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首页> 外文期刊>Journal of Artificial General Intelligence >Learning and decision-making in artificial animals
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Learning and decision-making in artificial animals

机译:人造动物的学习和决策

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A computational model for artificial animals (animats) interacting with real or artificial ecosystems is presented. All animats use the same mechanisms for learning and decisionmaking. Each animat has its own set of needs and its own memory structure that undergoes continuous development and constitutes the basis for decision-making. The decision-making mechanism aims at keeping the needs of the animat as satisfied as possible for as long as possible. Reward and punishment are defined in terms of changes to the level of need satisfaction. The learning mechanisms are driven by prediction error relating to reward and punishment and are of two kinds: multi-objective local Q-learning and structural learning that alter the architecture of the memory structures by adding and removing nodes. The animat model has the following key properties: (1) autonomy: it operates in a fully automatic fashion, without any need for interaction with human engineers. In particular, it does not depend on human engineers to provide goals, tasks, or seed knowledge. Still, it can operate either with or without human interaction; (2) generality: it uses the same learning and decision-making mechanisms in all environments, e.g. desert environments and forest environments and for all animats, e.g. frog animats and bee animats; and (3) adequacy: it is able to learn basic forms of animal skills such as eating, drinking, locomotion, and navigation. Eight experiments are presented. The results obtained indicate that (i) dynamic memory structures are strictly more powerful than static; (ii) it is possible to use a fixed generic design to model basic cognitive processes of a wide range of animals and environments; and (iii) the animat framework enables a uniform and gradual approach to AGI, by successively taking on more challenging problems in the form of broader and more complex classes of environments.
机译:提出了与真实或人造生态系统相互作用的人造动物(动物)的计算模型。所有动画都使用相同的机制进行学习和决策。每个动画都有自己的一套需求和自己的记忆结构,这些记忆结构会不断发展并构成决策的基础。决策机制旨在尽可能长时间地保持对动画的需求。奖励和惩罚是根据需求满足程度的变化来定义的。学习机制由与奖惩有关的预测误差驱动,有两种:多目标局部Q学习和结构学习,它们通过添加和删除节点来更改内存结构的体系结构。 animat模型具有以下关键特性:(1)自治性:它以全自动方式运行,而无需与人工工程师进行交互。特别是,它不依赖于人类工程师来提供目标,任务或种子知识。尽管如此,它可以在有或没有人为干预的情况下运行。 (2)通用性:它在所有环境中都使用相同的学习和决策机制,例如沙漠环境和森林环境以及所有动物,例如青蛙动物和蜜蜂动物(3)足够:它能够学习基本的动物技能形式,例如饮食,饮水,运动和航行。提出了八个实验。获得的结果表明:(i)动态内存结构严格比静态功能强大; (ii)可以使用固定的通用设计来模拟各种动物和环境的基本认知过程; (iii)animat框架通过以更广泛和更复杂的环境类别的形式连续处理更具挑战性的问题,从而使AGI能够采用统一和渐进的方法。

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