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Angela Langdon

Publications and source records attributed to Angela Langdon.

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Goals and the Structure of Experience

Purposeful behavior is a hallmark of natural and artificial intelligence. Its acquisition is often believed to rely on world models, comprising both descriptive (what is) and prescriptive (what is desirable) aspects that identify and evaluate state of affairs in the world, respectively. Canonical computational accounts of purposeful behavior, such as reinforcement learning, posit distinct components of a world model comprising a state representation (descriptive aspect) and a reward function (prescriptive aspect). However, an alternative possibility, which has not yet been computationally formulated, is that these two aspects instead co-emerge interdependently from an agent's goal. Here, we describe a computational framework of goal-directed state representation in cognitive agents, in which the descriptive and prescriptive aspects of a world model co-emerge from agent-environment interaction sequences, or experiences. Drawing on Buddhist epistemology, we introduce a construct of goal-directed, or telic, states, defined as classes of goal-equivalent experience distributions. Telic states provide a parsimonious account of goal-directed learning in terms of the statistical divergence between behavioral policies and desirable experience features. We review empirical and theoretical literature supporting this novel perspective and discuss its potential to provide a unified account of behavioral, phenomenological and neural dimensions of purposeful behaviors across diverse substrates.

cs.AI

States as goal-directed concepts: an epistemic approach to state-representation learning

Our goals fundamentally shape how we experience the world. For example, when we are hungry, we tend to view objects in our environment according to whether or not they are edible (or tasty). Alternatively, when we are cold, we may view the very same objects according to their ability to produce heat. Computational theories of learning in cognitive systems, such as reinforcement learning, use the notion of "state-representation" to describe how agents decide which features of their environment are behaviorally-relevant and which can be ignored. However, these approaches typically assume "ground-truth" state representations that are known by the agent, and reward functions that need to be learned. Here we suggest an alternative approach in which state-representations are not assumed veridical, or even pre-defined, but rather emerge from the agent's goals through interaction with its environment. We illustrate this novel perspective by inferring the goals driving rat behavior in an odor-guided choice task and discuss its implications for developing, from first principles, an information-theoretic account of goal-directed state representation learning and behavior.

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