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A probability may be called “default” if it is neither derived from preestablished probabilities nor based on considerations of frequency or symmetry. Default probabilities presumably arise through reasoning based on causality and similarity. This article advances a model of default probability based on a featural approach to similarity. The accuracy of the model is assessed by comparing its predictions to the probabilities provided by undergraduates asked to reason about mammals.  相似文献   
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In Experiment 1, rats were trained on either a random-interval or a variable-interval 60-sec schedule of reinforcement, and reinforcement magnitude was varied across conditions between one and four pellets. Although the two schedules maintained different patterns of behaviour, patterns and rates of responding were not systematically affected by the variation in reinforcement magnitude. In Experiment 2, a regulated probability interval schedule that generated similar rates of reinforcement to those of the schedules of Experiment 1 was used, with the pattern of behaviour generated resembling that typical of a random-interval schedule. Changing reinforcement magnitude again produced few systematic changes in behaviour. In Experiment 3, a variable-ratio schedule was used within a procedure that otherwise resembled that of Experiments 1 and 2. Increasing the reinforcement magnitude now decreased the rates of responding, and examination of the patterns of responding showed that this came about because rates of responding were higher early in the interreinforcer interval in the one-pellet condition. These experiments demonstrate the insensitivity of behaviour under interval schedules to changes in reinforcement magnitude and suggest the operation of mechanisms different from those engaged by ratio schedules and discretetrial learning procedures.  相似文献   
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Psycholinguistic theories of semantic memory form the basis of understanding of natural language concepts. These theories are used here as an inspiration for implementing a computational model of semantic memory in the form of semantic network. Combining this network with a vector-based object-relation-feature value representation of concepts that includes also weights for confidence and support, allows for recognition of concepts by referring to their features, enabling a semantic search algorithm. This algorithm has been used for word games, in particular the 20-question game in which the program tries to guess a concept that a human player thinks about. The game facilitates lexical knowledge validation and acquisition through the interaction with humans via supervised dialog templates. The elementary linguistic competencies of the proposed model have been evaluated assessing how well it can represent the meaning of linguistic concepts. To study properties of information retrieval based on this type of semantic representation in contexts derived from on-going dialogs experiments in limited domains have been performed. Several similarity measures have been used to compare the completeness of knowledge retrieved automatically and corrected through active dialogs to a “golden standard”. Comparison of semantic search with human performance has been made in a series of 20-question games. On average results achieved by human players were better than those obtained by semantic search, but not by a wide margin.  相似文献   
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We are used to the idea that trauma in the past interrupts our capacity to grasp the present. But present or recent trauma can have a similar dissociative effect on our capacity to experience the more distant past. Contemporary trauma can rob the past of its goodness, leaving one feeling as if the past is gone, dead, separated from the present. The vitalization of the present by the past or the past by the present requires that experiences be linked across time. These links are created, in both directions, via categories of experience characterized by shared affect (Modell 1990, 2006). Such categories are created, in turn, by metaphor; and the construction of these metaphors across time requires that one be able to occupy self-states in both the past and the present that can then bear witness to one another. Trauma can result in the dissociation of these self-states from one another, leading to a disconnection of present and past.  相似文献   
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