pair:
 Condition specifies what must be true for production rule to apply  test for state of current goal and chunks in declarative memory
 Action specifies set of things to do if production applies  can change goal state

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16
Q

conflict resolution process

A

conflict resolution process (=chooses one production from among productions that match current goal)

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17
Q

Prototype Model

A

 Learner estimates the central tendency from all the examples experienced from within each category during training
 New stimuli are compared to the prototypes of different categories and the category with the most similar prototype is chosen

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18
Q

Exemplar Model

A

 Memorize all examples that are experienced from each category
 Category with the greatest total similarity is chosen

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19
Q

Cognitive modelling

A

is an area of computer science that deals with simulating human problem solving and mental task processes in a computerized model

The two hallmarks of cognitive models are that they are described in mathematical or Computer Languages and that they are derived from basic principles of cognition

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20
Q

cognitive model advantages

A

• By using mathematical language, they are guaranteed to produce Logically Valid Predictions

  • Generalizability-The advantage of cognitive models over generic statistical models and empirical curve fitting is it Generalizability that can be used to derive new predictions
  • The difference between cognitive models and neural models is that the latter describe actual neural substrates and neural interconnections that implement cognitive processes, and so they are better for inferring e.g. predictions for patterns of fMRI images
  • Both types of models serve an important but somewhat different goal with respect to measures they try to predict but both should be bridged to relate the two types of models
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21
Q

What are the practical uses of cognitive models

A
  • Clinical use: assess individual differences in cognitive processing between normal individuals and clinical patients
  • Cognitive neuroscience: understand psychological functions of different brain regions
  • Aging process and deterioration of cognitive functions with age
  • Improve human-machine interactions
  • Decision research  predict outcomes
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22
Q

What are the steps involved in cognitive modelling?

A
  1. Take conceptual framework and reformulate its assumptions into more demanding mathematical/computer language description
     need to formulate the prototype for each category as a vector of features and write down formulas describing how to compute the distance between the target stimulus vectors and the prototype vectors
     first step uses the basic cognitive principles of the conceptual theory to construct the model.
  2. Make additional detailed assumptions (ad hoc assumptions) to complete the model  because conceptual theories are insufficient
  3. Estimate parameters from some of the observed data (e.g. weight parameters)
  4. Compare predictions of competing models with respect to their ability to explain empirical results  design experimental conditions
  5. Start all over and reformulate theoretical framework and construct new models in light of feedback obtained from new experimental results
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23
Q

rule based models

A

• Rules – If-Then structures and similar to conditionals but have different representational + computational properties
• Rules are also called productions
• Rule-based models have psychological aims
• Rule-based systems:
 Logical Theorist (Newell, Shaw, Simon)  making proofs in formal logic
 GPS (Newell & Simon)  simulate human solutions to various problems
 ACT system (Anderson)
 SOAR (Newell)

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24
Q

Rule based systems -representational power

A

• Simple structure of rules: IF part (condition) and THEN part (action)
• They can represent general info about the world
• They can represent info about how to do things in the world
• They can represent linguistic regularities
• Rules of interference (e.g. modus ponens) can be recast in rule form
• They can have multiple conditions and actions
• Rules do not have to be interpreted as universally true
 Default – a rough generalization that can admit exceptions
• Rule-based systems can easily represent strategic info about what to do (goals)
 Even though rules in rule-based system may not have full representational power of formal logic, they can be expressed in ways that enhance computational power and psychological plausibility

25
Q

Computational power

A

Problem solving
• In logical-based systems: fundamental operation of thinking  logical deduction
• In rule-based systems: fundamental operation of thinking  search
• Accomplishing a task requires to search through space of possible actions to find a path that will get you from current state to desired state
• Regarding complex problems, people rely on heuristics (= rules of thumb that contribute to satisfactory solutions without considering all possibilities)
• You have many rules in LTM, but only small set of rules + facts are active in STM and ready for current use
• Rule-based processing can be either serial (one rule applied at a time) or parallel (many rules applied simultaneously)
Learning
• Some rules may be innate
• Rules can be learned by inductive generalization (= rules are formed from examples)
• Rules can also be formed from other rules by chunking and composition
• Rules can also be formed by specialization (= existing rule is modified to deal with specific situation)
• Rules can also be used in abductive learning (= rule is run backward to provide possible explanation of what happened)

Explanation
• Solving explanation problems can be understood in terms of rule-based reasoning if there is a sequence of rules that allow you to generate what needs to be explained from what you already know

Planning
• Rules can be used to reason either forward (= use interference akin to modus ponens) or backward (= plan is constructed by considering a series of subgoals) or bi-directional
 Both try to find series of rules that can be used to get from starting point to goal, but they differ in search strategy
 Bi-directional search: combines working forward from starting place with working backward from goal

Language
• Chomsky:
 Our ability to speak + understand language depends on our processing a complex grammar that consists of rules which we do not consciously know we have
 Example: children who learn English start forming past tenses of verbs without being aware of applying a rule
 Every human is born with innate universal grammar
• Connectionist view: language consists not of rules, but looser associations represented by weights between simple units

26
Q

psychological plausibility

A
  • Newell has shown that SOAR can be applied to a wide range of interesting psychological phenomena like solving crypt arithmetic problems
  • SOAR uses neither mental models nor mental logic, but instead does a search through a space of possible inferences, eventually forming the right conclusion
  • It can also account for many aspects of human learning, particularly the power law of practice, according to which the rate of learning slows down as more is learned
  • That is because at the beginning of practice on a task, people can build more chunks rapidly and as chunks build up, the speed of performance increases
  • But as higher-level chunks are build up, they become less and less useful because the situations they apply to are rare and the learning rate slows down
27
Q

neuro plausibilité

A

Neurological plausibility
• There is a crude analogy between rules and neurons connected by synapses, in that IF one neuron fires, it can THEN cause firing of the neurons connected to it
• ACT-R can be related to specific brain regions
• Production rules are implemented in basal ganglia
• The facts that the rules matched are stored in PFC

28
Q

practical plausibility

A
  • Educational application (e.g. understanding how people learn)
  • Building computer tutors
  • Design in engineering
  • Most expert systems used in industry and government are rule-based systems which were the first kind of applied intelligent systems to be developed
29
Q

crum

A

• CRUM - thinking is the result of mental representations and computational processes that operate on those representations
 analogies with computers + brain has provided a much more powerful way of approaching the mind than previous metaphors

30
Q

act & context

A
  • The ACT-R claim is that the mind keeps track of general usefulness and combines this with contextual appropriateness to make some inference about what knowledge to make available in the current context
  • This basic equation is: Activation-level = Base-level + Contextual-priming
31
Q

act

A

• ACT—cognitive architecture based on the parallel matching/serial firing of production rules. The condition part of the production = content of specific memory buffers: interact with different modules (declarative memory, perceptual, motor, goal and imaginal)
 ACT-R has been used to model human behavior and make predictions about the brain activity in fMRI

content addressable memory

32
Q

Global Neuronal Workspace model (GNW)

A

• Global Neuronal Workspace model (GNW) – cognitive model stating that conscious access occurs when incoming information is made globally available to multiple brain systems (through network of neurons with long- range axons distributed in PFC, parietotemporalcortex and cingulate cortex)

33
Q

recurrent network

A

activation from output units flow back into input units

34
Q

feedforward network

A

information flows upward

35
Q

local representation

A

neurons represent specific concepts (specific input = typical units are activated)

36
Q

distributed representation

A

units form structures with concepts

37
Q

processes of neural networks

A

relaxation
parallel constraint satisfaction
rule based systems

38
Q

rule based system

A

(0;1) useful with planning

39
Q

parallel constraint satisfaction

A

a decision is reached when a fit has been found between input and output. There is a consensus of evidence at the end

40
Q

Relaxation

A

aim of the network completed by repeatedly activating units, until a stable state is reached (=LEARNING ACHIEVED)

41
Q

Decision Making:

A

Positive Internal Constraint: (facilitation relation)
Negative Internal Constraint: (incompatibility relation) two actions/ goals cant be satisfied together
External Constraint: a unit that pos / neg affects the needed units

42
Q

Backpropagation

A

calculates error between desired level of activation and actual level of activation

43
Q

Errors

A

are sent back to the input units, changing the weights between units= supervised learning (there is a target)

44
Q

Hebb rule

A

what fires together, wires together. A connection is strengthened when they are active simultaneously. Unsupervised and supervised (with or without target)

45
Q

Graceful degradation

A

loss of a few units isn‘t detrimental

46
Q

Fault tolerance

A

networks are robust against errors in representation

47
Q

Memory access by content

A

retrieval from memory is cued by parts of the memory (best fit solution)

48
Q

Winner takes all effect

A

in the competition of activations, one option will be activated more and gains more, while others are inhibited.

49
Q

(Competitive Networks

A

Excitation
Competition
Weight Change or adding new units (Learning)

50
Q

BCI

A

Brain signals are detected, amplified, filtered and decoded
features are extracted and translated into an algorithm

Online classification algorithms
(EEG based BCIS have enabled paralysed pateinet stocks communicate)

51
Q

Non Invasive BCI examples:

A

Slow cortical potential: cortical polarization measured and amplified from scalp (neurofeedback)
Sensorimotor Rhythms: alpha range frequencies (M1, S1 areas)
P300 ERP recorded with EEG: amplitude = amount of attention given
Steady state visual evoked potential: EEG measurement on visual cortex
fMRI

52
Q

ActR- power

A

symbolic model

Representational Power: ACT-R can represent general information about the world, rules and how to do things

Computational Power: 
Problem solving
Planning
Decision 
Explanation
Learning
Language

Psychologial Plausibility: good system to explain language acquisition
rule based have most psychological plausabilty

Neurological Plausibility: similarity to neural networks is superficial. Can be related to brain areas (production rules of basal ganglia)

53
Q

buffers

A

access modules for the current state(declarative memory)

54
Q

Activation threshold

A

a chunk falling below activation threshold cannot be retrieved

55
Q

ACTR characteristics

A

Rule-based system: generalizes, robust against exceptions
Retrieval from chunks depends on activation level
Practice: rule based system
Fan effect: more facts, slower recall
Partial matching: a chunk that only partially matches the item is still selected, due to high activation

(Link: Hippocampus, autoassociation, parallel association)
ACT-R claims thathuman cognition occurs as the result of the interaction between procedural and declarativeknowledge.

56
Q

computational Neuroscience

A
  • USE OF NEURAL NETWORK MODELS TO DESCRIBE INFO.

PROCESSING IN BRAINS

57
Q

symbolic and sub symbolic part

A
  • SYMBOLIC PART: FOR COMPLEX SEQUENTIAL BEHAVIOUR
  • SUB-SYMBOLIC PART: FOR SOFTNESS, ADAPTATION TO STATISTICAL CHANGES IN THE ENVIRONMENT
  • SYMBOLIC: ONE UNIT IS IDENTIFIABLE AS A SPECIFIC PIECE OF INFORMATION (E.G. GRANDMOTHER-CELLS)
  • SUB-SYMBOLIC: KNOWLEDGE IS REPRESENTED IN TERMS OF WEIGHTS, ACTIVITIES OF MORE THAN ONE UNIT
58
Q

supervised/u supervised learning

A

learning with / without predetermined target

back propagation ( supervised)
Hebb rule ( supervised7 unsupervised)