Transcript Document

SOAR
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The Basics
 SOAR
is a theory of human cognition
connectionist
approach
Allen
Newell, one of the founders of
modern cognitive science and artificial
intelligence.
Newell’s
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definition of intelligence
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Introduction
 Architecture
by itself does nothing.
BEHAVIOR = ARCHITECTURE X CONTENT
A cognitive architecture must help produce cognitive
behavior. Soar is a theory of what cognitive
behaviors have in common.
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A Professional Baseball Team
 Each
position on a team could be a
representation of an agent.
 Each agent has the over all goal of
winning the game.
 Each has sub-goals of being successful
at his position.
 SOAR could be used to represent this
team as a software model.
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Agents Make Soar Unique
Agents are software models of real world
objects. They are objects that react to
and produce intelligent behavior.
 Dynamic
Imperfect
Prioritize
knowledge
the actions/ decisions
Computational
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limitations
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Agent Capabilities
 PerceptionActon-
sensing the environment
respond to the environment
Planning-
map out and decide what they will do
before they do it.
Learning-
incorporate from their environment
Cooperation
& Coordination- able to
cooperate and coordinate with other agents
using Natural Language Capabilities.
Meta-Reasoning-
ability to learn rationally.
They can learn why.
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A Scene from out Game:
 Agent
John Doe is a Pitcher throwing his
first pitch of his major league career.
 He chooses to throw a curve ball.
 The batter Joe Schmoe, hits the ball, but
John is able to catch it after it bounces
between home plate and the pitching
mound.
 John quickly throws the batter out at first
base.
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Architecture: Goal Driven
 The
Goal Context is the heart of the
architecture.
Defined
by four slots and their values:
The
goal: The motivation, direction
The
problem space: organization
The
State: an internal representation
of the situation.
The
operator: the means to get from
point a to point b.
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Joe’s Goals and the State
 Joe’s
Ultimate goal is to win the game
along with his team
 His immediate goal is to get the batter
out.
 His operators are the types of pitches
that he can throw
 The state space includes the batter, the
runners on base, and the current count
etc.
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Memory
 Productions
are memory structures,
represented often as if-then statements
 Constantly
 Lowest
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being matched
level of memory
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Productions
 There
are several features that make them
models of human memory:
They
are associational in nature.
They
are independent of domain which
allows for continuous incremental learning
They
are dynamic and cognitively
impenetrable.
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Architecture: LTM
 map
from the current goal context in WM
to a new goal context.
The
mapping is from context to context,
triggers an association
LTM
is what is true in general:
If
John throws three strikes in a row then
the batter is out.
If John throws four balls in a row then the
batter walks to first.
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Architecture: Working Memory
 WM
arise in one of two ways: external
perception or associations
holds
the results of perception as values in
current state.
four kinds of objects: goals, problems
spaces, states, and operators.

WM
is what the model thinks is true in a
particular situation:
John’s
working memory tells him that he is about to pitch to Joe
Schmoe and that he has the goal of getting Joe out. His choices
and the current state are all part of the working memory. This
changes with the batter and the status of the game.
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Decision Cycle
 Moving
from the general to the specific.
the
processing component that generates
behavior out of the content that resides in the
LTM and WM
recognize-decide-act
Two
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cycle
Phases: Elaboration and Decision
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Architecture: The Decision
Cycle I, Elaboration phase
ALL productions that match the current state fire,
producing new content in the working memory.
For
example if the batter Joe was
determined to be left handed then a new
associations would be made.
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Architecture:The Decision
Cycle II, Decision phase

Decision procedure interprets and suggests
changes to the context.
The
result is either a single change, or an
impasse
There a limit on how much cognition can do
at once.
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Example Continued

After the elaboration phase it is determined
that John should either throw a curve ball or
throw a fast ball based on all of the
knowledge.
 Based on the possibilities the decision phase
determines that there is not enough
information to make a decision. There is no
basis for a preference, an impasse has been
reached.
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Architecture: Impasses
 There
is an opportunity for learning.
An
impasse occurs automatically whenever
there isn’t enough knowledge.
Independent
of any domain.
Automatically
begins the creation of a new subgoal context whose goal is to resolve the
impasse.
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Example
 Opportunity
for learning.
 Past Success Rate?
 Joe
recalls that in the past he is more
successful with the curve ball.
 Throws
a curve ball. Unfortunately, the
ball is hit and John recovers the ball and
throws Joe out at first.
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Architecture: Chunking I
 The
primary learning mechanism.
Automatically
creates new associations in
LTM whenever results are generated from
an impasse.
The
new associations map relevant preimpasse WM elements changes that
prevent that impasse in future
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Architecture: Chunking II
 Chunking
integrate
speed
serves many purposes
different types of knowledge
up behavior
basis
of inductive learning, analogical
reasoning, etc.
only
architectural mechanism for changing LTM,
it is assumed to be the basis of all types of
learning in people.
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Example
 Take
the information, weather, time of day,
batter, field conditions, count etc.
Therefore
the next time John may consider
his success rate and other factors to avoid
the impasse in the future.
Produces
preferences, a preference added
that states if it is windy then throw less fast
balls.
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What Makes Soar Different

ALL knowledge that is relevant is activated rather
than just matching rules and activating them
The
Beliefs about the world are constantly being
updated automatically. Not maintained by other rules
Agents
use Preferences. The agent can express
knowledge about which option it prefers in the current
situation.
Create
new and multiple states. RB systems have only
one state
Generates
new knowledge and allows the agent to avoid
it in the future.
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Real World Applications
 There
have been several theories
developed from the original SOAR
architecture:
 NL-Soar
SCA
– natural language comprehension
- theory of symbolic concept
NTD-Soar
- a computational theory of perceptual,
cognitive and motor actions performed by the
NASA Test Director (NTD)
IMPROV
- a computational theory of how to correct
knowledge about what actions do in the world.
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Commercial Applications
 Soar
Technologies, Inc.
The goal of Soar Technology, Inc. is to
increase the realism of battle simulations
by developing intelligent automated
synthetic forces.
ExpLore
Reasoning Systems, Inc.
ERS builds intelligent software solutions for
the mutual-fund, mortgage, credit-card, and
insurance industries.
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Problems With SOAR

The programming for soar’s chunking can be
very complex and difficult.
The
Einstellung Effect
The
Power Law of Learning
There
are disadvantages Soar’s
architecture.
large chunking may leads to incorrect
knowledge
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The Future
 Ultimately
SOAR has great potential but
it has many of the same limitations that
humans have in learning.
 Perhaps humans aren’t the best model
for intelligent behavior. Maybe there
isn’t a perfect model.
 Artificial Intelligence can and will get
better.
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References
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Lehman, Laird, Rosenbloom, A Gentle Introduction to Soar, an
Architecture for Human Cognition (1993)
http://ai.eecs.umich.edu/soar/main.html
Cognitive modeling, symbolic. Wilson, Keil (edl.), The MIT
Encyyclopedia of the Cognitive Sciences. Cambridge, MA: MIT
Press.
Soar Technology, Soar: A Comparison with Rule-based Systems,
2002 Soar Technology, Inc. http://ai.eecs.umich.edu/soar/main.html
Soar Technology, Soar: A Functional Approach to General
Intelligence, 2002 Soar Technology, Inc.
http://ai.eecs.umich.edu/soar/main.html
Soar Technology Soar: Along the Frontiers, 2002 Soar Technology,
Inc. http://ai.eecs.umich.edu/soar/main.html
Cognitive Theory, SOAR, Lewis, Richard L. Ohio State University,
1999
http://ai.eecs.umich.edu/cogarch2/index.html. Cognitive Architectures
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