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Cognitive Architectures and General Intelligent Systems Pay Langley 2006 Presentation : Suwang Jang
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Index A trend of AI Original Goal of AI and modern AI Three Architectural Paradigms Multi-agent systems Blackboard systems Cognitive Architecture Commitments of Cognitive Architecture ICARUS Architecture Memories and Representations Performance and Learning Process
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Envision by early AI researchers The Original Goal of AI was constructing artifacts which have almost same intellectual capacity as humans ☞ General Intelligent Systems
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But, Modern AI? Computer vision Computational linguistics Planning ……. - Fragmented Approaches -
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Newell’s arguments (1973) He was critiquing the strategy of experimental cognitive psychologists, who studied isolated components of human cognition without considering their interaction ? ? !! And he argued that we should evaluate AI in terms of generality and flexibility, rather than success on a single domain
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The Notion of Newell Cognitive Psychology + (as close allies) AI Research ☞ “Cognitive Architecture” (1973)
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Three Architectural Paradigms for General Intelligent System Multi-agent System Blackboard System ACT, Soar and I CARUS (Cognitive Architecture Based)
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Multi-agent System (Sycara 1998) Traditional approaches to software engineering Features Distinct modules Direct communication with each other (Specified Input/Output and Protocol) No constraints on how each module operates Advantage Easy for teamwork (Developing each module separately and Integrating them) Disadvantage Need for modules to communicate directly with one another
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Blackboard System (Engelmore and Morgan 1989) Retains Modularity of the first framework Indirect Communication through short-term memory More closer to theories of human cognition Pattern matching against elements
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Newell’s View Unified theory of intelligent behavior, not simply integrated one Mutual constraints for independency among modules Architectural design changed only gradually for correspondence to new structure that supporting new functionality
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Cognitive Architecture The short-term and long-term memories that store the agent’s beliefs, goals, and knowledge The representation and organization of structures that are embedded in these memories The functional processes that operate on these structures, including both performance and learning mechanisms A programming language that lets one construct knowledge-based systems that embody the architecture’s assumption
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The I CARUS Architecture Common cognitive architecture + concern with physical agent that operate in an external environment
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Principles Cognition is grounded in perception and action Concepts and skills are distinct cognitive structures Long-term memory is organized in a hierarchical fashion Skill and concept hierarchies are acquired in a cumulative manner Long-term and short-term structures have a strong correspondence
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Memories and Representations ① ② ③ ④ ⑤
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① Conceptual Memory Concept : Head ☞ name arguments Body :percept ☞ type, attribute value (from Perceptual Buffer) :relation ☞ low-level concept :test (primitive concept) ☞ Boolean test Bottom-up
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Primitive Non-Primitive Long-term concept memory
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② Skill Memory Primitive skill : Head ☞ Concept which the clause should achieve upon successful completion Body :start ☞ describe the situation in which the agent initiate the clause :require ☞ field that must hold throughout execution :actions ☞ executable action (to Motor Buffer)
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② Skill Memory Non-primitive skill : No :require field and :action field Instead have a :subgoals field Top-down
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Primitive Non-Primitive Recursive Call Long-term skill memory
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Short-term Memory ③ Belief memory (Concept name + Instance) ④ Perceptual buffer (type, unique name, attribute + value …) ⑤ Goal/Intention Memory Stack of goals … Sub goal High-level goal
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Short-term belief memory
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Short-term perceptual buffer
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Performance and Learning Processes
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Conceptual Clause (Left) and Skill Clause (Right)
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Skill Clause Top-down manner If execution module can find an applicable path, it carry out actions. Applicable path : Concept instance of goal is not satisfied yet Requirements of terminal skill are satisfied For each skill instance in the path not executed on the previous cycle The start conditions are satisfied
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Skill Clause If execution module can not find applicable path It evokes a module for Means-ends problem solving (Newell and Simon 1961) Push new goals and concept definition needed to achieve top-level goal onto goal stack until it find one it can achieve with an applicable skill Applicable skill -> pop Unsatisfied concept -> push sub-concepts If none remain -> pop the parent This processes continues until system achieve top-level goal
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Learning A learning module creates a new skill whenever problem solving Achieved goal + subgoals as subskills + start condition It discussed in more detail elsewhere (Langley and Choi, 2006)
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Simulation of In-city driving ICARUS program for delivering packages in simulated driving environment Simulated environment buildings, road segments, intersections, lane lines, packages, other vehicles, and agents’ vehicles 15 primitive concepts and 55 higher-level concepts (6 level deep) 8 primitive skills and 33 higher-level skills (5 level deep) Result : Changing speed, altering wheel angle, depositing packages
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