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Adaptive Behavior, 3 (3)

Adaptive Behavior, 3 (3)


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Adaptive Behavior

Volume 3, Number 3

Winter 1995

Table of Contents

 

E. James Kehoe, Amanda J. Horne, and Michaela Macrae

Learning to Learn: Real-Time Features and a Connectionist Model

Adaptive Behavior, 3 (3), 235-271.

 

Michael Wheeler and Peter de Bourcier

How Not to Murder Your Neighbor: Using Synthetic Behavioral Ecology to Study Aggressive Signaling

Adaptive Behavior, 3 (3), 273-309.

 

Bernhard Schölkopf and Hanspeter A. Mallot

View-Based Cognitive Mapping and Path Planning

Adaptive Behavior, 3 (3), 311-348.

 

Peter M. Tood

Adaptive Radiation of Alife Memes: Eight Artificial Life Book/Software Packages Reviewed

Adaptive Behavior, 3 (3), 349-354.

 

Recents Books of Interest


Pages 235-271

Learning to Learn: Real-Time Features and a Connectionist Model

By E. James Kehoe, Amanda J. Horne, Michaela Macrae

Abstract

Two experiments used classical conditioning to examine transfer of response features specific to the warning interval between a conditioned stimulus (CS) and an unconditioned stimulus (US). Rabbits were given initial training with a stimulus (CSA) in one modality (tone) at a designated interval (e.g., 200 ms). In a second stage, the conditioned response (CR) to CSA was extinguished. Finally, training was shifted to a new stimulus (CSB) in another modality (light) at a new interval (e.g., 400 ms). Compared to test controls, there was an enhanced rate of CR acquisition to CSB and a tendency for early CRs to CSB to reflect the CSA-US interval. However, the extinction procedure and the change in CS-US interval together reduced these two aspects of transfer across stimulus modalities. The findings are discussed in terms of their implications for theories of cross-modal transfer. A layered network with real-time features is offered.

Key Words

transfer of learning; classical conditionning; rabbit; nictitating membrane; connectionist modeling


Pages 273-309

How Not to Murder Your Neighbor: Using Synthetic Behavioral Ecology to Study Aggressive Signaling

By Michael Wheeler and Peter de Bourcier

Abstract

The scientific account of intraspecific aggressive signaling is incomplete. In part, this because it is difficult to identify the consequences (for the nature of signaling systems) of the different ecological contexts in which signaling has developed. The goal of our investigations is to complement the ongoing work in the biological sciences on this issue. Using a theoretical framework that we call synthetic behavioral ecology, we perform a series of experiments involving populations of simulated animals (animats) that, in their simulated world, must compete for food. When animats pick up reliable information about the "strength" of other animats within sensory range, a coherent form of collective behavior develops, which we call minimal territoriality. We then introduce the signaling of aggressive intentions. Each individual has a bluffing strategy that is determined by a form of artificial evolution in which there is no explicit fitness function. By varying, in energy terms, the cost of producing aggressive signals, and by analyzing the population dynamics at different costs of signaling, we are able to provide evidence that the handicap principle (according to which higher costs enforce honesty) can apply in multiagent ecologies. We then suggest how variations in the cost of signaling affect the territorial behavior. The article ends with a discussion of the current model and identification of some directions for future research.

Key Words

aggression; animal signaling; behavioral ecology; communication; handicap principle; simulation of adaptive behavior; territoriality


Pages 311-348

View-Based Cognitive Mapping and Path Planning

By Bernhard Schölkopf and Hanspeter A. Mallot

Abstract

This article presents a scheme for learning a cognitive map of a maze from a sequence of views and movement decisions. The scheme is based on an intermediate representation called the view graph, whose nodes correspond to the views whereas the labeled edges represent the movements leading from one view to another. By means of a graph theoretical reconstruction method, the view graph is shown to carry complete information on the topological and directional structure of the maze. Path planning can be carried out directly in the view graph without actually performing this reconstruction. A neural network is presented that learns the view graph during a random exploration of the maze. It is based on an unsupervised competitive learning rule translating temporal sequence (rather than similarity) of views into connectedness in the network. The network uses its knowledge of the topological and directional structure of the maze to generate expectations about which views are likely to be encountered next, improving the view-recognition performance. Numerical simulations illustrate the network's ability for path planning and the recognition of views degraded by random noise. The results are compared to findings of behavioral neuroscience.

Key Words

cognitive maps; perception for action; path planning; exploration; topology-preserving maps; neural networks


Pages 349-354

Adaptive Radiation of Alife Memes: Eight Artificial Life Book/Software Packages Reviewed

Peter M. Tood

Cyberlife! Indianapolis, IN: Sams Publishing, 1994. xxxii + 700 pages, CD-ROM of DOS:Windows software.

Windows Hothouse: Creating Artificial Life with VisualC++, by Mark Clarkson. Reading, MA: Addison-Wesley, 1994. xiv + 288 pages, 3.5" IBM disk of Windows source code (requires Visual C++ to compile and run).

It's Alive!: The New Breed of Living Computer Programs, by Frederick B. Cohen. New York: John Wiley & Sons, 1994. xii + 153 pages, 3.5" Macintosh disk of C and UNIX sotware.

Developing Dinosaurs and Ancient Worlds, by Rick Leinecker. Indianapolis, IN: Sams Publishing, 1994. xx + 254 pages, 3.5" IBM disk of C source code and compiled software.

Artificial Life Playhouse: Evolution at Your Fingertips, by Stephen Prata. Corte Madera, CA: Waite Group Press, 1993. viii + 179 pages, 3.5" IBM disk of compiled software.

Artificial Life Lab, by Rudy Rucker. Corte Madera, CA: Waite Group Press, 1993. xvi + 283 pages, 3.5" IBM disk of compiled software and 3D glasses.

Artificial Life Explorer's Kit, by Ellen Thro. Indianapolis, IN: Sams Publishing, 1993. xxii + 207 pages, 3.5 IBM disk of compiled software.

Adventures in Artificial Life, by Clayton Walnum. Carmel, IN: Que Corporation, 1993. xiv + 186 pages, 3.5" IBM disk of compiled software.


Pages 355-357

Recents Books of Interest



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