An ACT-R Model of Cognitive Arithmetic

 

 

 

 

Christian Lebiere

 

Carnegie-Mellon University

 

 

 

Talk Outline

 

• Introduction

 

• Basic ACT-R model

• Activation-based declarative retrieval

• Computation and conflict resolution

• Error modeling

 

• Some cognitive arithmetic effects

• The problem-size effect

• Errors in addition retrieval

• Errors in multiplication computation

 

• Learning

• The problem-size effect over time

• Analysis of cognitive dynamics

• Power-law curve of retrieval odds

• Influence of various factors

 

• The lifetime simulation

• A model which learns (almost) everything

• Analysis tools

• Sensitivity to experimental conditions

• Extension of formal analysis

 

• Conclusion

 

Introduction

 

Why Cognitive Arithmetic?

 

• Practical task

• One of the three basic Rs

• Not a toy problem

 

• Everybody does it

• Reliable data across the population spectrum

 

• Abstract task

• No built-in bias

 

• Hierarchical task

• Each skill is used to learn more complex skills

 

• Regular task

• Fewer rules/exceptions than natural language

• Statistics-friendly

 

• Very hard for humans but very easy for computers

• Insights into human architecture

• Lessons for AI

 

Model: Activation-based Retrieval

 

Bayes Equation

 

Activation Equation

Base-Level Equation

 

Associative Strength Equation

 

retrieval

=goal>

isa arithmetic

first =first

operator =operator

second =second

result nil

=fact>

isa arithmetic

first =first

operator =operator

second =second

result =answer

==>

=goal>

result =answer

!pop!

 

• Fact reinforcement upon retrieval

• Fact creation or reinforcement upon goal popping

 

Model: Computation and Conflict Resolution

 

Conflict Resolution Equation

 

Latency Equation

 

 

iteration

=goal>

isa arithmetic

first =first

operator plus

second =second

result nil

==>

=subgoal>

isa iterate

start =first

counter =second

increment 1

result =answer

!push! =subgoal

=goal>

result =answer

calculator

=goal>

isa arithmetic

first =first

operator plus

second =second

result failure

==>

!bind! =answer (+ =first =second)

=goal>

result =answer

 

• P and C of retrieval and computation productions

• Recovery from subgoal failure

• Gradual switch from computation to retrieval

 

Model: Errors

 

Full Activation Equation including mismatch penalty and noise:

 

 

Retrieval can only be completed if activation is above the retrieval threshold RT.

 

The mismatch measure encodes the similarity between memory elements such as numbers.

 

Errors:

 

• Omission: no activation reaches the threshold.

 

• Commission: because of noise (explicit or implicit), the wrong fact has the highest activation.

 

• Computation: the wrong answer is returned and becomes a fact.

 

Performance: Problem Size Effect

 

Larger problems take longer and produce more errors.

 

• Models: computation vs retrieval-based

• Assumption of frequency differential: external (presentation) vs internal (procedures) sources.

• Standard prbms: base level and associative learning

• Ties: associative boost

• Reencoding strategies & independence assumption

• Zeroes: proceduralized

 

Performance: Addition Retrieval (Data)

 

  

0

1

2

3

4

5

6

7

8

9

10

11

othr

 

1+1

0

5

86

0

2

0

2

0

0

0

0

2

4

 

1+2

0

0

9

70

2

0

4

0

0

7

2

2

5

 

1+3

0

2

0

11

71

5

2

2

0

0

0

0

7

 

1+4

0

0

0

0

11

61

9

7

0

0

0

2

11

 

1+5

0

0

0

0

13

16

50

11

0

2

2

0

5

 

2+1

0

7

5

79

5

0

0

0

0

0

0

0

4

 

2+2

2

0

4

5

80

4

0

5

0

0

0

0

0

 

2+3

0

0

4

7

38

34

9

2

2

2

0

0

4

 

2+4

0

2

0

7

2

43

29

7

7

0

0

0

4

 

2+5

0

2

0

5

2

16

43

13

0

0

2

0

18

 

3+1

0

2

0

9

79

4

0

4

0

0

0

0

4

 

3+2

0

0

9

11

11

55

7

0

0

0

0

0

7

 

3+3

4

0

0

5

21

9

48

0

2

2

2

0

7

 

3+4

0

0

0

5

11

23

14

29

2

0

0

0

16

 

3+5

0

0

0

7

0

13

23

14

18

0

5

0

20

 

4+1

0

0

4

2

9

68

2

2

7

0

0

0

7

 

4+2

0

0

7

9

0

20

36

13

7

0

2

0

7

 

4+3

0

0

0

5

18

9

9

38

9

0

2

0

11

 

4+4

4

0

0

2

2

29

7

7

34

0

4

0

13

 

4+5

0

0

0

0

4

9

16

9

11

18

11

4

20

 

5+1

0

0

4

0

4

7

71

4

4

0

4

0

4

 

5+2

0

0

5

20

2

18

27

25

2

0

2

0

0

 

5+3

0

0

2

11

9

18

5

16

23

0

5

0

11

 

5+4

0

0

0

0

11

21

16

5

11

16

4

0

16

 

5+5

4

0

0

0

0

7

25

11

2

4

34

4

11

 

• Error percentage increase with size

• Problems involving 1 have many fewer errors

• Tie problems have fewer errors (e.g. 4+4 vs 5+3 or 3+5)

• Problems with a first operand larger than the second have fewer errors than their symmetric counterpart

• Erroneous answers tend to be smaller than the correct answer.

 

Performance: Addition Retrieval (Model)

 

  

0

1

2

3

4

5

6

7

8

9

10

11

othr

 

1+1

0

0

93

6

1

0

0

0

0

0

0

0

0

 

1+2

0

0

22

68

8

1

0

0

0

0

0

0

0

 

1+3

0

0

16

14

65

4

1

0

0

0

0

0

1

 

1+4

0

0

11

10

9

65

2

0

0

0

0

0

2

 

1+5

0

0

10

9

8

8

58

1

0

0

0

0

6

 

2+1

0

0

16

77

6

1

0

0

0

0

0

0

0

 

2+2

0

0

0

28

69

2

0

0

0

0

0

0

0

 

2+3

0

0

1

23

33

37

3

0

0

0

0

0

2

 

2+4

0

0

1

20

18

23

32

1

0

0

0

0

4

 

2+5

0

0

1

20

18

8

20

21

1

0

0

0

12

 

3+1

0

0

10

13

72

4

0

0

0

0

0

0

1

 

3+2

0

0

1

17

32

46

3

0

0

0

0

0

1

 

3+3

0

0

0

1

25

17

55

1

0

0

0

0

1

 

3+4

0

0

0

3

19

23

18

29

1

0

0

0

7

 

3+5

0

0

0

3

18

12

21

7

18

0

0

0

20

 

4+1

0

0

7

9

10

70

2

0

0

0

0

0

1

 

4+2

0

0

1

14

14

28

39

1

0

0

0

0

3

 

4+3

0

0

0

2

15

23

17

35

1

0

0

0

6

 

4+4

0

0

0

0

1

28

15

14

39

0

0

0

3

 

4+5

0

0

0

2

2

15

14

9

8

13

0

0

36

 

5+1

0

0

6

8

8

8

66

1

0

0

0

0

4

 

5+2

0

0

1

14

13

10

27

27

1

0

0

0

8

 

5+3

0

0

0

2

14

10

23

9

24

0

0

0

16

 

5+4

0

0

0

2

2

13

16

9

8

19

0

0

31

 

5+5

0

0

0

0

0

0

33

11

12

9

17

0

17

 

• Larger problems have less activation and therefore are more likely to suffer from errors of commission

• Facts involving 1 can leverage the strength of counting

• Tie problems get extra activation boost

• Backup strategies (counting errors, swap strategy) explain the argument asymmetry

• Smaller problems are stronger, more likely to intrude

Performance: Addition Retrieval (Fit)

 

 

 

Performance: Multiplication by Repeated Addition

 

• Errors increase with problem size.

 

• Addition by 5s has very few errors.

 

 

• Multiplier: linear increase in error percentage with number of opportunities

 

• Multiplicand: smaller facts are stronger and lead to fewer errors

 

• Addition by 5s: only two facts are used and reinforced

 

• Errors are stored as facts and can later result in retrieval errors for multiplication in addition to table errors.

Learning: Problem Size Effect over Time

 

• Latency and problem size effect decrease over time

• The decrease approximates a power-law across grades

Combining the base-level and latency equations yields:

Assuming a presentation of 100 problems a day:

 

Learning: Cognitive Dynamics

 

• The difference between the base-level activation of two memories reflects the ratio of their frequencies:

Assuming constant frequencies, this implies that practice does not affect differences in activations and thus commission errors!?

 

• But while the environment may be fixed, performance and learning are a dynamic feedback loop. Performance, i.e. the retrieval odds, depends upon activation:

Boltzmann Equation

and, since the activation difference reflects the log of the ratio of past rehearsals, the odds of retrieval are a function of the odds of past experience:

Through learning, these odds of retrieval then become part of the history. The behavior of the system then fundamentally depends upon the noise level s:

• If s<1, the retrieval odds are more extreme than the past odds and the system becomes winner-take-all.

• If s>1, the retrieval odds are less extreme than the past odds and all alternatives become equally likely.

• If s=1, the retrieval odds reflect the past odds (probability matching) and the system drifts randomly with experience.

Learning: Cognitive Dynamics (Continued)

 

The impact of current odds of retrieval on past odds can be approximated by the differential equation:

 

 

For values of s>1, this equation admits the approximate solutions for the odds of each memory:

 

 

The (observable) odds of retrieval can then be expressed as a power function of practice n to the inverse of the noise s:

 

 

Alternatively, the amount of practice needed to bring the odds of error (assuming that the correct solution emerges) below some threshold is:

 

 

The power function is a very widespread transition function between stable points in a physical system.

 

Learning: Cognitive Dynamics (Results)

 

• Large differences in convergence time can be explained by small differences in initial performance.

• The noise slows down convergence but can keep an error from locking in early, which suggests a role similar to the temperature in simulated annealing and reflects the changing and uncertain nature of the environment in which human cognition evolved.

 

Learning: Influence of Various Factors

 

Context: add spreading activation to frequency-based base level. The analysis still works, but the complexity of the context, i.e. the number of sources, acts as a noise multiplier because only one source may separate it from its competing neighbors, i.e the three sources of arithmetic facts effectively triple the noise.

 

Partial matching: the mismatch penalty improves the performance by a constant factor of but does not affect the speed of convergence.

 

Multiple alternatives: the odds of any one choice reflects the (harmonic) average of each pairwise odds (Luce’s choice axiom), which slows down the emergence of the ultimate winner.

 

External feedback sources: feedback reinforces the retrieval odds of the correct answer by the feedback probability. This underscores the importance of early teaching, before odds have grown much larger than probabilities. It also raises the question of the impact of transient strenghening on long-term learning.

 

The Lifetime Simulation

 

Goal: extend the simulation beyond static models to a dynamic model of lifetime arithmetic performance and learning from childhood to adulthood.

 

Learning needs to proceed at the symbolic and subsymbolic level:

 

• Goals become facts

• Facts become strengthened (base-level and associative connections) with experience

• Productions are analogized from examples

• Productions are strengthened with experience

• The evaluation of the utility of productions is refined, leading to shifts in strategy

 

Concurrently, the formal analysis will be extended from a single retrieval process to reflect the dynamic interaction between a number of processes for each skill (counting, addition, multiplication) and procedure (retrieval, iterative computation, etc).

 

Conclusion

 

 

Cognitive arithmetic can be effectively modeled using the Bayesian learning mechanisms for the subsymbolic parameters associated with the symbolic knowledge structures resulting from instructional material and problem-solving experience.

 

Further, the behavior of the resulting system can best be understood not only in terms of modeling the statistics of the environment, but also as emerging from the interactions between the components of the system, which each impose an additional set of internal statistics upon the knowledge modules with which it competes or interacts.