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SOAR

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BEHAVIOR = ARCHITECTURE X CONTENT. A cognitive architecture must help produce cognitive behavior. ... Moving from the general to the specific. ... – PowerPoint PPT presentation

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Title: SOAR


1
SOAR
2
The Basics
  • SOAR is a theory of human cognition
  • connectionist approach
  • Allen Newell, one of the founders of modern
    cognitive science and artificial intelligence.
  • Newells definition of intelligence

3
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.
4
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5
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.

6
Agents Make Soar Unique
  • Agents are software models of real world objects.
    They are objects that react to and produce
    intelligent behavior.
  • Dynamic
  • Imperfect knowledge
  • Prioritize the actions/ decisions
  • Computational limitations

7
Agent Capabilities
  • Perception- sensing the environment
  • Acton- 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.

8
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.

9
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.

10
Joes Goals and the State
  • Joes 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.

11
Memory
  • Productions are memory structures, represented
    often as if-then statements
  • Constantly being matched
  • Lowest level of memory

12
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.

13
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.

14
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
  • Johns 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.

15
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 cycle
  • Two Phases Elaboration and Decision

16
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.

17
ArchitectureThe 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.

18
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.

19
Architecture Impasses
  • There is an opportunity for learning.
  • An impasse occurs automatically whenever there
    isnt enough knowledge.
  • Independent of any domain.
  • Automatically begins the creation of a new
    sub-goal context whose goal is to resolve the
    impasse.

20
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.

21
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 pre-impasse WM
    elements changes that prevent that impasse in
    future

22
Architecture Chunking II
  • Chunking serves many purposes
  • integrate different types of knowledge
  • speed 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.

23
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.

24
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.

25
Real World Applications
  • There have been several theories developed from
    the original SOAR architecture
  • NL-Soar natural language comprehension
  • SCA - 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.

26
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.

27
Problems With SOAR
  • The programming for soars chunking can be very
    complex and difficult.
  • The Einstellung Effect
  • The Power Law of Learning
  • There are disadvantages Soars architecture.
  • large chunking may leads to incorrect knowledge

28
The Future
  • Ultimately SOAR has great potential but it has
    many of the same limitations that humans have in
    learning.
  • Perhaps humans arent the best model for
    intelligent behavior. Maybe there isnt a perfect
    model.
  • Artificial Intelligence can and will get better.

29
References
  • 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/soa
    r/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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