Intelligent action
- A repertoire of behaviors
- Redundancy
- Solving the inverse kinematics problem
- Multiple ways to achieve the same result (degrees of freedom in the effector > degrees of freedom in the world) makes the system robust and flexible
- But this makes the mapping not a function, so hard to learn
- Coupling with sensory systems and environment
Intelligent senses
- Lots of information on the input end
- Crucial when the environment is unpredictable, when it is impossible to "know" beforehand what will matter
- Less information on the output end
- What perception is for
- But how does perception "figure out" how to do this?
- Attention, focus
- Another way to solve the problem of information overload
- Requires coupling between motor and sensory systems
- Redundancy
- When the signal in one system is degraded or unreliable, the other can take over.
- When two or more systems agree, the pattern is likely to be something other than noise.
We can measure quantities like correlation or mutual information to extract useful information.
- Kinds of information about environment
- What things are out there (in terms of useful categories)
- Where the things are
- How the things are related to one another
- Tradeoffs with different sensory systems
- Good at WHERE
- Good at WHAT: a rich range of feature detectors
- Good at focusing
- Good at a wide range of distances
- Not obscured by barriers
- Associated closely with effectors
An intelligent nervous system
- Associates percepts with actions
- A lookup table
- Finite set of sensory/perceptual inputs, finite set of action outputs
- Hard-wired or learned
- Does not permit generalization to novel inputs
- Fails to handle infinite or very large input or output spaces
- A neural network
- Distributed representation of sensory/perceptual inputs
- Hard-wired or learned
- Permits generalization: interpolation between familiar inputs
- Can handle potentially infinite input or output spaces
Adaptive agents
- Adaptation: changing behavior in response to feedback
- Evolution
- Genetic "memory": property of a whole population of agents
- Genetic memory changes slowly as individual agents with different properties succeed or fail
- Learning
- Long-term memory of each agent has an initial inherited (evolved) state
- The memory changes through the lifetime of the agent in response to regularities in the environment and the consequences of its actions
- Types of learning
- Supervised learning
- There is an external teacher that provides information about the appropriate response.
- Reinforcement learning
- The environment provides feedback sometimes about the goodness of the response (but not information about what the response should have been or when the mistake may have occurred).
- Unsupervised learning
- The environment provides no feedback at all because there is no real output.
- The learner extracts regularity from input patterns by clustering them or compressing them.
- Intelligence comes from a combination of learning types, in particular, reinforcement + unsupervised learning
- Cultural memory
- Each generation benefits from the experience-based learning of previous generations
- Requires a sophisticated ability to teach behaviors (supervised learning)
Evolution vs. learning
- Evolution can take its time; learning has to take place within the lifetime of a single agent (though cultural memory provides a way around this problem).
- Environments may change too rapidly for evolution to keep up; learning gives agents the flexibility to adapt to rapid change.
- Learning takes time, especially in complex environments; the agent must live long enough to get intelligent.
- If a lot must be learned, the agent starts out relatively helpless and requires nurturing "parents".
- Genetic memory is small and can only store limited information; when complex behaviors are desirable, learning may be the only way.
- Evolution and learning
- Evolving the architecture of the initial neural network and the interfaces to sensory and motor systems
- Evolving a learning rule
A very simple agent
- A neural network associating distributed representations of sensory input with locally represented actions
- The weights are either hard-wired, learned, or evolved.
- Decision about an action can be deterministic (the most activated output unit) or
stochastic, using the Luce choice rule:
P(i) = f(xi) / ∑j f(xj)