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Mind, Body, World- Foundations of Cognitive Science, 2013a

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A third approach to validating a model involves the use <strong>of</strong> error evidence. This<br />

approach assumes that errors are artifacts, in the sense that they are a natural consequence<br />

<strong>of</strong> an agent’s information processing, and that they are not a deliberate or<br />

intended product <strong>of</strong> this processing.<br />

One source <strong>of</strong> artifactual errors is the way information processing can be<br />

constrained by limits on internal resources (memory or attention) or by external<br />

demands (the need for real time responses). These restrictions on processing produce<br />

bounded rationality (Simon, 1982). Another reason for artifactual errors lies<br />

in the restrictions imposed by the particular structure-process pairing employed<br />

by an information processor. “A tool too gains its power from the fact that it permits<br />

certain actions and not others. For example, a hammer has to be rigid. It can<br />

therefore not be used as a rope” (Weizenbaum, 1976, p. 37). Like a tool, a particular<br />

structure-process pairing may not be suited for some tasks and therefore produces<br />

errors when faced with them.<br />

One example <strong>of</strong> the importance <strong>of</strong> error evidence is found in the large literature<br />

on human, animal, and robot navigation (Cheng, 2005; Cheng & Newcombe, 2005;<br />

Healy, 1998; Jonsson, 2002; Milford, 2008). How do organisms find their place in<br />

the world? One approach to answering this question is to set up small, manageable<br />

indoor environments. These “arenas” can provide a variety <strong>of</strong> cues to animals that<br />

learn to navigate within them. If an agent is reinforced for visiting a particular location,<br />

what cues does it use to return to this place?<br />

One paradigm for addressing this question is the reorientation task invented<br />

by Ken Cheng (1986). In the reorientation task, an agent is typically placed within<br />

a rectangular arena. Reinforcement is typically provided at one <strong>of</strong> the corner locations<br />

in the arena. That is, the agent is free to explore the arena, and eventually finds<br />

a reward at a location <strong>of</strong> interest—it learns that this is the “goal location.” The agent<br />

is then removed from the arena, disoriented, and returned to an (<strong>of</strong>ten different)<br />

arena, with the task <strong>of</strong> using the available cues to relocate the goal. Of particular<br />

interest are experimental conditions in which the arena has been altered from the<br />

one in which the agent was originally trained.<br />

An arena that is used in the reorientation task can provide two different<br />

kinds <strong>of</strong> navigational information: geometric cues and feature cues (Cheng &<br />

Newcombe, 2005). Geometric cues are relational, while feature cues are not.<br />

A geometric property <strong>of</strong> a surface, line, or point is a property it possesses by virtue<br />

<strong>of</strong> its position relative to other surfaces, lines, and points within the same space. A<br />

non-geometric property is any property that cannot be described by relative position<br />

alone. (Gallistel, 1990, p. 212)<br />

In a rectangular arena, metric properties (e.g., wall lengths, angles between walls)<br />

combined with an agent’s distinction between left and right (e.g., the long wall is<br />

to the left <strong>of</strong> the short wall) provide geometric cues. Non-geometric cues or feature<br />

104 Chapter 3

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