;; LEARNING AND CREATIVITY MODEL PROCEDURES. globals [ block ; blocks 'run' in setup copy ; opportunity to try copying the eating of a new food Em ; emotion as it varies 0 < Em <= 1 with time fm3 fm6 ; detecting the food-mix 3&6 h'ger ; measuring hunger learn ; learn of possible new food by watching other creature mem0 mem1 mem2 mem3 mem6 mem7 mem8 mem9 mem3&6 ; thing's memories Mon ; the initial motivation in Mon+1 = Em * 4 * Mon * (1 - Mon) Mon+1 ; the next term in the iteration (time series) n ; number of eaten food patches r ; used to calculate food renewal t ; time ] breed [thing] breed [thingy] patches-own [shade] to startup ca set block true ; avoids runtime error. if user-yes-or-no? "setup the model?"[setup] end to setup ca ; clear all. ask patches[set shade ((random 100) - 30)] ; random shades of color repeat 5[diffuse shade 1] ; with smooth diffusion ask patches[set pcolor scale-color 65 shade 25 10] ; colors the growing food. ask patches[color-labels] ; makes all labels visible. set-default-shape thing "monster" create-thing 1 ; turtle 0 is breed thing, ask turtle 0[set color 35 set size 3 setxy -4 0] ; color brown, a creature. set-default-shape thingy "monster" create-thingy 1 ; turtle 1 is breed thingy, ask turtle 1[set color 5 set size 3 setxy 4 0] ; color grey, a creature. set copy false set learn false set Em 0.4 set Mon 0.3 ; start settings. end to color-labels ; gives colors a number, 0 = no food, 1-2-3 = thing's food, ; 6-7-8 = thingy's food, 9 = bad food; also the code makes ; label numbers visible over the range of patch colors. if pcolor >= 60 and pcolor < 61[set plabel 0 set plabel-color white]; no food. if pcolor >= 61 and pcolor < 62[set plabel 1 set plabel-color white]; good " if pcolor >= 62 and pcolor < 63[set plabel 2 set plabel-color white]; good " if pcolor >= 63 and pcolor < 64[set plabel 9 set plabel-color white]; good " if pcolor >= 64 and pcolor < 65[set plabel 3 set plabel-color white]; bad " if pcolor >= 65 and pcolor < 66[set plabel 6 set plabel-color black]; no food. if pcolor >= 66 and pcolor < 67[set plabel 0 set plabel-color black]; good " if pcolor >= 67 and pcolor < 68[set plabel 7 set plabel-color black]; good " if pcolor >= 68 and pcolor < 69[set plabel 8 set plabel-color black]; good " if pcolor >= 69 and pcolor < 70[set plabel 9 set plabel-color black]; bad " end to urge ; the URGE to live runs thing, thingy and the model. ifelse mem3&6 >= 9[set block true][ ; mem3&6 >= 9 stops the model. ifelse block = true[stop][ ; avoids runtime error. if t >= 100[clear-plot set t 0] ; "carriage return" of plot. if t mod 10 = 0[renew-food] ; renews food with time. memory ; memory is limited and lost with time. hunger ; hunger produces URGE to find food. observe ; hungry thing watches thingy and LEARNS that foods 6,7 & 8 are OK. graze ; thing looks for food. grase ; thingy looks for food. ]] end to renew-food if any? patches with[pcolor = 37][ ; eaten food patches set n count patches with[pcolor = 37] ; are brown(37). set r int (n / 20) ; sets fraction to renew. repeat r[ask one-of patches with[pcolor = 37][ ; changes 37 to set pcolor scale-color 65 shade 25 10 color-labels]]] ; food colors. end to memory ; memory is limited and lost with time. if mem0 >= 50[set mem0 50]if t mod 10 = 0 and mem0 >= 1[set mem0 mem0 - 0.5] if mem1 >= 20[set mem1 20]if t mod 20 = 0 and mem1 >= 1[set mem1 mem1 - 0.5] if mem2 >= 20[set mem2 20]if t mod 20 = 0 and mem2 >= 1[set mem2 mem2 - 0.5] if mem3 >= 20[set mem3 20]if t mod 20 = 0 and mem3 >= 1[set mem3 mem3 - 0.5] if mem6 >= 20[set mem6 20]if t mod 20 = 0 and mem6 >= 1[set mem6 mem6 - 0.5] if mem7 >= 20[set mem7 20]if t mod 20 = 0 and mem7 >= 1[set mem7 mem7 - 0.5] if mem8 >= 20[set mem8 20]if t mod 20 = 0 and mem8 >= 1[set mem8 mem8 - 0.5] if mem9 >= 50[set mem9 50]if t mod 10 = 0 and mem9 >= 1[set mem9 mem9 - 0.5] if mem3&6 >= 20[set mem3&6 20] ; memory of food mem3&6 as better than if t mod 20 = 0 and mem3&6 >= 1[set mem3&6 mem3&6 - 0.5] ; the other foods. end to hunger set h'ger (0.0004 * (mem0 + mem9)) ; bad and no food both increase hunger - (0.0005 * (mem1 + mem2 + mem3)) ; good food or - (0.0007 * (mem6 + mem7 + mem8)) ; better food reduces it or - (0.01 * (mem3&6)) ; even better the food mixture 3&6. set Em Em + h'ger ; the URGE to find food. if Em < 0.4[set Em 0.4 set Mon 0.3] ; limits Emotion & Motivation. if Em >= 0.9[set Em 0.9 set Mon 0.8] ; limits Emotion & Motivation. ifelse Em >= 0.75[set learn true][set learn false] ; activates learn. end to observe ; hungry thing watches thingy and LEARNS that foods 6,7 & 8 are OK. ask turtle 0[if distance-nowrap turtle 1 < 15 and ; thing observes distance-nowrap turtle 1 > 3 and learn = true ; and learns to [ask turtle 1[if plabel = 6 or plabel = 7 or plabel = 8[ ; copy and try ask turtle 0[set heading towards-nowrap turtle 1 set copy true]]]]] ; new food. end to graze ask thing[forage ; thing moves, wait 1.6 - (2 * Mon) ; Motivation from the hunger URGE, speeds thing to look around ask neighbors3[if pcolor != 37[ ; and ignore eaten food. ifelse plabel = 1[set mem1 mem1 + 0.5 eat][ ; remembers and eats. ifelse plabel = 2[set mem2 mem2 + 0.5 eat][ ; remembers and eats. ifelse plabel = 3[set fm3 true set mem3 mem3 + 0.5 eat][ ; remembers and eats. ifelse plabel = 6 and copy = true[set fm6 true set mem6 mem6 + 0.5 eat][; remembers ifelse plabel = 7 and copy = true[set mem7 mem7 + 0.5 eat][; copying and ifelse plabel = 8 and copy = true[set mem8 mem8 + 0.5 eat][; eating new food. ifelse plabel = 9[set mem9 mem9 + 0.5 not-eat][ ; remembers bad food. if plabel = 0 or pcolor = 37[set mem0 mem0 + 0.5 not-eat] ; remembers no food there. ]]]]]]]]]] if mem7 >= 1 and mem8 >= 1[ ; checks that thing has eaten thingy's foods. ifelse fm6 = true and fm3 = true[set mem3&6 mem3&6 + 1 ; detects and remembers set fm3 false set fm6 false][set fm3 false set fm6 false]] ; food-mix 3&6. end to-report neighbors3 report patches at-points[[-1 0][0 0][1 0]] ; reports eaten patches. end to forage enclose ifelse distance-nowrap turtle 1 < 4[bk 1 rt 135 fd 1][ ; avoiding bumping fd 1 rt (random 50 - random 50)] ; and moving thing. end to enclose ; restricts thing & thingy to the display. if pycor-of(patch-at-heading-and-distance 0 1)= 15[set heading 180 fd 1] if pxcor-of(patch-at-heading-and-distance 90 1)= 30[set heading -90 fd 1] if pycor-of(patch-at-heading-and-distance 180 1)= -15[set heading 0 fd 1] if pxcor-of(patch-at-heading-and-distance -90 1)= -30[set heading 90 fd 1] end to eat set Mon+1 Em * 4 * Mon * (1 - Mon) ; the expression to be iterated. set Mon Mon+1 set t t + 1 ; the iteration and time steps. set pcolor 37 ; "eaten" food is colored brown. plot-run ; the plot. end to not-eat set Mon+1 Em * 4 * Mon * (1 - Mon) ; the expression to be iterated. set Mon Mon+1 set t t + 1 ; the iteration and time steps. plot-run ; the plot. end to grase ask thingy[foragey] ; thingy moves, wait 1 ; thingy looks around, ask thingy[ask patch-here[ ; ignores eaten ask neighbors3[if pcolor != 37[ ; food and ifelse plabel = 6[set pcolor 37][ ; it shows ifelse plabel = 7[set pcolor 37][ ; food if plabel = 8[set pcolor 37]]]]]]] ; eaten. end to foragey enclose ifelse distance-nowrap turtle 0 < 4[lt 45 fd 2][ ; avoiding bumping fd 1 rt (random 50 - random 50)] ; and moving thingy. end to plot-run set-current-plot "Emotion X4 & Motivation X4" set-current-plot-pen "Emo" plot Em * 4 ; Emotion X 4 is plotted to enable set-current-plot-pen "Motiv" ; relating values to Verhulst's model. plot Mon+1 * 4 ; Motivation X 4 also. end @#$#@#$#@ GRAPHICS-WINDOW 259 10 762 291 30 15 8.082 1 8 1 1 1 0 1 1 1 -30 30 -15 15 CC-WINDOW 5 482 771 577 Command Center 0 PLOT 259 292 762 468 Emotion X4 & Motivation X4 time t depres'n mania 0.0 100.0 0.0 4.0 true true PENS "Emo" 1.0 0 -2674135 true "Motiv" 1.0 1 -16777216 true BUTTON 59 62 131 112 urge-pause urge T 1 T TURTLE T NIL BUTTON 2 62 57 112 setup set block false setup NIL 1 T OBSERVER T NIL MONITOR 134 61 191 110 NIL mem0 0 1 MONITOR 133 111 192 160 NIL mem1 0 1 MONITOR 133 160 191 209 NIL mem2 0 1 MONITOR 133 210 191 259 NIL mem3 0 1 MONITOR 133 261 191 310 NIL mem6 0 1 MONITOR 133 311 191 360 NIL mem7 0 1 MONITOR 134 362 191 411 NIL mem8 0 1 MONITOR 134 414 191 463 NIL mem9 0 1 MONITOR 3 122 75 171 very hungry learn 0 1 TEXTBOX 197 62 255 112 memories\n of\nno food. TEXTBOX 195 122 255 254 memories\n of thing\n\n\n\n\n normal\n food. TEXTBOX 194 267 258 410 memories\n of thing\nLEARNING\n/COPYING\n when\n eating\n thingy's\n normal\n food.\n\n TEXTBOX 196 414 255 461 memories\n of\nbad food. TEXTBOX 199 171 242 209 eating\n its MONITOR 4 232 63 281 NIL mem3&6 0 1 TEXTBOX 65 220 127 301 memories \n of thing \n eating \n food-mix \n 3&6 TEXTBOX 13 10 247 58 HIDE COMMAND CENTER--SEE TOOLS.\nSEE THE INFORMATION PAGE FOR\nEXPLANATIONS AND CONCLUSIONS. TEXTBOX 5 305 125 388 WHEN mem3&6 >= 9\nTHE MODEL STOPS\n BUT SETUP WILL \n RERUN IT WITH \n A NEW TERRAIN. TEXTBOX 7 173 119 205 if very hungry is true \nEmotion plot is >= 3\n @#$#@#$#@ LEARNING AND CREATIVITY This model is a representation of the occurence of learning and creativity for a very simple, hypothetical creature. The creature is motivated by an urge that has to be satisfied and it is helped by learning from received inputs. Making this model and reviewing the probable origins of a creature's neurobiology has suggested a direction in which it may have been extended for larger brains (see Conclusions below). PATTERNS AND COPYING Copying is fundamental to Evolution, to life itself and to the construction of creatures. Copying the actions of those who have survived thus far is a valuable inheritance and it is Evolution's formula for survival. Every creature, from birth, may be seen to be copying, in repeating its actions, in behaving similarly to its fellows or in copying from what it senses around it; also it is well established that seeing an action by a similar creature can excite the same action area in the brain of the watching creature. Creatures make great use of copied patterns, examples are the stridulation calls of insects and the calls of birds. Nowhere is this illustrated better than in the habits, routines, records, fashions, languages, dialects and accents of human beings. It is therefore highly probable that the neurobiology of all creatures is founded on the copying and storing of patterns. A creature learns by receiving and memorising patterns from inputs. Memories are reinforced by frequent access but become faint with lack of use. URGES Creatures are subject to urges, generated by the creature's brain/body chemistry and directed at maintaining or improving its condition. There is a primary urge to survive, including an urge to satisfy hunger and hunger has been used in this model to set the level of emotion and thereby the motivation to find food. ASSOCIATION Creativity involves associating patterns and parts of patterns, sometimes perhaps by shuffling, until a new pattern satisfies the condition that is motivating the activity. However it may be creativity only in the place and time of this particular creature, in other places and times it may already be known. Creativity seeds can be part of a memory retained for some other purpose and discovered later during a search for associations. In the model it is the acceptance of a new taste and the repetition of the experience that values the action as creative. Similarly, for humans, a composer of music who discovers a new combination of notes which continues to give satisfaction, may be judged creative by those enjoying the music. THE MODEL The model uses a randomly generated terrain with areas of: ...... no food: labelled 0 and mostly dark coloured or black ...... bad food: labelled 9 and mostly light coloured or white ...... good foods: labelled 1,2 and 3, green coloured and eaten by creature "thing" ...... good foods: labelled 6,7 and 8, green coloured and eaten by creature "thingy" The creature monitored is the monster "thing", coloured brown and eating foods 123, who learns by observing the feeding by "thingy", coloured grey and eating foods 789, who is a not-so-near related monster. They both have a "mouth" defined by neighbors3 and have dificulty seeing what they are eating. Creature "thing" has to be reasonably close to "thingy" to observe, to learn that foods 678 appear to be satisfying and to copy its feeding. When "thing" discovers that foods 3 and 6 eaten together are much more satisfying than any of the other foods, it might be credited with having created a new food. Emotion rises in "thing" as it becomes hungrier so it is motivated to forage more quickly; but when it begins to feel better satisfied by foods 678 and food 3&6, it slows down. The model shows uncomplicated learning but with humans it could be for example, a maths procedure, copied and then by association used to calculate results from data both old and new. CONCLUSIONS It can be concluded: ...... that if some of a brain's performance comes from inherited patterns very much more will be learnt in a lifetime by copying; ...... that a Search Engine of some sort may be operating in brains almost continally, to select from the memory of inputs for the purpose of associations; ...... that the Engine should present its selection according to a number of different criteria rather than only according to the number of times accessed; ...... that for human beings with their very large brains plus the use of language, the Search Engine must have an extraordinary performance. To examine these conclusions requires a further and very different model. FURTHER READING (Three previous relevant NetLogo Models by the author were SELF-AWARENESS, IMAGINATION, EMOTION & MOTIVATION.) FR. 1 The Expression Of The Emotions In Man and Animals by Charles Darwin.1872. FR. 2 The Living Brain by W.Grey Walter. Duckworth, London, 1953. FR. 3 Mapping The Mind by Rita Carter. Weidenfeld & Nicolson, London, 1998. FR. 4 Emotional Intelligence, Daniel Goleman. Bloomsbury Publishing, London, 1996. FR. 5 The Emotional Brain, Joseph LeDoux. Simon and Schuster, New York, 1998. FR. 6 Phantoms In The Brain-Human Nature And The Architecture Of The Mind by V.S.Ramachandran and Sandra Blakeslee. Fourth Estate, London 1998. FR. 7 The Human Computer by Mark Jeffery. Little, Brown and Company, London, 1999. FR. 8 Consciousness-How Matter Becomes Imagination by Gerald M. Edelman and G.Tononi. Penguin London, 2000.(In the USA as A Universe of Consciousness. Perseus.) FR. 9 How The Mind Works by Steven Pinker. Penguin, London.(Also in the USA, W.W.Norton 1997) FR.10 An Anatomy of Thought, The origin and machinery of the mind by Ian Glynn. Weidenfeld & Nicolson, London, 1999. FR.11 Unweaving the Rainbow by Richard Dawkins. Penguin Press Science, 1999. FR.12 The Private Life Of The Brain by Susan Greenfield. Penguin, 2000. 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