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Cognitive architectures. Soar.

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Title: Cognitive architectures. Soar.


1
Cognitive architectures. Soar.
  • Lotzi Bölöni

2
Cognitive science
  • Cognitive science is usually defined as the
    scientific study either of mind.
  • Highly interdisciplinary
  • it is said to consist of, take part in, and
    collaborate with
  • Psychology (especially cognitive psychology),
  • Linguistics,
  • Neuroscience,
  • Artificial intelligence (neural network research
    in particular),
  • Philosophy

3
Unified Theories of Cognition
  • Is a theory which attempts to unify all the
    theories of the mind in a single framework.
  • Allen Newell (1990) proposed that the current
    state-of-the-art in experimental psychology could
    now support such theories, based on years of
    accumulated results.
  • To assert a unified theory of cognition, one must
    propose mechanisms by which the results of these
    human cognitive experiments can be reproduced.
    The codification and simulation of these
    mechanisms is tantamount to designing an
    architecture for general intelligence.

4
Psychological Validity as an Issue in Cognitive
Architectures
  • Does the architecture make any attempt to model
    aspects of human behavior?
  • The answer is not always either easy or
    straightforward.
  • Some research in cognitive architectures is
    concerned with modeling the methods by which
    humans solve problems.
  • Another approach is to try to develop
    architectures which behave intelligently without
    regard to the psychological plausibility of the
    method by which the behavior is achieved.
  • Still yet another approach is to claim that
    intelligence can not be achieved without modeling
    the architecture of the brain first, and then
    determining the methods which will produce the
    desired behavior.
  • Power Law of Learning
  • the logarithm of the reaction time for a
    particular task decreases linearly with the
    logarithm of the number of practice trials
    taken.
  • With more practice at a task, people seem to
    always be getting faster.
  • However, the rate of learning decreases the more
    practice one has.

5
Cognitive architectures
  • Architecture is a key word for this domain
  • In computer science, the architecture of a system
    is a fixed structure that provides a system which
    can be programmed.
  • In cognitive science, the term refers to the
    architecture of the mind a fixed structure
    underlying the flexible domain of cognitive
    processing.
  • Cognitive architectures for humans
  • Architectures for intelligent agents for agents
  • The ambition of SOAR is to be both a basis for
    both human and artificial cognition.

6
Examples of cognitive architectures
  • Subsumption Architecture (Brooks)
  • Heterogeneous Asynchronous Architecture (Gat)
  • Plan-then-compile Architectures (Theo)
  • Planning and Learning Architecture (PRODIGY)
  • Modular-Integrated Architecture (ICARUS)
  • Adaptive Intelligent Systems (AIS)
  • A Meta-reasoning Architecture for 'X' (MAX)
  • A Basic Integrated Agent (Homer)
  • Problem-Space Architecture (Soar)
  • Situated Action Planned Action (Teton)
  • Real-Time, Decision-Theoretic Architecture
    (RALPH-MEA)
  • The Entropy Reduction Engine (ERE)

7
Soar
8
Short Long history
  • Started in 1983 a group led by Allen Newell
  • 22 years of history.
  • 8 versions.
  • Probably about 300 papers
  • It is still under active development.
  • Academic center University of Michigan
  • Commercial arm SoarTech Inc.

9
Philosophy (in their own words)
  • The Soar project is an attempt to develop and
    apply a unified theory of human and artificial
    intelligence.
  • The core of the effort is the architecture the
    fixed base of tightly coupled mechanisms
    underlying intelligent behavior.
  • This architecture then forms the basis for
    wide-ranging investigations into basic
    intelligent capabilities such as problem
    solving, planning learning, knowledge
    representation, natural language, perception and
    robotics.
  • This is a true cognitive-science enterprise,
    where human and artificial evidence and criteria
    are constantly intermingled in service of
    progress in both areas.

10
Components
  • Problem Spaces
  • Long-Term Memory
  • 3. Attribute-Value Representation
  • 4. Preference Memory
  • 5. Decision Procedure
  • 6. Perceptual-Motor Subsystems
  • 7. Goal-Directed Behavior
  • 8. Chunking-Based Learning

11
Problem spaces
  • Represents all tasks as collections of problem
    spaces
  • Problem space
  • States operators that manipulate states

12
Long term memory
  • Soar's long term memory is a production system
    based on Ops5. Productions
  • have a set of conditions, which are patterns to
    be matched to working memory,
  • a set of actions to perform when the production
    fires.
  • Conditions can match to all the current goals,
    problem spaces, states and operators on the
    context stack in working memory.
  • Actions can only add elements to preference
    memory. These elements are attribute/value pairs
    for some object and a preference, which indicates
    a (lack of) desire to add this element to working
    memory.
  • Soar performs no conflict resolution between
    competing productions- all productions which
    match the current working memory fire.

13
(Let us remember) Productions
  • (defrule mammal
  • (animal ?name)
  • (warm-blooded ?name)
  • (not (lays-eggs ?name))
  • gt
  • (assert (mammal ?name))
  • (printout t ?name " is a mammal" crlf))
  • The problem with a production system is the
    efficiency of matching a number of conditions
    against the knowledgebase.
  • The RETE algorithm

14
Working memory
  • Soar's working memory consists of a set of
    (Object attribute value) elements. Value may be
    a symbolic constant, a number, a string, or an
    Object. The context stack consists of the context
    objects currently in working memory all goals,
    problem spaces, states, and operators. All
    context elements are attached to a goal, and all
    goals except the top goal point to a supergoal,
    imposing a linear order on the context stack.
  • There must be some chain of elements from a
    context object to every element in working
    memory. If this chain is broken the element is
    removed from working memory.
  • The Decision Cycle can examine and modify the
    entire context stack. The preference memory
    determines which elements enter and leave working
    memory.

15
Decision cycle
  • Soar works in a loop called decision cycle
  • Elaboration
  • Decision
  • Repeat
  • Elaboration
  • all productions which match the current working
    memory fire. All productions fire in parallel.
    The elaboration phase runs to Quiescence (until
    no more productions fire).
  • Decision
  • examines any preferences put into preference
    memory
  • chooses the next problem space, state, operator
    or goal

16
Impasse
  • If there is not enough information (or the
    information is contradictory) for the decision
    phase to choose the next slot value, then an
    impasse results. There are four types of
    impasses
  • 1. When two are more elements have equal
    preference, then there is a "tie impasse".
  • 2. When no preferences are in working memory,
    this causes a "no-change impasse
  • 3. When the only preferences in working memory
    are rejected by other preferences, then there is
    a "reject impasse".
  • 4. A "conflict impasse" results when preferences
    claim that two or more elements are each better
    choices then the others.
  • Impasses occur when there is a lack of applicable
    knowledge in the current problem space, so they,
    in a sense, signal that problem solving needs to
    take place. This problem solving proceeds in the
    form of an automatically generated subgoal.

17
Perceptual-Motor System
  • The perceptual subsystem consist of independant
    modules for each input channel. They run
    asynchronously with respect to each other and to
    the remainder of the architecture. The perceptual
    modules deliver data directly into working memory
    whenever it is available.
  • The motor subsystem consist of independant
    modules for each output channel. They run
    asynchronously with respect to each other and to
    the remainder of the architecture. The motor
    modules accept commands from working memory and
    execute them. Their progress can then be
    monitored through sensors that are fed back into
    the system via the perception subsystem.
  • All perceptual and motor behavior is mediated
    through working memory.
  • Encoding and decoding production are used to
    convert between high-level structures use by the
    cognitive system, and the low-level structures
    used by the perceptual and motor subsystems.
  • These productions are the same as regular Soar
    production except that they match on perceptual
    and motor working memory elements and are
    independant of context (problem space, state,
    operator).
  • This autonomy from context is critical because it
    allows the decision procedure to proceed without
    waiting for quiescense, which may not occur in a
    rapidly changing environment.

18
Chunking-based Learning
  • Psychological phenomena of chunking
  • The association of chunks (expressions or
    symbols) into a new, single chunk.
  • In Soar, chunking collapses the results of an
    impasse into a production which can then be fired
    if the same, or similar situation occurs again,
    thus avoiding the impasse.
  • This leads directly to Soar's ability to move
    from problematic to routine behavior.
  • Since the learning mechanism creates new
    knowledge in the same form as the rest of the
    system's knowledge (i.e. productions), the
    uniformity of the representation is maintained by
    the learning mechanism.
  • Because chunking is based on the results of a
    resolved impasse, it is an experience-
  • based learning technique.
  • Since this dependency analysis uses only those
    working memory elements that were used in impasse
    resolution, chunking generalizes implicitly. The
    situation that leads to a chunk does not need to
    be reproduced exactly for the chunk to fire
    later only those elements which led directly to
    the chunk are necessary.
  • The architecture directs the creation of a chunk
    whenever an impasse is resolved. Thus, chunking
    is both a universal and reflexive process.
    Additionally, the chunking mechanism is fixed and
    impenetrable and can not be improved by learning.
  • Finally, chunking can be viewed as a caching
    mechanism.

19
New additions to SOAR
  • Reinforcement learning
  • Episodic memory
  • Working memory activation
  • Emotion modeling

20
Programming SOAR
  • Programming at the knowledge level
  • Ideally, adjustments and enhancements of behavior
    should be possible by simply conveying the
    appropriate knowledge to the system.
  • One would hardly call this programming
  • But we dont know how to do it.
  • Programming as a problem space system
  • Augmentation in the store of program spaces.
  • It is primarily a modelling activity
  • Programming as a symbol level system
  • Essentially a production system
  • and when everything fails (BL)
  • Bring the big hammer and hack around the problems
    in a procedural way.
  • Anything missing?
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