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Developing a Model to Predict Prevalence of Compulsive Behavior in Individuals with OCDFields, Lindsay D. 09 June 2018 (has links)
The most common method of diagnosing Obsessive-Compulsive Disorder is the Yale-Brown Obsessive Compulsive Scale, which measures the severity of symptoms without regard to compulsions. However, this scale is limited to only considering the quantifiable time and energy lost to compulsions. Conversely, current systems of brain imaging arrest mobility and thus make it virtually impossible to observe compulsions at all, focusing instead on neurological responses to external stimuli. There is little research which merges both approaches, to consider the neuro-physiological effects of obsessions as well as the physical response through compulsions. As such, this research is focused on developing a model of compulsivity based upon neurological chemical pathways. The objective is to develop a model which would predict, given a set of environmental parameters, the probability of an individual with OCD performing compulsive behavior and the prevalence of such behavior. By applying this concept to a neural system known as the worry circuit, a computer program was composed and simulations run by this program suggest that the likelihood of compulsive behavior can be predicted using a function of the number of compulsions performed previously. In this model, each neurological agent in the worry circuit, represented by an automaton, has a certain probability of reacting to a stimulus and moving into one of two distinct excited states. Based on the final state of the automaton, the agent will send excitatory or inhibitory signals to surrounding agents, which also have a certain probability of changing states. If the final agent within the cycle shifts into an excited state, the subject will perform a compulsion. These results may be considered preliminary, given the sample size of the case study and the primitive nature of the model.
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Building Grounded Abstractions for Artificial Intelligence ProgrammingHearn, Robert A. 16 June 2004 (has links)
Most Artificial Intelligence (AI) work can be characterized as either ``high-level'' (e.g., logical, symbolic) or ``low-level'' (e.g., connectionist networks, behavior-based robotics). Each approach suffers from particular drawbacks. High-level AI uses abstractions that often have no relation to the way real, biological brains work. Low-level AI, on the other hand, tends to lack the powerful abstractions that are needed to express complex structures and relationships. I have tried to combine the best features of both approaches, by building a set of programming abstractions defined in terms of simple, biologically plausible components. At the ``ground level'', I define a primitive, perceptron-like computational unit. I then show how more abstract computational units may be implemented in terms of the primitive units, and show the utility of the abstract units in sample networks. The new units make it possible to build networks using concepts such as long-term memories, short-term memories, and frames. As a demonstration of these abstractions, I have implemented a simulator for ``creatures'' controlled by a network of abstract units. The creatures exist in a simple 2D world, and exhibit behaviors such as catching mobile prey and sorting colored blocks into matching boxes. This program demonstrates that it is possible to build systems that can interact effectively with a dynamic physical environment, yet use symbolic representations to control aspects of their behavior.
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Building Grounded Abstractions for Artificial Intelligence ProgrammingHearn, Robert A. 16 June 2004 (has links)
Most Artificial Intelligence (AI) work can be characterized as either ``high-level'' (e.g., logical, symbolic) or ``low-level'' (e.g., connectionist networks, behavior-based robotics). Each approach suffers from particular drawbacks. High-level AI uses abstractions that often have no relation to the way real, biological brains work. Low-level AI, on the other hand, tends to lack the powerful abstractions that are needed to express complex structures and relationships. I have tried to combine the best features of both approaches, by building a set of programming abstractions defined in terms of simple, biologically plausible components. At the ``ground level'', I define a primitive, perceptron-like computational unit. I then show how more abstract computational units may be implemented in terms of the primitive units, and show the utility of the abstract units in sample networks. The new units make it possible to build networks using concepts such as long-term memories, short-term memories, and frames. As a demonstration of these abstractions, I have implemented a simulator for ``creatures'' controlled by a network of abstract units. The creatures exist in a simple 2D world, and exhibit behaviors such as catching mobile prey and sorting colored blocks into matching boxes. This program demonstrates that it is possible to build systems that can interact effectively with a dynamic physical environment, yet use symbolic representations to control aspects of their behavior.
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