Chapter 22 – Models of the mind – Human-Like Computing

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 insight, human intelligence!artificial, human memory, human vision, human working memory, 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&ndash;response learning, swarm computing, System 1, System 2, theory of mind, transformer model, unconscious, William James, winner takes all, working memory