AIMC Topic: Reinforcement, Psychology

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Multisource Transfer Double DQN Based on Actor Learning.

IEEE transactions on neural networks and learning systems
Deep reinforcement learning (RL) comprehensively uses the psychological mechanisms of "trial and error" and "reward and punishment" in RL as well as powerful feature expression and nonlinear mapping in deep learning. Currently, it plays an essential ...

Applications of Deep Learning and Reinforcement Learning to Biological Data.

IEEE transactions on neural networks and learning systems
Rapid advances in hardware-based technologies during the past decades have opened up new possibilities for life scientists to gather multimodal data in various application domains, such as omics, bioimaging, medical imaging, and (brain/body)-machine ...

Mastering the game of Go without human knowledge.

Nature
A long-standing goal of artificial intelligence is an algorithm that learns, tabula rasa, superhuman proficiency in challenging domains. Recently, AlphaGo became the first program to defeat a world champion in the game of Go. The tree search in Alpha...

Acquisition and extinction of operant pain-related avoidance behavior using a 3 degrees-of-freedom robotic arm.

Pain
Ample empirical evidence endorses the role of associative learning in pain-related fear acquisition. Nevertheless, research typically focused on self-reported and psychophysiological measures of fear. Avoidance, which is overt behavior preventing the...

Spiking neurons can discover predictive features by aggregate-label learning.

Science (New York, N.Y.)
The brain routinely discovers sensory clues that predict opportunities or dangers. However, it is unclear how neural learning processes can bridge the typically long delays between sensory clues and behavioral outcomes. Here, I introduce a learning c...

Goal-Directed Decision Making with Spiking Neurons.

The Journal of neuroscience : the official journal of the Society for Neuroscience
UNLABELLED: Behavioral and neuroscientific data on reward-based decision making point to a fundamental distinction between habitual and goal-directed action selection. The formation of habits, which requires simple updating of cached values, has been...

Mastering the game of Go with deep neural networks and tree search.

Nature
The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go th...

A Simple Network Architecture Accounts for Diverse Reward Time Responses in Primary Visual Cortex.

The Journal of neuroscience : the official journal of the Society for Neuroscience
UNLABELLED: Many actions performed by animals and humans depend on an ability to learn, estimate, and produce temporal intervals of behavioral relevance. Exemplifying such learning of cued expectancies is the observation of reward-timing activity in ...