Joanna J. Bryson
University of Bath, United Kingdom
Cognition for Intelligent Robotics Architectures and Action - - PowerPoint PPT Presentation
Cognition for Intelligent Robotics Architectures and Action Selection Joanna J. Bryson University of Bath, United Kingdom Why Action Selection? Why Action Selection? Functionalist Assumption: All we care about is producing intelligent
University of Bath, United Kingdom
Functionalist Assumption: All we care about is producing intelligent behaviour.
Functionalist Assumption: All we care about is producing intelligent behaviour.
& Simon 1963); Qualia, Chalmers “hard problem” (1995).
Functionalist Assumption: All we care about is producing intelligent behaviour.
& Simon 1963); Qualia, Chalmers “hard problem” (1995).
(Churchland 1988, Brooks 1991).
Functionalist Assumption: All we care about is producing intelligent behaviour.
& Simon 1963); Qualia, Chalmers “hard problem” (1995).
(Churchland 1988, Brooks 1991). We’ll build it if we need it. Scienc
Functionalist Assumption: All we care about is producing intelligent behaviour.
& Simon 1963); Qualia, Chalmers “hard problem” (1995).
(Churchland 1988, Brooks & Stein 1993). Science: We’ll build it to see if we need it.
Intelligence, Cognition & Architecture
Architectures
behavior at the right time: action selection.
action sequence, requires set of primitives.
values, requires primitives and parameters.
– an agent knows 100 actions (e.g. eat, drink, sleep, step, turn, lift, grasp, poke, flip...), and – it has a goal (e.g. go to Madagascar)
– Finding a one-step plan may take 100 acts. – A two-step plan may take 1002 (10,000). – For unknown number of steps, may search forever, missing critical steps or sequence.
time search (non-cognitive).
time search (non-cognitive).
Definition: Cognition is on-line (real-time) search.
Definition: Cognition is on-line (real-time) search. Consequence: Cognition is bad.
faster than learning or evolution can adapt.
facilitates (speeds up) slower & more reliable learning processes (Baldwin 1896, Hinton & Nowlan 1987).
facilitates (speeds up) slower & more reliable learning processes.
learning can facilitate building a working robot.
cognition so that it works?
cognition (learning, search) so it works?
Intelligence, Cognition & Architecture
Architectures
Intelligent Systems”, white paper for euCognition, 7 August 2006.
Intelligent Systems”, white paper for euCognition, 7 August 2006.
Autonomous Agent Architecture”, Journal of Experimental and Theoretical Artificial Intelligence 12(2): 165-190, 2000.
Intelligent Systems”, white paper for euCognition, 7 August 2006.
Autonomous Agent Architecture”, Journal of Experimental and Theoretical Artificial Intelligence 12(2): 165-190, 2000.
and Idioms: Making Progress in Agent Design”, The Seventh International Workshop on Agent Theories, Architectures and Languages (ATAL), Boston, 2000.
(Bryson JETAI 2000)
and it changes, the change was probably selected, adaptive. (Bryson JETAI 2000)
and it changes, the change was probably selected, adaptive.
goes against the stated theories of the architectureʼs makers. (Bryson JETAI 2000)
architectures with different phylogenies, those features are probably adaptive. (Bryson & Stein ATAL 2000)
architectures with different phylogenies, those features are probably adaptive.
field, describe your best innovations in terms of well-known systems. (Bryson & Stein ATAL 2000)
conditioning; Witkowski 2007.)
intelligence.
policies, e.g. recency, utility, random.
impasses, chunk learning.
spaces (reluctantly, from SOAR/GPS.)
database.
impasse, reason (search).
resolution: chunk
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engineering.
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engineering.
is my favorite paper (Laird & Rosenbloom 1996)
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engineering.
is my favorite paper (Laird & Rosenbloom 1996)
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engineering.
is my favorite paper (Laird & Rosenbloom 1996)
applications for human-like AI
combinatorics.
productions.
probabalistic) utility.
knowledge.
Cognitive Science results.
does what you think it needs to.
Prize (John Anderson, 2000).
Retrieval Buffer (VLPFC) Goal Buffer (DLPFC) Manual Motor (Motor) Intentional Module (not identified) External World Matching (Striatum) Execution (Thalamus) Selection (Pallidum) Productions (Basal Ganglia) Declarative Module (Temporal / Hippocampus) Visual Buffer (Parietal) Visual Module (Occipital/Parietal) Manual Module (Motor/Cerebellum)
problem spaces.
problem spaces.
Nets” (Adaptive Neural Arch.; Maes 1989)
from senses and from goals through net of actions.
Shanahan 2006).
Shanahan 2006).
comsumatory acts (Tyrrell 1993).
Extended Rosenblatt and Payton Free-Flow Hierarchy
N NE E SE S SW W NW
U T Reproduce
1.4
T U
Move Actions Mate
Court
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
Approach
Sleep in Den Clean Keep
Dirtiness Low Health Night Prox from Den Distance
Courted Mate in Sq Mate in Sq Receptive
No Den in Sq Den in Sq No Den in Sq in Sq Den
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
sensing to action (via Augmented FSM).
sensing to action (via Augmented FSM).
distributed arbitration.
sensing to action (via Augmented FSM).
distributed arbitration.
sensing to action (via Augmented FSM).
distributed arbitration.
further structure -- modules (behaviors).
development / continuous integration.
further structure -- modules (behaviors).
development / continuous integration.
principle -- start in the real world.
further structure -- modules (behaviors).
development / continuous integration.
principle -- start in the real world.
way (no learning, hard action selection).
needs to be flexible.
needs to be flexible.
activation is good for this.
evident except in development!
evident except in development!
evident except in development!
evident except in development!
evident except in development!
from sensing) as “smart” primitives.
behavior sequencing.
planner to make plans for layer 2.
(1992-2000); Hexmoore ʻ95; Gat ʻ91-98
Predicates
goals & related dynamic plans
current goal
(responds to emergencies by changing intentions.)
(responds to emergencies by changing intentions.)
twice (Bryson ATAL 2000).
get your robot to do complicated stuff.
learning) is seldom actually used.
modularity is often compromised. (Bryson JETAI 2000, Brom & Bryson 2006)
Rosenbloom, “The Evolution of the Soar Cognitive Architecture”, Mind Matters,
eds., 1996.
separated!
1995)
separated!
Goal Swapping (Alarms).
separated!
Goal Swapping (now reactive).
higher mammals do.
Chance for Cognition?
(pictures from Carlson)
your basic representation -- you may want to come between a sense and an act sometimes.
your basic representation -- you may want to come between a sense and an act sometimes.
really worry about adult human literary- level behaviour rather than just making something work.
Intelligence, Cognition & Architecture
Architectures
Intelligence, Cognition & Architecture
Architectures
Conclusion / Recommendations
modules with specialized representations.
Arbitration via hierarchical dynamic plans.
(Bryson 2001, 2003)
(ATAL 1997)
(ATAL 1997) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast look(ATAL 1997) (VR(J) 2000) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast look(ATAL 1997) (VR(J) 2000) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast lookCogSci 2009)
(ATAL 1997) (VR(J) 2000) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast lookCogSci 2009) (WRAC 2003, PTRS B 2007, BICA 2008)
(ATAL 1997) (VR(J) 2000) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast lookCogSci 2009) (WRAC 2003, PTRS B 2007, BICA 2008) (IVA 2005, CGames 2006 IEEE SMC 2007)
Get Fuzzy (Conley 2006)
Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) action selection:
drive collection.
particular context: competences.
action patterns.
not adequate for reprioritizing goals.
Norman & Shallice 1988) -- ‘spreading activation’ just for goals.
encapsulated in modules; my method of behavior-module decomposition.
continuous acting, provided the primitive `acts’ alter ongoing behaviour supported by modules.
Intelligence, Cognition & Architecture
Architectures
Conclusion / Recommendations
combinatorics, allow locally-optimal representations.
powerful but also access to primitives.)
switching, compensates for hierarchical AS.
We need to help the average programmer.
University of Bath, United Kingdom
competences and action patterns
these sequences.
primitives, cluster primitives by shared
collection
Use the simplest representations.
(Bryson, AgeS 2003)
Trade off representations: plans vs. behaviors
redundancy (split primitives for sequence, add variable state in modules).
primitives or create more hierarchy.
(Bryson, AgeS 2003)
life (D) untangle (tangled?) untangle groom (C) (want-to-groom?) (partner-chosen?) (aligned?) notify groom (being-groomed?) choose-groomer-as-partner (partner-chosen?) (touching?) notify align (partner-chosen?) notify approach (⊤) choose-partner receive (being-groomed?) tolerate-grooming explore (C) (want-novel-loc?) (place-chosen?) (there-yet?) lose-target (place-chosen?) explore-that-a-way (⊤) choose-explore-target wait (⊤) wait
Competitive Play.
Combinatorics: You can’t think of everything (Simon 1972; Chapman 1987; Sipser 2005).
– an agent knows 100 actions (e.g. eat, drink, sleep, step, turn, lift, grasp, poke, flip...), and – it has a goal (e.g. go to Madagascar)
– an agent knows 100 actions (e.g. eat, drink, sleep, step, turn, lift, grasp, poke, flip...), and – it has a goal (e.g. go to Madagascar)
– Finding a one-step plan may take 100 acts. – A two-step plan may take 1002 (10,000). – For unknown number of steps, may search forever, missing critical steps or sequence.
important, but...
These fade, get replaced.
These fade, get replaced.
These only build (more or less).
I’ve got good news and bad news... Code & video available online.
(Tanguy, Bryson & Willis 2007; Bryson & Tanguy 2009)
term.
expressions) is altered by these.
Competitive Play.
Philipp Rohlfshagen❄ and Joanna J. Bryson
BICA @ AAAI Fall Symposia 2008
This work was supported by
EPRSC grant GR/S79299/01
❄Now of the Centre of Excellence for Research in Computational
Intelligence and Applications at the University of Birmingham
((SDC life (goal (s-one_step (s-succeed 0))) (drives ((dead (trigger((s-is_dead 0))) a_stay_dead)) ((drink (trigger((s-wants_drink))) a-drink) (eat (trigger((s-wants_food))) c-eat)) ((groom (trigger((s-wants_to_groom))) c-groom)) ((explore (trigger((s-succeed))) a-explore)))) (C a-groom (goal ((s-succeed 0))) (elements ((has-no-target (trigger((s-has_groom_target 0))) a-pick_groom_target)) ((not-near-target (trigger((s-is_near_groom_target 0))) a-move_to_groom_target)) ((default-groom (trigger((s-succeed))) a-groom_with_target)))) (C a-eat (goal ((s-succeed 0))) (elements ((has-no-food (trigger((s-has_food 0))) a-pick_food)) ((not-near-target (trigger((s-is_near_food_target 0))) a-move_to_food)) ((default-feeding (trigger((s-succeed))) a-eat)))) (C a-drink (goal ((s-succeed 0))) (elements ((has-no-drink (trigger((s-has_drink 0))) a-pick_drink)) ((not-near-target (trigger((s-is_near_drink_target 0))) a-move_to_drink)) ((default-feeding (trigger((s-is_near_drink_target))) a-drink)))))
low-priority goals
and secondary actions
environment)
There’s lots more tables in the paper... and guidance on setting thresholds.
Competitive Play.
Combinatorics: You can’t think of everything (Simon 1972; Chapman 1987; Sipser 2005).
Combinatorics: You can’t think of everything (Simon 1972; Chapman 1987; Sipser 2005).
Action Selection
Get Fuzzy (Conley 2006)
constraining resource (Blumberg 1996).
where character standing, what it’s saying.
concurrent): perception, memory, autonomic processes.
Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) plans (Bryson 2001a,b;2003; et al 2005):
at all times: drive collection.
considering in particular context: competences.
Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) plans (Bryson 2001a,b;2003; et al 2005):
at all times: drive collection.
considering in particular context: competences.
— Goals
Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) plans (Bryson 2001a,b;2003; et al 2005):
at all times: drive collection.
considering in particular context: competences.
— Goals — Sequences
Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) plans (Bryson 2001a,b;2003; et al 2005):
at all times: drive collection.
considering in particular context: competences.
— Goals — Sequences — Sub-goals generating custom sequences
action, memory.
reliability of search; determine module decomposition.
(Bryson 2001, 2003)
(ATAL 1997)
(ATAL 1997) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast look(ATAL 1997) (VR(J) 2000) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast look(ATAL 1997) (VR(J) 2000) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast look(ATAL 1997) (VR(J) 2000) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast look(WRAC 2003, PTRS B 2007, BICA 2008)
(ATAL 1997) (VR(J) 2000) (SAB 2000)
1 2 3 4 5 6 7 8 9 2 4 6 8 10 12 14 (Sparse)Std (Sparse)Var1 (Sparse)Var2 (Sparse)Var3 Fitness life (D) flee (C) (sniff predator t) freeze (see predator t) (covered t) (hawk t) hold still run away (see predator t) pick safe dir go fast look(WRAC 2003, PTRS B 2007, BICA 2008) (IVA 2005, CGames 2006 IEEE SMC 2008)
competences and action patterns
these sequences.
primitives, cluster primitives by shared
collection; emotions / durative state
Use the simplest representations.
(Bryson, AgeS 2003)
Trade off representations: plans vs. behaviors
redundancy (split primitives for sequence, add variable state in modules).
primitives or create more hierarchy.
(Bryson, AgeS 2003)
(Partington & Bryson 2005) Thanks: Binns, Mansfield, Drugowitsch, Brom et al.
You can’t think of everything.
hierarchical dynamic planning.
Competitive Play.