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Definition: a change in behavior or knowledge that lasts over time and is caused by experience
Not learning:
Maturation: lasting changes programmed by genes (puberty)
Transient changes: caused by the environment but temporary (most drug effects)
Framing question: if you built a simulated infant, which learning mechanisms would you build in?
Definition: the most basic form of learning; things that regularly happen together come to trigger each other. Found in infants, adults, animals, simple organisms
Hebb's rule: "neurons that fire together, wire together"
Types:
Classical conditioning: neutral stimulus paired with an involuntary response until the stimulus alone triggers it (Pavlov). Newborns can do it but need a longer delay (~1.5 s vs. ~600 ms) = slower processing
Operant learning: voluntary behavior linked to a consequence
Definition: a voluntary behavior is linked to a consequence
Reinforcement: makes behavior more frequent
Punishment: makes behavior less frequent
Conjugate reinforcement: reward changes immediately and in proportion to the behavior (kick harder, mobile moves more)
Phases: baseline -> acquisition (behavior rises) -> extinction (drops) -> reacquisition (faster = memory)
Infant memory: 6-month-olds remember a contingency ~2 weeks; older longer, younger less
Negative punishment: remove something good (voice stops, time-out); most studied because it's ethical
Positive punishment: add something bad (bitter liquid)
Problem: young infants struggle to stop a behavior that used to be rewarded
Credit assignment problem: punishment says what's wrong but not what to do; the child can't tell what caused it (the table? the toys? the parent?)
Real world: reinforce the desired behavior instead; if needed, use time-out; spanking is ineffective and likely harmful
Definition: extracting regularities (patterns) from the environment
Transition probability: how likely one item follows another; high within words, low across word boundaries, so rare transitions mark boundaries
vs. associative: no reward needed, works with weak patterns (~20% vs ~90%), largely implicit
Key ideas:
Present from birth, even in sleeping newborns
Infant hippocampus tracks it like adults'
Infants match or beat adults (development ≠ improvement)
Used for word segmentation and word learning
Definition: trial and error; act, notice the error, use its direction and size to adjust, try again
Example: force-field reaching; a hidden force pushes your hand, and by ~100 trials you aim off-center, possibly without awareness
Why it's efficient: like video compression, store the first frame then only the differences (errors)
Dark room problem: if we only minimized error, we'd hide in a dark room and never learn; so we also seek surprise
Goldilocks effect: infants look away from events that are too predictable or too surprising; attend most to moderate information (U-shaped curve). Link to habituation: repeated stimuli lose surprise
Children as little scientists: after a violated expectation, infants test that specific expectation (bang a toy that went through a wall, drop one that floated); surprise boosts exploration and learning
Predictive coding: the brain encodes only prediction errors, the difference between what happened and what it expected
Anticipatory looking: after learning a sequence, infants look to where the next item will appear before it appears
Omission trials: when an expected stimulus doesn't appear, the infant brain (e.g., visual cortex) still activates, showing it predicted it
Social learning: learning from other people (imitation); covered later
Perceptual learning: long-lasting, experience-dependent improvement in perception (wine experts, birdwatchers); change is in the brain, not the sense organ; doesn't depend on strategy
Examples:
Childhood experience shapes visual cortex specialization (Pokemon region in childhood players)
Oblique effect: better detection near vertical/horizontal than diagonal, because the world has more of those lines; perception is tuned to the statistics of what we see
Imprinting: attaching to whatever is seen right after birth in a critical period (ducklings); related to genetically triggered learning (songbirds); no evidence in humans
One-shot learning: remembering after a single exposure; needed for episodic memory; appears ~18 months
Rule-based learning: extracting abstract patterns (ABA) that generalize; original evidence failed to replicate (theme: active research area)
Backpropagation: main AI algorithm, impractical for brains (every new input would update the whole network)
Children build theories, test them, and revise them
Inductive: sample -> population and back | Limit: need more samples than adults
Causal: notice reversed cause and effect | Limit: assume causes need contact
Deductive: possibly disjunctive syllogism at 12 months | Limit: interpretation debated
Counterfactual: little or none | Limit: develops slowly
Definition: reasoning from a sample to a population (and back); faster than statistical learning, which needs a lot of input
Examples:
Infants infer an object's 3D shape from a few views; before ~5 months they need several views (chicks need views in continuous motion)
8-month-olds expect a box's contents to match a sample drawn from it, in both directions
Hume: we never see causation directly, only constant conjunction (things happening together); a one-directional, perfect correlation is perceived as causation
Key ideas:
Launching: 6-month-olds notice when cause and effect are reversed (direct launch looks causal, delayed doesn't)
Contact: kids assume causes need contact; evidence can override it
Predict ≠ intervene: toddlers predict an effect before they can act to cause it
Failure: 16-month-olds infer whether a failure is their fault or the toy's
Definition: reasoning with certainty from premises to a conclusion
Disjunctive syllogism: A or B; not A; therefore B (reasoning by elimination)
Ex: either there's a long line at the cafe or it's closed; it isn't closed; so there's a long line
Infants: 12-month-olds may do this (looking + pupil dilation), but interpretation is debated (theme: how richly to interpret infant behavior)
Definition: imagining a different outcome: "if A had not happened, would B?"
Debate: 3-4-year-olds seem to answer "what if" questions correctly, but with tighter tests true counterfactual reasoning only appears around 12-14 years; younger kids may use simpler rules
Takeaway: infants probably can't do it; it develops slowly
Domain-specific view: infants are born with a face template and face-specialized brain regions; experience refines it
Evidence: newborns track face-like patterns; prefer upright face-like patterns with dark eye/mouth regions and direct gaze; fusiform face area (even in blind adults touching faces)
Domain-general view: general visual biases give only weak face preference; experience is critical
Evidence: poor newborn acuity; mother preference disappears with headscarves (hairline) and needs her voice; face-deprived monkeys develop no face areas
Theme: nature and nurture
Definition: infants lose sensitivity to what they don't experience and get better at what they do
Faces: 6-month-olds tell apart both human and monkey faces; 9-month-olds and adults only human faces
Other-race effect: infants come to discriminate own-race faces better than other-race faces
Escaping it: the right experience (naming individual monkey faces) prevents narrowing
Theme: development does not equate to improvement; reconciles domain-specific and domain-general views