인지기반 지능형 에이전트 설계 : 인식 Associative computer: a hybrid connectionistic...
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인지기반 지능형 에이전트 설계 : 인식Associative computer: a hybrid connectionistic production sys-tem
Action Editor : John Barnden발제 : 최 봉환 , 04/07, 2009
Outline
• Introduce Associative computer= "a connectionistic hybrid production system"– relies : distributed representation– using : associative memory– action : production system– contribution : learn from experience
• Explain about "Associative computer"– Visual representation of state– Associative memory for state transition– Permutation associative memroy– Problem space
• Demonstrated by empirical experiments in block world
– what is block world
Motivated from Biology : Neural assembly theory
• bridge between the structures found in the nervous system
– In high level cognition such as problem solving – An assembly of neurons
• act as closed system, represent a complex object• activation : some entire ( Hebb, 1958; Palm, 1993 )
• Associative memory– Neural net model + assembly concept ( Palm, 1982 )– A group of inter connected neurons = Hebbian Network
• store patterns new pattern presented a pattern is formed which closely resembles
• The pump of thought model – Theoretical assembly model (Braitenberg, 1973,1984;
Palm, 1982)– How thoughts represented by assemblies
• can be propagated and changed by the brain– The transformation of thoughts through a sequence of
assemblies• describe process of human problem solving (Braitenberg, 1978; Palm,
1982)
Motivated fromPsychology : Mental representation theory
• Thoughts = Description of complex objects– Complex objects : structured and formed by different
fragments• can be represented by categories (Smith, 1995). • categorical representation : how to deal with similarity between ob-
jects• Complex Object description
– verbal : prototypical features– visual (picture) : detailed shape representation– by binary pictograms : size + orientation (Feldman,
1985). • Similarity = the amount of shared area
(Biederman & Ju, 1988; Kurbat, Smith, & Medin, 1994; Smith & Slo-man, 1994).
• items = ( vectors or vector parts ) <> symbols (Anderson, 1995a; Ga¨rdenfors, 2000; McClelland & Rumelhart, 1985; Wichert, 2000, 2001).
Motivated from Computer science : Production system
• Production systems = composed of productions– production = if–then rules– One of the most successful models of human problem
solving• (Anderson, 1983; Klahr & Waterman, 1986; Newell & Simon, 1972;
Newell, 1990)• how to form a sequence of actions which lead to a goal
(Newell, 1990; Winston, 1992). • Memory components
– Long-term memory : complete set of productions• precondition = triggered by specific combinations of symbols
– Short-term memory : Problem-space • "state" = human thought or situation• computation (action) = stepwise transformation
• Searching : backtracking + avoiding repetitions• (Anderson, 1995b; Newell & Simon, 1972; Newell, 1990)
– Problem description = initial state + desired state.– Solution = set of the productions [ initial state desired
state]• choose actions by heuristic functions
( = specified depending on the problem domain )
Related models Connectionistic models
• rulebased reasoning + ( involve distributed | localist representation )
– A two-level neural system (Sun, 1995) • distributed(level 2) and localistic(level 1) representation (Acyclic di-
rected graph)• 1st level : precondition and conclusion localistic, Link to 2nd level's
features• 2nd level : the distributed rules, uncertainty ANN + reinforcement
learning– DCPS: Distributed connectionist production system
(Touretzky, 1985)• production rule = premise + a conclusion
– premise = two triples + matched against the working memory– a conclusion = consists of commands for adding, deleting triples of
the WM• no backtracking and no learning
• Statistical models – recurrent neural nets
• no separation of the problem space and the problem-dependent knowledge
• less transparency
Associative computerIntroduce
• Based on the connectionistic production system– different heuristic functions + learned from experience– The states correspond to pictograms.
• Example domain : the block world • ≡ A production system
– Solves problems = forming a chain of associations• Sequence of actions which lead to a solution of a problem
• Permutation associative memory (Wichert, 2001)• The associations : stored in a new associative memory • learning from experience + using an additional associative memory
Learning from experience– Which associations should be used (heuristics) result
from the distributed representation of the problems
Associative computerStructured binary vector representation
• Structuring– Used by the permutation associative memory– during recognition and execution– without crosstalk and with graceful degradation
• Similarity(Sim)
– a, b : binary pattern vectors, a ≠ b• Quality criterion(qc)
Associative computer Structured representation
• Transition 2 binary pictogram pair• Cognitive entities : Pieces of object for represent scene
– 'what' pathway : visual categorization(Posner, 1994), temporal lobe
– 'where' pathway : parietal lobe
Associative computerrepresentation of Association
• Frame problem (Winston, 1992)– Which part of the description should change and which
not– An empty cognitive entity required
• The accepted uncertainty – Dependent on the threshold value
Associative computerAssociative memory for state transitions
• Associative memory– Model of the long-term memory for sorted Association– A single input several possible associations arise
• cannot be learned by an associative memory (Anderson, 1995)– Nonlinear mechanism is required
• select one or avoid the sum of output branches (Anderson, 1995)new concept : "Tranditional associative memory model"
• not structured pictograms stored in, and represented by binary vec-tors
• Lernmatrix ( Steinbuch )– Permutation associative memory composed Learnma-
trix– Composed of a cluster of units– Unit : simple model of
a real biological neuron– Learning : process of association
• indicate 'one' or 'zero' T : threshold of the unitwij : weight of connection
Associative computerAssociative memory : Detail
• Learning ( binary Hebb rule )– Initialization phase– No information stored– Information = weight ( wij )
• x = question, y = answer
• Retrieval ( x y )– Phase1. recall the appropriate an-
swer• fault tolerant answering macha-
nism– Most similar learned xl
• To the presented question– Hamming distance
appropriate answer
• Backward projection ( y x )– Reverse of Retrieval
• Reliability of the answer– Normalized contrast model
(Smith, 1995; Tversky & Kahne-man,1973)
– xl : x from y by backward projec-tion
Associative computerPermutation associative memory (1)
• δ-permutations of Δ set– A state is represented by Δ cognitive entities
Association = transition between the pictograms– Premise : δ cognitive entities which a correlation of ob-
ject [ should be present ]
– IF State = Premise THEN δ cognitive entities of conclu-sion
• In general : δ << Δ– In the recognition phase
• all possible δ-permutations of Δ cognitive entitiesshould be composed to test if the premise of an association is valid
– In the retrieval phase•
• Ξ permutations are formed– i) question answer– ii) if qc < threshold then associate
– Permutation problem : the reduction of computation of all permutations
Associative computerPermutation associative memory (2)
• Parts– Permute δ arrangement of
entities get same answer before permute• δ parts of the associative memory are permutated
– R ( Parts of ) Associative memory• perform compute parallel
• Constraints : check facts and thresholds– reduce # of possible combinations of
possible associative memories
Associative computerPermutation associative memory (3)
• A model of thalamus– Spotlight theory (Downing & Oinker, 1985)
• visual objects by the brain corresponds• Retrieval : Searchlight model( thalamus )(Crick, 2003)
≒ spotlight– Attention = ∝ a spotlight (Kosslyn, 1994; Posner, 1994)
• cued location and shifted as necessary• by the mechanism of attention window
– Binding stage• associative memory
formed successively
Associative computerProblem Space (1) : Representa-tion
• Representation
– Synchronous : the sequence of the carried out state model
• A state : represented by cognitive entities• A sequence of states of pictograms : described by cognitive entities
can be represented by connected units
Associative computer Problem Space (2) : Linkage
• Linkage – A pattern matcher
• Compute qcCa(b(i ) ) mark chain disable
– Ca = category, b = state• If (qcCa(b(i ) ) = 1 ) then reached
– Backtracker• If [ all units in l is disabled ] then
enabled all units
– Implement Searching algorithm
Associative computer Problem Space (3)
• Pattern heuristics– qcCa(b(i ) ) interpreted by
h#()• h# is heuristic function for cal-
culate distance to desired states
• h0 : Blind-search• h1 : for block world
• Prediction heuristics– Search similar problems to
speed up– Prediction associative
memory• after ‘‘learning’’ the sequence
can be recalled• Learning strategy
– Unsupervised learning– Hebb rules
Associative computerArchitecture
Associative computerExperiments : Geomatrix blocks world