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FORR
FORR (FOr the Right Reasons) is a cognitive architecture for machine learning, learning and problem solving inspired by Herbert A. Simon's ideas of bounded rationality and satisficing. It was first developed in the early 1990s at the City University of New York. It has been used in General Game Playing, game playing, robot pathfinding, recreational park design, spoken dialog systems, and solving NP-hard constraint satisfaction, constraint satisfaction problems, and is general enough for many problem solving applications. Background Bounded rationality FORR does not have perfect knowledge of how to solve a problem, but instead learns from experience. Intelligent Agent, Intelligent agents are not optimal, but make decisions based on only a subset of all possible good reasons and informative data. These agents can still be considered rational. This idea of bounded rationality was introduced by Herbert A. Simon, who along with Allen Newell developed the early foundations of the study ...
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Cognitive Architecture
A cognitive architecture is both a theory about the structure of the human mind and to a computational instantiation of such a theory used in the fields of artificial intelligence (AI) and computational cognitive science. These formalized models can be used to further refine comprehensive theories of cognition and serve as the frameworks for useful artificial intelligence programs. Successful cognitive architectures include ACT-R (Adaptive Control of Thought – Rational) and SOAR. The research on cognitive architectures as software instantiation of cognitive theories was initiated by Allen Newell in 1990. A theory for a cognitive architecture is an "''hypothesis about the fixed structures that provide a mind, whether in natural or artificial systems, and how they work together — in conjunction with knowledge and skills embodied within the architecture — to yield intelligent behavior in a diversity of complex environments." History Herbert A. Simon, one of the founders ...
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Problem Solving
Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to turn on an appliance) to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification of problem-solving tasks is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring G factor (psychometrics), psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as Emotional intelligence, tactful behavior, fashion, or gift choices. Solutions require suff ...
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ACT-R
ACT-R (pronounced /ˌækt ˈɑr/; short for "Adaptive Control of Thought—Rational") is a cognitive architecture mainly developed by John Robert Anderson and Christian Lebiere at Carnegie Mellon University. Like any cognitive architecture, ACT-R aims to define the basic and irreducible cognitive and perceptual operations that enable the human mind. In theory, each task that humans can perform should consist of a series of these discrete operations. Most of the ACT-R's basic assumptions are also inspired by the progress of cognitive neuroscience, and ACT-R can be seen and described as a way of specifying how the brain itself is organized in a way that enables individual processing modules to produce cognition. Inspiration ACT-R has been inspired by the work of Allen Newell, and especially by his lifelong championing the idea of unified theories as the only way to truly uncover the underpinnings of cognition. In fact, Anderson usually credits Newell as the major source of infl ...
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Reinforcement Learning
Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learning is one of the three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input-output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead, the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge) with the goal of maximizing the cumulative reward (the feedback of which might be incomplete or delayed). The search for this balance is known as the exploration–exploitation dilemma. The environment is typically stated in the form of a Markov decision process (MDP), as many reinforcement learning algorithms use dyn ...
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Tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (English in the Commonwealth of Nations, Commonwealth English), or Xs and Os (Canadian English, Canadian or Hiberno-English, Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid, one with Xs and the other with Os. A player wins when they mark all three spaces of a row, column, or diagonal of the grid, whereupon they traditionally draw a line through those three marks to indicate the win. It is a solved game, with a forced draw assuming Best response, best play from both players. Names In American English, the game is known as "tic-tac-toe". It may also be spelled "tick-tack-toe", "tick-tat-toe", or "tit-tat-toe". In Commonwealth English (particularly British English, British, South African English, South African, Indian English, Indian, Australian English, Australian, and New Zealand English), the game is known as "noughts and crosses", alternatively spelled ...
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Declarative Memory
Explicit memory (or declarative memory) is one of the two main types of Long-term memory, long-term human memory, the other of which is implicit memory. Explicit memory is the Consciousness, conscious, intentional Recall (memory), recollection of factual information, previous experiences, and concepts. This type of memory is dependent upon three processes: acquisition, Memory Consolidation, consolidation, and retrieval. Explicit memory can be divided into two categories: episodic memory, which stores specific Experience, personal experiences, and semantic memory, which stores factual information.Tulving E. 1972. Episodic and semantic memory. In Organization of Memory, ed. E Tulving, W Donaldson, pp. 381–403. New York: Academic Explicit memory requires gradual learning, with multiple presentations of a Stimulus (psychology), stimulus and response. The type of knowledge that is stored in explicit memory is called declarative knowledge. Its counterpart, known as implicit memory, re ...
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Machine Learning
Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task (computing), tasks without explicit Machine code, instructions. Within a subdiscipline in machine learning, advances in the field of deep learning have allowed Neural network (machine learning), neural networks, a class of statistical algorithms, to surpass many previous machine learning approaches in performance. ML finds application in many fields, including natural language processing, computer vision, speech recognition, email filtering, agriculture, and medicine. The application of ML to business problems is known as predictive analytics. Statistics and mathematical optimisation (mathematical programming) methods comprise the foundations of machine learning. Data mining is a related field of study, focusing on exploratory data analysi ...
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Procedural Memory
Procedural memory is a type of implicit memory ( unconscious, long-term memory) which aids the performance of particular types of tasks without conscious awareness of these previous experiences. Procedural memory guides the processes we perform, and most frequently resides below the level of conscious awareness. When needed, procedural memories are automatically retrieved and utilized for execution of the integrated procedures involved in both cognitive and motor skills, from tying shoes, to reading, to flying an airplane. Procedural memories are accessed and used without the need for conscious control or attention. Procedural memory is created through ''procedural learning'', or repeating a complex activity over and over again until all of the relevant neural systems work together to automatically produce the activity. Implicit procedural learning is essential for the development of any motor skill or cognitive activity. History The difference between procedural and declarat ...
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Connectionism
Connectionism is an approach to the study of human mental processes and cognition that utilizes mathematical models known as connectionist networks or artificial neural networks. Connectionism has had many "waves" since its beginnings. The first wave appeared 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach, and Frank Rosenblatt who published the 1958 paper "The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain" in ''Psychological Review'', while working at the Cornell Aeronautical Laboratory. The first wave ended with the 1969 book about the limitations of the original perceptron idea, written by Marvin Minsky and Seymour Papert, which contributed to discouraging major funding agencies in the US from investing in connectionist research. With a few noteworthy deviations, most connectionist research entered a period of inactivity until the mid-1980 ...
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Perception
Perception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous system, which in turn result from physical or chemical stimulation of the sensory system.Goldstein (2009) pp. 5–7 Vision involves light striking the retina of the eye; smell is mediated by odor molecules; and hearing involves pressure waves. Perception is not only the passive receipt of these signals, but it is also shaped by the recipient's learning, memory, expectation, and attention. Gregory, Richard. "Perception" in Gregory, Zangwill (1987) pp. 598–601. Sensory input is a process that transforms this low-level information to higher-level information (e.g., extracts shapes for object recognition). The following process connects a person's concepts and expectations (or knowledge) with restorative and selective mechanisms, ...
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Formal Logic
Logic is the study of correct reasoning. It includes both formal and informal logic. Formal logic is the study of deductively valid inferences or logical truths. It examines how conclusions follow from premises based on the structure of arguments alone, independent of their topic and content. Informal logic is associated with informal fallacies, critical thinking, and argumentation theory. Informal logic examines arguments expressed in natural language whereas formal logic uses formal language. When used as a countable noun, the term "a logic" refers to a specific logical formal system that articulates a proof system. Logic plays a central role in many fields, such as philosophy, mathematics, computer science, and linguistics. Logic studies arguments, which consist of a set of premises that leads to a conclusion. An example is the argument from the premises "it's Sunday" and "if it's Sunday then I don't have to work" leading to the conclusion "I don't have to wor ...
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