A Model of Heteroassociative Memory: Deciphering Surprising Features and Locations

نویسندگان

  • Shashank Bhatia
  • Stephan K. Chalup
چکیده

The identification of surprising or interesting locations in an environment is an important problem in the fields of robotics (localisation, mapping and exploration), architecture (wayfinding, design), navigation (landmark identification) and computational creativity. Despite this familiarity, existing studies are known to rely either on human studies (in architecture and navigation) or complex feature intensive methods (in robotics) to evaluate surprise. In this paper, we propose a novel heteroassociative memory architecture that remembers input patterns along with features associated with them. The model mimics human memory by comparing and associating new patterns with existing patterns and features, and provides an account of surprise experienced. The application of the proposed memory architecture is demonstrated by identifying monotonous and surprising locations present in a Google Sketchup model of an environment. An inter-disciplinary approach combining the proposed memory model and isovists (from architecture) is used to perceive and remember the structure of different locations of the model environment. The experimental results reported describe the behaviour of the proposed surprise identification technique, and illustrate the universal applicability of the method. Finally, we also describe how the memory model can be modified to mimic forgetfulness. Introduction Within the context of evaluating computational creativity, measures of accounting surprise and identifying salient patterns have received great interest in the recent past. Known by different names, the problem of accounting surprise has been applied in various research areas. Specifically, the problem of identifying locations that stimulate surprise has important applications in areas such as robotics, architecture, data mining and navigation. Robotics researchers, while aiming towards robot autonomy, intend to identify locations that can potentially serve as landmarks for the localisation of a mobile robot (Cole and Harrison 2005; Siagian and Itti 2009). Architects, on the other hand, intend to design building plans that comprise sufficient salient/surprising locations in order to support way-finding by humans (Carlson et al. 2010). Lastly, navigation experts mine existing maps to identify regions/locations that can serve to better communicate a route to the users (Xia et al. 2008; Perttula, Carter, and Denoue 2009). Common to all these applications is the underlying question, the problem of identifying patterns from raw data that appeal or stimulate human attention. While the aim of these applications is same, the underlying measure of accounting surprise that each one follows has been designed to suit only the respective application. There are no domain-independent methods available that are flexible enough to be adaptable universally. Itti (2009) and Baldi (2010) rely on Bayesian statistics, and their method would require considerable domain-specific alteration, as can be seen in (Ranganathan and Dellaert 2009; Zhang, Tong, and Cottrell 2009). On one hand, designing methods that are domain-independent having capacity of comparing multi-dimensional data is a challenging task. On other hand, the use of dimensionality reduction techniques to limit or reduce dimensionality are known to cause bias. The reduction of dimensions would depend on methods employed, and different methods may assign varying weights to each dimension (Brown 2012). This makes surprise measurement, which includes comparing multi-dimensional patterns, a challenging problem. Commonly known as outlier detection, novelty detection, saliency detection etc., the question of detecting a “surprising event” has been raised in the past (Baldi and Ittii 2010). Specifically, the methods that provide a domainindependent approach for discovering inherent surprise in perceived patterns aim for information maximisation. In an information-theoretic sense, patterns that are rare are known to contain maximum information (Zhang, Tong, and Cottrell 2009). In a more formal sense, patterns that lead to an increase in entropy are deemed as unique, and are known to cause surprise (Shannon 2001). Another argument in the literature is about the frequency of occurrence of such patterns. An event/pattern that has a lower probability of occurrence/appearance, is deemed rare. Therefore, various proposals have been made that compare probabilities (Bartlett 1952; Weaver 1966) and identify the pattern with the lowest probability value. These techniques were further refined to consider the probabilities of all other patterns as well (Weaver 1966; Good 1956; Redheffer 1951). Most recent developments use Bayesian statistics to compare the probabilities of the occurrence of patterns or features extracted from them. Baldi and Ittii (2010) proposed to employ a disProceedings of the Fourth International Conference on Computational Creativity 2013 139 tance metric to measure the differences between prior and posterior beliefs of a computational observer, and argued its interpretation to be that of an account of surprise. The authors proposed the use of Kullback-Leibler divergence (Kullback 1997) as the distance metric, and discussed its advantages over Shannon’s entropy (Shannon 2001). They demonstrated the use of their proposed method by identifying surprising pixels from an input image. The complex mathematical constructs of modelling surprise that exist in the literature are difficult to adapt, and therefore have not found their applications across different domains. The concept of surprise can also be understood through its relationship to memory. Something that has not been observed stimulates surprise. In this setting, if a computational agent remembers the percepts presented to it, a measure of surprise can be derived. Baldi and Ittii (2010) follow this idea, but their perceptual memory is in the form of a probabilistic model. The patterns that are already observed compose the prior model, and the model obtained after adding new percepts is the posterior. As noted previously, most often the patterns/features to be evaluated are available in the form of a vector quantity (Brown 2012). Conversion of this multi-dimensional quantity into a probabilistic model not only requires specific expertise, but is also sensitive to the method employed to update the model’s parameters. Even after substantial effort in design, the memory is sensitive to the parameters employed for the model. These shortcomings of the state-of-the-art methods form one part of motivation behind the current paper. Another aspect that is ignored in most contemporary methods is the associative nature of memory. Human memory has a natural tendency to relate/associate newly perceived objects/patterns with those perceived in the past. Recent research in cognitive science supports the influence perceptual inference has on previous memory (Albright 2012). A classical example is the problem of handwritten digit recognition. Multiple handwriting patterns corresponding to the same digit are labelled and associated via the same label. Since the memory is always trying to associate new patterns with previous experience, it is obvious that a strong association will lead to lower surprise and vice versa. This property of association, though well-recognised, has not been incorporated in the state-of-the-art methods of measuring surprise. This forms the second motivation of the current paper. Inspired by the discussed shortcomings of existing methods, this paper presents a computational memory framework that can memorise multi-dimensional patterns (or features derived from them) and account for inherent surprise after attempting to associate and recall a new pattern with those already stored in the memory. The uniqueness of the memory model is two-fold. Firstly, it can be employed without converting the perceived patterns into complex probabilistic models. Secondly, for the purpose of accounting surprise, the memory model not only aims to match and recall the new pattern, but also attempts to associate its characteristics/features before deeming it surprising. To illustrate these advantages and their usage, the proposed method is employed to identify monotonous and surprising structural features/locations present in an environment. Noted previously, this is an important problem in the field of robotics as well as architecture, and therefore we use a Google Sketchup (Trimble 2013) based architectural model for the demonstration. An isovist a way of representing visible space from a particular location (Benedikt 1979) is used for the purpose of perceiving a location in the form of a multi-dimensional pattern. This paper points towards the methods of extracting isovists from respective environments (section: Spatial Perception), and provides details of the neural network based memory architecture (section: Associative memory). Experimental results compare the degree to which identified monotonous locations associate with each other, and illustrate the isovist shape of those that stimulate computational surprise (section: Experiments & Results). Additionally, we describe how the proposed memory model can be modified to mimic forgetfulness, thereby forgetting patterns that have not been seen in a given length of time. To conclude, the paper provides a discussion on prospective applications of the proposed framework, and demonstrates its universality by evaluating its performance in a classification task, on various pattern classification datasets (section: Conclusions & Discussoins). Spatial Perception This work utilises multi-dimensional Isovist patterns to perceive/represent a location. Conceptually, an isovist is a geometric representation of the space visible from a point in an environment. If a human were to stand at a point and take a complete 360 rotation, all that was visible forms an isovist. In practice, however, this 3D visible space is sliced horizontally to obtain a vector that describes the surrounding structure from the point of observation, also known as the vantage point. This 2D slice is essentially a vector composed of lengths of rays projected from the vantage point, incident on the structure surrounding the point. Therefore, if a 1 resolution was utilised, an isovist would be a 360-dimensional vector, ~ I = [r

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تاریخ انتشار 2013