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The Effects of Bounding Rationality on the Performance and Learning of CHREST Agents in Tileworld

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Abstract

Learning in complex and complicated domains is fundamental to performing suitable and timely actions within them. The ability of chess masters to learn and recall huge numbers of board configurations to produce near-optimal actions provides evidence that chunking mechanisms are likely to underpin human learning. Cognitive theories based on chunking argue in favour for the notion of bounded rationality since relatively small chunks of information are learnt in comparison to the total information present in the environment. CHREST, a computational architecture that implements chunking theory, has previously been used to investigate learning in deterministic environments such as chess, where future states are solely dependent upon the actions of agents. In this paper, the CHREST architecture is implemented in agents situated in “Tileworld”, a stochastic environment whose future state depends on both the actions of agents and factors intrinsic to the environment which agents have no control over. The effects of bounding agents’ visual input on learning and performance in various scenarios where the complexity of Tileworld is altered is analysed using computer simulations. Our results show that interactions between independent variables are complex and have important implications for agents situated in stochastic environments where a balance must be struck between learning and performance.

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Notes

  1. 1.

    Complex in that there are many pieces capable of being moved, complicated in that there may be many possible solutions to a given position.

  2. 2.

    With respect to both the number of positions and the amount of information in each position.

  3. 3.

    Any Tileworld square can only be occupied by one artifact at most.

  4. 4.

    The base 2 in the \(2^{n^{2}}\) term of the expression is derived from the fact that Tileworld squares may be empty or may be occupied by one instance of an artifact class. In Simari and Parsons’ version of Tileworld, there is only one artifact class: a hole. Therefore, in their version of Tileworld, a square will only ever be empty or occupied by a hole, which gives the base 2.

  5. 5.

    MTT = “Move To Tile”.

  6. 6.

    Note that the chunk retrieved from LTM is also placed into STM but this version of CHREST does not make use of STM chunks.

  7. 7.

    The agent’s goals are implicit, i.e. goals are not explicitly represented in any data structure available to CHREST agents.

  8. 8.

    All parameters concerning time are specified in seconds.

  9. 9.

    Minimum “sight-radius” parameter value is 2 since agents must be able to see at least 1 square in front of a tile, so that its ability to be pushed can be determined.

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Correspondence to Martyn Lloyd-Kelly .

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Lloyd-Kelly, M., Lane, P.C.R., Gobet, F. (2014). The Effects of Bounding Rationality on the Performance and Learning of CHREST Agents in Tileworld. In: Bramer, M., Petridis, M. (eds) Research and Development in Intelligent Systems XXXI. SGAI 2014. Springer, Cham. https://doi.org/10.1007/978-3-319-12069-0_10

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  • DOI: https://doi.org/10.1007/978-3-319-12069-0_10

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