In the path-imitation task, one agent traces out a path through a second agent's sensory field. The second agent then has to reproduce that path exactly, i.e. move through the sequence of locations visited by the first agent. This is a non-trivial behaviour whose acquisition might be expected to involve special-purpose (i.e. strongly biased) learning machinery. However, the present paper shows this is not the case. The behaviour can be acquired using a fairly primitive learning regime provided that the agent's environment can be made to pass through a specific sequence of dynamic states.
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