Classic categorization models

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Presentation transcript:

Classic categorization models Nisheeth 7th Mar 2019

Functions of Concepts By dividing the world into classes of things to decrease the amount of information we need to learn, perceive, remember, and recognise: cognitive economy They permit us to make accurate predictions Categorization serves a communication purpose

Outline Hierarchical Structure Organization of Concepts Is there a preferred level of conceptualization? Organization of Concepts classical view: defining-attribute approach prototype theory exemplar models Semantic similarity Query likelihood model

Is there a preferred level of conceptualization?

Superordinate Basic Subordinate Superordinate level Furniture Preferred level BASIC LEVEL Basic Chair Subordinate level Subordinate Windsor

What’s special about the basic level 1) most abstract level at which objects have similar shapes

What’s special about the basic level 2) development First words are learned at the basic level (e.g., doggy, car, ball) 3) Language natural level at which objects are named languages first acquire basic level terms

most general BASIC most specific maximize accuracy little predictive power maximize predictive power little accuracy

Organization of Concepts

Representation of Conceptual Knowledge How do we represent concepts? How do we classify items? CLASSICAL VIEW concepts can be defined in terms of singly necessary and jointly sufficient features singly necessary: every instance of the concept must have that property jointly sufficient: every entity having all those features must be an instance of the concept

Problems with Classical View Bachelor: unmarried, male, adult almost any definition has exceptions ?

What is a game? Ludwig Wittgenstein (1953) proposed that games could not be defined or categorized by features. Rather, any game shares some family resemblance to some (but not all) other games. Consider the game “Hide and Go Seek”. These might have these features: multiple players for fun rules competition starting & ending strategy winning and losing hiding places Now, consider “Olympic Games” and mark with X features that do not apply: X for fun X hiding places Now, consider “Solitaire” and mark with X features that do not apply: X multiple players X competition X winning and losing Are these non-marked features jointly sufficient to define “Game”?

Prototype and Exemplar Models A new exemplar is classified based on its similarity to a stored category representation Types of representation prototype exemplar

Prototypes Representations Central Tendency P Learning involves abstracting a set of prototypes

Typicality Effects typical atypical robin-bird, dog-mammal, book-reading, diamond-precious stone atypical ostrich-bird, whale-mammal, poem-reading, turquoise-precious stone According to the Classical View, anything that follows the rules is a member of the concepts … no typicality effects are predicted

Is this a “cat”? Is this a “chair”? Is this a “dog”?

Graded Structure P Typical items are similar to a prototype Typicality effects are naturally predicted atypical P typical

Classification of Prototype Prototype are often easy to classify and remember Even if the prototype is never seen during learning Posner & Keele DEMO: http://psiexp.ss.uci.edu/research/teaching/Posner_Keele_Demo.ppt

Problem with Prototype Models All information about individual exemplars is lost category size variability of the exemplars correlations among attributes (e.g., only small birds sing)

Exemplar model category representation consists of storage of a number of category members New exemplars are compared to known exemplars – most similar item will influence classification the most dog ?? cat dog dog cat dog cat

Exemplar Models Model can explain Prototype classification effects Prototype is similar to most exemplars from a category Graded typicality How many exemplars is new item similar to? Effects of variability pizzas and rulers Overall, compared to prototype models, exemplar models better explain data from categorization experiments (Storms et al., 2000)

Sample exemplar model Nosofsky’s 1986 Generalized Context Model (GCM) has been very influential Stimuli stored in memory as combinations of features Context for a feature are the other features with which it co-occurs Assumes that stimuli are points in interval-scaled multidimensional space

GCM similarity function Compute psychological distance between memory exemplar x and stimulus y as Alpha are attention weights Similarity is calculated as Note: Distance function is always greater than zero Use abs outside the summation if necessary

Category response in GCM Exemplars vote for the category with which they are associated N(R,x) is the count of the number of times x has been recorded as being in category R before Gamma is a response bias parameter Equation is basically counting total votes cast for category R by exemplars divided by total votes cast

What do the parameters do? Gamma reflects environmental priors on categorization Beta reflects the bias-variance tradeoff in similarity judgments What does alpha do? Reflects the role of semantic knowledge in categorization

Knowledge-based Views Murphy (2002, p. 183): “Neither prototype nor exemplar models have attempted to account for knowledge effects . . . The problem is that these models start from a kind of tabula rasa [blank slate] representation, and concept representations are built up solely by experience with exemplars.”

Effect of Knowledge on Concept Learning Concept learning experiment involving two categories of children’s drawings Two learning conditions: neutral labels for categories (Group 1 vs. Group 2 children) Category labels induced use of background knowledge: “Creative and non-creative children created category A and B drawings respectively” Note: same stimuli are used in both conditions FIGURE 1 FROM THE PAPER: “Training and transfer drawings used in the experiment (adapted from Wisniewski & Medin, 1994). The top portion of the figure displays the 12 training drawings. Category A drawings have the abstract property of being relatively `detailed' and could be classi®ed using simple perceptual rules such as `curly hair and arms not at the sides', or `light-colored shoes or smiling', or `wearing a collar or tie'. Category B drawings have the abstract property of being relatively `unusual' and could be classi®ed using simple perceptual rules such as `straight hair or arms at the sides', or `dark-colored shoes and not smiling', or `ears and short sleeves'. Palmeri & Blalock (2000)

the 16 transfer drawings. The ®rst set (T1±T4) have abstract properties of neither category, the second set (T5±T8) have the abstract properties of both categories, the third set (T9±T12) have the abstract properties of category A, and the fourth set (T13±T16) have the abstract properties of category B. Within each set of transfer drawings, two drawings follow the simple perceptual rules of category A and two drawings follow the simple perceptual rules of category B.” “For example, T13 has the abstract properties of category B and the concrete perceptual features of category B, whereas T10 has the abstract properties of category A but the concrete perceptual features of category B. W&M observed that subjects classi®ed transfer drawings that con¯icted on abstract properties and perceptual features in a manner consistent with the type of labels they were provided. Subjects provided meaningful labels classi®ed according to abstract properties (e.g. tending to classify T10 and T13 as members of different categories), whereas subjects provided meaningless labels classi®ed according to perceptual features (e.g. tending to classify T10 and T13 as members of the same category).” By manipulating the meaningfulness of the labels applied to those categories of drawings, subjects classified new drawings in markedly different ways. E.g., neutral labels led to an emphasis of concrete features. The “creative vs. non-creative” labels led to an emphasis of abstract features Background knowledge and empirical information about instances closely interact during category learning Palmeri & Blalock (2000)

Learning an exemplar model from labels Original GCM model had no learning Parameters fit to data Basically just a clustering model (unsupervised) Later models offer learning mechanisms Kruschke’s ALCOVE model (1992) Assumes a supervised learning setting Learner predicts categories Teacher teaches true category

Supervised learning in ALCOVE Activation of category k given stimulus y Training loss function Where t is a training label that is 1 if the predicted response is correct and 0 otherwise

Optimization using gradient descent All weights and parameters are learned using gradient descent Weight update Exemplar-wise error Attention update

Variations GCM-class models assume the presence of interval-scaled psychological distances Can make different assumptions about similarity function, e.g. categorical instead of continuous scale # of matches # of mismatches # matches - # mismatches Can make different assumptions about the learning mechanism Anderson’s Rational Model of Categorization We will see this next