MODELLING ROBOTIC COGNITIVE MECHANISMS BY HIERARCHICAL COOPERATIVE COEVOLUTION

2007 ◽  
Vol 16 (06) ◽  
pp. 935-966 ◽  
Author(s):  
MICHAIL MANIADAKIS ◽  
PANOS TRAHANIAS

Recently, many brain modelling efforts attempt to support cognitive abilities of artificial organisms. The present work introduces a computational framework to address brain modelling, emphasizing on the integrative performance of substructures. Specifically, we present an agent-based representation of brain areas, together with a hierarchical cooperative coevolutionary scheme, which is able to highlight both the speciality of brain areas and their cooperative performance. The inherent ability of coevolutionary methods to design cooperative partial structures supports the design of partial brain models and, at the same time, provides a consistent method to achieve their integration. As a result, the proposed approach proceeds in either an incremental or a compound mode. Furthermore, the performance of the model in lesion conditions is considered during the design process to enforce the reliability of the result. Implemented models are embedded in a robotic platform to support its behavioral capabilities.

2009 ◽  
Vol 15 (3) ◽  
pp. 293-336 ◽  
Author(s):  
Michail Maniadakis ◽  
Panos Trahanias

We address the development of brain-inspired models that will be embedded in robotic systems to support their cognitive abilities. We introduce a novel agent-based coevolutionary computational framework for modeling assemblies of brain areas. Specifically, self-organized agent structures are employed to represent brain areas. In order to support the design of agents, we introduce a hierarchical cooperative coevolutionary (HCCE) scheme that effectively specifies the structural details of autonomous, yet cooperating system components. The design process is facilitated by the capability of the HCCE-based design mechanism to investigate the performance of the model in lesion conditions. Interestingly, HCCE also provides a consistent mechanism to reconfigure (if necessary) the structure of agents, facilitating follow-up modeling efforts. Implemented models are embedded in a simulated robot to support its behavioral capabilities, also demonstrating the validity of the proposed computational framework.


2015 ◽  
Vol 282 (1811) ◽  
pp. 20150353 ◽  
Author(s):  
Oren Kolodny ◽  
Shimon Edelman ◽  
Arnon Lotem

The skills required for the learning and use of language are the focus of extensive research, and their evolutionary origins are widely debated. Using agent-based simulations in a range of virtual environments, we demonstrate that challenges of foraging for food can select for cognitive mechanisms supporting complex, hierarchical, sequential learning, the need for which arises in language acquisition. Building on previous work, where we explored the conditions under which reinforcement learning is out-competed by seldom-reinforced continuous learning that constructs a network model of the environment, we now show that realistic features of the foraging environment can select for two critical advances: (i) chunking of meaningful sequences found in the data, leading to representations composed of units that better fit the prevalent statistical patterns in the environment; and (ii) generalization across units based on their contextual similarity. Importantly, these learning processes, which in our framework evolved for making better foraging decisions, had been earlier shown to reproduce a range of findings in language learning in humans. Thus, our results suggest a possible evolutionary trajectory that may have led from basic learning mechanisms to complex hierarchical sequential learning that can support advanced cognitive abilities of the kind needed for language acquisition.


Author(s):  
James Marshall

The author promotes agent-oriented models to identify, represent, and evaluate high-level abstractions of digital media design projects. The models include emotional goals, in addition to functional goals and quality goals, to describe feelings such as having fun, being engaged, and feeling cared for. To establish emotional goals, digital media design methods and processes were employed including the development of emotional scripts, user profiles, mood boards and followed an iterative creative design process. Using agent-oriented models proved to be highly successful not only to represent emotional goals such as fun, tension, and empathy but also to facilitate the ideation, creation, and progressive evaluation of projects. The design process supported communication between designers, developers, and other stakeholders in large multidisciplinary development teams by providing a shared language and a common artefact. The process is demonstrated by describing the development of Aspergion, a multiplayer online role play game that promotes respect for people with Asperger's Syndrome.


2010 ◽  
Vol 4 (3) ◽  
pp. 181-187 ◽  
Author(s):  
Kellen Christina Malheiros Borges ◽  
Jussara Rocha Ferreira ◽  
Leonardo Ferreira Caixeta

Abstract The organization of the prefrontal cortex can hold important clues to understanding its functioning. The Cebus apella present cerebral particularities and behavioral and cognitive flexibility, possessing abilities that demonstrate an overlap with those of big primates. Objectives: To provide evidence of correlations between anatomical particularities of the brain areas analyzed and some cognitive abilities previously described in these simians. Methods: The relative size of the cerebral hemispheres and prefrontal areas (PFA) were measured using a Universal caliper, in 24 hemispheres of C. apella fixed with 10% formaldehyde and kept in 70% alcoholic solution. Results: Data gathered allowed the calculation of the approximate volume (cm3) of the areas under study: right antimere 35.2 cm3 (±5.3), left antimere 31.3 cm3 (±5.4) and of the left PFA 6.0 cm3 (±1.5) and right PFA 6.9 cm3 (±1.7). Conclusions: We concluded that the PFA represents about 20% of the cerebral volume of this primate. No significant differences were found in the antimeres in terms of volume and area of the hemispheres and likewise for the PFA. These animals have a proportionally bigger brain than that of other neotropical primates in the literature. This allows us to infer that the frontal lobe of C. apella is also larger; possibly related to its maturity and developed cognitive functions indicative of the culture transfers characteristic of this species.


Author(s):  
John R. Burrett ◽  
Lisa Burnell ◽  
John W. Priest

In this article, we investigate the potential of using a synthesis of organizational research, traditional systems analysis techniques, and agent-based computing in the creation and teaching of a Contingency Theoretic Systems Design (CTSD) model. To facilitate understanding of the new design model, we briefly provide the necessary background of these diverse fields, describe the conceptualization used in the integration process, and give a non-technical overview of an example implementation in a very complex design environment. The example utilized in this article is a Smart Agent Resource for Advising (SARA), an intelligent multi-agent advising system for college students. To test all of the potential of our CTSD model, we created SARA utilizing a distributed instructional model in a multi-university, multi-disciplinary cooperative design process.


Author(s):  
Harshika Singh ◽  
Gaetano Cascini ◽  
Hernan Casakin ◽  
Vishal Singh

AbstractThe dynamics of design teams play a critical role in product development, mainly in the early phases of the process. This paper presents a conceptual framework of a computational model about how cognitive and social features of a design team affect the quality of the produced design outcomes. The framework is based on various cognitive and social theories grounded in literature. Agent-Based Modelling (ABM) is used as a tool to evaluate the impact of design process organization and team dynamics on the design outcome. The model describes key research parameters, including dependent, independent, and intermediates. The independent parameters include: duration of a session, number of times a session is repeated, design task and team characteristics such as size, structure, old and new members. Intermediates include: features of team members (experience, learning abilities, and importance in the team) and social influence. The dependent parameter is the task outcome, represented by creativity and accuracy. The paper aims at laying the computational foundations for validating the proposed model in the future.


2020 ◽  
Vol 18 (3) ◽  
pp. 235-253
Author(s):  
Mads Brath Jensen ◽  
Isak Worre Foged ◽  
Hans Jørgen Andersen

This study seeks to identify key aspects for increased integration of interactive robotics within the creative design process. Through its character as foundational research, the study aims to contribute to the advancement of new explorative design methods to support architects in their exploration of fabrication and assembly of an integrated performance-driven architecture. The article describes and investigates a proposed design framework for supporting an interactive human–robot design process. The proposed framework is examined through a 3-week architectural studio, with university master students exploring the design of a brick construction with the support of an interactive robotic platform. Evaluation of the proposed framework was done by triangulation of the authors’ qualitative user observations, quantitative logging of the students’ individual design processes, and through questionnaires completed after finishing the studies. The result suggests that interactive human–robot fabrication is a relevant mode of design with positive effect on the process of creative design exploration.


Author(s):  
Rózsa Gráf ◽  
Magda Kalmár ◽  
Andrea Harnos ◽  
Gábor Boross ◽  
Anett Nagy

Abstract Prematurity is a serious risk factor for learning difficulties. Within the academic skills reading has the greatest impact on the prospects of the students; therefore, studying the reading skills in the risk populations is very important. The aim of our study was to investigate reading and spelling skills of prematurely born children. Our target group consisted of 8–11-year-old children (n = 23) who were born preterm with very low birthweights (VLBW). For comparison 57 full-term children (27 good readers and 30 dyslexics) were included in the study sample. To assess the reading and spelling abilities the Hungarian version of the 3DM (Dyslexia Differential Diagnosis) was used. Cognitive abilities were tested using the Hungarian adaptation of the WISC-IV and the Rey Complex Figure Test. The data were analyzed with a novel statistical approach using the R program. In the cognitive measures the mean performances of all three groups fell within the normal range. In the WISC-IV Full-scale IQ as well as in some other cognitive measures the good readers significantly outperformed both the dyslexics and the preterms. The findings of the study did not confirm our expectation that VLBW prematurity should lead to developmental disadvantages in the acquisition of reading and spelling skills since in the reading and spelling performances of the good readers and the preterms did not differ, while both the good readers and the preterms scored higher than the dyslexics. The results suggest that the cognitive assets of the preterm children contributing to their reading and spelling performances were their good spatial–visual memory, working memory, and processing speed. The identification of the cognitive mechanisms underlying reading and spelling abilities is of crucial importance for designing intervention for children with deficits in these academic skills.


2006 ◽  
Vol 14 (1) ◽  
pp. 49-64 ◽  
Author(s):  
BARBRO B. JOHANSSON

Complex and widespread activation in many brain areas is seen while performing, listening or mentally imaging music, activity that varies with training, previous exposure, personal preference, emotional involvement and many other factors. Playing a musical instrument demands extensive motor and cognitive abilities, and early musical learning results in plastic reorganization of the developing brain – one example being the increased cortical representation area for the left little finger in (right-handed) string-players, which correlates with age at the start of training. Even though the developing brain has the most pronounced changes, the adult healthy brain has a considerable plasticity. Conductors have superior spatial tuning compared with non-musicians and pianists. Attentive listening to music for as little as three hours can temporarily alter the auditory cortex. Interactions between genetic predisposition, environment and training play a role in music as in other areas. It has been proposed that musical training may improve other cognitive functions. There is some evidence that this may be the case but it is an area that needs further exploration.


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