title: [Connectionist models of social learning: a case of learning by observing a simple task].
abstract: This article proposes a connectionist model of the social learning theory developed by Bandura (1977). The theory posits that an individual in an interactive situation is capable of learning new behaviours merely by observing them in others. Such learning is acquired through an initial phase in which the individual memorizes what he has observed (observation phase), followed by a second phase where he puts the recorded observations to use as a guide for adjusting his own behaviour (reproduction phase). We shall refer to the two above-mentioned phases to demonstrate that it is conceivable to simulate learning by observation otherwise than through the recording of perceived information using symbolic representation. To this end we shall rely on the formalism of ecological neuron networks (Parisi, Cecconi, & Nolfi, 1990) to implement an agent provided with the major processes identified as essential to learning through observation. The connectionist model so designed shall implement an agent capable of recording perceptive information and producing motor behaviours. The learning situation we selected associates an agent demonstrating goal-achievement behaviour and an observer agent learning the same behaviour by observation. Throughout the acquisition phase, the demonstrator supervises the observer's learning process based on association between spatial information (input) and behavioural information (output). Representation thus constructed then serves as an adjustment guide during the production phase, involving production by the observer of a sequence of actions which he compares to the representation stored in distributed form as constructed through observation. An initial simulation validates model architecture by confirming the requirement for both phases identified in the literature (Bandura, 1977) to simulate learning through observation. The representation constructed over the observation phase evidences acquisition of observed behaviours, although this phase alone is not sufficient to ensure accurate reproduction and must be made functional through the production phase (Deakin & Proteau, 2000). Results obtained through a second simulation replicate those produced by Bandura & Jeffery (1973), who observed that the individual tested following the retention phase recalled recorded information better than he realized in the production phase. The outcome of a third simulation shows that, when performing the transfer task, agents performed the task all the more effectively when they were required to learn a simple path which facilitated knowledge transfer to an adjacent situation. New explanatory assumptions of the mechanics of learning through observation may be produced through OLEANNet. Thus, observed deterioration between memorization and production is caused by successive approximations which occur in the acquisition phase then in the production phase. Further, depending on the type of learning undergone by agents, use of representation as a production guide induces a more or less stringent constraint in the approximation of actual behaviour. This results, during the transfer task, in the ability to effectively generalize acquired knowledge where such knowledge is not specifically related to the task at hand. In conclusion, connectionist model architecture appears valid for modeling learning through observation as defined by Bandura (1977). However, certain limitations appear during implementation, especially in terms of the observed behaviour's availability and the planning of produced behaviours that future developments are liable to counter.
authors.affiliation: Laboratoire de psychologie sociale, Université de Savoie, Chambéry, France. adeline.paignon@univ-savoie.fr
authors.forename: A
authors.initials: A
authors.lastname: Paignon
authors.forename: O
authors.initials: O
authors.lastname: Desrichard
authors.forename: T
authors.initials: T
authors.lastname: Bollon
mesh_terms: D006801:Humans; D007100:Imitative Behavior; D007858:Learning; D016571:Neural Networks, Computer; D012919:Social Behavior