introduction to act-r 5.0 tutorial 24th annual conference cognitive science society act-r home page:...

64
Introduction to ACT-R 5.0 Tutorial 24th Annual Conference Cognitive Science Society ACT-R Home Page: http://act.psy.cmu.edu Christian Lebiere Human Computer Interaction Institute Carnegie Mellon University Pittsburgh, PA 15213 [email protected]

Post on 19-Dec-2015

215 views

Category:

Documents


0 download

TRANSCRIPT

Introduction to ACT-R 5.0

Tutorial

24th Annual Conference Cognitive Science Society

ACT-R Home Page: http://act.psy.cmu.edu

Christian LebiereHuman Computer Interaction

InstituteCarnegie Mellon University

Pittsburgh, PA [email protected]

Tutorial Overview1. Introduction

2. Symbolic ACT-RDeclarative Representation: ChunksProcedural Representation: ProductionsACT-R 5.0 Buffers: A Complete Model for Sentence Memory

3. Chunk Activation in ACT-RActivation CalculationsSpreading Activation: The Fan EffectPartial Matching: Cognitive ArithmeticNoise: Paper Rocks ScissorsBase-Level Learning: Paired Associate

4. Production Utility in ACT-RPrinciples and Building Sticks Example

5. Production CompilationPrinciples and Successes

6. Predicting fMRI BOLD responsePrinciples and Algebra example

Motivations for a Cognitive Architecture

1. Philosophy: Provide a unified understanding of the mind.

2. Psychology: Account for experimental data.

3. Education: Provide cognitive models for intelligent tutoring systems and other learning environments.

4. Human Computer Interaction: Evaluate artifacts and help in their design.

5. Computer Generated Forces: Provide cognitive agents to inhabit training environments and games.

6. Neuroscience: Provide a framework for interpreting data from brain imaging.

Approach: Integrated Cognitive Models

Cognitive model = computational processthat thinks/acts like a person

Integrated cognitive models…•••

UserModel

UserModel

DriverModel

0

1

2

3

4

5

6

7

8

9

Full-Manual Speed-Manual Full-Voice Speed-Voice

Baseline

Driving

0

1

2

3

4

5

6

7

8

9

Full-Manual Speed-Manual Full-Voice Speed-Voice

Baseline

Driving

Model Predictions Human Data

Study 1: Dialing Times

Total time to complete dialing

0.00

0.10

0.20

0.30

0.40

0.50

0.60

No Dialing Full-

Manual

Speed-

Manual

Full-Voice Speed-

Voice

0.00

0.10

0.20

0.30

0.40

0.50

0.60

No Dialing Full-

Manual

Speed-

Manual

Full-Voice Speed-

Voice

Model Predictions Human Data

Study 1: Lateral Deviation

Deviation from lane center (RMSE)

These Goals for Cognitive Architectures Require

1. Integration, not just of different aspects of higher level cognition but of cognition, perception, and action.

2. Systems that run in real time.

3. Robust behavior in the face of error, the unexpected, and the unknown.

4. Parameter-free predictions of behavior.

5. Learning.

History of the ACT-framework

Predecessor HAM (Anderson & Bower 1973)

Theory versions ACT-E (Anderson, 1976)ACT* (Anderson, 1978)ACT-R (Anderson, 1993)ACT-R 4.0 (Anderson & Lebiere, 1998)ACT-R 5.0 (Anderson & Lebiere, 2001)

Implementations GRAPES (Sauers & Farrell, 1982)PUPS (Anderson & Thompson, 1989)ACT-R 2.0 (Lebiere & Kushmerick, 1993)ACT-R 3.0 (Lebiere, 1995)ACT-R 4.0 (Lebiere, 1998)ACT-R/PM (Byrne, 1998)ACT-R 5.0 (Lebiere, 2001)Windows Environment (Bothell, 2001)Macintosh Environment (Fincham, 2001)

I. Perception & Attention 1. Psychophysical Judgements 2. Visual Search 3. Eye Movements 4. Psychological Refractory Period 5. Task Switching 6. Subitizing 7. Stroop 8. Driving Behavior 9. Situational Awareness 10. Graphical User Interfaces

II. Learning & Memory 1. List Memory 2. Fan Effect 3. Implicit Learning 4. Skill Acquisition 5. Cognitive Arithmetic 6. Category Learning 7. Learning by Exploration and Demonstration 8. Updating Memory &

Prospective Memory 9. Causal Learning

~ 100 Published Models in ACT-R 1997-2002

III. Problem Solving & Decision Making1. Tower of Hanoi2. Choice & Strategy

Selection3. Mathematical Problem

Solving4. Spatial Reasoning5. Dynamic Systems6. Use and Design of Artifacts7. Game Playing8. Insight and Scientific

Discovery

IV. Language Processing1. Parsing2. Analogy & Metaphor3. Learning4. Sentence Memory

V. Other1. Cognitive Development2. Individual Differences3. Emotion4. Cognitive Workload5. Computer Generated

Forces6. fMRI7. Communication,

Negotiation, Group Decision Making

Visit http://act.psy.cmu.edu/papers/ACT-R_Models.htm link.

ACT-R 5.0

Environment

Pro

duct

ions

(Bas

al G

angl

ia)

Retrieval Buffer (VLPFC)

Matching (Striatum)

Selection (Pallidum)

Execution (Thalamus)

Goal Buffer (DLPFC)

Visual Buffer (Parietal)

Manual Buffer (Motor)

Manual Module (Motor/Cerebellum)

Visual Module (Occipital/etc)

Intentional Module (not identified)

Declarative Module (Temporal/Hippocampus)

Addition-FactThree Seven

Four

addend1 sum

addend2

Declarative-Procedural Distinction

Procedural Knowledge: Production Rules

for retri eving chunks to solve problems.

336

+848

4

IF the goal is to add the numbers in a column

and n1 + n2 are in the column

THEN retrieve the sum of n1 and n2.

Productions serve to coordinate the retrieval of

information from declarative memory and the enviroment

to produce transformations in the goal state.

Declarative Knowledge: Chunks

Configurations of small numbers of elements

ACT-R: Knowledge Representation

goal buffer visual buffer retrieval buffer

PerformanceDeclarative Procedural

SymbolicRetrieval of

ChunksApplication of

Production Rules

SubsymbolicNoisy ActivationsControl Speed and

Accuracy

Noisy UtilitiesControl Choice

LearningDeclarative Procedural

SymbolicEncoding

Environment andCaching Goals

ProductionCompilation

SubsymbolicBayesianLearning

BayesianLearning

ACT-R: Assumption Space

ADDITION-FACT

AADDENDDDEND11 TTHREEHREE

AADDENDDDEND22 FFOUROUR

SSUM UM

FACT3+4(

SSEVENEVEN )

isa

Chunks: Example

CHUNK-TYPE NAME SSLOT1LOT1 SSLOT2LOT2 SSLOTNLOTN( )

Chunks: Example

(CLEAR-ALL)(CHUNK-TYPE addition-fact addend1 addend2 sum)(CHUNK-TYPE integer value)(ADD-DM (fact3+4

isa addition-fact addend1 three addend2 four sum seven) (three

isa integer value 3) (four

isa integer value 4) (seven

isa integer value 7)

ADDITION-FACT

FACT3+4ADDEND1 SUM

ADDEND2

THREE

FOUR

SEVEN

isa

isa

INTEGER

isa

VALUE VALUE

3 7

isa

Chunks: Example

VALUE

4

Chunks: Exercise I

Fact:

Encoding:

(Chunk-Type proposition agent action object)

The cat sits on the mat.

proposition

action

cat007

sits_on

mat

isa

fact007agent object

(Add-DM (fact007

isa proposition

agent cat007

action sits_on

object mat) )

Chunks: Exercise II

Fact The black cat with 5 legs sits on the mat.

Chunks(Chunk-Type proposition agent action object)(Chunk-Type cat legs color)

(Add-DM (fact007 isa proposition

agent cat007action sits_onobject mat)

(cat007 isa catlegs 5

color black) )

proposition

action

cat007

sits_on

mat

isa

fact007agent object

cat

isa

color

5

black

legs

Chunks: Exercise III

Fact

ChunkThe rich young professor buys a beautiful and expensive city house.

(Chunk-Type proposition agent action object)(Chunk-Type prof money-status age)(Chunk-Type house kind price status)

(Add-DM (fact008 isa proposition

agent prof08action buysobject house1001

) (prof08 isa prof

money-status richage young

) (obj1001 isa house

kind city-houseprice expensivestatus beautiful

))

proposition

action

buys

isa

fact008agent object

prof

isa

prof08

age

young

rich

house

kind

city-house

obj1001

price

expensive

isa

status

beautiful

money-status

A Production is

1. The greatest idea in cognitive science.

2. The least appreciated construct in cognitive science.

3. A 50 millisecond step of cognition.

4. The source of the serial bottleneck in otherwise parallel system.

5. A condition-action data structure with “variables”.

6. A formal specification of the flow of information from cortex to basal ganglia and back again.

Key Properties • • modularitymodularity• • abstractionabstraction• • goal/buffer factoringgoal/buffer factoring• • conditional asymmetryconditional asymmetry

Productions

( p

==>

)

Specification ofBuffer Transformations

condition part

delimiter

action part

name

Specification ofBuffer Tests

Structure of productions

ACT-R 5.0 Buffers

1. Goal Buffer (=goal, +goal)-represents where one is in the task-preserves information across production cycles

2. Retrieval Buffer (=retrieval, +retrieval)-holds information retrieval from declarative memory-seat of activation computations

3. Visual Buffers-location (=visual-location, +visual-location)-visual objects (=visual, +visual)-attention switch corresponds to buffer transformation

4. Auditory Buffers (=aural, +aural)-analogous to visual

5. Manual Buffers (=manual, +manual)-elaborate theory of manual movement include feature

preparation, Fitts law, and device properties6. Vocal Buffers (=vocal, +vocal)

-analogous to manual buffers but less well developed

Model for Anderson (1974)

Participants read a story consisting of Active and Passive sentences.

Subjects are asked to verify either active or passive sentences.

All Foils are Subject-Object Reversals.

Predictions of ACT-R model are “almost” parameter-free.DATA: Studied-form/Test-form

Active-active Active-passive Passive-active Passive-passiveTargets: 2.25 2.80 2.30 2.75 Foils: 2.55 2.95 2.55 2.95 Predictions:

Active-active Active-passive Passive-active Passive-passiveTargets: 2.36 2.86 2.36 2.86 Foils: 2.51 3.01 2.51 3.01 CORRELATION: 0.978MEAN DEVIATION: 0.072

250m msec in the life of ACT-R: Reading the Word “The”

Identifying Left-most Location Time 63.900: Find-Next-Word Selected

Time 63.950: Find-Next-Word Fired Time 63.950: Module :VISION running command FIND-LOCATION

Attending to Word Time 63.950: Attend-Next-Word Selected

Time 64.000: Attend-Next-Word Fired Time 64.000: Module :VISION running command MOVE-ATTENTION Time 64.050: Module :VISION running command FOCUS-ON

Encoding Word Time 64.050: Read-Word Selected

Time 64.100: Read-Word Fired Time 64.100: Failure Retrieved

Skipping The Time 64.100: Skip-The Selected

Time 64.150: Skip-The Fired

Attending to a Word in Two Productions(P find-next-word

=goal> ISA comprehend-sentence word nil==> +visual-location> ISA visual-location screen-x lowest attended nil =goal> word looking)

(P attend-next-word =goal> ISA comprehend-sentence word looking =visual-location> ISA visual-location==> =goal> word attending +visual> ISA visual-object screen-pos =visual-location)

no word currently being processed.

find left-most unattended location

update state

looking for a word

visual location has been identified

update state

attend to object in that location

Processing “The” in Two Productions(P read-word =goal> ISA comprehend-sentence word attending =visual> ISA text value =word status nil==> =goal> word =word +retrieval> ISA meaning word =word)

(P skip-the =goal> ISA comprehend-sentence word "the"==> =goal> word nil)

attending to a word

word has been identified

hold word in goal buffer

retrieve word’s meaning

the word is “the”

set to process next word

Processing “missionary” in 450 msec.

Identifying left-most unattended Location Time 64.150: Find-Next-Word Selected Time 64.200: Find-Next-Word Fired Time 64.200: Module :VISION running command FIND-LOCATION

Attending to Word Time 64.200: Attend-Next-Word Selected Time 64.250: Attend-Next-Word Fired Time 64.250: Module :VISION running command MOVE-ATTENTION Time 64.300: Module :VISION running command FOCUS-ON

Encoding Word Time 64.300: Read-Word Selected Time 64.350: Read-Word Fired Time 64.550: Missionary Retrieved

Processing the First Noun Time 64.550: Process-First-Noun Selected Time 64.600: Process-First-Noun Fired

Processing the Word “missionary”

Missionary 0.000 isa MEANING word "missionary"

(P process-first-noun =goal> ISA comprehend-sentence agent nil action nil word =y =retrieval> ISA meaning word =y==> =goal> agent =retrieval word nil)

neither agent or action has been assigned

word meaning has been retrieved

assign meaning to agent and set to process next word

Three More Words in the life of ACT-R: 950 msec.

Processing “was” Time 64.600: Find-Next-Word Selected Time 64.650: Find-Next-Word Fired Time 64.650: Module :VISION running command FIND-LOCATION Time 64.650: Attend-Next-Word Selected Time 64.700: Attend-Next-Word Fired Time 64.700: Module :VISION running command MOVE-ATTENTION Time 64.750: Module :VISION running command FOCUS-ON Time 64.750: Read-Word Selected Time 64.800: Read-Word Fired Time 64.800: Failure Retrieved Time 64.800: Skip-Was Selected Time 64.850: Skip-Was Fired

Processing “feared” Time 64.850: Find-Next-Word Selected Time 64.900: Find-Next-Word Fired Time 64.900: Module :VISION running command FIND-LOCATION Time 64.900: Attend-Next-Word Selected Time 64.950: Attend-Next-Word Fired Time 64.950: Module :VISION running command MOVE-ATTENTION Time 65.000: Module :VISION running command FOCUS-ON Time 65.000: Read-Word Selected Time 65.050: Read-Word Fired Time 65.250: Fear Retrieved Time 65.250: Process-Verb Selected Time 65.300: Process-Verb Fired

Processing “by” Time 65.300: Find-Next-Word Selected Time 65.350: Find-Next-Word Fired Time 65.350: Module :VISION running command FIND-LOCATION Time 65.350: Attend-Next-Word Selected Time 65.400: Attend-Next-Word Fired Time 65.400: Module :VISION running command MOVE-ATTENTION Time 65.450: Module :VISION running command FOCUS-ON Time 65.450: Read-Word Selected Time 65.500: Read-Word Fired Time 65.500: Failure Retrieved Time 65.500: Skip-By Selected Time 65.550: Skip-By Fired

(P skip-by =goal> ISA comprehend-sentence word "by" agent =per==> =goal> word nil object =per agent nil)

Reinterpreting the Passive

Two More Words in the life of ACT-R: 700 msec.

Processing “the” Time 65.550: Find-Next-Word Selected Time 65.600: Find-Next-Word Fired Time 65.600: Module :VISION running command FIND-LOCATION Time 65.600: Attend-Next-Word Selected Time 65.650: Attend-Next-Word Fired Time 65.650: Module :VISION running command MOVE-ATTENTION Time 65.700: Module :VISION running command FOCUS-ON Time 65.700: Read-Word Selected Time 65.750: Read-Word Fired Time 65.750: Failure Retrieved Time 65.750: Skip-The Selected Time 65.800: Skip-The FiredProcessing “cannibal” Time 65.800: Find-Next-Word Selected Time 65.850: Find-Next-Word Fired Time 65.850: Module :VISION running command FIND-LOCATION Time 65.850: Attend-Next-Word Selected Time 65.900: Attend-Next-Word Fired Time 65.900: Module :VISION running command MOVE-ATTENTION Time 65.950: Module :VISION running command FOCUS-ON Time 65.950: Read-Word Selected Time 66.000: Read-Word Fired Time 66.200: Cannibal Retrieved Time 66.200: Process-Last-Word-Agent Selected Time 66.250: Process-Last-Word-Agent Fired

Retrieving a Memory: 250 msec

(P retrieve-answer =goal> ISA comprehend-sentence agent =agent action =verb object =object purpose test==> =goal> purpose retrieve-test +retrieval> ISA comprehend-sentence action =verb purpose study)

sentence processing complete

update state

retrieve sentence involving verb

Time 66.250: Retrieve-Answer Selected Time 66.300: Retrieve-Answer Fired Time 66.500: Goal123032 Retrieved

Generating a Response: 410 ms.

(P answer-no =goal> ISA comprehend-sentence agent =agent action =verb object =object purpose retrieve-test =retrieval> ISA comprehend-sentence - agent =agent action =verb - object =object purpose study==> =goal> purpose done +manual> ISA press-key key "d")

ready to test

retrieve sentence does not match agent or object

update state

indicate no

Time 66.500: Answer-No Selected Time 66.700: Answer-No Fired Time 66.700: Module :MOTOR running command PRESS-KEY Time 66.850: Module :MOTOR running command PREPARATION-COMPLETE Time 66.910: Device running command OUTPUT-KEY

Subsymbolic Level

1. Production Utilities are responsible for determining which productions get selected when there is a conflict.

2. Production Utilities have been considerably simplified in ACT-R 5.0 over ACT-R 4.0.

3. Chunk Activations are responsible for determining which (if any chunks) get retrieved and how long it takes to retrieve them.

4. Chunk Activations have been simplified in ACT-R 5.0 and a major step has been taken towards the goal of parameter-free predictions by fixing a number of the parameters.

As with the symbolic level, the subsymbolic level is not a static level, but is changing in the light of experience. Subsymbolic learning allows the system to adapt to the statistical structure of the environment.

The subsymbolic level reflects an analytic characterization of connectionist computations. These computations have been implemented in ACT-RN (Lebiere & Anderson, 1993) but this is not a practical modeling system.

Chunk i

Seven

Three FourAddend1 Addend2

Sum

=Goal> isa write relation sum arg1 Three arg2 Four

+Conditions

+Retrieval> isa addition-fact addend1 Three addend2 Four

+Actions

Sji

Sim kl

Bi

Activation

A i =Bi + Wj ⋅ Sjij∑ + MPk ⋅Simkl +N(0,s)

k∑

Chunk Activation

baseactivatio

n

activation

= +

Activation makes chunks available to the degree that past experiences indicate that they will be useful at the particular moment: Base-level: general past usefulness Associative Activation: relevance to the general context

Matching Penalty: relevance to the specific match requiredNoise: stochastic is useful to avoid getting stuck in local

minima

associativestrength

sourceactivation( )*

A i =Bi + Wj ⋅ Sjij∑ + MPk ⋅Simkl +N(0,s)

k∑

similarityvalue

mismatchpenalty( )*+ +noise

Activation, Latency and Probability

• Retrieval time for a chunk is a negative exponential function of its activation:

• Probability of retrieval of a chunk follows the Boltzmann (softmax) distribution:

• The chunk with the highest activation is retrieved provided that it reaches the retrieval threshold

• For purposes of latency and probability, the threshold can be considered as a virtual chunk

Timei =F ⋅e−Ai

Pi =e

Ait

eAj

t

j∑t = 2⋅s=

6⋅σπ

Base-level Activation

The base level activation Bi of chunk Ci reflects a context-independent estimation of how likely Ci is to match a production, i.e. Bi is an estimate of the log odds that Ci will be used.

Two factors determine Bi:

• frequency of using Ci

• recency with which Ci was used

BBii = ln  = ln (( ))P(CP(Cii))P(CP(Cii))

Ai = Bi

baseactivatio

n

activation

=

Source Activation

The source activations Wj reflect the amount of attention given to elements, i.e. fillers, of the current goal. ACT-R assumes a fixed capacity for source activation

W= Wj reflects an individual difference parameter.

associativestrength

sourceactivation( )+ *

+ Wj * Sjij

Associative Strengths

The association strength SThe association strength Sjiji between chunks C between chunks Cjj and C and Ci i is a is a measure of how often Cmeasure of how often Cii was needed (retrieved) when C was needed (retrieved) when Cjj was was element of the goal, i.e. Selement of the goal, i.e. Sjiji estimates the log likelihood ratio of estimates the log likelihood ratio of CCjj being a source of activation if C being a source of activation if Ci i was retrieved.was retrieved.

associativestrength

sourceactivation( )+ *

+ Wj * Sji

( )P(Ni Cj)P(Ni)

Sji = ln

= S - ln(P(Ni|Cj))

Application: Fan Effect

Partial Matching

• The mismatch penalty is a measure of the amount of control over memory retrieval: MP = 0 is free association; MP very large means perfect matching; intermediate values allow some mismatching in search of a memory match.

• Similarity values between desired value k specified by the production and actual value l present in the retrieved chunk. This provides generalization properties similar to those in neural networks; the similarity value is essentially equivalent to the dot-product between distributed representations.

+ MPk ⋅Simklk∑

similarityvalue

mismatchpenalty( )*+

Table 3.1Data from Siegler & Shrager (1984)

and ACT-R’s Predictions

Data Other

IncludingProblem Answer Retrieval

Failure

0 1 2 3 4 5 6 7 8

1+1 - .05 .86 - .02 - .02 - - .06

1+2 - .04 .07 .75 .04 - .02 - - .09

1+3 - .02 - .10 .75 .05 .01 .03 - .06

2+2 .02 - .04 .05 .80 .04 - .05 - -

2+3 - - .07 .09 .25 .45 .08 .01 .01 .06

3+3 .04 - - .05 .21 .09 .48 - .02 .11

Predictions Other

IncludingProblem Answer Retrieval

Failure

0 1 2 3 4 5 6 7 8

1+1 - .10 .75 .10 .01 - - - - .04

1+2 - .01 .10 .75 .10 .- - - - .04

1+3 - - .01 .10 .78 .06 - - - .04

2+2 - - .0 .1 .82 .02 - - - .04

2+3 - - - .03 .32 .45 .06 .01 - .13

3+3 - - - .04 .04 .08 .61 .08 .01 .18

Application: Cognitive Arithmetic

Noise

• Noise provides the essential stochasticity of human behavior

• Noise also provides a powerful way of exploring the world

• Activation noise is composed of two noises:

• A permanent noise accounting for encoding variability

• A transient noise for moment-to-moment variation

+ noise

+N(0,s)

Application: Paper Rocks Scissors

1.00.80.60.40.20.00

100

200

300

400Noise = 0

Noise = 0.1

Noise = 0.25

Effect of Noise (Lag2 Against Lag2)

Noise Level

Score Difference (High Noise - Low Noise)

1.00.80.60.40.20.0-400

-200

0

200

400Lag2 Noise = 0

Lag2 Noise = 0.1

Lag2 noise = 0.25

Effect of Noise (Lag2 Against Lag1)

Noise Level of Lag1 Model

Score Difference (Lag2 - Lag1)

• Too little noise makes the system too deterministic.

• Too much noise makes the system too random.

• This is not limited to game-playing situations!

(Lebiere & West, 1999)

Base-Level Learning

Based on the Rational Analysis of the Environment (Schooler & Anderson, 1997)

200150100500-1.5

-1.0

-0.5

0.0

0.5

1.0

1.5

Seconds

Activation Level

Base-Level Activation reflects the log-odds that a chunk will be needed. In the environment the odds that a fact will be needed decays as a power function of how long it has been since it has been used. The effects of multiple uses sum in determining the odds of being used.

Base-Level Learning Equation

≈ n(n / (1-d)) - d*n(L)

Note: The decay parameter d has been set to .5 in most ACT-R models

B

i

= (ln t

j

− d

j = 1

n

∑)

Bi ≈ ln tk−d +

n- k1- d

L1-d - tk

1-d

L - tkj=1

k

∑⎡

⎣ ⎢ ⎢

⎦ ⎥ ⎥

Paired Associate: Study Time 5.000: Find Selected

Time 5.050: Module :VISION running command FIND-LOCATION Time 5.050: Find Fired Time 5.050: Attend Selected Time 5.100: Module :VISION running command MOVE-ATTENTION Time 5.100: Attend Fired Time 5.150: Module :VISION running command FOCUS-ON Time 5.150: Associate Selected Time 5.200: Associate Fired

(p associate =goal> isa goal arg1 =stimulus step attending state study =visual> isa text value =response status nil==> =goal> isa goal arg2 =response step done +goal> isa goal state test step waiting)

attending word during study

visual buffer holds response

store response in goal with stimulus

prepare for next trial

Paired Associate: Successful Recall

Time 10.000: Find Selected Time 10.050: Module :VISION running command FIND-LOCATION Time 10.050: Find Fired Time 10.050: Attend Selected Time 10.100: Module :VISION running command MOVE-ATTENTION Time 10.100: Attend Fired Time 10.150: Module :VISION running command FOCUS-ON Time 10.150: Read-Stimulus Selected Time 10.200: Read-Stimulus Fired Time 10.462: Goal Retrieved Time 10.462: Recall Selected Time 10.512: Module :MOTOR running command PRESS-KEY Time 10.512: Recall Fired Time 10.762: Module :MOTOR running command PREPARATION-COMPLETE Time 10.912: Device running command OUTPUT-KEY

Paired Associate: Successful Recall (cont.)

(p read-stimulus =goal> isa goal step attending state test =visual> isa text value =val==> +retrieval> isa goal relation associate arg1 =val =goal> isa goal relation associate arg1 =val step testing)

(p recall =goal> isa goal relation associate arg1 =val step testing =retrieval> isa goal relation associate arg1 =val arg2 =ans==> +manual> isa press-key key =ans =goal> step waiting)

Paired Associate Example

Trial Accuracy Latency1 .000 0.0002 .526 2.1563 .667 1.9674 .798 1.7625 .887 1.6806 .924 1.5527 .958 1.4678 .954 1.402

? (collect-data 10) Note simulated runs show random fluctuation.

ACCURACY (0.0 0.515 0.570 0.740 0.850 0.865 0.895 0.930) CORRELATION: 0.996MEAN DEVIATION: 0.053

LATENCY (0 2.102 1.730 1.623 1.589 1.508 1.552 1.462) CORRELATION: 0.988MEAN DEVIATION: 0.112NIL

Trial Accuracy Latency1 .000 0.0002 .515 2.1023 .570 1.7304 .740 1.6235 .850 1.5846 .865 1.5087 .895 1.5528 .930 1.462

Data Predictions

Making Choices: Conflict Resolution

Expected Gain = E = PG-C

Probability of choosing i = e

E

i

/ t

e

E

j

/ t

j

P=

Successe =s α+mFailure =s β+n

SuccessesSuccesses +Failures

P is expected probability of successG is value of goalC is expected cost

t reflects noise in evaluation and is like temperature in the Bolztman equation

α is prior successesm is experienced successesβ is prior failuresn is experienced failures

Production Utility

Undershoot

More Successful

Overshoot

More Successful

Looks

Undershoot

10 Undershoot

0 Overshoot

10 (5) Undershoot

10 (15) Overshoot

Looks

Overshoot

10 (15) Undershoot

10 (5) Overshoot

0 Undershoot

10 Overshoot

INITIAL STATE

desired:

current:

building:

UNDERSHOOT UNDERSHOOTOVERSHOOT

desired:

current:

building:

desired:

current:

building:

desired:

current:

building:

possible first moves

a b c

a b c a b c a b c

Building Sticks Task (Lovett)

0

0

0

0

0

1

1

1

1

1

3

3

3

3

3

High

Against

Low

Against

Neutral Low

Toward

High

Toward

0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

Proportion Choice More Successful Operator

Test Problem Bias

Observed Data

Biased Condition

Extreme-Biased Condition

0

0

0

0

0

1

1

1

1

1

3

3

3

3

3

High

Against

Low

Against

Neutral Low

Toward

High

Toward

0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

Test Problem Bias

0 0

0

00

1 1

1

11

3 3

3

3 3

High

Against

Low

Against

Neutral Low

Toward

High

Toward

0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

Proportion Choice More Successful Operator

Test Problem Bias

0 0

0

0 0

1 1

1

1 1

3 3

3

3 3

High

Against

Low

Against

Neutral Low

Toward

High

Toward

0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

Test Problem Bias

Predictions of Decay-Based ACT-R

(2/3) (5/6)

Lovett & Anderson, 1996

Building Sticks Demo

Decide-Under If the goal is to solve the BST task and the undershoot difference is less than the overshoot differenceThen choose undershoot.

Decide-Over If the goal is to solve the BST task and the overshoot difference is less than the undershoot differenceThen choose overshoot.

Force-Under If the goal is to solve the BST taskThen choose undershoot.

Force-Over If the goal is to solve the BST taskThen choose overshoot. Web Address:

ACT-R Home Page Published ACT-R Models Atomic Components of Thought Chapter 4 Building Sticks Model

ACT-R model probabilities before and afterproblem-solving experience in Experiment 3

(Lovett & Anderson, 1996)

ProductionPrior

Probabilityof Success

Final Value

67% Condition 83% Condition

Force-Under

More Successful

Context Free

.50 .60 .71

Force-Over

Less Successful

Context Free

.50 .38 .27

Decide-Under

More Successful

Context Sensitive

.96 .98 .98

Decide-Over

Less Successful

Context Sensitive

.96 .63 .54

Successes ( t ) = t

j

− d

j = 1

m

∑ Success Discounting

Failures ( t ) = t

j

− d

j = 1

n

∑ Failure Discounting

0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

U, U O, U U, O O, O

Outcome on Trial N-2, N-1

Data

Decay Model

No Decay Model

Decay of Experience

Note: Such temporal weighting is critical in the real world.

Production Compilation: The Basic Idea (p read-stimulus =goal> isa goal step attending state test =visual> isa text value =val==> +retrieval> isa goal relation associate arg1 =val arg2 =ans =goal> relation associate arg1 =val step testing)

(p recall =goal> isa goal relation associate arg1 =val step testing =retrieval> isa goal

relation associate arg1 =val arg2 =ans==> +manual> isa press-key key =ans =goal> step waiting)

(p recall-vanilla =goal> isa goal step attending state test =visual> isa text value "vanilla==> +manual> isa press-key key "7" =goal> relation associate arg1 "vanilla" step waiting)

Production Compilation: The Principles

1. Perceptual-Motor Buffers: Avoid compositions that will result in jamming when one tries to build two operations on the same buffer into the same production.

2. Retrieval Buffer: Except for failure tests proceduralize out and build more specific productions.

3. Goal Buffers: Complex Rules describing merging.

4. Safe Productions: Production will not produce any result that the original productions did not produce.

5. Parameter Setting: Successes = P*initial-experience*Failures = (1-P) *initial-experience*Efforts = (Successes + Efforts)(C + *cost-penalty*)

Production Compilation: The Successes

2. Taatgen: Learning of air-traffic control task – shows that production compilation can deal with complex perceptual motor skill.

3. Anderson: Learning of productions for performing paired associate task from instructions. Solves mystery of where the productions for doing an experiment come from.

4. Anderson: Learning to perform an anti-air warfare coordinator task from instructions. Shows the same as 2 & 3.

5. Anderson: Learning in the fan effect that produces the interaction between fan and practice. Justifies a major simplification in the parameterization of productions – no strength separate from utility.

Note all of these examples involve all forms of learning occurring in ACT-R simultaneous – acquiring new chunks, acquiring new productions, activation learning, and utility learning.

1. Taatgen: Learning of inflection (English past and German plural). Shows that production compilation can come up with generalizations.

Predicting fMRI Bold Response from Buffer Activity

Example: Retrieval buffer during equation-solving predicts activity in left dorsolateral prefrontal cortex.

where Di is the duration of the ith retrieval and ti is the time of initiation of the retrieval.

BR(t)= .344Di(t−ti )2

i∑ e−(t−ti )/2

c x + 3 = a

a=18b=6c=5

1.5 Second Scans

Load Equation Blank Period

21 Second Structure of fMRI Trial

Solving 5 x + 3 = 18

Time 3.000: Find-Right-Term Selected Time 3.050: Find-Right-Term Fired Time 3.050: Module :VISION running command FIND- Time 3.050: Attend-Next-Term-Equation Selected Time 3.100: Attend-Next-Term-Equation Fired Time 3.100: Module :VISION running command MOVE- Time 3.150: Module :VISION running command FOCUS-ON Time 3.150: Encode Selected Time 3.200: Encode Fired Time 3.281: 18 Retrieved Time 3.281: Process-Value-Integer Selected Time 3.331: Process-Value-Integer Fired Time 3.331: Module :VISION running command FIND- Time 3.331: Attend-Next-Term-Equation Selected Time 3.381: Attend-Next-Term-Equation Fired Time 3.381: Module :VISION running command MOVE- Time 3.431: Module :VISION running command FOCUS-ON Time 3.431: Encode Selected Time 3.481: Encode Fired Time 3.562: 3 Retrieved Time 3.562: Process-Op1-Integer Selected Time 3.612: Process-Op1-Integer Fired Time 3.612: Module :VISION running command FIND- Time 3.612: Attend-Next-Term-Equation Selected Time 3.662: Attend-Next-Term-Equation Fired Time 3.662: Module :VISION running command MOVE- Time 3.712: Module :VISION running command FOCUS-ON Time 3.712: Encode Selected Time 3.762: Encode Fired Time 4.362: Inverse-of-+ Retrieved Time 4.362: Process-Operator Selected

Solving 5 x + 3 = 18 (cont.)

Time 4.412: Process-Operator Fired Time 5.012: F318 Retrieved Time 5.012: Finish-Operation1 Selected Time 5.062: Finish-Operation1 Fired Time 5.062: Module :VISION running command FIND- Time 5.062: Attend-Next-Term-Equation Selected Time 5.112: Attend-Next-Term-Equation Fired Time 5.112: Module :VISION running command MOVE- Time 5.162: Module :VISION running command FOCUS-ON Time 5.162: Encode Selected Time 5.212: Encode Fired Time 5.293: 5 Retrieved Time 5.293: Process-Op2-Integer Selected Time 5.343: Process-Op2-Integer Fired Time 5.943: F315 Retrieved Time 5.943: Finish-Operation2 Selected Time 5.993: Finish-Operation2 Fired Time 5.993: Retrieve-Key Selected Time 6.043: Retrieve-Key Fired Time 6.124: 3 Retrieved Time 6.124: Generate-Answer Selected Time 6.174: Generate-Answer Fired Time 6.174: Module :MOTOR running command PRESS-KEY Time 6.424: Module :MOTOR running command PREPARATION- Time 6.574: Device running command OUTPUT-KEY("3" 3.574)

Left DorsolateralPrefrontal Cortex

Bold Response for 2 Equation TypesLeft Dorsolateral Prefrontal Cortex

-0.1

0.0

0.1

0.2

0.3

0.4

0.5

0.6

1 2 3 4 5 6 7 8 9 10 11 12 13 14

Scan (1.5 sec.)

Perc

en

t A

cti

vati

on

C

han

ge cx + 3 = a

5x + 3 = 18