Brain damageNeurotrauma, brain damage or brain injury (BI) is the destruction or degeneration of brain cells. Brain injuries occur due to a wide range of internal and external factors. In general, brain damage refers to significant, undiscriminating trauma-induced damage. A common category with the greatest number of injuries is traumatic brain injury (TBI) following physical trauma or head injury from an outside source, and the term acquired brain injury (ABI) is used in appropriate circles to differentiate brain injuries occurring after birth from injury, from a genetic disorder (GBI), or from a congenital disorder (CBI).
Machine learningMachine learning (ML) is an umbrella term for solving problems for which development of algorithms by human programmers would be cost-prohibitive, and instead the problems are solved by helping machines 'discover' their 'own' algorithms, without needing to be explicitly told what to do by any human-developed algorithms. Recently, generative artificial neural networks have been able to surpass results of many previous approaches.
Intuitive statisticsIntuitive statistics, or folk statistics, is the cognitive phenomenon where organisms use data to make generalizations and predictions about the world. This can be a small amount of sample data or training instances, which in turn contribute to inductive inferences about either population-level properties, future data, or both. Inferences can involve revising hypotheses, or beliefs, in light of probabilistic data that inform and motivate future predictions.
Pavlovian-instrumental transferPavlovian-instrumental transfer (PIT) is a psychological phenomenon that occurs when a conditioned stimulus (CS, also known as a "cue") that has been associated with rewarding or aversive stimuli via classical conditioning alters motivational salience and operant behavior. Two distinct forms of Pavlovian-instrumental transfer have been identified in humans and other animals – specific PIT and general PIT – with unique neural substrates mediating each type.
Action selectionAction selection is a way of characterizing the most basic problem of intelligent systems: what to do next. In artificial intelligence and computational cognitive science, "the action selection problem" is typically associated with intelligent agents and animats—artificial systems that exhibit complex behaviour in an agent environment. The term is also sometimes used in ethology or animal behavior. One problem for understanding action selection is determining the level of abstraction used for specifying an "act".
Value (ethics and social sciences)In ethics and social sciences, value denotes the degree of importance of some thing or action, with the aim of determining which actions are best to do or what way is best to live (normative ethics in ethics), or to describe the significance of different actions. Value systems are prospective and prescriptive beliefs; they affect the ethical behavior of a person or are the basis of their intentional activities. Often primary values are strong and secondary values are suitable for changes.
Wason selection taskThe Wason selection task (or four-card problem) is a logic puzzle devised by Peter Cathcart Wason in 1966. It is one of the most famous tasks in the study of deductive reasoning. An example of the puzzle is: You are shown a set of four cards placed on a table, each of which has a number on one side and a color on the other. The visible faces of the cards show 3, 8, blue and red.
Unification (computer science)In logic and computer science, unification is an algorithmic process of solving equations between symbolic expressions. For example, using x,y,z as variables, the singleton equation set { cons(x,cons(x,nil)) = cons(2,y) } is a syntactic first-order unification problem that has the substitution { x ↦ 2, y ↦ cons(2,nil) } as its only solution.