Learning Fast and Slow John E. Laird

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Learning Fast and Slow John E. Laird John L. Tishman Professor of Engineering University of Michigan My research goal is Human-Level AI – all of the cognitive capabilities of a human. Essentially Artificial General Intelligence. Recognition, categorize, prediction. 37th Soar Workshop June 5, 2017

The Soar Cognitive Architecture Symbolic Long-Term Memories Procedural Semantic Episodic Semantic Learning Reinforcement Learning Chunking Episodic Learning Symbolic Working Memory Decision Procedure No “task learning module” – no natural language module either. Note – META DATA Model learning Spatial Visual System (SVS) controller Object-based continuous metric space Motor learning Percept learning Perception Action Laird, J. E. (2012). The Soar Cognitive Architecture. MIT Press.

Hypothesis: Two Kinds of Learning L1: Architectural Learning Mechanisms Captures knowledge from an agent’s ongoing experiences. Perceptual, procedural, semantic, episodic, motor, ... L2: Knowledge-based Learning Strategies Create experiences for L1 mechanisms to learn. Examples: Practice an activity, run a scientific experiment.

L1: Architectural Learning Mechanisms Automatic Innate, effortless, fast, online, always active Bottom up, data driven Learn directly from agent’s experiences Perceptual and internal structures Temporally local Diverse mechanisms for diverse representations Neural networks Graphical models Relational symbolic representations <Quantum?> Kahneman – not decision making but learning.

L2: Knowledge-based Learning Strategies Deliberate Initiated and controlled by agent knowledge Are “tasks” for the agent and competes with task reasoning Can be learned and improved with experience Do not directly modify long-term memory Use existing capabilities to create experiences for L1 Action, analogy, attention, decision making, dialog, goal-based reasoning, meta-reasoning, natural language reasoning, planning, spatial reasoning, temporal reasoning, theory of mind, … Allow generative heterogeneous and non-local learning Can combine different types of knowledge acquired over time Examples: Deliberate rehearsal, explicit training regimes (studying), self-explanation, learning by instruction, after-action review, … Kahneman – not decision making but learning. No L2 architectural “boxes”

Reinforcement Learning: L1 or L2? L1: Updates to value function Modifying parameters: Learning rate? Fixed, or fixed schedule, or dependent on task? Exploration/exploitation tradeoff? L2: Overall strategy: Number of training trials? Intermixing of training? Using internal planning or acting in the world?

L2: Interactive Task Learning Learn new tasks through natural interactions with humans. Rosie Implemented in Soar: lots of procedural and semantic knowledge – no new learning mechanisms Acquires task definition knowledge Concept definitions, hierarchical goal descriptions, failure states, task constraints, task actions, heuristics >30 puzzles and games, and mobile robot tasks

Task Learning Processing Perceiving Environment Comprehend Language Construct Task Representation Interpret Task Representation Search for Solution Act in the World Task learning is a side effect of these activities Where is “learning”?

Interpret and Operationalize Task Representation (w1 ^game(g1 ^name tower-of-hanoi ^struct(a1 ^goal (g1 ...) ^operator(c1 ^name stack ^arg(C11 ...) (C12 ...)) Task Representation Working Memory + (w1 ^object (o1 ^type block ^color yellow ^size small) (o2 ^type block ^color red ^size medium) ... ^relation (r1 ^type on ^arg1 o1 ^arg2 o2) ^property (p1 ^name clear ^object o1)) Environment Representation Deliberate reasoning (Procedural Memory) (o1 ^name stack ^arg1 block1 ^arg2 block3) Goal is not to solve natural language processing, vision, Claim sufficient progress in each of these systems to design end to end system Chunking converts deliberate processing to reactive processing (80x speedup) Environment

Search for Solution and Act in the World Working, Procedural → Working, Procedural If search fails, agent asks for instruction to lead to solution. Once solution is found, agent performs retrospective analysis based on episodic memories to understand why it succeeded. Chunking converts to control rules. If know what to do, do it. Otherwise search for solution constrained by learned heuristics. If search succeeds, chunking converts search results into control rules (a policy) to select actions. Goal is not to solve natural language processing, vision, Claim sufficient progress in each of these systems to design end to end system Reinforcement learning tunes decisions based on performance (not yet).

More that L1 and L2? L0: Evolution: Creates L1 Mechanisms L1: Architectural Learning Mechanisms L1.5: Innate Strategies Initiate behavior that creates experiences that aid learning Not deliberately initiated to enhance learning Examples: curiosity, play in young animals, social … L2: Knowledge-based Learning Strategies Wild speculation: L2 strategies are unique to humans

Which is Fast and Which is Slow?