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FTA00624211 Section II The Cognitive Cycle EFTA00624212 EFTA00624213 Chapter 22 Emotion, Motivation, Attention and Control Co-authored with Zhenhua Cai 22.1 Introduction This chapter begins the heart of the book: the part that explains how the CogPrime design aims to implement roughly human-like g
l Ant Problem 224 33.3.5 Discussion 229 33.3.6 Conclusion 229 33.4 Integrating Feature Selection Into the Learning Process 230 33.4.1 Machine Learning, Feature Selection and AGI 231 33.4.2 Data- and Feature- Focusable Learning Problems 232 33.4.3 Integrating Feature Selection Into Learning 233
MA: MIT Press, 1986. Cor86. R. Gordon. Folk psychology as simulation. Afind and Language. 1, 1.:158-171, 1986. CPC+ 11. Ben Coertzel, Joel Pitt, Zhenhua Cai, Jared Wigmore, Deheng Huang., Nil Geisweiller, Ruiting Lian, and Gino Yu. Integrative general intelligence for controlling game al in a minecralt-l
lvin. The Cerebral Code. MIT Press, 1996. Car85. S. Carey. Conceptual Change in Childhood. MIT Press, 1985. Car97. R Caruana. Multitask learning. Machine Learning, 1997. Cas85. R. Case. Intellectual development: Birth to adulthood. Academic Press, 1985. Cas04. N. L. Cassimatis. Grammatical processing using
ge, MA: MIT Press, 1986. Gor86. R. Gordon. Folk psychology as simulation. Mind and Language. 1, 1.:158-171, 1986. GPC? 11. Ben Goertzel, Joel Pitt, Zhenhua Cai, Jared Wigmore, Deheng Huang, Nil Geisweiller, Ruiting Lian, and Gino Yu. Integrative general intelligence for controlling game ai in a minecraft-lik
2006. William Calvin. The Cerebral Code. MIT Press, 1996. S. Carey. Conceptual Change in Childhood. MIT Press, 1985. R Caruana. Multitask learning. Machine Learning, 1997. R. Case. Intellectual development: Birth to adulthood. Academic Press, 1985. N. L. Cassimatis. Grammatical processing using the mechanisms o
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PERSONCogPrime
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ORGANIZATIONCassio Pennachin
PERSONNil Geisweiller
PERSONMindAgents
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