Computational Discovery of Communicable Knowledge - PowerPoint PPT Presentation

About This Presentation
Title:

Computational Discovery of Communicable Knowledge

Description:

(steering-wheel-straight me) (centered-in-lane ... (steer-for-right-turn (?self ?int ?endsg) ... actions (( times steer 2)) ) ICARUS Skills for In-City Driving ... – PowerPoint PPT presentation

Number of Views:25
Avg rating:3.0/5.0
Slides: 62
Provided by: lang82
Category:

less

Transcript and Presenter's Notes

Title: Computational Discovery of Communicable Knowledge


1
An 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.
2
General 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.
3
The 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.

4
The Fragmentation of AI Research
?
5
Newells 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.

6
An Architecture with Communicating Modules
software engineering / multi-agent systems
7
An Architecture with Shared Short-Term Memory
short-term beliefs and goals
blackboard architectures
8
Architectures 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.
9
An Architecture with Shared Long-Term Memory
short-term beliefs and goals long-term
memory structures
cognitive architectures
10
A Constrained Cognitive Architecture
short-term beliefs and goals long-term
memory structures
11
The 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.
12
Theoretical 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.
13
Architectural 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.
14
ICARUS Memories
Perceptual Buffer
Long-Term Conceptual Memory
Short-Term Conceptual Memory
Environment
Long-Term Skill Memory
Short-Term Goal/Skill Memory
Motor Buffer
15
Architectural 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.
16
ICARUS 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)
17
ICARUS 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)
18
Teleoreactive 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).
19
ICARUS 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)) )
20
ICARUS 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)) )
21
Hierarchical 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
22
Hierarchical 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.
23
Architectural 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.
24
ICARUS 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
25
The ICARUS Control Cycle
On each successive execution cycle, the ICARUS
architecture
  1. places descriptions of sensed objects in the
    perceptual buffer
  2. infers instances of concepts implied by the
    current situation
  3. finds paths through the skill hierarchy from
    top-level goals
  4. selects one or more applicable skill paths for
    execution
  5. invokes the actions associated with each selected
    path.

Thus, ICARUS agents are examples of what Nilsson
(1994) refers to as teleoreactive systems.
26
Basic 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
27
ICARUS Interleaves Execution and Problem Solving
Reactive Execution
no
impasse?
yes
Problem Solving
28
Interleaving 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.
29
A 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)
30
Architectures 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.
31
Programming 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.
32
The 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.
33
ICARUS Learns Skills from Problem Solving
Reactive Execution
no
impasse?
yes
Problem Solving
Skill Learning
34
Three 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.

35
Constructing 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)
36
Constructing 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)
37
Constructing 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)
38
Constructing 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)) )
41
Learned 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.
42
Learned 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.
43
Learned 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.
44
Intellectual 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.
45
Directions 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.
46
Contributions 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.
47
Some Other Cognitive Architectures
ACT
Soar
PRODIGY
EPIC
RCS
GIPS
3T
APEX
CAPS
CLARION
Dynamic Memory
Society of Mind
48
Concluding 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/
49
End of Presentation
50
Aspects 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.
51
In the Beginning . . .
AI monobloc
52
The Big Bang Theory of AI
?
53
The Task of In-City Driving
54
Transfer Effects in the Blocks World
20 blocks
55
Learning Curves for In-City Driving
56
FreeCell Solitaire
FreeCell is a full-information card game that, in
most cases, can be solved by planning it also
has a highly recursive structure.
57
Transfer Effects in FreeCell
16 cards
58
An 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.

59
Evaluation 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.

60
Repositories 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.

61
Concluding 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.
Write a Comment
User Comments (0)
About PowerShow.com