Contents
- 22.1 Overview
- 22.2 Introduction
- 22.3 What Is the Human Mind?
- 22.4 Rationality
- 22.4.1 ACTR
- 22.4.2 SOAR
- 22.5 Subconscious and Intuition
- 22.5.1 Heuristics and Imagination
- 22.5.2 Attention, Salience and Boredom
- 22.5.3 Rapid Serial Switching
- 22.5.4 Disambiguation
- 22.5.5 Boredom
- 22.5.6 Dreaming
- 22.6 Emotion
- 22.6.1 Empathy and Theory of Mind
- 22.6.2 Regret
- 22.6.3 Feeling
- 22.7 Summary
Glossary items referenced in this chapter
ACT-R, ACT<sup>*</sup>, alien intelligence, AlphaGo, ambiguous image, Anderson, John Robert, architecture, artificial emotion, artificial imagination, attention, big data, black-box machine learning, boosting, boredom, care robots, ChatGPT, childhood cognitive development, chunking, cognitive architecture, computer chess, computer vision, conscious, counterfactual reasoning, database, deep neural network, disambiguation, dreaming, edge detection, egocentrism, ELIZA, emotion, empathy, expert system, exploration-exploitation trade-off, feeling, fovea, Francis Crick, general problem solving, gestalt, goal state, gut feeling, heuristic evaluation function, Hopfield, John, human intelligence!artificial, human memory, human vision, image recognition, imagination, Laird, John, large language model, local minimum, logical reasoning, long-term memory, machine learning, memory, method acting, neural network, positive feedback, positive regret, probabilistic approaches, probability, production rules, production system, programmable user models, rapid serial switching, regret, reinforcement, reinforcement learning, Rubin's vase, saccades, salience, search tree, semantic network, semantic similarity, sensation, single-shot learning, SOAR, soar!chunking, spiking neural network, spreading activation, state space search, stimulus–response learning, swarm computing, System 1, System 2, theory of mind, transformer model, unconscious, William James, winner takes all, working memory