Self-orienting in human and machine learning.

Journal: Nature human behaviour
PMID:

Abstract

A current proposal for a computational notion of self is a representation of one's body in a specific time and place, which includes the recognition of that representation as the agent. This turns self-representation into a process of self-orientation, a challenging computational problem for any human-like agent. Here, to examine this process, we created several 'self-finding' tasks based on simple video games, in which players (N = 124) had to identify themselves out of a set of candidates in order to play effectively. Quantitative and qualitative testing showed that human players are nearly optimal at self-orienting. In contrast, well-known deep reinforcement learning algorithms, which excel at learning much more complex video games, are far from optimal. We suggest that self-orienting allows humans to flexibly navigate new settings.

Authors

  • Julian De Freitas
    Marketing Unit, Harvard Business School, Boston, MA, USA. jdefreitas@hbs.edu.
  • Ahmet Kaan Uğuralp
    Department of Computer Engineering, Bilkent University, Ankara, Turkey.
  • Zeliha Oğuz-Uğuralp
    Department of Psychology, Bilkent University, Ankara, Turkey.
  • L A Paul
    Department of Philosophy, Yale University, New Haven, CT, USA.
  • Joshua Tenenbaum
    Center for Brains, Minds, and Machines, MIT, Cambridge, MA 02138, United States; McGovern Institute for Brain Research, MIT, Cambridge, MA 02138, United States; Computer Science and Artificial Intelligence Laboratory, MIT, Cambridge, MA 02138, United States; Department of Brain & Cognitive Science, MIT, Cambridge, MA 02138, United States.
  • Tomer D Ullman
    Department of Brain and Cognitive Sciences and The Center for Brains,Minds and Machines,Massachusetts Institute of Technology,Cambridge,MA 02139tomeru@mit.eduhttp://www.mit.edu/~tomeru/.