Title: Computational Discovery of Communicable Knowledge
1An Adaptive Architecture for Physical Agents
Pat Langley Computational Learning
Laboratory Center for the Study of Language and
Information Stanford University, Stanford,
California USA http//cll.stanford.edu/
Thanks to D. Choi, K. Cummings, N. Nejati, S.
Rogers, S. Sage, D. Shapiro, and J. Xuan for
their contributions. This talk reports research.
funded by grants from DARPA IPTO and the US
National Science Foundation, which are not
responsible for its contents.
2General Cognitive Systems
- The original goal of artificial intelligence was
to design and implement computational artifacts
that - combined many cognitive abilities in an
integrated system - exhibited the same level of intelligence as
humans - utilized its intelligence in a general way
across domains.
Instead, modern AI has divided into many
subfields that care little about systems,
generality, or even intelligence. But the
challenge remains and we need far more research
on general cognitive systems.
3The Domain of In-City Driving
- Consider driving a vehicle in a city, which
requires - selecting routes
- obeying traffic lights
- avoiding collisions
- being polite to others
- finding addresses
- staying in the lane
- parking safely
- stopping for pedestrians
- following other vehicles
- delivering packages
- These tasks range from low-level execution to
high-level reasoning.
4The Fragmentation of AI Research
?
5Newells Vision
In 1973, Allen Newell argued You cant play
twenty questions with nature and win. Instead,
he proposed that we
- move beyond isolated phenomena and capabilities
to develop complete models of intelligent
behavior - demonstrate our systems intelligence on the same
range of domains and tasks as humans can handle - evaluate these systems in terms of generality and
flexibility rather than success on a single
application domain. - However, there are different paths toward
achieving these goals.
6An Architecture with Communicating Modules
software engineering / multi-agent systems
7An Architecture with Shared Short-Term Memory
short-term beliefs and goals
blackboard architectures
8Architectures and Constraints
- Newells vision for research on theories of
intelligence was that - agent architectures should make strong
theoretical assumptions about the nature of the
mind. - architectural designs should change only
gradually, as new structures or processes are
determined necessary. - later design choices should be constrained
heavily by earlier ones, not made independently.
A successful architecture is all about mutual
constraints, and it should provide a unified
theory of intelligent behavior. He associated
these aims with the idea of a cognitive
architecture.
9An Architecture with Shared Long-Term Memory
short-term beliefs and goals long-term
memory structures
cognitive architectures
10A Constrained Cognitive Architecture
short-term beliefs and goals long-term
memory structures
11The ICARUS Architecture
In this talk I will use one such framework ?
ICARUS ? to illustrate the advantages of
cognitive architectures. Like previous
candidates, it incorporates ideas from theories
of human problem solving and reasoning.
However, ICARUS is also distinctive in its
concern with
- physical agents that operate in an external
environment - the hierarchical structure of knowledge and its
origin.
These concerns have led to different assumptions
than earlier cognitive architectures like ACT-R,
Soar, and Prodigy.
12Theoretical Claims of ICARUS
Our recent work on ICARUS has been guided by six
principles
- Cognition grounded in perception and action
- Cognitive separation of categories and skills
- Hierarchical organization of long-term memory
- Cumulative learning of skill/concept hierarchies
- Correspondence of long-term/short-term structures
- Modulation of symbolic structures with numeric
content
These ideas distinguish ICARUS from most other
architectures.
13Architectural Commitment to Memories
- A cognitive architecture makes a specific
commitment to - long-term memories that store knowledge and
procedures - short-term memories that store beliefs and
goals - sensori-motor memories that hold percepts and
actions.
Each memory is responsible for different content
that the agent uses in its activities.
14ICARUS Memories
Perceptual Buffer
Long-Term Conceptual Memory
Short-Term Conceptual Memory
Environment
Long-Term Skill Memory
Short-Term Goal/Skill Memory
Motor Buffer
15Architectural Commitment to Representations
- For each memory, a cognitive architecture also
commits to - the encoding of contents in that memory
- the organization of structures within the
memory - the connections among structures across
memories.
Most cognitive architectures rely upon formalisms
similar to predicate calculus that express
relational content. These build on the central
assumption of AI that intelligence involves the
manipulation of list structures.
16ICARUS Percepts are Objects with Attributes
(self me speed 24.0 wheel-angle 0.02 limit 25.0
road-angle 0.06) (segment g1059 street 2 dist
-5.0 latdist 15.0) (segment g1050 street A dist
-45.0 latdist nil) (segment g1049 street A dist
oor latdist nil) (lane-line g1073 length 100.0
width 0.5 dist 35.0 angle 1.57 color
white) (lane-line g1074 length 100.0 width 0.5
dist 15.0 angle 1.57 color white) (lane-line
g1072 length 100.0 width 0.5 dist 25.0 angle 1.57
color yellow) (lane-line g1100 length 100.0 width
0.5 dist -15.0 angle 0.0 color white) (lane-line
g1101 length 100.0 width 0.5 dist 5.0 angle 0.0
color white) (lane-line g1099 length 100.0 width
0.5 dist -5.0 angle 0.0 color yellow) (lane-line
g1104 length 100.0 width 0.5 dist 5.0 angle 0.0
color white) (intersection g1021 street A cross 2
dist -5.0 latdist nil) (building g943 address 246
c1dist 43.69 c1angle -0.73 c2dist nil c2angle
nil) (building g941 address 246 c1dist 30.10
c1angle -1.30 c2dist 43.70 c2angle
-0.73) (building g939 address 197 c1dist 30.10
c1angle -1.30 c2dist 33.40 c2angle
-2.10) (building g943 address 172 c1dist 33.40
c1angle -2.09 c2dist 50.39 c2angle
-2.53) (sidewalk g975 dist 15.0 angle
0.0) (sidewalk g978 dist 5.0 angle 1.57)
17ICARUS Beliefs are Relations Among Objects
(not-on-street me g2980) (currrent-building me
g2222) (not-approaching-cross-street me
g2980) (not-on-cross-street me g2980) (current-str
eet me A) (current-segment me g2480) (not-deliver
ed g2980) (in-U-turn-lane me g2533) (in-leftmost-
lane me g2533) (lane-to-right me
g2533) (fast-for-right-turn me) (fast-for-U-turn
me) (driving-in-segment me g2480
g2533) (at-speed-for-cruise me) (steering-wheel-st
raight me) (centered-in-lane me
g2533) (aligned-with-lane me g2533) (in-lane me
g2533) (on-right-side-of-road me) (in-segment me
g2480) (buildings-on-right me g2231 g2230
g2480) (increasing me g2231 g2230
g2480) (buildings-on-right me g2231 g2222
g2480) (increasing me g2231 g2222
g2480) (buildings-on-right me g2231 g2211
g2480) (increasing me g2231 g2211
g2480) (buildings-on-right me g2230 g2222
g2480) (increasing me g2230 g2222
g2480) (buildings-on-right me g2230 g2211
g2480) (increasing me g2230 g2211
g2480) (buildings-on-right me g2222 g2211
g2480) (increasing me g2222 g2211
g2480) (buildings-on-left me g2366
g2480) (buildings-on-left me g2368
g2480) (buildings-on-left me g2370
g2480) (buildings-on-left me g2372 g2480)
18Teleoreactive Logic Programs
ICARUS encodes long-term knowledge of three
general types
- Concepts A set of conjunctive relational
inference rules - Primitive skills A set of durative STRIPS
operators - Nonprimitive skills A set of clauses which
specify - a head that indicates a goal the method achieves
- a set of (possibly defined) preconditions
- one or more ordered subskills for achieving the
goal.
These teleoreactive logic programs can be
executed reactively but in a goal-directed manner
(Nilsson, 1994).
19ICARUS Concepts for In-City Driving
(in-segment (?self ?sg) percepts ((self ?self
segment ?sg) (segment ?sg)))(aligned-with-lane
(?self ?lane) percepts ((self ?self)
(lane-line ?lane angle ?angle))
positives ((in-lane ?self ?lane)) tests ((gt
?angle -0.05) (lt ?angle 0.05)) )(on-street
(?self ?packet) percepts ((self ?self) (packet
?packet street ?street) (segment ?sg street
?street)) positives ((not-delivered ?packet)
(current-segment ?self ?sg)) )(increasing-direct
ion (?self) percepts ((self ?self))
positives ((increasing ?b1 ?b2))
negatives ((decreasing ?b3 ?b4)) )
20ICARUS Skills for In-City Driving
(on-street-right-direction (?self ?packet)
percepts ((self ?self segment ?segment direction
?dir) (building ?landmark)) start
((on-street-wrong-direction ?self ?packet))
ordered ((get-in-U-turn-lane ?self)
(prepare-for-U-turn ?self) (steer-for-U-turn
?self ?landmark)) ) (get-aligned-in-segment
(?self ?sg) percepts ((lane-line ?lane angle
?angle)) requires ((in-lane ?self ?lane))
effects ((aligned-with-lane ?self ?lane))
actions ((?steer (?times ?angle 2)))
) (steer-for-right-turn (?self ?int ?endsg)
percepts ((self ?self speed ?speed)
(intersection ?int cross ?cross) (segment
?endsg street ?cross angle ?angle))
start ((ready-for-right-turn ?self ?int))
effects ((in-segment ?self ?endsg))
actions ((?times steer 2)) )
21Hierarchical Structure of Long-Term Memory
ICARUS organizes both concepts and skills in a
hierarchical manner.
concepts
Each concept is defined in terms of other
concepts and/or percepts. Each skill is defined
in terms of other skills, concepts, and percepts.
skills
22Hierarchical Structure of Long-Term Memory
ICARUS interleaves its long-term memories for
concepts and skills.
For example, the skill highlighted here refers
directly to the highlighted concepts.
23Architectural Commitment to Processes
- In addition, a cognitive architecture makes
commitments about - performance processes for
- retrieval, matching, and selection
- inference and problem solving
- perception and motor control
- learning processes that
- generate new long-term knowledge structures
- refine and modulate existing structures
In most cognitive architectures, performance and
learning are tightly intertwined.
24ICARUS Functional Processes
Perceptual Buffer
Short-Term Conceptual Memory
Long-Term Conceptual Memory
Conceptual Inference
Perception
Environment
Skill Retrieval
Short-Term Goal/Skill Memory
Long-Term Skill Memory
Skill Execution
Problem Solving Skill Learning
Motor Buffer
25The ICARUS Control Cycle
On each successive execution cycle, the ICARUS
architecture
- places descriptions of sensed objects in the
perceptual buffer - infers instances of concepts implied by the
current situation - finds paths through the skill hierarchy from
top-level goals - selects one or more applicable skill paths for
execution - invokes the actions associated with each selected
path.
Thus, ICARUS agents are examples of what Nilsson
(1994) refers to as teleoreactive systems.
26Basic ICARUS Processes
ICARUS matches patterns to recognize concepts and
select skills.
concepts
Concepts are matched bottom up, starting from
percepts. Skill paths are matched top down,
starting from intentions.
skills
27ICARUS Interleaves Execution and Problem Solving
Reactive Execution
no
impasse?
yes
Problem Solving
28Interleaving Reactive Control and Problem Solving
Solve(G) Push the goal literal G onto the empty
goal stack GS. On each cycle, If the top
goal G of the goal stack GS is satisfied,
Then pop GS. Else if the goal stack GS does
not exceed the depth limit, Let S be
the skill instances whose heads unify with G.
If any applicable skill paths start from an
instance in S, Then select one of these
paths and execute it. Else let M be the
set of primitive skill instances that have not
already failed in which G is an effect.
If the set M is nonempty,
Then select a skill instance Q from M. Push
the start condition C of Q onto goal stack GS.
Else if G is a complex concept with
the unsatisfied subconcepts H and with satisfied
subconcepts F, Then if
there is a subconcept I in H that has not yet
failed, Then push
I onto the goal stack GS.
Else pop G from the goal stack GS and
store information about failure with G's parent.
Else pop G from the goal
stack GS. Store
information about failure with G's parent.
This is traditional means-ends analysis, with
three exceptions (1) conjunctive goals must be
defined concepts (2) chaining occurs over both
skills/operators and concepts/axioms and (3)
selected skills are executed whenever applicable.
29A Successful Problem-Solving Trace
initial state
(clear C)
(hand-empty)
(unst. C B)
(clear B)
(unstack C B)
goal
(on C B)
(unst. B A)
(clear A)
(unstack B A)
(ontable A T)
(holding C)
(hand-empty)
(putdown C T)
(on B A)
(holding B)
30Architectures as Programming Languages
- Cognitive architectures come with a programming
language that - includes a syntax linked to its representational
assumptions - inputs long-term knowledge and initial short-term
elements - provides an interpreter that runs the specified
program - incorporates tracing facilities to inspect system
behavior
Such programming languages ease construction and
debugging of knowledge-based systems. For this
reason, cognitive architectures support far more
efficient development of software for intelligent
systems.
31Programming in ICARUS
- The programming language associated with ICARUS
comes with - the syntax of teleoreactive logic programs
- the ability to load and parse such programs
- an interpreter for inference, execution,
planning, and learning - a trace package that displays system behavior
over time
We have used this language to develop adaptive
intelligent agents in a variety of domains.
32The Origin of Skill Hierarchies
ICARUS commitment to hierarchical organization
raises a serious question about the origin of its
structures. We want mechanisms which acquire
these structures in ways that
- are consistent with knowledge of human behavior
- operate in an incremental and cumulative manner
- satisfy constraints imposed by other ICARUS
components.
This requires some source of experience from
which to create hierarchical structures.
33ICARUS Learns Skills from Problem Solving
Reactive Execution
no
impasse?
yes
Problem Solving
Skill Learning
34Three Questions about Skill Learning
- What is the hierarchical structure of the
network? - The structure is determined by the subproblems
that arise in problem solving, which, because
operator conditions and goals are single
literals, form a semilattice. - What are the heads of the learned
clauses/methods? - The head of a learned clause is the goal literal
that the planner achieved for the subproblem that
produced it. - What are the conditions on the learned
clauses/methods? - If the subproblem involved skill chaining, they
are the conditions of the first subskill clause. - If the subproblem involved concept chaining, they
are the subconcepts that held at the outset of
the subproblem.
35Constructing Skills from a Trace
(clear C)
skill chaining
1
(hand-empty)
(unst. C B)
(clear B)
(unstack C B)
(on C B)
(unst. B A)
(clear A)
(unstack B A)
(ontable A T)
(holding C)
(hand-empty)
(putdown C T)
(on B A)
(holding B)
36Constructing Skills from a Trace
(clear C)
1
(hand-empty)
(unst. C B)
(clear B)
(unstack C B)
(on C B)
(unst. B A)
(clear A)
(unstack B A)
skill chaining
2
(ontable A T)
(holding C)
(hand-empty)
(putdown C T)
(on B A)
(holding B)
37Constructing Skills from a Trace
(clear C)
concept chaining
3
1
(hand-empty)
(unst. C B)
(clear B)
(unstack C B)
(on C B)
(unst. B A)
(clear A)
(unstack B A)
2
(ontable A T)
(holding C)
(hand-empty)
(putdown C T)
(on B A)
(holding B)
38Constructing Skills from a Trace
skill chaining
(clear C)
4
3
1
(hand-empty)
(unst. C B)
(clear B)
(unstack C B)
(on C B)
(unst. B A)
(clear A)
(unstack B A)
2
(ontable A T)
(holding C)
(hand-empty)
(putdown C T)
(on B A)
(holding B)
39 Learned Skills in the Blocks World
(clear (?C) percepts ((block ?D) (block ?C))
start (unstackable ?D ?C) skills ((unstack ?D
?C)))(clear (?B) percepts ((block ?C)
(block ?B)) start (on ?C ?B) (hand-empty)
skills ((unstackable ?C ?B) (unstack ?C
?B)))(unstackable (?C ?B) percepts ((block
?B) (block ?C)) start (on ?C ?B)
(hand-empty) skills ((clear ?C)
(hand-empty)))(hand-empty ( ) percepts
((block ?D) (table ?T1)) start (putdownable
?D ?T1) skills ((putdown ?D ?T1)))
40 Skill Clauses Learning for In-City Driving
(parked (?ME ?G1152) percepts ( (lane-line
?G1152) (self ?ME)) start ( )
skills ( (in-rightmost-lane ?ME ?G1152)
(stopped ?ME)) )(in-rightmost-lane (?ME
?G1152) percepts ( (self ?ME) (lane-line
?G1152)) start ( (last-lane ?G1152))
skills ( (driving-in-segment ?ME ?G1101
?G1152)) ) (driving-in-segment (?ME ?G1101
?G1152) percepts ( (lane-line ?G1152)
(segment ?G1101) (self ?ME)) start
( (steering-wheel-straight ?ME)) skills
( (in-lane ?ME ?G1152)
(centered-in-lane ?ME ?G1101 ?G1152)
(aligned-with-lane-in-segment ?ME ?G1101
?G1152) (steering-wheel-straight
?ME)) )
41Learned Skill for Changing Lanes
We have trained the ICARUS driving agent in a
cumulative manner. First we present the system
with the task of changing lanes using only
primitive skills. The architecture calls on
problem solving to handle the situation and
caches the solution in a new composite skill.
This skill later lets the agent change lanes in
a reactive fashion.
42Learned Preparation for Turning
After the ICARUS agent has mastered changing
lanes, we give it the more complex task of
preparing for a turn. Again the system calls on
problem solving, but this time it can use the
skill already learned. As before, the solution
is stored as a new skill, this one calling on the
acquired skill for changing lanes.
43Learned Turning and Parking
Next we present the task of turning a corner and
parking in the rightmost lane. As before, the
system calls the problem solver to handle the
situation and stores additional structures in
memory. The resulting skill hierarchy can turn
and park from the initial position using only
reactive control.
44Intellectual Precursors
ICARUS design has been influenced by many
previous efforts
- earlier research on integrated cognitive
architectures - especially ACT, Soar, and Prodigy
- earlier frameworks for reactive control of agents
- research on belief-desire-intention (BDI)
architectures - planning/execution with hierarchical transition
networks - work on learning macro-operators and
search-control rules - previous work on cumulative structure learning
However, the framework combines and extends ideas
from its various predecessors in novel ways.
45Directions for Future Research
Future work on ICARUS should introduce additional
methods for
- forward chaining and mental simulation of skills
- learning expected utilities from skill execution
histories - learning new conceptual structures in addition to
skills - probabilistic encoding and matching of Boolean
concepts - flexible recognition of skills executed by other
agents - extension of short-term memory to store episodic
traces.
Taken together, these features should make ICARUS
a more general and powerful cognitive
architecture.
46Contributions of ICARUS
ICARUS is a cognitive architecture for physical
agents that
- includes separate memories for concepts and
skills - organizes both memories in a hierarchical
fashion - modulates reactive execution with goal seeking
- augments routine behavior with problem solving
and - learns hierarchical skills in a cumulative manner.
These concerns distinguish ICARUS from other
architectures, but it makes commitments along the
same design dimensions.
47Some Other Cognitive Architectures
ACT
Soar
PRODIGY
EPIC
RCS
GIPS
3T
APEX
CAPS
CLARION
Dynamic Memory
Society of Mind
48Concluding Remarks
We need more research on integrated intelligent
systems that
- are embedded within a unified cognitive
architecture - incorporate modules that provide mutual
constraints - demonstrate a wide range of intelligent behavior
- are evaluated on multiple tasks in challenging
testbeds.
If you do not yet use a cognitive architecture in
your research on intelligent agents, please
consider it seriously. For more information
about the ICARUS architecture, see
http//cll.stanford.edu/research/ongoing/icarus/
49End of Presentation
50Aspects of Cognitive Architectures
- As traditionally defined and utilized, a
cognitive architecture - specifies the infrastructure that holds constant
over domains, as opposed to knowledge, which
varies. - models behavior at the level of functional
structures and processes, not the knowledge or
implementation levels. - commits to representations and organizations of
knowledge and processes that operate on them. - comes with a programming language for encoding
knowledge and constructing intelligent systems.
Early candidates were cast as production system
architectures, but alternatives have gradually
expanded the known space.
51In the Beginning . . .
AI monobloc
52The Big Bang Theory of AI
?
53The Task of In-City Driving
54Transfer Effects in the Blocks World
20 blocks
55Learning Curves for In-City Driving
56FreeCell Solitaire
FreeCell is a full-information card game that, in
most cases, can be solved by planning it also
has a highly recursive structure.
57Transfer Effects in FreeCell
16 cards
58An Approach to Hierarchy Learning
We have extended ICARUS to incorporate a module
for means-ends problem solving that
- decomposes complex problems into subproblems
- relies on heuristic search to find useful
decompositions.
- When ICARUS cannot execute a skill because its
start condition is unmet, this mechanism - chains backward off skills that would achieve
the condition or - chains backward off definitions of the
unsatisfied concept. - Traces of successful problem solving serve as the
basis for new hierarchical structures.
59Evaluation of Intelligent Systems
- Experimental studies of intelligent systems have
lagged behind ones for component methods because - they focus on more complex, multi-step
behavior - they require more engineering to develop them
- they rely on interaction among their
components. - Together, these factors have slowed the
widespread adoption of experimental evaluation.
60Repositories for Intelligent Systems
- Public repositories are now common among the AI
subfields, and they offer clear advantages for
research by - providing fast and cheap materials for
experiments - supporting replication and standards for
comparison. - However, they can also produce undesirable side
effects by - focusing attention on a narrow class of
problems - encouraging a bake-off mentality among
researchers. - To support research on intelligent systems, we
need testbeds and environments designed with them
in mind.
61Concluding Remarks
- We must also think about ways to overcome social
obstacles to pursuing this research agenda - conference tracks on integrated systems (e.g.,
AAAI) - testbeds that evaluate general intelligence
(e.g., GGP) - Both RoboCup and ICDL are in excellent positions
to foster more work along these lines. - I hope to see increased activity of this type at
future meetings of these conferences.