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2022-03-02
摘要翻译:
本文假设人类的知识创造依赖于一个随机的信息传递环境下的离散时间或阶段的顺序决策过程。在每个时间阶段,该环境随机地向决策者发送香农类型的信息包,决策者检查每个信息包的相关性,然后确定他的最优选择。利用这组相关的信息包,决策者随着时间的推移适应其环境的随机性,并优化主观期望的知识增长率。决策者的最优行动导致了一个决策函数,随着时间的推移,该函数涉及他对环境过程的主观熵和过程每个时间阶段的其他重要参数的看法。利用这种人类行为模型,人们可以利用计算机模拟和真实的决策者来创建心理测量实验,玩程序化的游戏来测量由此产生的人类表现。
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英文标题:
《The Role of Time in the Creation of Knowledge》
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作者:
Roy E. Murphy
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最新提交年份:
2007
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分类信息:

一级分类:Computer Science        计算机科学
二级分类:Machine Learning        机器学习
分类描述:Papers on all aspects of machine learning research (supervised, unsupervised, reinforcement learning, bandit problems, and so on) including also robustness, explanation, fairness, and methodology. cs.LG is also an appropriate primary category for applications of machine learning methods.
关于机器学习研究的所有方面的论文(有监督的,无监督的,强化学习,强盗问题,等等),包括健壮性,解释性,公平性和方法论。对于机器学习方法的应用,CS.LG也是一个合适的主要类别。
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一级分类:Computer Science        计算机科学
二级分类:Artificial Intelligence        人工智能
分类描述:Covers all areas of AI except Vision, Robotics, Machine Learning, Multiagent Systems, and Computation and Language (Natural Language Processing), which have separate subject areas. In particular, includes Expert Systems, Theorem Proving (although this may overlap with Logic in Computer Science), Knowledge Representation, Planning, and Uncertainty in AI. Roughly includes material in ACM Subject Classes I.2.0, I.2.1, I.2.3, I.2.4, I.2.8, and I.2.11.
涵盖了人工智能的所有领域,除了视觉、机器人、机器学习、多智能体系统以及计算和语言(自然语言处理),这些领域有独立的学科领域。特别地,包括专家系统,定理证明(尽管这可能与计算机科学中的逻辑重叠),知识表示,规划,和人工智能中的不确定性。大致包括ACM学科类I.2.0、I.2.1、I.2.3、I.2.4、I.2.8和I.2.11中的材料。
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一级分类:Computer Science        计算机科学
二级分类:Information Theory        信息论
分类描述:Covers theoretical and experimental aspects of information theory and coding. Includes material in ACM Subject Class E.4 and intersects with H.1.1.
涵盖信息论和编码的理论和实验方面。包括ACM学科类E.4中的材料,并与H.1.1有交集。
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一级分类:Mathematics        数学
二级分类:Information Theory        信息论
分类描述:math.IT is an alias for cs.IT. Covers theoretical and experimental aspects of information theory and coding.
它是cs.it的别名。涵盖信息论和编码的理论和实验方面。
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英文摘要:
  This paper I assume that in humans the creation of knowledge depends on a discrete time, or stage, sequential decision-making process subjected to a stochastic, information transmitting environment. For each time-stage, this environment randomly transmits Shannon type information-packets to the decision-maker, who examines each of them for relevancy and then determines his optimal choices. Using this set of relevant information-packets, the decision-maker adapts, over time, to the stochastic nature of his environment, and optimizes the subjective expected rate-of-growth of knowledge. The decision-maker's optimal actions, lead to a decision function that involves, over time, his view of the subjective entropy of the environmental process and other important parameters at each time-stage of the process. Using this model of human behavior, one could create psychometric experiments using computer simulation and real decision-makers, to play programmed games to measure the resulting human performance.
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PDF链接:
https://arxiv.org/pdf/0707.0498
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