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A Gentle Introduction to Soar A Cognitive Architecture for Human-Level AI

A Gentle Introduction to Soar A Cognitive Architecture for Human-Level AI. Bob Marinier Based on paper by Lehman, Laird, Rosenbloom NSF, DARPA, ONR University of Michigan April 18, 2008. What is Artificial Intelligence?. What is Artificial Intelligence?. What is Human-Level AI?.

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A Gentle Introduction to Soar A Cognitive Architecture for Human-Level AI

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  1. A Gentle Introduction to SoarA Cognitive Architecture for Human-Level AI Bob Marinier Based on paper by Lehman, Laird, Rosenbloom NSF, DARPA, ONR University of Michigan April 18, 2008

  2. What is Artificial Intelligence?

  3. What is Artificial Intelligence?

  4. What is Human-Level AI?

  5. How to Achieve Human-Level AI? • Create separate systems for each capability • e.g., language, planning, learning, etc. • Create single system of simpler mechanisms out of which these capabilities arise • Cognitive architecture • Inspired by psychology (study of how people think)

  6. What is Architecture? • Computer architectures • Differ in processor type, memory size, commands, etc. • Differences reflect designs intended to be optimal under different assumptionsabout usage

  7. What is Architecture? TASK: write a paper architecture for content for APPLICATION: word processor architecture for content for HARDWARE: PC BEHAVIOR = ARCHITECTURE + CONTENT

  8. What is Cognitive Architecture? • A theory of the fixed mechanisms and structures that underlie human cognition • Said another way:A theory of what is common to the wide array of behaviors we think of as intelligent • Soar is one such theory (there are others) • Soar is a computational theory (it actually runs on computers)

  9. What Cognitive Behaviors Have in Common • Goal-oriented • Takes place in rich, complex, detailed environment • Requires a large amount of knowledge • Requires use of symbols and abstractions • Flexible, and a function of the environment • Requires learning from the environment and experience

  10. Center-fielder Left-fielder Right-fielder Second baseman Short stop First baseman Third baseman Pitcher (Joe) Batter (Sam) Catcher

  11. What Cognitive Behaviors Have in Common • Behaves in goal-oriented manner • Joe’s goal is to win the game • He adopts several subgoals to help him achieve this • Operates in a rich, complex, detailed environment • Positions and movements of the players, current state of the game, etc. • Uses a large amount of knowledge • Choosing the pitch draws on his own pitching record, Sam’s batting record, etc. • Behaves flexibly as a function of the environment • Choosing the pitch takes into account handed-ness of the batter, etc. • When pitch is hit, Joe must change his subgoal to respond to the new situation • Uses symbols and abstractions • Since Joe has never played this particular game before, he must draw on previous experience by abstracting away from this day and place • Learns from environment and experience • Joe needs to learn from this experience in order to do better when Sam bats in the future

  12. Content is Knowledge • K1: Knowledge of the objects in the game • E.g., baseball, infield, base line, inning, out, etc. • K2: Knowledge of abstract events and particular episodes • E.g., how batters hit, how this guy batted last time • K3: Knowledge of rules of the game • E.g., number of outs, balk, infield fly • K4: Knowledge of objectives • E.g., get batter out, throw strikes • K5: Knowledge of actions or methods for attaining objectives • E.g., use a curve ball, throw to first, walk batter • K6: Knowledge of when to choose actions or methods • E.g., if behind in the count, throw a fast ball • K7: Knowledge of the component physical actions • E.g., how to throw a curve ball, catch, run

  13. Problem Spaces • Knowledge is organized as a sequence of decisions through a problem space Strike… Hit Foul… Ball… … He catches it He chooses a curve ball Joe is standing on the mound. Sam is at bat. Joe has the goal of getting Sam out. He chooses another fast ball … Strike Hit… Foul Ball… He chooses a fast ball He changes to a curve ball … He chooses a slider Strike… Single Foul… Homerun Joe faces the next batter …

  14. Problem Spaces … f1v5 f2v1 S12 f1v1 f2v1 operator S1 f1v3 f2v6 Goal state Initial state f1v1 f2v2 S91 S0 f1v2 f2v2 S2 f1v2 f2v1 f1v4 f2v8 S3 S30 f1v2 f2v6 Goal state S80

  15. Problem Spaces f1v5 f2v1 S12 f1v1 f2v1 operator S1 f1v3 f2v6 Goal state Initial state f1v1 f2v2 S91 S0

  16. Tying the Content to the Architecture Current State: batter name Sam batter status not out balls0 strikes0 outs0 … goal batter out problem space pitch Operator: throw-curve

  17. Operator Proposal • How do operators get proposed and compared? • Knowledge determines when an operator is relevant to the current goal and state • Joe’s goal is to get the batter out, and he’s the pitcher, so his available operators are kinds of pitches • Knowledge represented in the state may influence the choice of pitch (e.g., is the batter right or left handed)

  18. Operator Selection • How are operators selected? • Principle of Rationality“If an agent has knowledge that an operator application will lead to one of its goals then the agent will select that operator” • That is:Rational agents behave in a goal-oriented way

  19. Operator Application • How is a selected operator applied? • Can execute operator in external world • Joe throws a pitch • Can result in internal changes to the state • Joe thinks about throwing a pitch • Using states and operators allows us to model both acting and thinking as a function of knowledge

  20. Goals • How do we know if execution of an operator has achieved the goal? • In baseball, rely on knowledge of rules of the game • Can also have external signals (e.g., umpire) • How do goals and problem spaces change over time? • Via the application of operators

  21. Tying the Content to the Architecture • So how do we: • Represent knowledge so agent acts in a goal-oriented way? • Represent knowledge in a way that is independent of baseball? • Represent knowledge in terms of problem spaces, goals, states, and operators • Guide operator choice by the principle of rationality

  22. Defining the Architecture • What are the architectural processes for using knowledge to create and change states and operators?

  23. Long-term vs. Short-term Knowledge Some knowledge is not specific to the current situation… …and some is Long-term (Procedural) Memory Short-term (Working) Memory

  24. Soar Procedural Memory Working Memory Decision Procedure Perception Action

  25. Rules (knowledge in long-term memory) • IF I am the pitcher, the other team is at bat, and I perceive that I am at the mound THEN suggest a goal to get the batter out via pitching (Pitch). • IF the problem space is to Pitchand I perceive a new batter who is left/right handed THEN add batter not out, balls 0, strikes 0, andbatterleft/right-handedto the state. • IF the problem space is to Pitchand the batter is not out THEN suggest the throw-curve-ball operator.

  26. Rules (knowledge in long-term memory) • Each matching rule “maps” from current goal, state and operator to changes to those objects • There can be dependencies among rules • Can’t choose a pitch until you’ve decided to pitch to the batter, which you can’t do if you’re not on the mound, etc. • Soar doesn’t recognize dependencies; it just “fires” rules as they match • All parts of rules are expressed in terms of perceptions, actions, states and operators

  27. Decision Cycle (how Soar controls interactions between its parts) Procedural Memory (rules) Input Working Memory Pitch Elaboration throw-curve throw-curve 0/0 left … 0/0 left … Decision Procedure Decide throw-fast Application Get-batter-out Output New batter Hit Throw curve Perception/Action Interface

  28. Summary • How is (ST) knowledge represented in the state? • As sets of features and values • How is general (LT) knowledge represented? • Rules that map one set of feature-values to another • What are the architectural processes for using knowledge in LTM? • Decision cycle(input, elaborate, decide, apply, output) • What are the mechanisms for interacting with the world? • Perception and action go through interfaces embedded in the decision cycle

  29. But wait, there’s more… • Soar also has ways to deal with a lack of knowledge, including learning • Recent work on Soar has focused on new mechanisms to accommodate new kinds of problems • New long-term memories with different properties • New learning mechanisms • Non-symbolic ways of representing knowledge

  30. Extending Soar • Learn from rewards • Reinforcement learning • Learn facts • What you know • Semantic memory • Learn events • What you remember • Episodic memory • Basic drives and … • Emotions, feelings, mood • Non-symbolic reasoning • Mental imagery • Working memory relevance • Activation • Learn from regularities • Spatial and temporal clusters Episodic Episodic Semantic Semantic Symbolic Long-Term Memories Procedural Semantic Learning Semantic Learning Episodic Learning Episodic Learning Reinforcement Learning Chunking Reinforcement Learning Feeling Generation Feeling Generation Symbolic Short-Term Memory Decision Procedure Visual Imagery Visual Imagery Clustering Clustering Perception Action

  31. How to Learn More About Soar • Soar homepage • http://sitemaker.umich.edu/soar/ • Read the full Gentle Introduction to Soar • Download Soar and tutorials • 28th Soar Workshop • May 5-7 (Mon-Wed) in Ann Arbor • Invited speakers on Cognitive Robotics • Greg Trafton (NRL) and Paul Benjamin (Pace University) • It’s not too late to register! • http://winter.eecs.umich.edu/workshop/ • John Laird’s new book: The Soar Cognitive Architecture (due out Summer 2009)

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