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Modeling Culture:Architecture--论文代写范文精选
2016-03-11 来源: 51due教员组 类别: Paper范文
6个匹配的输出节点,和6个隐藏节点代表更抽象的概念。输入节点和输出节点连接到“隐藏”节点,任何输入节点的激活增加运动。下面的paper代写范文进行阐述。
Abstract
EVOC consists of an artificial society of agents in a twodimensional grid-cell world. It is written in Joone, an object oriented programming environment, using an open source neural network library written in Java. This section describes the key components of the agents and the world they inhabit. The Agent Agents consist of (1) a neural network, which encodes ideas for actions and detects trends in what constitutes a fit action, and (2) a body, which implements actions. In MAV there was only one need—to attract a mate. Thus actions were limited to gestures that attract mates. In EVOC agents can also engage in tool-making actions. The Neural Network. The core of an agent is a neural network, as shown in Figure 1.
It is composed of six input nodes that represent concepts of body parts (LEFT ARM, RIGHT ARM, LEFT LEG, RIGHT LEG, HEAD, and HIPS), six matching output nodes, and six hidden nodes that represent more abstract concepts (LEFT, RIGHT, ARM, LEG, SYMMETRY and MOVEMENT). Input nodes and output nodes are connected to ‘hidden’ nodes of which they are instances (e.g. RIGHT ARM is connected to RIGHT.) Activation of any input node increases activation of the MOVEMENT hidden node. Oppositedirection activation of pairs of limb nodes (e.g. leftward motion of one arm and rightward motion of the other) activates the SYMMETRY node. The neural network learns ideas for actions.
An idea is a pattern of activation across the output nodes consisting of six elements that instruct the placement of the six body parts. Training of the neural network is as per (Gabora, 1995). In brief, the neural network starts with small random weights, and patterns that represent ideas for actions are presented to the network. Each time a pattern is presented, the network’s actual output is compared to the desired output. An error term is computed, which is used to modify the pattern of connectivity in the network such that its responses become more correct. Since the neural network is an autoassociator, training continues until the output is identical to the input. At this point training stops and the run begins. The value of using a neural network is simply that trends about what makes for a fit action can be detected using the symmetry and movement nodes (see below). The neural network can also be turned off to compare results to those obtained using instead of a neural network a simple data structure that cannot detect trends, and thus invents ideas at random.
Knowledge-based Operators
Brains detect regularity and build schemas with which they adapt the mental equivalents of mutation and recombination to tailor actions to the situation at hand. Thus they generate novelty strategically, on the basis of past experience. Knowledgebased operators are a crude attempt to incorporate this into the model. Since a new idea for an action is not learned unless it is fitter than the currently implemented action, newly learned actions provide valuable information about what constitutes an effective idea. This information is used by knowledge-based operators to probabilistically bias invention such that new ideas are generated strategically as opposed to randomly.
Thus the idea is to translate knowledge acquired during evaluation of an action into educated guesses about what makes for a fit action. Two rules of thumb are used. The first rule is: if movement is generally beneficial, the probability increases that new actions involve movement of more body parts. Each body part starts out at a stationary rest position, and with an equal probability of changing to movement in one direction or the other. If the fitter action codes for more movement, increase the probability of movement of each body part. Do the opposite if the fitter action codes for less movement.
This rule of thumb is based on the assumption The second rule of thumb is: if fit actions tend to be symmetrical (e.g. left arm moves to the right and right arm moves to the left), the probability increases that new actions are symmetrical. This generalization is biologically sensible, since many useful actions (e.g. walking) entail movement of limbs in opposite directions, while others (e.g. pushing) entail movement of limbs in the same direction. This rule is implemented in a manner analogous to that of the first rule. In summary, each action is associated with a measure of its effectiveness, and generalizations about what seems to work and what does not are translated into guidelines that specify the behavior of the algorithm.
The Body.
If the fitness of an action is evaluated to be higher than that of any action learned thus far, it is copied from the output nodes of the neural network that represent concepts of body parts to a six digit array that contains representions of actual body parts, referred to as the body. Since it is useful to know how many agents are doing essentially the same thing, when node activations are translated into limb movement they are thresholded such that there are only three possibilities for each limb: stationary, left, or right. Six limbs with three possible positions each gives a total of 729 possible actions. Only the action that is currently implemented by an agent’s body can be observed and imitated by other agents.
The Fitness Functions
Agents evaluate the effectiveness of their actions according to how well they satisfy needs using a pre-defined equation referred to as a fitness function. Agents have two possible needs. The fitness of an action with respect to the need to attract mates is referred to as F1, and it is calculated as in (Gabora, 1995). F1 rewards actions that make use of trends detected by the symmetry and movement hidden nodes and used by knowledge-based operators to bias the generation of new ideas. F1 generates actions that are relatively realistic mating displays, and exhibits a cultural analog of epistasis. In biological epistasis, the fitness conferred by the allele at one gene depends on which allele is present at another gene. In this cognitive context, epistasis is present when the fitness contributed by movement of one limb depends on what other limbs are doing. The fitness of an action with respect to the second need, the need to make tools, uses a second fitness function, F2, and is calculated as in (Gabora, 2008).(paper代写)
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