Learning in ACT-R: Chunking Revisited Richard L. Lewis Department of Psychology University of Michigan March 22, 2003.

Slides:



Advertisements
Similar presentations
MODELING PARAGIGMS IN ACT-R -Adhineth Mahanama.V.
Advertisements

Pat Langley School of Computing and Informatics Arizona State University Tempe, Arizona USA Modeling Social Cognition in a Unified Cognitive Architecture.
Pat Langley Computational Learning Laboratory Center for the Study of Language and Information Stanford University, Stanford, California USA
Pat Langley Computational Learning Laboratory Center for the Study of Language and Information Stanford University, Stanford, California USA
Pat Langley Institute for the Study of Learning and Expertise Palo Alto, California A Cognitive Architecture for Complex Learning.
ARCHITECTURES FOR ARTIFICIAL INTELLIGENCE SYSTEMS
Behavioral Theories of Motor Control
Chapter Five The Cognitive Approach II: Memory, Imagery, and Problem Solving.
Dr. Neil H. Schwartz Psy 353 Fall 2011 Sensory Register Purpose Capacity ~On ave. about 500 msec (1/2 second). ~No difference between 5 year olds &
SAL: A Hybrid Cognitive Architecture Y. Vinokurov 1, C. Lebiere 1, D. Wyatte 2, S. Herd 2, R. O’Reilly 2 1. Carnegie Mellon University, 2. University of.
Threaded Cognition: An Integrated Theory of Concurrent Multitasking
Introduction to SOAR Based on “a gentle introduction to soar: an Architecture for Human Cognition” by Jill Fain Lehman, John Laird, Paul Rosenbloom. Presented.
NaLIX: A Generic Natural Language Search Environment for XML Data Presented by: Erik Mathisen 02/12/2008.
Copyright 2008 by User Interface Lab Industrial Engineering Dept. of Industrial Systems & Information Engineering Korea University Serial Modules in Parallel.
1 Soar Semantic Memory Yongjia Wang University of Michigan.
The Importance of Architecture for Achieving Human-level AI John Laird University of Michigan June 17, th Soar Workshop
ACT-R.
Models of Human Performance Dr. Chris Baber. 2 Objectives Introduce theory-based models for predicting human performance Introduce competence-based models.
Abstraction and ACT-R. Outline Motivations for the Theory –Architecture –Abstraction Production Rules ACT-R Architecture of Cognition.
Overview of Long-Term Memory laura leventhal. Reference Chapter 14 Chapter 14.
CIS465: Adv. Info. Sys. Memory Systems Min Song Information Systems Dept.
Principles of High Quality Assessment
What kind of task will help students synthesize their learning?
ACT-R 5.0 and ACT-R/PM Michael D. Byrne Department of Psychology Rice University Houston, TX 77005
Chapter 5 Models and theories 1. Cognitive modeling If we can build a model of how a user works, then we can predict how s/he will interact with the interface.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence Using Expectations to Drive Cognitive Behavior Unmesh Kurup, Christian Lebiere,
Modeling Driver Behavior in a Cognitive Architecture
MODELING HUMAN PERFORMANCE Anderson et al. Article and Taatgen, Lebeire, & Anderson Article Presented by : Kelsey Baldree.
Guide to Simulation Run Graphic: The simulation runs show ME (memory element) activation, production matching and production firing during activation of.
Modeling meditation ?! Marieke van Vugt.
An Introduction to Software Architecture
Cognitive Architectures: A Way Forward for the Psychology of Programming Michael Hansen Ph.D Student in Comp/Cog Sci CREST / Percepts & Concepts Lab Indiana.
Introduction to ACT-R 5.0 ACT-R Post Graduate Summer School 2001 Coolfont Resort ACT-R Home Page: John R. Anderson Psychology Department.
Ocean Observatories Initiative Data Management (DM) Subsystem Overview Michael Meisinger September 29, 2009.
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
Chapter 10 Analysis and Design Discipline. 2 Purpose The purpose is to translate the requirements into a specification that describes how to implement.
Chapter Five The Cognitive Approach II: Memory, Imagery, and Problem Solving.
CHAPTER FIVE The Cognitive Approach II: Memory, Imagery, and Problem Solving.
Compilation and Instruction ACT-R Post Graduate Summer School 2001 Coolfont Resort ACT-R Home Page: John R. Anderson Psychology.
Korea Univ. Division Information Management Engineering UI Lab. Korea Univ. Division Information Management Engineering UI Lab. IMS 802 Cognitive Modeling.
고려대학교 산업공학과 IND 643 Cognitive Engineering 1. Introduction  Divide-and-conquer strategy  Allen Newell (1973) – unified theory, production system  ACT-R,
Brunning – Chapter 2 Sensory, Short Term and Working Memory.
1/28 Unit 3. Attention 3.1 Visual Locations 3.2 The Sperling Task 3.3 Visual Attention 3.4 Auditory Attention 3.5 Typing and Control 3.6 Declarative Finsts.
Human Abilities 2 How do people think? 1. Agenda Memory Cognitive Processes – Implications Recap 2.
Scientific Debugging. Errors in Software Errors are unexpected behaviors or outputs in programs As long as software is developed by humans, it will contain.
1 Cognitive Modeling GOMS, Keystroke Model Getting some details right!
U i Modleing SGOMS in ACT-R: Linking Macro- and Microcognition Lee Yong Ho.
What’s Ahead for Embedded Software? (Wed) Gilsoo Kim
How conscious experience and working memory interact Bernard J. Baars and Stan Franklin Soft Computing Laboratory 김 희 택 TRENDS in Cognitive Sciences vol.
RULES Patty Nordstrom Hien Nguyen. "Cognitive Skills are Realized by Production Rules"
Beyond Chunking: Learning in Soar March 22, 2003 John E. Laird Shelley Nason, Andrew Nuxoll and a cast of many others University of Michigan.
Cognitive Architectures and General Intelligent Systems Pay Langley 2006 Presentation : Suwang Jang.
CognitiveViews of Learning Chapter 7. Overview n n The Cognitive Perspective n n Information Processing n n Metacognition n n Becoming Knowledgeable.
Supporting the design of interactive systems a perspective on supporting people’s work Hans de Graaff 27 april 2000.
ACT-R 5.0 Architecture Christian Lebiere Human-Computer Interaction Institute Carnegie Mellon University
Multitasking Computational Neuroscience NSCI 492 Spring 2008.
Copyright 2006 John Wiley & Sons, Inc Chapter 5 – Cognitive Engineering HCI: Developing Effective Organizational Information Systems Dov Te’eni Jane Carey.
Computational Cognitive Modelling
Cognitive Modeling Cogs 4961, Cogs 6967 Psyc 4510 CSCI 4960 Mike Schoelles
Modeling Primitive Skill Elements in Soar
Learning Fast and Slow John E. Laird
Typical Person :^) Fall 2002 CS/PSY 6750.
Lexical and Syntax Analysis
Bryan Stearns University of Michigan Soar Workshop - May 2018
Bryan Stearns University of Michigan Soar Workshop - May 2018
Symbolic cognitive architectures
An Integrated Theory of the Mind
An Introduction to Software Architecture
Typical Person :^) Fall 2002 CS/PSY 6750.
Overview of Workflows: Why Use Them?
Presentation transcript:

Learning in ACT-R: Chunking Revisited Richard L. Lewis Department of Psychology University of Michigan March 22, 2003

Acknowledgements n NASA Ames Research Center n Roger Remington, Alonso Vera, Bonnie John, Mike Matessa n ACT-R research group particularly Niels Taatgen, John Anderson, Christian Liebere

Overview n Overview of current version of ACT-R (5.0) How it works Highlight major new developments With some editorial comments and comparisons to Epic and Soar n Model of learning a hierarchically structured task A kind of learning from instruction n Summarize interesting properties and general implications

Environment Productions Retrieval Buffer Matching Selection Execution Visual Buffer Manual Buffer Manual Module Visual Module Declarative Module Goal Buffer ACT-R 5.0: Buffers and modules

Environment Productions Retrieval Buffer Matching Selection Execution Visual Buffer Manual Buffer Manual Module Visual Module Declarative Module Goal Buffer ACT-R 5.0: Buffers and modules Keeps track of where one is in task; intermediate results

Environment Productions Retrieval Buffer Matching Selection Execution Visual Buffer Manual Buffer Manual Module Visual Module Declarative Module Goal Buffer ACT-R 5.0: Buffers and modules Long term declarative store (contains chunks)

Environment Productions Retrieval Buffer Matching Selection Execution Visual Buffer Manual Buffer Manual Module Visual Module Declarative Module Goal Buffer ACT-R 5.0: Buffers and modules Holds retrieved chunk from declarative memory

Environment Productions Retrieval Buffer Matching Selection Execution Visual Buffer Manual Buffer Manual Module Visual Module Declarative Module Goal Buffer ACT-R 5.0: Buffers and modules Separate location, object identity buffers

Environment Productions Retrieval Buffer Matching Selection Execution Visual Buffer Manual Buffer Manual Module Visual Module Declarative Module Goal Buffer ACT-R 5.0: Buffers and modules Key-strokes, mouse clicks, mouse movements

Environment Productions Retrieval Buffer Matching Selection Execution Visual Buffer Manual Buffer Manual Module Visual Module Declarative Module Goal Buffer ACT-R 5.0: Buffers and modules Match and modify buffers

~ 100 Published Models in ACT-R I. Perception & Attention 1. Psychophysical Judgements 2. Visual Search 3. Eye Movements 4. Psychological Refractory Period 5. Task Switching 6. Subitizing 7. Stroop 8. Driving Behavior 9. Situational Awareness 10. Graphical User Interfaces II. Learning & Memory 1. List Memory 2. Fan Effect 3. Implicit Learning 4. Skill Acquisition 5. Cognitive Arithmetic 6. Category Learning 7. Learning by Exploration and Demonstration 8. Updating Memory & Prospective Memory 9. Causal Learning III. Problem Solving & Decision Making 1. Tower of Hanoi 2. Choice & Strategy Selection 3. Mathematical Problem Solving 4. Spatial Reasoning 5. Dynamic Systems 6. Use and Design of Artifacts 7. Game Playing 8. Insight and Scientific Discovery IV. Language Processing 1. Parsing 2. Analogy & Metaphor 3. Learning 4. Sentence Memory V. Other 1. Cognitive Development 2. Individual Differences 3. Emotion 4. Cognitive Workload 5. Computer Generated Forces 6. fMRI 7. Communication, Negotiation, Group Decision Making

Knowledge representation: Procedural vs. declarative n This has long been a feature of ACT theories Cognition emerges as interaction between procedural and declarative knowledge n Declarative memory contains chunks Structured configurations of small set of elements Sometimes described as containing “facts”; but real issue is not content, but how they are accessed n Procedural memory: production rules Asymmetric condition-action pairs Match on buffers, modify buffers

“Chunks” in declarative memory (fact3+4 isa addition-fact addend1 three addend2 four sum seven) (three isa integer value 3) (four isa integer value 4) (seven isa integer value 7)

“Chunks” in declarative memory ADDITION-FACT A DDEND 1S UM A DDEND 2 THREESEVEN isa I NTEGER isa V ALUE 3 7 isa V ALUE 4 F ACT 3+ 4 FOUR

“Chunks” in declarative memory ADDITION-FACT A DDEND 1S UM A DDEND 2 isa I NTEGER isa V ALUE 3 7 isa V ALUE 4 C789BR549 C216 G112

More “chunks” (saw-v isa major-cat-entry word saw cat v finite yes-finite tense past number sing-plural looking-for-case acc looking-for-catN) (NP28 isa syn-obj word Dog spec-of IP27 spec D28 cat N case Nom number Sing finite nil attached Yes-Attached) Declarative memory contains partial products as well (thus serves as a WM)

Productions: Match and modify buffers n Productions match against and modify buffers Modifying the goal buffer means (a) keeping track of intermediate results of computation or (b) changing momentary control state, or (c) replacing the goal chunk Modifying other buffers means issuing a request to the corresponding module to do something n Productions do NOT match directly against declarative memory

Productions: Matching and modify buffers n Productions in ACT-R 5.0 often come in pairs (P retrieve-answer =goal> ISA comprehend-sentence agent =agent action =verb object =object purpose test ==> =goal> purpose retrieve-test +retrieval> ISA comprehend-sentence action =verb purpose study )  sentence processing complete  update state  retrieve sentence involving verb

Generating a response (P answer-no =goal> ISA comprehend-sentence agent =agent action =verb object =object purpose retrieve-test =retrieval> ISA comprehend-sentence - agent =agent action =verb - object =object purpose study ==> =goal> purpose done +manual> ISA press-key key "d" )  ready to test  retrieved sentence does not match agent or object  update state  indicate no

Summary of ACT-R performance and learning  

Activation-based retrieval: Focus, decay, & interference Only the contents of the goal buffer and retrieval buffer and are available for processing (production match)

Activation-based retrieval: Focus, decay, & interference i Base level activation is function of usage history; yields both power law decay & power law learning

Activation-based retrieval: Focus, decay, & interference i A set of probes P provides additional activation to memory elements that match the probes (and reduced activation to elements that mismatch). Result is a soft match.

Activation-based architecture: Focus, decay, & interference i Both retrieval time and probability of retrieval are a function of the activation of the target and its competitors. Thus, interference depends on the number, activation, and similarity of competitors.

Base level learning

Example: Sentence processing 1 New word arrives and is encoded “saw” 2 Set retrieval cues based on new word, via production rule 3 Cues boost activation of prior constituents 4 Attach to retrieved constituent (most highly active), via production rule “the”

A pipelined architecture

Visual buffer/processor Cognitive processor Retrieval buffer A pipelined architecture Visual processor [executes saccades, delivers encoded visual items] Cognitive processor [production system operating on 50ms cycle; issues retrieval requests, perceptual/motor commands] Retrieval buffer [receives requests in form of memory probes (features to match against); delivers result of retrieval]

Visual buffer/processor Retrieval buffer A pipelined architecture n Considerable available parallelism Production rules fire in parallel while retrievals in process, while visual system programming a saccade, while motor system executing command, etc. Cognitive processor

Trace of the model in action Time 0.687: Module :VISION running command FIND-LOCATION Time 0.687: Attend-Word-Saw Selected Time 0.737: Attend-Word-Saw Fired Time 0.737: Module :VISION running command MOVE-ATTENTION Time 0.737: Project-Ip-From-Nominative-Noun Selected Time 0.787: Module :VISION running command FOCUS-ON Time 0.787: Project-Ip-From-Nominative-Noun Fired Time 0.787: Lexical-Retrieval-Request Selected Time 0.837: Lexical-Retrieval-Request Fired Time 0.844: Saw-V Retrieved Time 0.844: Set-Retrieval-Cues-Based-On-Tensed-Verb Selected Time 0.894: Set-Retrieval-Cues-Based-On-Tensed-Verb Fired Time 0.896: Ip22 Retrieved Time 0.923: Match-Ip-Expectation1 Selected Time 0.946: Match-Ip-Expectation1 Fired

Production choice and utility learning n Only a single production can fire at a time (a serial bottleneck); the production with the highest utility is selected n The parameters P and C are incrementally adjusted as function of experience

Production composition (Taatgen & Anderson)

Some composition principles 1. Perceptual-Motor Buffers: Avoid compositions that will result in jamming when one tries to build two operations on the same buffer into the same production. 2. Retrieval Buffer: Except for failure tests proceduralize out and build more specific productions. 3. Safe Productions: Production will not produce any result that the original productions did not produce.

Summary of major new developments and shifts n Introduction of perceptual motor components (inspired by/taken from Epic) n Buffer structure/constrained production form n Factoring out retrieval Productions now come in pairs; retrieval happens in parallel, can be interrupted n Production composition

ACT-R and Soar n Obvious differences (uniform production memory in Soar, no subsymbolic level) n But: Soar’s control structure is more flexible than ACT-R’s (least-commitment run-time decision cycle supported by parallel knowledge retrieval vs. utility learning) n Not clear how ACT-R would learn contextually conditioned control knowledge Possible response: Soar’s control structure is layer above ACT-R –Seems reasonable response for Epic, but not for ACT-R

ACT-R and Epic n Epic’s cognitive processor is completely parallel; no serial bottleneck (ACT-R has two) n Not clear if ACT-R’s single serial control stream is fast enough for all kinds of complex real time tasks Example: I have serious doubts about sufficiency for language processing by itself, let alone in concert with other cognitive tasks Though ACT-R group is agnostic about whether language has special dedicated processors (Anderson et al 2001)

A model of learning hierarchically controlled behavior n We’re exploring an ACT-R model that can take a declarative specification of a task in the form of a goal-subgoal hierarchy, interprets that specification to perform the task, and gradually learns new task- specific production rules The interpreter is just a set of production rules that know how to traverse a task hierarchy Hierarchy bottoms out in motor/perceptual primitives

Why? (1) Subgoal hierarchies useful descriptions of tasks, from using ATMs to flying tactical air missions So any process that converts these to productions would be useful (2) Subgoal hierarchies have proven important in the architecture of flexible performance systems (e.g., TACAir-Soar) TACAir-Soar success = hierarchically controlled behavior + flexible/interruptible control structure (3) Learning to perform such tasks is important (4) In particular, instruction taking important capability (Lewis, Newell & Polk 1989; Huffman, 1994; Anderson, 2001; Taatgen, 2002)

..and particularly critical for ACT-R n Because ACT-R has just one active goal chunk available to control processing! n No architecturally-distinguished goal-subgoal relations or processes (pushes, pops) Therefore no architectural learning mechanism specialized to learn across goal/subgoal boundaries! n Can a non-goal -based learning mechanism “chunk” arbitrary goal hierarchies? n Can a single-goal architecture behave as flexibly as an architecture with a goal stack?

The task

Goal/subgoal decomposition

Declarative language n Based on PDL (procedural description language in Apex; Freed 2000) Rather GOMS-like n Important properties: Defines a hierarchical decomposition of the task Defines a partial ordering on subgoals/primitive steps

Examples (Do-banking-step-a ISA step-definition step-labela parent-taskdo-banking tasktype-pin arg1none arg2none wait-for-a not-done wait-for-manual free if-failure-goto none ) (Type-PIN-step-b ISA step-definition step-labelb parent-taskType-PIN taskpress-key arg1"B" arg2none wait-for-a done wait-for-bnot-done wait-for-manualfree if-failure-goto none )

The local control state n Hierarchy can be arbitrarily deep, but at any given point, only following information is kept local in the goal buffer Which steps in this local goal have been accomplished (done, not-done) Name of parent-task (single symbol) Single symbol denoting entire control state of all instantiated goals higher in the hierarchy Intermediate results

The interpretive algorithm (1) Execute the step directly if possible. (2) Recognize the current control state. –Result is a symbol (gensym) that denotes the current pattern of dones/not-dones plus symbol denoting the parent control state –How? Attempt to retrieve an existing chunk with this patter –If fail, create new chunk and use chunk ID as recognition symbol (3) Retrieve a candidate step definition. –What are the retrieval cues? Current control state pattern! –But in general, could use any knowledge source here (4) Check wait-fors, and instantiate retrieved step as new controlling task – Destructively modify goal buffer (5) If step is done, “pop” by unpacking parent control state symbol (attempt chunk retrieval) (6) Goto 1

Control chunks: Coding control state informatoin Control-State184 isa CONTROL-STATE parent-task None task Task-X arg1 nil arg2 nil step-a Done step-b Not-Done step-c Done step-d Not-Done step-e Not-Done step-f Not-Done

Kinds of learning/behavior that emerge n Learning to traverse the goal hierarchy via productions, without declarative retrievals n Learning direct associations from goals to motor actions/results associated with deeper subgoals n Collapsing together cognitive results and motor actions n Learning to recognize and transition between new control state codes n Frantically trying to fill slack time when waiting for motor processor to complete

Direct association from high level goal to response IF task is Do-Banking and no steps are done and there is no parent task and the manual processor is free THEN control-state is C58 parent-control-state is C41 task is Enter-PIN press the “4” key step-A is done request retrieval for next step

Creation of multiple results in parallel along with motor response IF task is Task-X and no steps are done and there is no parent task THEN parent control-state is C143 click the mouse produce results of step A, B, C task is terminate

Pop, return result, transition control state IF task is TASK-C and parent-control-state is C54 and there is no task-c result and the parent task is TASK-X THEN control-state is C61 task is TASK-X TASK-C-RESULT is seven step-C is done request next step defintion

XAPS: A blast from the past (Rosenbloom & Newell 1981) n This sort of chunking of goal hierarchies is similar to the original Rosenbloom & Newell work on chunking, in that critical part of “chunks” are new symbols that denote hierarchical structure n BUT: Two big differences (1) In XAPS chunking, symbols denoted encoded stimuli and response patterns. In the ACT-R model, symbols denote control states CLAIM: WE NEED ALLTHREE. (2) XAPS chunking, like the Soar chunking that it evolved into, is a mechanism predicated over goal-subgoal relations

Effects of learning A B C D

Four interesting properties (1) Learns new control codes (control chunks) Supports efficient traversal; provides additional way to characterize procedural skills (2) Learns within and across goals/subgoals via same mechanism But without architectural subgoals and therefore without a learning mechanism based on subgoals (3) Permits behavior conditioned on any goal/supergoal in hierarchy Not blind to context, because control state symbol denotes entire hierarchy (4) Still interruptible in principle

Ok, four more... (5) (Should) compile down to permit as much parallelism as possible in architecture Early, behavior is shaped by task-structure After practice, behavior is shaped by architecture (6) System can always fall back on explicit processing of goal structure when needed This behavior evident in current model (7) May avoid some classic Soar chunking problems Noncontemporaneous constraints Data chunking (8) Step toward Instruction taking!

Can it do everything Soar chunking can do? n NO. At least, not in a straightforward way What Soar’s chunking can do is a function of Soar’s control structure –Recall earlier remarks about relatively limited nature of ACT control structure n But, this seems to be an issue of control structure differences, rather than learning mechanism differences

Limitations, concerns n This is still extremely preliminary work, using early version of new learning mechanism n Not clear it is asymptoting at optimal n Somewhat erratic behavior; learns many useless productions n Deliberate control-state recognition feels heavy- handed n Works with fixed goal/subgoal hierarchy now Though shouldn’t be a limitation in principle n Will it scale to complex, dynamic tasks?

Final golden nugget: Data

As function of hierarchy boundary