HOME
*





FORR
FORR (FOr the Right Reasons) is a cognitive architecture for 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 game playing, robot pathfinding, recreational park design, spoken dialog systems, and solving NP-hard 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 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 of cognitive architectures and also inspired early architectures such as S ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Cognitive Architecture
A cognitive architecture refers to 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. The formalized models can be used to further refine a comprehensive theory of cognition and as a useful artificial intelligence program. 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. The Institute for Creative Technologies defines cognitive architecture as: "''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 ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Cognitive Architecture
A cognitive architecture refers to 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. The formalized models can be used to further refine a comprehensive theory of cognition and as a useful artificial intelligence program. 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. The Institute for Creative Technologies defines cognitive architecture as: "''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 ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


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 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 psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as tactful behavior, fashion, or gift choices. Solutions require sufficient resources and knowledge to attain the goal. Professionals such as ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




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 ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Reinforcement Learning
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of 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). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathematica ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. The player who succeeds in placing three of their marks in a horizontal, vertical, or diagonal row is the winner. It is a solved game, with a forced draw assuming best play from both players. Gameplay Tic-tac-toe is played on a three-by-three grid by two players, who alternately place the marks X and O in one of the nine spaces in the grid. In the following example, the first player (''X'') wins the game in seven steps: There is no universally-agreed rule as to who plays first, but in this article the convention that X plays first is used. Players soon discover that the best play from both parties leads to a draw. Hence, tic-tac-toe is often played by young children who may not have discovered the optimal strategy. Because of the s ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Declarative Memory
Explicit memory (or declarative memory) is one of the two main types of long-term human memory, the other of which is implicit memory. Explicit memory is the conscious, intentional recollection of factual information, previous experiences, and concepts. This type of memory is dependent upon three processes: acquisition, consolidation, and retrieval. Explicit memory can be divided into two categories: episodic memory, which stores specific 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 and response. The counterpart to explicit memory is known as implicit memory, refers to memories acquired and used unconsciously such as skills (e.g. knowing how to get dressed) or perception. Unlike explicit memory, implicit memory learns rapidly, even ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Machine Learning
Machine learning (ML) is a field of inquiry devoted to understanding and building methods that 'learn', that is, methods that leverage data to improve performance on some set of tasks. It is seen as a part of artificial intelligence. Machine learning algorithms build a model based on sample data, known as training data, in order to make predictions or decisions without being explicitly programmed to do so. Machine learning algorithms are used in a wide variety of applications, such as in medicine, email filtering, speech recognition, agriculture, and computer vision, where it is difficult or unfeasible to develop conventional algorithms to perform the needed tasks.Hu, J.; Niu, H.; Carrasco, J.; Lennox, B.; Arvin, F.,Voronoi-Based Multi-Robot Autonomous Exploration in Unknown Environments via Deep Reinforcement Learning IEEE Transactions on Vehicular Technology, 2020. A subset of machine learning is closely related to computational statistics, which focuses on making predicti ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

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 declarativ ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Connectionism
Connectionism refers to both an approach in the field of cognitive science that hopes to explain mental phenomena using artificial neural networks (ANN) and to a wide range of techniques and algorithms using ANNs in the context of artificial intelligence to build more intelligent machines. Connectionism presents a cognitive theory based on simultaneously occurring, distributed signal activity via connections that can be represented numerically, where learning occurs by modifying connection strengths based on experience. Some advantages of the connectionist approach include its applicability to a broad array of functions, structural approximation to biological neurons, low requirements for innate structure, and capacity for graceful degradation. Some disadvantages include the difficulty in deciphering how ANNs process information, or account for the compositionality of mental representations, and a resultant difficulty explaining phenomena at a higher level. The success of deep ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

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 process that follows connects a person's concepts and expectations (or knowledge), restorative and selective mechanisms (such as ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Formal Logic
Logic is the study of correct reasoning. It includes both formal and informal logic. Formal logic is the science of deductively valid inferences or of logical truths. It is a formal science investigating how conclusions follow from premises in a topic-neutral way. When used as a countable noun, the term "a logic" refers to a logical formal system that articulates a proof system. Formal logic contrasts with informal logic, which is associated with informal fallacies, critical thinking, and argumentation theory. While there is no general agreement on how formal and informal logic are to be distinguished, one prominent approach associates their difference with whether the studied arguments are expressed in formal or informal languages. Logic plays a central role in multiple fields, such as philosophy, mathematics, computer science, and linguistics. Logic studies arguments, which consist of a set of premises together with a conclusion. Premises and conclusions are usually under ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]