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LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

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Page 1: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

LEARNING SPATIAL REASONING

Jack Gelfand

Center for the Study of Brain, Mind and Behavior

Department of Psychology

Page 2: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

LEARNING SPATIAL REASONING

• Computer Game Playing

• Game Playing and Pattern-Based Reasoning

• Organization of the visual system– Multi-stream hierarchy

– Form perception

– Motion perception

• Elements of perceptual organization– Gestalt figural organization

– Popout phenomena

• Learning New Spatial Concepts - Spatial Concept Formation Languages

• Structural Features and Functional Features

Page 3: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

ReadingsEpstein, Gelfand and Lock, Constraints, 2, 239 (1998).Gelfand et al., Proceedings of the Joint Conference on Information Systems (1998).Epstein, Gelfand and Lesniak, Computational Intelligence, 12, 199 (1996).

Page 4: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

WHY PLAY GAMES WITH COMPUTERS?

• From the Artificial Intelligence and Cognitive Psychology Point of View– Games are excellent testbeds as they:

• Have well-defined rules generating a large search space• Easily represented in a computer• Easy to test• Computers can compete with humans at some games but not

others

• From the Game Playing Point of View– Can make the game much more enjoyable to play– New levels of analysis

Page 5: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Search

• The brute force approach of search has been highly effective in games such as Checkers and Chess.– Checkers

• Chinook (World Champion)

– Chess• Best programs can hold their own with the best humans.

• Deep Blue II– move generation and evaluation in hardware

– parallel search in software

Page 6: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

EXHAUSTIVE SEARCH

• From the starting position1. Generate every legal move for player 1.

2. For each legal move of player 1 generate every legal move for player 2.

3. Repeat steps 1 & 2 until the game reaches a definitive result.

Page 7: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

PROBLEM WITH EXHAUSTIVE SEARCH

• Not practical– A player in chess has, on average, 36 legal moves.

– A game could take 45 moves to reach a conclusion (underestimate).

– Total number of positions = 3690

– There is only ~1081 atoms in the universe

• Couldn’t store all the positions in computer the size of the universe.

Page 8: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

EVALUATION FUNCTIONS

• Assign a value for each factor contributing to the worth of a position.

• Add up the terms • Search positions based upon the values

Page 9: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Searching the Game Tree

-3 20 4 -5 -3-1 -4-2 0 1

MAX

MIN

MAX

-2 4 -5 2 -3 1

-2 -5 -3

-2

This is the Minimax Algorithm

Page 10: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Improving Minimax

• The Minimax Algorithm has various improvements that are used in practice.– Alpha-Beta– Principle Variation Search (PVS)– Transposition Tables– Killer Move Heuristics

• At best they can halve the work of the search.

Page 11: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Computer Chess

• Deep Blue II– 256 dedicated chess processors

• generate moves• evaluate positions

– Search process in software (PVS)– Database of opening sequences– Databases of endgame sequences

• Deep Blue II can evaluate 200 million positions per second (3 billion in 3 minutes).

• Deep Blue II can hold its own with the best players in the world, but it is not invincible!

Page 12: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

WHAT IS WRONG WITH THIS PICTURE?

Page 13: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

THERE ARE AS MANY POSSIBLE GAME STATES IN CHESS AS ATOMS IN THE

UNIVERSE.

THERE IS ABOUT 20 X 6 FEET OF SPACE FOR CHESS BOOKS IN THE LIBRARY.

WHAT’S WRONG?

Page 14: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

MOST OF THE GAME STATES IN CHESS ARE IRRELEVANT.

HUMANS HAVE AN EXTREMELY COMPACT WAY OF REPRESENTING THE SALIENT

CONCEPTS IN CHESS.

Page 15: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

LEARNING NEW REPRESENTATIONS THROUGH EXPERIENCE

• Statement of problem or early experience does not necessarily provide optimal representation.

• People acquire optimal representations gradually.• Often problems are stated in terms of local relationships. Experts

utilize global spatial heuristics acquired through performing the task.– CHESS - Control of the center of the board– Othello - Control of edges– Go - Shape and thickness of zones

Page 16: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Vertical and Horizontal Control on the Chess Board

Page 17: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Diagonal Control on the Chess Board

Page 18: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

HIERARCHICAL ORGANIZATION OF THE HUMAN VISUAL SYSTEM

• Multiple streams of processing

• System of feature hierarchies

Page 19: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

RECEPTIVE FIELD OF A CORTICAL VISUAL NEURON

Page 20: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

CONVERGENT PROJECTIONS IN THE VISUAL FEATURE HIERARCHY

Page 21: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

NEURONS IN THE HIGHEST VISUAL FORM RECOGNITION AREAS OF CORTEX RESPOND TO COMPLEX STIMULI

Page 22: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

PERCEPTUAL ORGANIZATION

Page 23: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

URGE TO ORGANIZE

Page 24: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

GESTALT FIGURAL GROUPING

• Forms or objects composed of elements

• Organization of elements into perceptual objects involves an active construction process

• Gestalt researchers studied the way in which these elements tend to become formlike or object like perceptions

• GESTALT LAWS OF PERCEPTUAL ORGANIZATION

• Works for sounds as well

• Gestalt thinking was widely applied but became discredited because it lacked an underlying model. More modern neural models can account for these mechanisms.

Page 25: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

GESTALT PRINCIPLES OF FIGURAL ORGANIZATION

Page 26: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

PERCEPTUAL ORGANIZATION TAKES PLACE AT MANY LEVELS

X O OO

The level of perceptual organization depends upon the task and the attentional state of the viewer.

Page 27: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

POPOUT PHENOMENA

Page 28: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

POPOUT PHENOMENA

Page 29: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

SYNCHRONICITY OF NEURONS IN VISUAL CORTEX MAY LINK THE COMPONENTS OF THE FIGURE RELATIVE TO THE GROUND

Page 30: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

HOYLE DECISION MAKING SYSTEM

current stateacquired useful knowledge

legal moves

Victory

Panic

EnoughRope

Absolute decision?

PatsyMaterial

Tier 1: Shallow search and inference based on perfect knowledge

Tier 2: Heuristic opinions

yes

no

make move

Blackboard

Voting

Patsy Spatial-1 Spatial-2

Page 31: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

FORR - FOr the Right Reasons

• Linear mixture of experts

• Advisors - decision-making rationales

• Multi-tier hierarchy

– Tier 1 - guarantied correct, shallow search

– Higher tiers - heuristic knowledge - probably correct

Susan Epstein, CUNY

Page 32: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Empirical experience with Hoyle indicates that these weights are game specific andshould therefore be learned. Initially, the weight of each general game-playing Advisor isset to 1. After every contest Hoyle plays against an expert, AWL (Algorithm for Weight

Name Tier Description Useful Knowl-edge

General game-playing Advisors that do not rely on learned, game-specific knowledgeVictory 1 Makes winning move from current state if there is one. —Enough Rope 1 Avoids blocking losing move non-mover would have if it were its

turn.—

Candide 2 Formulates and advances naive offensive plans. —Challenge 2 Moves to maximize its number of winning lines or minimize non-

mover’s.—

Coverage 2 Maximizes mover’s influence on predrawn board lines orminimizes non-mover’s.

Freedom 2 Moves to maximize number of its immediate next moves orminimize non-mover’s.

Greedy 2 Moves to advance more than one winning line. —Material 2 Moves to increase number of its pieces or decrease those of non-

mover.—

Vulnerable 2 Reduces non-mover’s capture moves on two-ply lookahead. —Worried 2 Observes and destroys naive offensive plans of non-mover. —General game-playing Advisors that rely on learned, game-specific knowledgeWiser 1 Makes correct move if current state is remembered as certain win. Significant

statesSadder 1 Resigns if current state is remembered as certain loss. Significant

statesDon’t Lose 1 Eliminates any move that results in immediate loss. Significant

statesPanic 1 Blocks winning move non-mover would have if it were its turn

now.Significantstates

Shortsight 1 Advises for or against moves based on two-ply lookahead. Significantstates

Anthropomorph 2 Moves as winning or drawing non-Hoyle expert did. Expert movesCyber 2 Moves as winning or drawing Hoyle did. Hoyle movesLeery 2 Avoids moves to state from which loss occurred, but where

limited search proved no certain failure.Dangerousstates

Not Again 2 Avoids moving as losing Hoyle did. Hoyle movesOpen 2 Recommends previously-observed expert openings. Opening

databasePitchfork 2 Advances offensive forks or destroys defensive ones. ForksGeneral game-playing Advisor that relies on learned, game-specific spatial heuristicsPatsy 2 Supports or opposes moves based on t heir patterns’ associated

outcomesPattern cache

Learned game-specific Advisors that rely on learned, game-specific spatial conceptsLearned spatialAdvisors

2 Supports or opposes moves based on their creation or destructionof a single pattern.

Page 33: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

LINEAR NON-INTERACTING MIXTURE OFEXPERTS

w1A1 + w2A2 + w3A3 + .......

FORMULAS SUCH AS THESE ARE USED INCOLLEGE ADMISSIONS.

This is related to a perceptron neural network,Which we will learn about later

Page 34: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

HOYLE DECISION MAKING SYSTEM

current stateacquired useful knowledge

legal moves

Victory

Panic

EnoughRope

Absolute decision?

PatsyMaterial

Tier 1: Shallow search and inference based on perfect knowledge

Tier 2: Heuristic opinions

yes

no

make move

Blackboard

Voting

Patsy Spatial-1 Spatial-2

Page 35: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Figure 1: (a) Spatial arrangements of game pieces processed in the algorithms described. (b) The L-shaped arrangement fitted to a game board two different ways. (c) A fitted L-shape instantiated to produce a tic-tac-toe pattern.

(a)

(b) (c)

CONCEPT FORMATION LANGUAGE

Page 36: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

PATTERN LEARNING SYSTEM

Patsy

Recommended Action

New Spatial Advisors

Test Correctness

Spatial Concepts

Pattern Cache

Proceduralize

Gener alize

Game State

Pattern Waiting

List

Associate patterns with outcomes

Validate

Remove

1

2

3

4

3

Page 37: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

GENERALIZING PATTERNS INTO SPATIAL CONCEPTS

Given distinct agreeing patterns

Pieces and movers are opposites Variabilize the mover and pieces

Different movers, pieces opposite

in only one position

Variabilize the mover and position

Drop the single differing position

To construct a concept

Same mover and outcomeFor X For X For X For X

For X For O For

For X For O For *

X X O X OO X OX O

X X O O O X

X X O O X O * X O

Page 38: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Figure 5: Three learned spatial Advisors for lose tic-tac-toe, and their weights during 200 consecutive contests. The mover for each Advisor is in the current state; the pattern is matched for in the subsequent state In an Advisor, either = X and = O or = O and = X. In an * Advisor, * is either X or O

consistently.

50 100 150 2000

1

2

3

4

5

6

Advisor 1

Advisor 2

Advisor 3# # #

## #

Advisor 3Advisor 2Advisor 1

O *

Mover *

# # #

# # #

Mover

# # #

*

# ##

OX

Mover *

AN ALGORTITM FOR WEIGHT LEARNING ADJUSTS THE WEIGHTS OF EACH ADVISOR

BASED UPON PERFORMANCE

Page 39: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

Challenger Perfect Player 90% Perfect 30% Perfect

Wins+Draws Wins Wins+Draws Wins Wins+Draws Wins

Tic-tac-toe 100.0 — 100.0 16.4 100.0 80.7

Without patterns 100.0 (0.0) — 98.0 (4.0) 18.0 (7.5) 97.0 (6.4) 83.0 (11.9)

Pattern-oriented 100.0 (0.0) — 97.0 (6.4) 13.0 (12.8) 94.0 (4.9) 77.0 (13.5)

Context and weight

1 only

100.0 (0.0) — 100.0 (0.0) 22.0 (16.6) 99.0 (3.0) 85.0 (11.2)

Lose tic-tac-toe 100.0 — 100.0 18.5 100.0 66.4

Without patterns 100.0 (0.0) — 96.0 (4.9) 18.0 (7.5) 73.0 (7.8) 54.0 (9.2)

Pattern-oriented 100.0 (0.0) — 98.0 (6.0) 18.0 (8.7) 92.0 (6.0) 49.0 (11.4)

Weight > 2 only 100.0 (0.0) — 99.0 (3.0) 18.0 (11.7) 96.0 (6.6) 68.0 (8.7)

Table 2: Average and standard deviation of performance with and without spatial orientation against three challengers. Boldface is an improvement over play without patterns at the 95% confidence level. Estimated optima are in italics.

Page 40: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

A LEARNED SPATIAL ADVISOR AFFECTS DECISION-MAKING

With New Advisors move vote1 and 3 35.72 59.24 and 6 15.47 and 9 43.8

Without New Advisors move vote1 and 3 34.82 15.34 and 6 12.87 and 9 43.0

XO

X

XX

1 2 3

4 5 6

7 8 9

Page 41: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

STRUCTURAL FEATURES -FUNCTIONAL FEATURES

• Perceptual features are related to functional features through the spatial nature of the rules and the layout of the game board.

• The architecture of our perceptual system is filtered through our experience in the physical world

• This leads to visual primatives that include lines, simple geometric arrangements, contiguous space and boundaries.

• Pieces influence adjacent pieces.• The goal of most games involves,

– simple contiguous geometric arrangements - three-in-a-row– capture of contiguous space - Go– capture of pieces with contiguous space in between - chess, checkers

Page 42: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

FLAX’S LAW

The rules of the games we like to play result in configurations on the game board we like to

see.

Page 43: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

THE GAME OF GO INVOLVES THE CONTROL OF SPACE

a

If white plays a stone at the point a then the three black stones will be captured and removed from the board.

Page 44: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

THE CONTROL OF SPACE

Page 45: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

COMPLEXITY OF DECISION MAKING

There is a tendency to analyze the complexity of reasoning tasks in terms of an exhaustive search of alternatives. Humans manage to function in complex reasoning domains by compartmentalization of the problem and restriction of search based upon past experience.

Page 46: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

REORGANIZATION OF DOMAIN KNOWLEDGE WITH EXPERIENCE

Chunking of rules in production systems

Reorganizing mental models

Page 47: LEARNING SPATIAL REASONING Jack Gelfand Center for the Study of Brain, Mind and Behavior Department of Psychology

DEVISE A GAME WHERE THE RULES RESULT IN GEOMETRIC ARRANGEMENTS OF PIECES OF TACTICAL OR STRATEGIC SIGNIFICANCE THAT ARE NOT EASILY PERCEIVED.

DIAGRAM THE BOARD

LIST THE RULES

SHOW A BOARD POSITION THAT RESULTS FROM LEGAL MOVES WHICH DEMONSTRATES THIS FACT.

HOMEWORK