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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


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SLIDE 1

Joanna J. Bryson

University of Bath, United Kingdom

Cognition for Intelligent Robotics

Architectures and Action Selection

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SLIDE 2

Why Action Selection?

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SLIDE 3

Why Action Selection?

Functionalist Assumption: All we care about is producing intelligent behaviour.

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SLIDE 4

Why Action Selection?

Functionalist Assumption: All we care about is producing intelligent behaviour.

  • Physical Symbol System Hypothesis (Newell

& Simon 1963); Qualia, Chalmers “hard problem” (1995).

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SLIDE 5

Why Action Selection?

Functionalist Assumption: All we care about is producing intelligent behaviour.

  • Physical Symbol System Hypothesis (Newell

& Simon 1963); Qualia, Chalmers “hard problem” (1995).

  • Consciousness as epiphenomena

(Churchland 1988, Brooks 1991).

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SLIDE 6

Why Action Selection?

Functionalist Assumption: All we care about is producing intelligent behaviour.

  • Physical Symbol System Hypothesis (Newell

& Simon 1963); Qualia, Chalmers “hard problem” (1995).

  • Consciousness as epiphenomena

(Churchland 1988, Brooks 1991). We’ll build it if we need it. Scienc

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SLIDE 7

Why Action Selection?

Functionalist Assumption: All we care about is producing intelligent behaviour.

  • Physical Symbol System Hypothesis (Newell

& Simon 1963); Qualia, Chalmers “hard problem” (1995).

  • Consciousness as epiphenomena

(Churchland 1988, Brooks & Stein 1993). Science: We’ll build it to see if we need it.

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SLIDE 8

Outline

  • Introduction:

Intelligence, Cognition & Architecture

  • A Brief History of AI Cognitive

Architectures

  • Behavior Oriented Design
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SLIDE 9

Intelligence

  • What matters is expressing the right

behavior at the right time: action selection.

  • Conventional AI planning searches for an

action sequence, requires set of primitives.

  • Learning searches for the right parameter

values, requires primitives and parameters.

  • parameter: variable state.
  • Evolution and development are learning.
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SLIDE 10

Combinatorics

  • If . . .

– 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)

  • Then . . .

– 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.

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SLIDE 11

Intelligence & Design

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SLIDE 12

Intelligence & Design

  • Combinatorics is the problem, search is the
  • nly solution.
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SLIDE 13

Intelligence & Design

  • Combinatorics is the problem, search is the
  • nly solution.
  • The task of intelligence is to focus search.
  • Called bias (learning) or constraint (planning).
  • Most `intelligent’ behavior has no or little real-

time search (non-cognitive).

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SLIDE 14

Intelligence & Design

  • Combinatorics is the problem, search is the
  • nly solution.
  • The task of intelligence is to focus search.
  • Called bias (learning) or constraint (planning).
  • Most `intelligent’ behavior has no or little real-

time search (non-cognitive).

  • For artificial intelligence, most focus from design.
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SLIDE 15

Cognition

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SLIDE 16

Cognition

Definition: Cognition is on-line (real-time) search.

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SLIDE 17

Cognition

Definition: Cognition is on-line (real-time) search. Consequence: Cognition is bad.

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SLIDE 18

Cognition

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SLIDE 19

Cognition

  • Why is cognition / individual search bad?
  • Slow
  • Uncertain
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SLIDE 20

Cognition

  • Why is cognition / individual search bad?
  • Slow
  • Uncertain
  • Unpopular in most species.
  • e.g. Plants
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SLIDE 21

Cognition

  • When is cognition useful?
  • Deeply dynamic environments -- change

faster than learning or evolution can adapt.

  • Baldwin Effect -- fast & noisy search

facilitates (speeds up) slower & more reliable learning processes (Baldwin 1896, Hinton & Nowlan 1987).

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SLIDE 22

Cognition, Learning & Design

  • When is cognition useful?
  • Baldwin Effect -- fast & noisy search

facilitates (speeds up) slower & more reliable learning processes.

  • Behaviour Oriented Design -- cognition &

learning can facilitate building a working robot.

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SLIDE 23

Architecture

  • Where do you put the cognition?
  • Really: How do you bias / constrain / focus

cognition so that it works?

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SLIDE 24

Architecture

  • What parts do you put together where?
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SLIDE 25

Cognitive Architecture

  • Where do you put the cognition?
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SLIDE 26

Cognitive Architecture

  • Where do you put the cognition?
  • Really: How do you bias / constrain / focus

cognition (learning, search) so it works?

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SLIDE 27

Outline

  • Introduction

Intelligence, Cognition & Architecture

  • A Brief History of AI Cognitive

Architectures

  • Behavior Oriented Design
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SLIDE 28

References

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SLIDE 29

References

  • Cyril Brom and Joanna J. Bryson, “Action Selection for

Intelligent Systems”, white paper for euCognition, 7 August 2006.

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SLIDE 30

References

  • Cyril Brom and Joanna J. Bryson, “Action Selection for

Intelligent Systems”, white paper for euCognition, 7 August 2006.

  • Joanna J. Bryson, “Cross-Paradigm Analysis of

Autonomous Agent Architecture”, Journal of Experimental and Theoretical Artificial Intelligence 12(2): 165-190, 2000.

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SLIDE 31

References

  • Cyril Brom and Joanna J. Bryson, “Action Selection for

Intelligent Systems”, white paper for euCognition, 7 August 2006.

  • Joanna J. Bryson, “Cross-Paradigm Analysis of

Autonomous Agent Architecture”, Journal of Experimental and Theoretical Artificial Intelligence 12(2): 165-190, 2000.

  • Joanna J. Bryson and Lynn Andrea Stein, “Architectures

and Idioms: Making Progress in Agent Design”, The Seventh International Workshop on Agent Theories, Architectures and Languages (ATAL), Boston, 2000.

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“History as Evolution” Hypothesis

(Bryson JETAI 2000)

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“History as Evolution” Hypothesis

  • If an architecture is around for a while,

and it changes, the change was probably selected, adaptive. (Bryson JETAI 2000)

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SLIDE 34

“History as Evolution” Hypothesis

  • If an architecture is around for a while,

and it changes, the change was probably selected, adaptive.

  • This is particularly likely if the change

goes against the stated theories of the architectureʼs makers. (Bryson JETAI 2000)

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SLIDE 35

“History as Evolution” Hypothesis & Correlary

  • If similar features occur in a lot of

architectures with different phylogenies, those features are probably adaptive. (Bryson & Stein ATAL 2000)

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SLIDE 36

“History as Evolution” Hypothesis & Correlary

  • If similar features occur in a lot of

architectures with different phylogenies, those features are probably adaptive.

  • If you want to make a contribution to a

field, describe your best innovations in terms of well-known systems. (Bryson & Stein ATAL 2000)

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SLIDE 37

Productions

  • From sensing to action (c.f. Skinner;

conditioning; Witkowski 2007.)

  • These work -- basic component of

intelligence.

  • The problem is choice (search).
  • Requires an arbitration mechanism.
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SLIDE 38

Production-Based Architectures

  • Expert Systems: allow choice of

policies, e.g. recency, utility, random.

  • SOAR: problem spaces (from GPS),

impasses, chunk learning.

  • ACT-R: (Bayesian) utility, problem

spaces (reluctantly, from SOAR/GPS.)

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SLIDE 39

Soar

  • Productions operate
  • n predicate

database.

  • If conflict, declare

impasse, reason (search).

  • Remember

resolution: chunk

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Soar

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Soar

  • Soar has serious

engineering.

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SLIDE 42

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Soar

  • Soar has serious

engineering.

  • “Evolution of Soar”

is my favorite paper (Laird & Rosenbloom 1996)

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SLIDE 43

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Soar

  • Soar has serious

engineering.

  • “Evolution of Soar”

is my favorite paper (Laird & Rosenbloom 1996)

  • Admits problems!
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SLIDE 44

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Soar

  • Soar has serious

engineering.

  • “Evolution of Soar”

is my favorite paper (Laird & Rosenbloom 1996)

  • Admits problems!
  • Not enough

applications for human-like AI

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SLIDE 45

Architecture Lessons (from CMU)

  • An architecture needs:
  • action from perception, and
  • further structure to combat

combinatorics.

  • Dealing with time is hard.
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SLIDE 46

ACT

  • R
  • Learns (& executes)

productions.

  • For arbitration, rely
  • n (Bayesian

probabalistic) utility.

  • Call it implicit

knowledge.

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SLIDE 47

ACT

  • R Research

Programme

  • Replicate lots of

Cognitive Science results.

  • See if the brain

does what you think it needs to.

  • Win Rumelhart

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)

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SLIDE 48

Architecture Lessons (from CMU)

  • Architectures need productions and

problem spaces.

  • Real-time is hard.
  • Being easy to use can be a win.
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SLIDE 49

Architecture Lessons (from CMU)

  • Architectures need productions and

problem spaces.

  • Real-time is hard.
  • Being easy to use can be a win.
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SLIDE 50

Spreading Activation Networks

  • “Maes

Nets” (Adaptive Neural Arch.; Maes 1989)

  • Activation spreads

from senses and from goals through net of actions.

  • Highest activated
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SLIDE 51

Spreading Activation Networks

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SLIDE 52

Spreading Activation Networks

  • Sound good:
  • easy
  • brain-like (priming, action potential).
  • Still influential (Franklin 2000,

Shanahan 2006).

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SLIDE 53

Spreading Activation Networks

  • Sound good:
  • easy
  • brain-like (priming, action potential).
  • Still influential (Franklin 2000,

Shanahan 2006).

  • Canʼt do full action selection:
  • Donʼt scale; donʼt converge on

comsumatory acts (Tyrrell 1993).

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SLIDE 54

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

  • 0.08

Court

  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den

All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach

  • P. Den

Approach

  • R. Den

Sleep in Den Clean Keep

Dirtiness Low Health Night Prox from Den Distance

  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15

Courted Mate in Sq Mate in Sq Receptive

No Den in Sq Den in Sq No Den in Sq in Sq Den

  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04

= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)

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SLIDE 55

Subsumption (Brooks 1986)

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SLIDE 56

Subsumption (Brooks 1986)

  • Emphasis on

sensing to action (via Augmented FSM).

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SLIDE 57

Subsumption (Brooks 1986)

  • Emphasis on

sensing to action (via Augmented FSM).

  • Very complicated,

distributed arbitration.

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SLIDE 58

Subsumption (Brooks 1986)

  • Emphasis on

sensing to action (via Augmented FSM).

  • Very complicated,

distributed arbitration.

  • No learning.
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SLIDE 59

Subsumption (Brooks 1986)

  • Emphasis on

sensing to action (via Augmented FSM).

  • Very complicated,

distributed arbitration.

  • No learning.
  • Worked.
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SLIDE 60

Architecture Lessons (Subsumption)

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SLIDE 61

Architecture Lessons (Subsumption)

  • Action from perception can provide the

further structure -- modules (behaviors).

  • Modules also support iterative

development / continuous integration.

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SLIDE 62

Architecture Lessons (Subsumption)

  • Action from perception can provide the

further structure -- modules (behaviors).

  • Modules also support iterative

development / continuous integration.

  • Real time should be a core organizing

principle -- start in the real world.

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SLIDE 63

Architecture Lessons (Subsumption)

  • Action from perception can provide the

further structure -- modules (behaviors).

  • Modules also support iterative

development / continuous integration.

  • Real time should be a core organizing

principle -- start in the real world.

  • Good ideas can carry bad ideas a long

way (no learning, hard action selection).

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SLIDE 64
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SLIDE 65

Architecture Lesson?

  • Goals ordering

needs to be flexible.

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SLIDE 66

Architecture Lesson?

  • Goals ordering

needs to be flexible.

  • Maybe spreading

activation is good for this.

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SLIDE 67
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SLIDE 68

SA: Layers vs. Behaviours

  • Relationship not

evident except in development!

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SLIDE 69

SA: Layers vs. Behaviours

  • Relationship not

evident except in development!

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SLIDE 70

SA: Layers vs. Behaviours

  • Relationship not

evident except in development!

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SLIDE 71

SA: Layers vs. Behaviours

  • Relationship not

evident except in development!

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SLIDE 72

SA: Layers vs. Behaviours

  • Relationship not

evident except in development!

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SLIDE 73

Layered or Hybrid Architectures

  • 1. Incorporate behaviors/modules (action

from sensing) as “smart” primitives.

  • 2. Use hierarchical dynamic plans for

behavior sequencing.

  • 3. (Allegedly) some have automated

planner to make plans for layer 2.

  • Examples: Firby/RAPS/3T (ʻ97); PRS

(1992-2000); Hexmoore ʻ95; Gat ʻ91-98

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SLIDE 74

Belief, Desires, Intentions (BDI)

  • Beliefs:

Predicates

  • Desires:

goals & related dynamic plans

  • Intentions:

current goal

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SLIDE 75

Procedural Reasoning System

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SLIDE 76

Procedural Reasoning System

  • BDI
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SLIDE 77

Procedural Reasoning System

  • BDI
  • And reactive

(responds to emergencies by changing intentions.)

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SLIDE 78

Procedural Reasoning System

  • BDI
  • And reactive

(responds to emergencies by changing intentions.)

  • Er... once or

twice (Bryson ATAL 2000).

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SLIDE 79

Architecture Lessons

  • Structured dynamic plans make it easier to

get your robot to do complicated stuff.

  • Automated planning (or for Soar, chunking/

learning) is seldom actually used.

  • To facilitate that automated planning,

modularity is often compromised. (Bryson JETAI 2000, Brom & Bryson 2006)

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SLIDE 80

Soar as a 3LA

  • J. Laird & P.

Rosenbloom, “The Evolution of the Soar Cognitive Architecture”, Mind Matters,

  • D. Steier and
  • T. Mitchell

eds., 1996.

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SLIDE 81

CogAff

  • Reflection on Top.
  • Sense & Action

separated!

  • (Davis & Sloman

1995)

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SLIDE 82
  • Reflection on Top.
  • Sense & Action

separated!

  • Hierarchy in AS;

Goal Swapping (Alarms).

  • (Sloman 2000)

CogAff

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SLIDE 83
  • Reflection on Top.
  • Sense & Action

separated!

  • Hierarchy in AS,

Goal Swapping (now reactive).

  • Current Web

CogAff

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SLIDE 84

Separate Sense & Action

  • Something we

higher mammals do.

  • Central Sulcus

Chance for Cognition?

(pictures from Carlson)

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SLIDE 85

Architecture Lessons (CogAff)

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SLIDE 86

Architecture Lessons (CogAff)

  • Maybe you don’t really want productions as

your basic representation -- you may want to come between a sense and an act sometimes.

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SLIDE 87

Architecture Lessons (CogAff)

  • Maybe you don’t really want productions as

your basic representation -- you may want to come between a sense and an act sometimes.

  • Your architecture looks very different if you

really worry about adult human literary- level behaviour rather than just making something work.

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SLIDE 88

Outline

  • Introduction

Intelligence, Cognition & Architecture

  • A Brief History of AI Cognitive

Architectures

  • Behavior Oriented Design
slide-89
SLIDE 89

Outline

  • Introduction

Intelligence, Cognition & Architecture

  • A Brief History of AI Cognitive

Architectures

  • Behavior Oriented Design

Conclusion / Recommendations

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SLIDE 90

Behavior Oriented Design

  • All search (learning, planning) is done within

modules with specialized representations.

  • Specialized representations promote reliability
  • f search; also determine decomposition.
  • Modules provide perception, action, memory.

Arbitration via hierarchical dynamic plans.

  • Iterative / agile test & development cycle.

(Bryson 2001, 2003)

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SLIDE 91

BOD Applications

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SLIDE 92

(ATAL 1997)

BOD Applications

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SLIDE 93

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
slide-94
SLIDE 94

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
slide-95
SLIDE 95

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
  • Action
Selection apparatus test-board reward find-color, reward-found, new-test, no-test, finish-test, save-result, rewarded
  • monkey
visual-attention hand grasping, noises, grasp-seen
  • sequence
seq sig-dif weight-shift make-choice, learn-from-reward
  • rule-learner
*attendants *rule-seqs current-focus current-rule target-chosen, focus-rule, pick-block, priority-focus, rules-from-reward
  • look-at
  • (Animal Cog 2007

CogSci 2009)

slide-96
SLIDE 96

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
  • Action
Selection apparatus test-board reward find-color, reward-found, new-test, no-test, finish-test, save-result, rewarded
  • monkey
visual-attention hand grasping, noises, grasp-seen
  • sequence
seq sig-dif weight-shift make-choice, learn-from-reward
  • rule-learner
*attendants *rule-seqs current-focus current-rule target-chosen, focus-rule, pick-block, priority-focus, rules-from-reward
  • look-at
  • (Animal Cog 2007

CogSci 2009) (WRAC 2003, PTRS B 2007, BICA 2008)

slide-97
SLIDE 97

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
  • Action
Selection apparatus test-board reward find-color, reward-found, new-test, no-test, finish-test, save-result, rewarded
  • monkey
visual-attention hand grasping, noises, grasp-seen
  • sequence
seq sig-dif weight-shift make-choice, learn-from-reward
  • rule-learner
*attendants *rule-seqs current-focus current-rule target-chosen, focus-rule, pick-block, priority-focus, rules-from-reward
  • look-at
  • (Animal Cog 2007

CogSci 2009) (WRAC 2003, PTRS B 2007, BICA 2008) (IVA 2005, CGames 2006 IEEE SMC 2007)

slide-98
SLIDE 98

Modularity is not Enough

Get Fuzzy (Conley 2006)

slide-99
SLIDE 99

BOD Action Selection

Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) action selection:

  • Some things need to be checked at all times:

drive collection.

  • Some things only need considering in

particular context: competences.

  • Some things reliably follow from others:

action patterns.

slide-100
SLIDE 100

POSH plan in ABODE

(for UT: Capture the Flag)

  • Advanced BOD Environment.
  • Initial development funded by industry.
slide-101
SLIDE 101

Current Work

  • Drive / Emotion level work with latching

not adequate for reprioritizing goals.

  • Thinking about interrupts (Brom 2007;

Norman & Shallice 1988) -- ‘spreading activation’ just for goals.

  • Trying to make ABODE a real IDE.
  • Modelling primate social behaviour.
slide-102
SLIDE 102

What I Learned from Robots

  • 1. Perception is hard (explains the brain).
  • Lead to specialized representations

encapsulated in modules; my method of behavior-module decomposition.

  • 2. Discrete action selection is compatible with

continuous acting, provided the primitive `acts’ alter ongoing behaviour supported by modules.

  • e.g. motor act sends target velocity, not vector;
  • multiple || devices/modules e.g. speech, motion.
slide-103
SLIDE 103

Outline

  • Introduction

Intelligence, Cognition & Architecture

  • A Brief History of AI Cognitive

Architectures

  • Behavior Oriented Design

Conclusion / Recommendations

slide-104
SLIDE 104

Architecture Lessons

  • Modularity: problem spaces, combat

combinatorics, allow locally-optimal representations.

  • Should use ordinary (OO) code (arbitrarily

powerful but also access to primitives.)

  • Hierarchical action selection for arbitration.
  • Dedicated, high-frequency goal / attention

switching, compensates for hierarchical AS.

  • Agile development, refactoring (Beck 2000).
slide-105
SLIDE 105

What Do We Really Need from Architectures?

  • Development methodologies:
  • Describe ontologies / representations;
  • Recommend development strategies.

We need to help the average programmer.

slide-106
SLIDE 106

Joanna J. Bryson

University of Bath, United Kingdom

Cognition for Intelligent Robotics

Architectures and Action Selection

slide-107
SLIDE 107

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
slide-108
SLIDE 108

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
slide-109
SLIDE 109
  • 1. Specify (high-level) what the agent will do.
  • 2. Describe activities as sequences of actions.

competences and action patterns

  • 3. Identify sensory and action primitives from

these sequences.

  • 4. Identify the state necessary to enable the

primitives, cluster primitives by shared

  • state. behavior modules
  • 5. Identify and prioritize goals / drives. drive

collection

  • 6. Select a first (next) behavior to implement.
slide-110
SLIDE 110

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
slide-111
SLIDE 111

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
slide-112
SLIDE 112

Simplify the Design

Use the simplest representations.

  • Plans:
  • primitives, action patterns, competences.
  • drives only if need to always check.
  • Behavior modules / memory:
  • none, deictic, specialized, general.

(Bryson, AgeS 2003)

slide-113
SLIDE 113

Simplify the Design

Trade off representations: plans vs. behaviors

  • Use simplest plan structure unless

redundancy (split primitives for sequence, add variable state in modules).

  • If competences too complicated, introduce

primitives or create more hierarchy.

  • Split large behaviors, use plans to unify.
  • All variable state in modules (deictic).

(Bryson, AgeS 2003)

slide-114
SLIDE 114

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

slide-115
SLIDE 115

Talk Outline

  • Why & How Time Matters
  • Emotions as Memory
  • Drives and Flexible Latching
  • Goals, Memory and Action Selection in

Competitive Play.

  • Crude, Cheesy Second-Rate Consciousness
slide-116
SLIDE 116

Why Time Matters

Combinatorics: You can’t think of everything (Simon 1972; Chapman 1987; Sipser 2005).

slide-117
SLIDE 117

Combinatorics

  • If . . .

– 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)

  • Then . . .
slide-118
SLIDE 118

Combinatorics

  • If . . .

– 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)

  • Then . . .

– 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.

slide-119
SLIDE 119

Memory & Time

  • More recent information is probably more

important, but...

  • Very recent information can be incomplete.
  • Hard to understand,
  • sensing != perception.
  • Better interpreted in light of experience.
  • Recent experience is a part of context.
slide-120
SLIDE 120

Memory’s Role in Context

  • Recent events:
  • episodic memory,
  • emotions.
  • “Knowledge”:
  • facts,
  • expectations.
slide-121
SLIDE 121

Memory’s Role in Context

  • Recent events:
  • episodic memory,
  • emotions.
  • “Knowledge”:
  • facts,
  • expectations.

These fade, get replaced.

}

slide-122
SLIDE 122

Memory’s Role in Context

  • Recent events:
  • episodic memory,
  • emotions.
  • “Knowledge”:
  • facts,
  • expectations.

These fade, get replaced.

}

These only build (more or less).

}

slide-123
SLIDE 123

Example: Emotions as Memory

slide-124
SLIDE 124

Tanguy (2006)

I’ve got good news and bad news... Code & video available online.

(Tanguy, Bryson & Willis 2007; Bryson & Tanguy 2009)

slide-125
SLIDE 125
slide-126
SLIDE 126
  • Mood — long term.
  • Emotions — shorter

term.

  • Behaviour (e.g.

expressions) is altered by these.

  • simplifies coding,
  • increases variability.

Memory

slide-127
SLIDE 127

Talk Outline

  • Why & How Time Matters
  • Emotions as Memory
  • Drives and Flexible Latching
  • Goals, Memory and Action Selection in

Competitive Play.

  • Crude, Cheesy Second-Rate Consciousness
slide-128
SLIDE 128

Improved Animal-Like Maintenance of Homeostatic Goals via Flexible Latching

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

slide-129
SLIDE 129
  • In simulations of animal behaviour ...
  • agents interact with the environment and one another
  • agents need to carry out a set of tasks
  • agents need to ensure their survival.
  • Some behaviours are essential to the survival of the ...
  • individual (e.g. obtain sufficient energy by means of food and drink)
  • species (e.g. grooming, mating)
  • One of the key questions:
  • How to coordinate priorities to ensure survival?
  • Our work is about latching ...
  • a general mechanism to efficiently coordinate different priorities
slide-130
SLIDE 130
  • Agents are layered or hybrid and consist of ...
  • modules that specify details of their behaviour,
  • dynamic plans that specify cross-modular prioritisation.
  • The behaviour of agents is driven by
  • Parallel-rooted, Ordered Slip-stack Hierachical dynamic plans.
  • We assume each agent has ...
  • some internal storage for long-term states,
  • the ability to express goals and their associated actions,
  • the notion of a trigger for each behaviour.

BOD & POSH

slide-131
SLIDE 131
  • 1. No latch
  • 2. Strict latch
  • Trigger behaviour if internal state is below δ
  • Maintain behaviour until internal state is above φ ≥ δ
  • 3. Strict latching with interruptions; can be very inefficient
  • Agents may persevere for minimum gain
  • Inefficiency first identified by Hagen Lehmann
  • 4. Flexible latch:
  • Introduce a third threshold, ψ such that δ ≤ ψ ≤ φ
  • Behaviour is triggered as before but if agent is interrupted:
  • if internal state is below ψ: continue,
  • therwise: reset latch

Experimental Conditions

slide-132
SLIDE 132

((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)))))

slide-133
SLIDE 133

No Latch

slide-134
SLIDE 134

Strict Latch (no interrupts)

slide-135
SLIDE 135

Strict Latch (interrupts)

slide-136
SLIDE 136

Flexible Latch

slide-137
SLIDE 137
  • Test and compare all variants
  • Check frequency of execution of

low-priority goals

  • Also frequency ratio of primary

and secondary actions

  • Two simulation settings
  • Controlled environment
  • Random (more realistic

environment)

Experiments

          

slide-138
SLIDE 138

Example Experiment

slide-139
SLIDE 139

Results

  



     



   

slide-140
SLIDE 140

Results

There’s lots more tables in the paper... and guidance on setting thresholds.

slide-141
SLIDE 141

Conclusion

slide-142
SLIDE 142

Conclusion

  



     



   

slide-143
SLIDE 143

Talk Outline

  • Why & How Time Matters
  • Emotions as Memory
  • Drives and Flexible Latching
  • Goals, Memory and Action Selection in

Competitive Play.

  • Crude, Cheesy Second-Rate Consciousness
slide-144
SLIDE 144

How & Why Time Matters

Combinatorics: You can’t think of everything (Simon 1972; Chapman 1987; Sipser 2005).

  • Memory
  • Sequencing
  • Pursuit of Goals
slide-145
SLIDE 145

How & Why Time Matters

Combinatorics: You can’t think of everything (Simon 1972; Chapman 1987; Sipser 2005).

  • Memory
  • Sequencing
  • Pursuit of Goals

Action Selection

}

slide-146
SLIDE 146

Modularity is not Enough

Get Fuzzy (Conley 2006)

slide-147
SLIDE 147

Action Selection: Sequencing

  • Sequencing matters only when there is a

constraining resource (Blumberg 1996).

  • Example constraints: what’s in a hand,

where character standing, what it’s saying.

  • Counter examples (potentially

concurrent): perception, memory, autonomic processes.

slide-148
SLIDE 148

Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) plans (Bryson 2001a,b;2003; et al 2005):

Action Selection by Dynamic Planning

  • Some things need to be checked

at all times: drive collection.

  • Some things only need

considering in particular context: competences.

  • Some things reliably follow from
  • thers: action patterns.
slide-149
SLIDE 149

Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) plans (Bryson 2001a,b;2003; et al 2005):

Action Selection by Dynamic Planning

  • Some things need to be checked

at all times: drive collection.

  • Some things only need

considering in particular context: competences.

  • Some things reliably follow from
  • thers: action patterns.

— Goals

slide-150
SLIDE 150

Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) plans (Bryson 2001a,b;2003; et al 2005):

Action Selection by Dynamic Planning

  • Some things need to be checked

at all times: drive collection.

  • Some things only need

considering in particular context: competences.

  • Some things reliably follow from
  • thers: action patterns.

— Goals — Sequences

slide-151
SLIDE 151

Parallel-rooted, Ordered, Slip-stack Hierarchical (POSH) plans (Bryson 2001a,b;2003; et al 2005):

Action Selection by Dynamic Planning

  • Some things need to be checked

at all times: drive collection.

  • Some things only need

considering in particular context: competences.

  • Some things reliably follow from
  • thers: action patterns.

— Goals — Sequences — Sub-goals generating custom sequences

slide-152
SLIDE 152

Behavior Oriented Design

  • Concurrent modules provide perception,

action, memory.

  • Specialized representations promote

reliability of search; determine module decomposition.

  • Action Selection via hierarchical dynamic plans.
  • Iterative / agile test & development cycle.

(Bryson 2001, 2003)

slide-153
SLIDE 153

BOD Applications

slide-154
SLIDE 154

(ATAL 1997)

BOD Applications

slide-155
SLIDE 155

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
slide-156
SLIDE 156

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
slide-157
SLIDE 157

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
  • Action
Selection apparatus test-board reward find-color, reward-found, new-test, no-test, finish-test, save-result, rewarded
  • monkey
visual-attention hand grasping, noises, grasp-seen
  • sequence
seq sig-dif weight-shift make-choice, learn-from-reward
  • rule-learner
*attendants *rule-seqs current-focus current-rule target-chosen, focus-rule, pick-block, priority-focus, rules-from-reward
  • look-at
  • (Animal Cog 2007)
slide-158
SLIDE 158

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
  • Action
Selection apparatus test-board reward find-color, reward-found, new-test, no-test, finish-test, save-result, rewarded
  • monkey
visual-attention hand grasping, noises, grasp-seen
  • sequence
seq sig-dif weight-shift make-choice, learn-from-reward
  • rule-learner
*attendants *rule-seqs current-focus current-rule target-chosen, focus-rule, pick-block, priority-focus, rules-from-reward
  • look-at
  • (Animal Cog 2007)

(WRAC 2003, PTRS B 2007, BICA 2008)

slide-159
SLIDE 159

(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
  • bserve predator
mate (C) (sniff mate t) inseminate (courted mate here t) copulate court (mate here t) strut pursue pick dir mate go triangulate (getting lost t) pick dir home go home 1::5 (late t) (at home ⊥) pick dir home go check 1::5 look around exploit (C) (day time t) use resource (needed res avail t) exploit resource leave pick dir go sleep at home (at home t) (day time ⊥) sleep

BOD Applications

N NE E SE S SW W NW U T Reproduce 1.4 T U Move Actions Mate
  • 0.08
Court
  • P. Mate
  • Rand. Dir
  • P. Den
  • R. Den
All Dirs Clean Leave this Sq Clean Sleep Mate Court Approach Mate Explore For Mates Explore Sleep Approach
  • P. Den
Approach
  • R. Den
Sleep in Den Clean Keep Dirtiness Low Health Night Prox from Den Distance
  • 0.10
  • 0.05
  • 0.01
  • 0.05
  • 0.05
  • 0.15
Courted Mate in Sq Mate in Sq Receptive No Den in Sq Den in Sq No Den in Sq in Sq Den
  • 0.02
  • 0.02
  • 0.25
  • 0.30
  • 0.04
= small negative activation = positive activation = small positive activation = zero activation = large positive activation (1.0)
  • Action
Selection apparatus test-board reward find-color, reward-found, new-test, no-test, finish-test, save-result, rewarded
  • monkey
visual-attention hand grasping, noises, grasp-seen
  • sequence
seq sig-dif weight-shift make-choice, learn-from-reward
  • rule-learner
*attendants *rule-seqs current-focus current-rule target-chosen, focus-rule, pick-block, priority-focus, rules-from-reward
  • look-at
  • (Animal Cog 2007)

(WRAC 2003, PTRS B 2007, BICA 2008) (IVA 2005, CGames 2006 IEEE SMC 2008)

slide-160
SLIDE 160

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
  • 4. Iterate.
slide-161
SLIDE 161

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
  • 4. Iterate.
slide-162
SLIDE 162
  • 1. Specify (high-level) what the agent will do.
  • 2. Describe activities as sequences of actions.

competences and action patterns

  • 3. Identify sensory and action primitives from

these sequences.

  • 4. Identify the state necessary to enable the

primitives, cluster primitives by shared

  • state. behavior modules
  • 5. Identify and prioritize goals / drives. drive

collection; emotions / durative state

  • 6. Select a first (next) behavior to implement.
slide-163
SLIDE 163

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
  • 4. Iterate.
slide-164
SLIDE 164

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
  • 4. Iterate.
slide-165
SLIDE 165

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
  • 4. Iterate.
slide-166
SLIDE 166

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
  • 4. Iterate.
slide-167
SLIDE 167

Simplify the Design

Use the simplest representations.

  • Plans:
  • primitives, action patterns, competences.
  • drives only if need to always check.
  • Behavior modules / memory:
  • none, deictic, specialized, general.

(Bryson, AgeS 2003)

slide-168
SLIDE 168

Simplify the Design

Trade off representations: plans vs. behaviors

  • Use simplest plan structure unless

redundancy (split primitives for sequence, add variable state in modules).

  • If competences too complicated, introduce

primitives or create more hierarchy.

  • Split large behaviors, use plans to unify.
  • All variable state in modules (deictic).

(Bryson, AgeS 2003)

slide-169
SLIDE 169

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
  • 4. Iterate.
slide-170
SLIDE 170

BOD Development Cycle

  • 1. Initial decomposition ⇒ specification.
  • 2. Scale the system.
  • i. Code one behavior and/or plan.
  • ii. Test and debug code (test earlier plans).
  • iii. Simplify the design.
  • 3. Revise the specification.
  • 4. Iterate.
slide-171
SLIDE 171

Example: Sequencing & Goals

(Partington & Bryson 2005) Thanks: Binns, Mansfield, Drugowitsch, Brom et al.

slide-172
SLIDE 172

Partington’s Video (ask me for a live demo)

slide-173
SLIDE 173

Partington’s Video (ask me for a live demo)

slide-174
SLIDE 174

AS Summary

  • Combinatorics:

You can’t think of everything.

  • Memory:
  • learning involves forgetting.
  • Sequencing and Goals: action selection by

hierarchical dynamic planning.

slide-175
SLIDE 175

Talk Outline

  • Why & How Time Matters
  • Emotions as Memory
  • Drives and Flexible Latching
  • Goals, Memory and Action Selection in

Competitive Play.

  • Crude, Cheesy Second-Rate Consciousness