Knowledge Representation and Reasoning University "Politehnica" of Bucharest Department of Computer Science Fall 2010 Adina Magda Florea

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Presentation transcript:

Knowledge Representation and Reasoning University "Politehnica" of Bucharest Department of Computer Science Fall 2010 Adina Magda Florea curs.cs.pub.ro Master of Science in Artificial Intelligence,

2 Lecture 9 Soar: an architecture for human cognition Lecture outline  About models of cognition  Soar – a cognitive architecture  Soar evolution  Basic Soar architecture  Soar processing cycle  Extended Soar architecture

3 1. About models of cognition  Cognitive science - Christopher Longuet- Higgins, 1973 Comprises psychology, artificial intelligence, philosophy, neuroscience, linguistics, anthropology, sociology, biology, and other Problems: memory organization, learning, decision mechanisms, logic, planning, neural networks, brain organization, etc.

4 About models of cognition  Psycholinguistics – GPP A semantic short circuit to-and-fro understanding Collin, Quillian – the cognition economy principle  Without her contributions we failed  Without her contributions failed to come in  The old man saw the boat  The old man the oars

5  man, transitive verb  Inflected Form(s): manned; man·ning  Date: 12th century  1 a : to supply with people (as for service) b : to station members of a ship's crew at c : to serve in the force or complement of  2 : to accustom (as a hawk) to humans and the human environment 3 : to furnish with strength or powers of resistance : bracebrace

6 About models of cognition  Psychology - behaviors that people seem to exhibit Steinberg item recognition paradigm the time to decide whether a test item was on a memorized list of items increases linearly with the length of the list

7 2. Soar – a cognitive architecture  Each individual discipline contributes with what Newell called microtheories — small pieces of the big picture  Newell proposed in 1990 the unified theories of cognition (UTCs)  Soar as a candidate UTC  A GENTLE INTRODUCTION TO SOAR, AN ARCHITECTURE FOR HUMAN COGNITION: 2006 UPDATE  JILL FAIN LEHMAN, JOHN LAIRD, PAUL ROSENBLOOM

8 THE IDEA OF ARCHITECTURE  We can think of a software application as having an architecture a particular fixed set of mechanisms and structures that define a set of functionalities  BEHAVIOR = ARCHITECTURE + CONTENT  Soar - a cognitive architecture seen as a theory of the mechanisms and structures that underlie human cognition

9 Physical symbol system hypothesis  The Soar architecture is based on the view that a symbolic system is necessary and sufficient for general intelligence  A physical symbol system takes: physical patterns (symbols) combines them into structures (expressions) manipulates them (using processes) to produce new expressions

10 Physical symbol system hypothesis  "A physical symbol system has the necessary and sufficient means for general intelligent action." Alan Newell and Herbert Simon

11 Cognitive architecture  A cognitive architecture consists of:  memories for storing knowledge  processing units that extract, select, combine, and store knowledge  languages for representing the knowledge that is stored and processed  A cognitive architecture distinguishes between: knowledge that is acquired over time and the fixed cognitive architecture that is common across all tasks.

12 3. Soar evolution  Soar architecture - substantial evolution and refinement, with 8 major versions between 1982 and  The basic approach of pure symbolic processing  Long-term knowledge represented as production rules  A general and flexible architecture for research in cognitive modeling: behavioral and learning phenomena.  Knowledge-rich agents that could generate diverse, intelligent behavior in complex, dynamic environments

13 Soar evolution  Soar was missing some important capabilities that we take for granted in humans  Added: New learning mechanisms New long-term memories New forms of non-symbolic processing

14 Soar evolution  First version operational in 1982 Written by Allen Newell, John Laird, and Paul Rosenbloom at CMU.  Versions 1-5 written in Lisp.  Version 6 written in C.  Version 7 written in C with Tcl/Tk.  Version most commonly used.  Version 7.2 true multi-platform version.  Version 8.3/4 latest multi-platform versions.

15 Soar – State Operator ARchitecture  Function: intransitive verb  Date: 14th century  1 a : to fly aloft or about b (1) : to sail or hover in the air often at a great height : glide (2) of a glider : to fly without engine power and without loss of altitude 2 : to rise or increase dramatically (as in position, value, or price) 3 : to ascend to a higher or more exalted level 4 : to rise to majestic statureglide  Function: noun  Date: 1596  1 : the range, distance, or height attained in soaring 2 : the act of soaring : upward flight

16 4. Basic Soar architecture  A rule based system, although different Use context dependent knowledge to influence decisions about rule selection  Work on a full range of tasks;  Represent and use appropriate forms of knowledge;  Employ a full range of problem-solving methods;  Interact with the outside world;  Learn about the task and its performance. ....

17 Basic Soar architecture  a goal - is a desired situation.  a state - is a representation of a problem solving situation.  a problem space - is a set of states and operators for the task.  an operator - transforms the state by some action  Problem solving representation - States and Operators, but Operators are distributed across rules Operators are represented as structures in WM

18 Basic Soar architecture  Knowledge is encoded in production rules. A rule has conditions on its LHS, and actions on the RHS: C --> A Rules sp {rule*name (condition)(condition) … --> (action) (action) …}  Two memories are relevant here: the production memory (PM), permanent knowledge in the form of production rules – Symbolic long term memory working memory (WM), temporary information about the situation being dealt with, as a collection of elements (WMEs) – Symbolic short term memory

19 Structure of Soar

20 Rules in Soar  The goal (or desired) state is to achieve ( ^hungry no).  Operators are named Eat and Drink: Eat can apply to any state with (^hungry yes), and yields a new state with (^hungry no) Drink can apply to any state with (^thirsty yes), and yields a new state with (^thirsty no). Production rules offer knowledge about:  when to propose the operator  how to compare operators and select an operator  how to apply (or “implement”) the operator

21 Rules in Soar sp {ht*propose-op*drink (state ^problem-space.name hungry-thirsty ^thirsty yes) --> ( ^operator ) ( ^name drink)} IFwe are in the hungry-thirsty problem space, AND in the current state we are thirsty THENpropose an operator to apply to the current state, and call this operator “drink”. sp {ht*propose-op*eat (state ^problem-space.name hungry-thirsty ^hungry yes) --> ( ^operator ) ( ^name eat)}

22 Basic Soar behaviour  Behaviour is seen as occurring in a problem space, made up of States (S) and Operators (O or Op). (The implementation, however, has changed somewhat from Newell’s 1990 book.)  Fluent behaviour is a cycle in which an operator is selected, and is applied to the current state to give a new current state.

23 Rules and operators

24 Basic Soar behaviour  The main activity is the repeated selection and then application of one operator after another.  If something prevents that process from continuing? Soar knows of no operators to apply to a given state It knows of several, but has no knowledge of how to choose?  In such cases, an impasse occurs, explained soon

25 Rules and operators  Rules that propose operators - create a data structure in WM representing the operator and an acceptable preference so that the operator can be considered for selection.  Rules that evaluate operators and prefer one operator to another or provide some indication of the utility of the operator for the current situation  Rules that apply the operator by making changes to WM that reflect the actions of the operator.  Changes - internal or may initiate external actions in the environment

26 Rules and operators  Rules that propose operators  Rules that evaluate operators  Rules that apply the operator  make possible to incrementally build operator knowledge structures  the definition of operators may change over time

27 5. Soar processing cycle  Input - Changes to perception are processed and sent to short-term memory  Elaboration - Rules compute entailments of short-term memory

28 Elaboration  Soar has no conflict resolution to decide on a single rule to fire at each cycle. Instead, all productions satisfied fire in parallel.  The rule firings have the effect of changing WM so that more productions will have their conditions satisfied. So they fire next, again in parallel.  This process of elaboration cycles continues until there are no more productions ready to fire, i.e. quiescence

29 Elaboration  Changes to WM are just elaborations – conclusions or suggestions in case of preferences, and not actions in the world or changes to internal structures that should persist  Several operators are suggested as candidates for the next step

30 Soar processing cycle  Operator Proposal - Rules propose operators that are appropriate to the current situation based on features of the situation tested in the condition of the rules.  Operator Evaluation - Rules create preferences which of the proposed operators are to be preferred, based on the current situation and goal. The preferences can be symbolic (A is better than B), or numeric (the estimated utility of A is.73).

31 Proposal and evaluation  With parallel rule firings there could be inconsistencies in WM  Rules vote for changes to WM through preferences +acceptable: an object must have an acceptable to be considered. -reject: the object cannot be considered. >better, best: one object is better than another, or (unary) the object is best. <worse, worst: similarly. =indifferent: one object is indifferent to another, or (unary, and more usually) the object is indifferent. & parallel: the object can be one of multiple values.

32 Memory Soar has three memories:  Working memory -  holds knowledge about the current situation  Production memory -  holds long-term knowledge in the form of rules  Preference memory - stores suggestions about changes to working memory  Allows Soar to reason about what it does  If it cannot, then Soar invokes a subgoal and learns about the result

33 Soar processing cycle  Operator Selection - A fixed decision procedure combines the generated preferences and selects the current operator  If the preferences are insufficient for making a decision, an impasse arises and Soar automatically creates a substate in which the goal is to resolve that impasse

34 Impasse  Operator Selection  Impasse – an architectural event that arises whenever a decision procedure cannot resolve preferences in WM to select a new operator

35 Impasse  In a created substate, Soar recursively uses the same processing cycle to select and apply operators, leading to automatic, reactive meta- reasoning  The impasses and resulting substates provide a mechanism for Soar to deliberately perform any of the functions (elaboration, proposal, evaluation, application) that are performed automatically/reactively with rules

36 Soar processing cycle  Operator Application - The actions of an operator are performed by rules that match the current situation and the current operator structure  Output - Any output commands are passed on to the motor system

37 Operator Application  Operator Application  If there is insufficient application knowledge, an impasse arises with a substate  This leads to dynamic task decomposition, where a complex operator is performed recursively by simpler operators

38 More on impasses There are three types of impasses in Soar.  (1) A state no-change impasse - no operators are proposed for the current state  (2) An operator tie impasse - there are multiple operators proposed, but insufficient preferences to select between them  (3) An operator conflict impasse - there are multiple operators proposed, and the preferences conflict  (2) and (3) needs control knowledge

39 More on impasses  (1) A state no-change impasse Knowledge of how to implement the operator may be lacking, in which case that is what is needed The preconditions of the operator may not be satisfied, which case requires operator subgoaling The operator may be incompletely specified, and need to be augmented

40 More on impasses  Whenever an impasse arises, Soar automatically creates a new state  provides a context for selecting and applying operators to resolve the impasse  Once a substate is created, operators can be selected and applied just as they are in the original state  These operators can change the local state, but they can also change the content of original state  An impasse can also arise in the substate, which then leads to a stack of states.

41 More on impasses - Chunking  Whenever a result is returned from an impasse, a new rule is learned connecting the relevant parts of the pre-impasse situation with the result  The next time a sufficiently similar situation occurs, the impasse is avoided  This leads to a uniform learning mechanism, called chunking More on chunking – next lecture

42 To do  Do by yourselves by December 20:  Soar Tutorial Part 1: Hello World, Visual Soar and Water Jug problem  al%20Part%201.pdf al%20Part%201.pdf

43 6. Extended Soar architecture

44 Non symbolic processing in extended Soar