SOAR: an architecture for general intelligence
Artificial Intelligence
Parallel and distributed computation: numerical methods
Parallel and distributed computation: numerical methods
Classifier systems and genetic algorithms
Artificial Intelligence
Proceedings of the seventh international conference (1990) on Machine learning
An adaptive neural network: the cerebral cortex
An adaptive neural network: the cerebral cortex
SLUG: A Connectionist Architecture for Inferring the Structure of Finite-State Environments
Machine Learning - Connectionist approaches to language learning
Learning in embedded systems
Promising directions in active vision
International Journal of Computer Vision
Control of selective perception using Bayes nets and decision theory
International Journal of Computer Vision - Special issue on active vision II
Machine Learning - Special issue on reinforcement learning
Markov Decision Processes: Discrete Stochastic Dynamic Programming
Markov Decision Processes: Discrete Stochastic Dynamic Programming
Dynamic Programming
Learning and Sequential Decision Making
Learning and Sequential Decision Making
Reinforcement learning with selective perception and hidden state
Reinforcement learning with selective perception and hidden state
Reinforcement learning: a survey
Journal of Artificial Intelligence Research
SAB '08 Proceedings of the 10th international conference on Simulation of Adaptive Behavior: From Animals to Animats
Map-Based Spatial Navigation: A Cortical Column Model for Action Planning
Proceedings of the international conference on Spatial Cognition VI: Learning, Reasoning, and Talking about Space
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We introduce the differential efficiency algorithm, which partitions a perceptive space during unsupervised learning into categories and uses them to solve goal-planning and classification problems. This algorithm is inspired by a biological model of the cortex proposing the cortical column as an elementary unit. We validate the generality of this approach by testing it on four problems with continuous time and no reinforcement signal until the goal is reached (constrained object moves, Hanoi tower problem, animat control, and simple character recognition).