Daydreaming in Humans and Machines: A Computer Model of the Stream of Thought
This volume presents a computer model of human daydreaming to demonstrate how it is useful for creative problem solving and learning in both humans and computers. The model is implemented as the running computer program Daydreaming, which takes simple descriptions of external world events as input and produces descriptions of daydreams and actions as output.
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Architecture of DAYDREAMER
Emotions and Daydreaming
Learning through Daydreaming
Everyday Creativity in Daydreaming
Daydreaming in the Interpersonal Domain
Implementation of DAYDREAMER
Comparison of Episodic Memory Schemes
achieve active goal ACTIVE-GOAL obj BELIEVE ACTIVE-GOAL obj MTRANS actor Movie-starl alternative artificial intelligence associated attitude behavior cognitive computer program concept connectionist context creative daydreaming goal dream employed episodic memory example experience FAILED-GOAL fired as inference fired as plan functional architecture future given goal failure Harrison Ford imagined inference rule initial input invoked J. L. Singer learning LOVERS goal lucid dreaming mechanism mental motivation movie star mutation negative emotion nodes nonconscious Nuart Theater obj BELIEVE actor obj LOVERS actor obj MTRANS actor Parallel distributed processing performance mode person THEN subgoal personal goal planning rule POS-ATTITUDE positive emotion possible procedure PTRANS RATIONALIZATION relationship representation result REVENGE daydreaming ROMANTIC-INTEREST rule application Rumelhart scenario serendipity similar simulation situation slot-filler object solution specified spreading activation sprouting strategies stream of consciousness surprise emotion TALE-SPIN telephone number theory thought top-level goal Turing machine Varendonck VPROX actor