Dynamical Field Theory Predicts a Developmental Reversal in an ANotBLike Task

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Dynamical Field Theory Predicts a Developmental Reversal in an ANotBLike Task

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Title: Dynamical Field Theory Predicts a Developmental Reversal in an ANotBLike Task


1
Dynamical Field Theory Predicts a Developmental
Reversal in anA-Not-B-Like Task
  • Joshua Goldberg
  • Gregor Schöner
  • Esther Thelen

2
Overview
  • A-not-B Background.
  • Dynamical Field Model.
  • Distractor task.
  • Modeling results.
  • Discussion.
  • Alternate model.

3
From Piaget
  • OBS. 39. At 010 (3) Jacqueline looks at the
    parrot on her lap. I place my hand on the
    object she raises it and grasps the parrot. I
    take it away from her and, before her eyes, I
    move it away very slowly and put it under a rug,
    40 cm away. Meanwhile I place my hand on her lap
    again. As soon as Jacqueline ceases to see the
    parrot she looks at her lap, lifts my hand and
    hunts beneath it.
  • The Construction of Reality In
    The Child, 1954.

4
Piagets A-not-B Task
  • Hide a toy at location A.
  • Hide it at a new location B.
  • Perseverative error Baby searches at A.

5
Adapted (I.U.) A-not-B apparatus
  • Buttons that light up. (No hidden toys.)
  • Focus moves from object-permanence to
    sensory-motor processes.
  • Collect more data than simply A vs. B.
  • (time spent, total force, number of presses)

6
A-not-B task
  • Train with A-trials
  • Cue at A.
  • Let the baby press.
  • Test with a B trial
  • Cue at B.
  • Delay a few seconds.
  • Let the baby press after the delay.

7
Video B-trial
8
Real world peresveration (nytimes)
9
Some Principles of Dynamical Systems Theory
  • Rich dependence on multiple task parameters.
  • Continuous, metric time and space.
  • Behaviors must be selected stably (not read out
    at an arbitrary instant.)
  • Need to account for this stability.

10
Dynamical Field Model
  • Model behavior using a neural field with
    nonlinear interaction dynamics.

11
Dynamical Field Model of Reaching Overview
  • Activation field.
  • Motor memory.
  • Task-related inputs.
  • Activation field interaction.
  • Resting level.

12
Activation field
  • An activation function over reaching directions.
  • A peak represents a decision to reach, but only
    if it is stable.

left
right
A B
13
Motor memory
  • Small bias to repeat previous reaches.
  • Driven by above-threshold peaks in activation
    field. (Grows slowly.)
  • Drives activation field in turn.

A B

14
Task-related inputs
  • Persistent structure of the task environment.
  • e.g., two buttons, always there.
  • Time-dependent inputs.
  • e.g., experimenters cue at A.

15
Activation field interaction
  • Interaction when peaks are above threshold.
  • Locally cooperative.
  • Globally competitive.
  • Activation field dynamics are bistable.

16
Effects of bistability
  • Less rigid
  • Time to build up activation before closing out
    alternatives.
  • Decision, once made, is very stable.

17
Resting level
  • controls how much input is needed to
    self-stabilize.
  • Young (10 months) low resting level.
  • Old (14 months) high resting level.
  • Boost the resting level when toy is presented.

18
Field Model Overview
Activation field
Task-related inputs
Motor memory (slow)
19
Some tested A-not-B predictions.
  • More A-trials
  • More perseveration.
  • Longer delay in the B-trial
  • More perseveration.
  • Distance between targets
  • Closer gives more perseveration farther gives
    less.
  • Glittery sleeves
  • More perseveration.
  • Sandbox task (unstructured space)
  • Reach location drifts gradually over delay.

20
Motivation for a new task
  • Better access to dynamical interplay of two
    different sorts.
  • between task parameters with opposing biases.
  • between competing activation field peaks.

21
The Distractor task
  • Train with typical A-trials
  • Cue at A.
  • Let the baby press.
  • Test with a Distractor trial
  • Cue at A.
  • Delay.
  • Distractor (flashy light) at B sometime during
    delay.
  • Let the baby press after the delay.

22
Video Distractor trial
23
Task parameters Example
  • Distractor delay (earlier vs. later) and duration
    (longer vs. shorter).

time 0--1--2--3--4--5--6--7--8
Early/Long ------------
Late/Short -------------------
24
Task parameters
  • Amount of training
  • Distractor duration
  • Distractor delay
  • Age

25
Parameter-space
  • Four task dimensions
  • (training x duration x delay x age)
  • Determine likely reach location. (A vs. B)
  • Visualize parameter space via large numbers of
    simulated experiments.

26
Full parameter space (preview)
27
Piece of parameter-space, new
28
Full parameter space (preview)
29
The reversal predictions
A
30
Late/short -- young
Late/short, young
Late/short, young
B
A
31
Late/short old
Late/short, old
B
A
32
Early/long old
Early/long, old
B
A
33
Early/long -- young
Early/long, young
B
A
34
The reversal predictions again.
35
  • Reaches to (e.g.,) A in different conditions
    occur for qualitatively different reasons.

36
What the model tells us.
  • Enumerates the possible dynamical stories.
  • Relates qualitative regions of parameter-space by
    metric parameter shifts.

37
Another measure looking
  • Time-course of looking.
  • Lookings relationship to reaching.

38
Status of the Distractor study
  • Testing in progress
  • Distractor strength may be an issue.

39
Munakatas A-not-B model
  • A recurrent neural network model.

40
Architecture
41
Details
  • Built-in spatially coherent connections from
    perceiving to looking and reaching.
  • Memory needs to develop.
  • Self-recurrent connections increase with age.
  • Similar dynamics to ours, in part
  • Competition crystallizes decisions.
  • Older infants stabilize decisions better.

42
How the model perseverates
  • A-trials Hebbian learning from cover-type
    (what) to reach-to-A (where).
  • B-trials During delay, decaying B-reach races
    with learned A-reach build-up.
  • Interpretation normalized activations are read
    as probabilities.

43
Revisiting A-not-B predictions.
Munakatas model
  • More A-trials
  • More perseveration.
  • Longer delay in the B-trial
  • More perseveration.
  • Distance between targets
  • Closer gives more perseveration farther gives
    less.
  • Glittery sleeves
  • More perseveration.
  • Sandbox task (unstructured space)
  • Reach location drifts gradually over delay.
  • Yes
  • Yes
  • No
  • Yes
  • No

44
The Distractor task?
  • Distractor task in form described probably does
    not differentiate these two models.
  • Difference is bistability.
  • Transition from input-driven to self-stabilizing
    (developmentally or in parameter-space).
  • Phase-shift (modulo task parameters) vs.
    parametric change.
  • Testing seems a challenge!

45
Conclusions
  • Wide sampling of the parameter-spaces of
    dynamical models can yield illuminating,
    unforeseen predictions.
  • We can enumerate the dynamical stories that are
    possible for a given task.
  • It may take some care to demonstrate that weve
    experimentally captured the region of interest.
  • (Looking may help.)

46
  • Thanks!

47
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48
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49
abstract
  • Dynamical Field Theory has led to a number of
    successful studies validating predictions that go
    well beyond where conceptual models of Piaget's
    A-not-B task would lead. I will start by
    explaining how the Field Model works. Then I
    will discuss a new variant on the A-not-B task.
    This new task pits against each other a cue and a
    distractor, occurring at different times. This
    lets us observe time-courses of competitive
    dynamics predicted by the field model that are
    not present in the basic A-not-B task.
  • Large numbers of simulations across a matrix of
    experimental conditions show regions of
    parameter space that have qualitatively
    different dynamics. Focusing on two small pieces
    of parameter space, we find an interesting
    prediction of an developmental reversal of the
    effectiveness of a distractor. (One type of
    distractor that works for young infants no longer
    works when they're old another that does not
    affect young infants' reaches does work for the
    old ones.)

50
Activation field interactivity
  • Cooperative and competitive interaction.
  • w(x-x) -wi weexp-(x-x)2/2sw2
  • wi inhibitory strength
  • we excitatory strength
  • sw size of excitatory region
  • Interaction is thresholded.
  • Interactivity is dependent on resting-level.
  • Bi-stable.

51
Old stuff
52
Another interesting place to look
53
Piaget Perseveration
  • OBS. 51. At 13 (9) Lucienne is in the garden
    with her mother. Then I arrive she sees me
    come, smiles at me, therefore obviously
    recognizes me... Her mother then asks her
    Where is papa? Curiously enough, Lucienne
    immediately turns toward the window of my office
    where she is accustomed to seeing me and points
    in that direction...
  • The Construction of Reality In
    The Child, 1954.

54
Piaget Perseveration
  • OBS. 43. At 09 (16) Laurent swings in his
    hammock. In the cords above him I attach a chain
    which makes a noise at each swinging. Laurent
    looks at it constantly, with great interest. I
    then take the chain and bring it very slowly
    behind my back. Laurent watches this displacement
    of the object. As soon as the chain is hidden I
    shake it and it makes a noise Laurent then stops
    looking at me and searches for it in the air for
    a while, disregarding the direction from which
    the sound emanates.
  • The Construction of Reality In
    The Child, 1954.

55
A brief digression elsewhere in parameter-space.
  • Old and young gt different effects of stretching
    the delay.

56
What does the model really say?
  • Considerations
  • We do not go to the lab with known actual
    parameter ranges to test (although we do have
    intuitions).
  • It may be difficult to falsify this set of
    predictions.

57
A
B
Model of A-not-B error
TIME
58
Activation field
  • An activation function over reaching directions.
  • A peak represents a decision to reach, but only
    if it is stable.

59
Activation field (working on anim)
  • An activation function over reaching directions.
  • A peak represents a decision to reach
  • but only if it is stable.
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