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Intelligence Design Lab #5 with navigation planning 2D inner world, its external world is mapped to.

Submitted on: 11/23/2015 2:45:20 AM
By: Gary S. Gaulin  
Level: Intermediate
User Rating: By 4 Users
Compatibility: VB 5.0, VB 6.0
Views: 5458
     CONDENSED THEORY OF OPERATION: The Intelligence Design Lab-5 is a cognitive model with behavior that is guided by a navigational network system that maps an internal representation of its external environment (an internal world model) in a 2D array where a signal flow is the shortest path to what it's attracted to. During human development it is common and expected to cause children to stretch out their arms and say “I can fly!” as they run around while visualizing themselves navigating the sky. An attracting location in the network provides an always signaling (action potential) signal that propagates outward in all directions and around barrier locations that do not signal at all (the signal stops there just as the critter would by bashing into a barrier). In math these activity patterns are shown using a vector map. The ID Lab provides this in the onscreen Navigation Network form that can show the signal direction through each place in the network. Its confidence in motor actions (forward/reverse and left/right) depend on the magnitude and direction it is actually traveling matching the magnitude and direction of the signal flow at the corresponding place it is currently at. Where there is more than one pathway the shortest path dominates, will be the first to propagate to that point and be favored. Where there are two or more paths of equal distance it may become indecisive but will soon favor one path over the others. To test its place avoidance behavior a hidden moving shock zone slowly rotates counterclockwise, while the critter chases food in a clockwise direction heading straight towards the hazard. Although the test is demanding the confidence system of this intelligence strives for perfection, as does a human athlete. The relatively high confidence levels shown in the included line chart indicates that the virtual critter is having fun. In the research paper “Dynamic Grouping of Hippocampal Neural Activity During Cognitive Control of Two Spatial Frames” the arena and some of the navigational network is based upon some live rats preferred to chase after the treats even though they are not hungry enough to need to eat, while others preferred to remain in the shock free center zone. Even a live animal has to first be willing. For the virtual critter several If-Then statements make it want nothing else but to chase the food around its arena. After avoiding being surrounded by the approaching zone it must have the common sense to go around to behind then wait for the food to be in the clear, while knowing where the food is located even when it's surrounded by places to avoid that can (where signal timing is way off) block its signal activity. Where the signals from attract and avoid locations combine: the wanting to go both towards and away from the food results in it becoming nervously anxious, skittish, as are real animals with this dilemma. The origin of our brain may in part be from subcellular networks that work much the same way in unicellular protozoans (single celled animals) such as paramecia, which have eye spots, antennae and other features once thought to only exist in multicellular animals. Testing such a hypothesis using this computer model requires additional theory, which may have a controversial title but see the TheoryOfID.pdf in Notes folder, for a testable operational definition for "intelligent cause" where each of the three emergent levels can be individually modeled. It is predicted to this way be possible to demonstrate a never before programmed intelligent causation event, which is still a further research goal and challenge for all to enjoy.

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