Self-orienting in human and machine learning

Date

2023-08-31

Editor(s)

Advisor

Supervisor

Co-Advisor

Co-Supervisor

Instructor

Source Title

Nature Human Behaviour

Print ISSN

Electronic ISSN

2397-3374

Publisher

Nature Research

Volume

7

Issue

12

Pages

2126 - 2139

Language

en

Journal Title

Journal ISSN

Volume Title

Citation Stats
Attention Stats
Usage Stats
17
views
9
downloads

Series

Abstract

A current proposal for a computational notion of self is a representation of one’s body in a specific time and place, which includes the recognition of that representation as the agent. This turns self-representation into a process of self-orientation, a challenging computational problem for any human-like agent. Here, to examine this process, we created several ‘self-finding’ tasks based on simple video games, in which players (N = 124) had to identify themselves out of a set of candidates in order to play effectively. Quantitative and qualitative testing showed that human players are nearly optimal at self-orienting. In contrast, well-known deep reinforcement learning algorithms, which excel at learning much more complex video games, are far from optimal. We suggest that self-orienting allows humans to flexibly navigate new settings.

Course

Other identifiers

Book Title

Keywords

Degree Discipline

Degree Level

Degree Name

Citation

Published Version (Please cite this version)