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인지기반 지능형 에이전트 설계: 인식 Associative computer: a hybrid connectionistic production system Action Editor : John Barnden 발제 : 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 from Psychology : 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 objects • 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 & Sloman, 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 directed 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 computer Introduce • 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 computer Structured 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 computer representation 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 computer Associative 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 vectors • Lernmatrix ( Steinbuch ) – Permutation associative memory composed Learnmatrix – 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 unit wij : weight of connection Associative computer Associative memory : Detail • Learning ( binary Hebb rule ) – Initialization phase – No information stored – Information = weight ( wij ) • Backward projection ( y x ) – Reverse of Retrieval • x = question, y = answer • Retrieval ( x y ) – Phase1. recall the appropriate answer • fault tolerant answering machanism – Most similar learned xl • To the presented question – Hamming distance appropriate answer • Reliability of the answer – Normalized contrast model (Smith, 1995; Tversky & Kahneman,1973) – xl : x from y by backward projection Associative computer Permutation 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 object [ should be present ] – IF State = Premise THEN δ cognitive entities of conclusion • In general : δ << Δ – In the recognition phase • all possible δ-permutations of Δ cognitive entities should 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 computer Permutation 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 computer Permutation 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 computer Problem Space (1) : Representation • 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 calculate 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 computer Architecture Associative computer Experiments : Geomatrix blocks world