Behavioral Logic

Glossary

The Behavioral Logic glossary is a work in progress to rigorously define core terminology across disciplinary boundaries including computer science, neuroscience, psychology and behavioral sciences.

A

Abuse
Arbitrary or excessive unpleasantness that can lead to depression.
Abort
Halting the execution of a plan before completion due to observed divergence from predicted results.
Action
Initiating a physical, chemical, electrical, or behavioral change.
Adulthood
The period of time in creatures with conditioned behaviors after initial variation of behavior is significantly reduced.
Attraction
The increase in probability of behaviors associated with pleasantness that occurs as a part of operant conditioning.
Aversion
The decrease in probability of behaviors associated with unpleasantness that occurs as a part of operant conditioning.

B

Bad habit
A Harmful conditioned behavior acquired by insufficient or anomalous experience such as abuse or spoiling.
Behavior
A property of a thing where a set of conditions results in an action. A cause and effect relation for a particular medium.
Behavior: Conditions -> Thing -> Action
Behavior Table
A group of situations and associated actions.
Belief
Information that associates an initial situation and an action to a consequent situation.
Benefit
The improvement of a goal's chance of success. (Antonym: harm.)

C

Childhood
The initial period of time during operant conditioning before adequate experience is acquired to reduce large variations in behavior.
Classical conditioning
The association of feelings to previously objective conditions.
Condition
A single boolean (true or false) datum indicating the presence or absence of some quality of the environment relevant to the goal of an intelligent creature.
Conditioned behavior
A type of intelligent behavior that is improved through the process of operant conditioning.
Consciousness
The ability for a creature to predict consequences and evaluate imaginary situations.
Creature
A thing that exhibits intelligent behavior.
Why creature? I had to call it something. Agent is commonly used in computer science and organism in biological science to but I wanted a term works for both. The root meaning in latin means "created" and I think that applies to natural or artificial intelligent creations. I'll usually be explicit and use intelligent creature to be clearer, but to me, that is redundant. I would never talk about non-intelligent creatures.

D

Decision
An action chosen from the best evaluated idea when a threshold is met during the thought process.
Decision threshold
A value, such as a time or evaluation limit that, when exceeded, stops the thinking process to choose the idea that has evaluated the best.
Depression
More aversion than is beneficial due to abuse.

E

Eccentric
A harmful habit caused by insufficient and/or anomalous experiences.
Evaluation
An estimate of the harm or benefit of a situation.
Experience
The combination of a behavior and the feelings produced when it is performed used in conditioned behavior.
Execution
To begin performing the decision of a plan.

F

Feeling
A type of sensory information created by subjective sensors (or from classical conditioning data.) Similar to the psychological concept of affect, our general sense of pleasantness or unpleasantness, and the value function in reinforcement learning.
In logical examples I use a range of -1.0 to 1.0 to indicate feelings. Positive and negative feelings are now a literal mathematical value.

G

Game
A situation that approximates those expected in adulthood, but with no (or much lower) risk of harm.
Goal
The ultimate purpose of a creature’s existence.
Webster (1913) Goal 2. The final purpose or aim; the end to which a design tends…
Gut Reaction
When a creature capable of making a decision chooses to instead act out of habit.

H

Harm
The reduction of a goal's chance of success. (Antonym: benefit.)
Habit
A behavior acquired through operant conditioning.

I

Idea
A proposed action used in a prediction.
Imagination
A situation that does not represent the current environment.
Imitation
Generating an idea from an observation of another creature.
Indecision
A error in thinking where the threshold to make a decision is never met.
Intelligent Behavior
Behavior that is chosen from more than one option. (Antonym: non-intelligent behavior.)
Intelligence
Choosing actions to accomplish a goal.

J

K

L

Learn
To increase the benefit (or reduce harm) of behaviors.
Adding or improving behaviors.

M

Mood
A persistent effect on a behavior table.
Memory
Persistent information.

N

Non-intelligent Behavior
Behavior that acts only according to physical laws. Objects that don't possess the ability to choose from more than one possible action.
Neglect
An inadequate amount of experience during childhood that can result in eccentric behavior.

O

Opinion
A feeling associated with a situation from past experience.
Operant Conditioning
A system of intelligent behavior that starts with a variation in behavior, then the probability of behaviors associated with pleasantness are increased and the probability of those associated with unpleasantness are decreased.

P

Pleasantness
A positive feeling indicating benefit.
Play
Participation in a game.
Plan
A series of decisions produced from multiple rounds of thinking.
Prediction
The consequent situation formed using a creature's beliefs from an initial situation and a proposed action.
Premature Conclusion
An error in thinking where the decision threshold is too low resulting in less beneficial actions than should be chosen.

Q

R

Reflex
An intelligent behavior acquired by a process external to a creature's first hand experience and is performed automatically without thought or feeling.

S

Science
Increasing understanding by adding, simplifying, and increasing the accuracy of beliefs.
Sensor
A mechanism used to produce information that represents a particular property of the environment.
Situation
A set of conditions at a particular time and place. Current conditions are those here and now, but the same type of information could represent remembered past or imagined future situations. A list of conditions at a particular time and place. Current conditions are those right here and now, but the same information could represent remembered past or imagined future situations.
Spoiling
Arbitrary or excessive feelings of pleasantness leading to eccentric behavior.
Subjective Sensor
A sensor that evaluates behavior.

T

Tune
To decrease variation in behavior toward those evaluated to be beneficial and away from those deemed harmful.
Thinking
The process of using thoughts of multiple ideas to make a decision when a threshold is reached.
Thought
A prediction and its evaluation.

U

Unpleasantness
A negative feeling indicating harm. Similar to the psychological concept of negative affect.
Urgency
An estimate of the amount of time before a decision is needed.
The briefness of a time-based decision threshold. Too much urgency can lead to premature conclusions, while too little can lead to indecision.
Understanding
The accuracy (how closely predictions are to reality) and efficiency of beliefs.

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