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Self-orienting in human and machine learning

Author

Listed:
  • Julian Freitas

    (Harvard Business School)

  • Ahmet Kaan Uğuralp

    (Bilkent University)

  • Zeliha Oğuz-Uğuralp

    (Bilkent University)

  • L. A. Paul

    (Yale University)

  • Joshua Tenenbaum

    (MIT)

  • Tomer D. Ullman

    (Harvard University)

Abstract

A current proposal for a computational notion of self is a representation of one’s body in a specific time and place, which includes the recognition of that representation as the agent. This turns self-representation into a process of self-orientation, a challenging computational problem for any human-like agent. Here, to examine this process, we created several ‘self-finding’ tasks based on simple video games, in which players (N = 124) had to identify themselves out of a set of candidates in order to play effectively. Quantitative and qualitative testing showed that human players are nearly optimal at self-orienting. In contrast, well-known deep reinforcement learning algorithms, which excel at learning much more complex video games, are far from optimal. We suggest that self-orienting allows humans to flexibly navigate new settings.

Suggested Citation

  • Julian Freitas & Ahmet Kaan Uğuralp & Zeliha Oğuz-Uğuralp & L. A. Paul & Joshua Tenenbaum & Tomer D. Ullman, 2023. "Self-orienting in human and machine learning," Nature Human Behaviour, Nature, vol. 7(12), pages 2126-2139, December.
  • Handle: RePEc:nat:nathum:v:7:y:2023:i:12:d:10.1038_s41562-023-01696-5
    DOI: 10.1038/s41562-023-01696-5
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