Sigma: Towards a Graphical Architecture for Integrated Cognition Paul S. Rosenbloom 7/27/2012 The projects or efforts depicted were or are sponsored by the U.S. Army, AFOSR and ONR. The content or information presented does not necessarily reflect the position or the policy of the Government, and no official endorsement should be inferred. The Goal of this Work A new cognitive architecture – Sigma (𝚺) – based on – The broad yet theoretically elegant power of graphical models – The unifying potential of piecewise continuous functions As an approach towards integrated cognition – Consolidating the functionality and phenomena implicated in natural minds/brains and/or artificial cognitive systems That meets two general desiderata – Grand unified – Functionally elegant In support of developing functional and robust virtual humans (and intelligent agents/robots) – And ultimately relating to a new unified theory of cognition 2 Example Virtual Humans (USC/ICT) Ada & Grace Gunslinger INOTS 3 SASO Cognitive Architecture Fixed structure underlying intelligent behavior – Defines mechanisms for memory, reasoning, learning, interaction, etc. – Intended to yield integrated cognition when add knowledge and skills – May serve as the basis for Symbolic working memory A Unified Theory of Cognition (x1 ^next x2)(x2 ^next x3) Virtual humans, intelligent agents and robots Long-term memory of rules Induces a language, but not just language toolkit) (a a ^next b)(b ^next(or c)(a ^next c) – Embodies theory of, and constraints on, parts and their combination Decide what to do next Overlaps in aims with what are variously called AGI based on preferences generatedarchitectures by rules architectures and intelligent agent/robot Examples include ACT-R, AuRA, Clarion, Companions, Reflect when can’t decide Epic, Icarus, MicroPsi, OpenCog, Polyscheme, RCS, Learn results of reflection Soar, and TCA USC/ICT – SASO Soar 3-8 (CMU/UM/USC) 4 Interact with world USC/ISI & UM – IFOR Outline of Talk Desiderata Sigma’s core Progress Wrap up 5 DESIDERATA 6 Desideratum I: Grand Unified Unified: Cognitive mechanisms work well together – Share knowledge, skills and uncertainty – Provide complementary functionality Grand Unified: Extend to non-cognitive aspects – Perception, motor control, emotion, personality, … – Needed for virtual humans, intelligent robots, etc. Forces important breadth up front – Mixed: General symbolic reasoning with pervasive uncertainty – Hybrid: Discrete and continuous Expansive base for Towards synergistic robustness mechanism development – General combinatoric models and integration – Statistics over large bodies of data 7 Desideratum II: Functionally Elegant Broad scope of functionality and applicability – Embodying a superset of existing architectural capabilities (cognitive, perceptuomotor, emotive, social, adaptive, …) Simple, maintainable, extendible & theoretically elegant – Functionality from composing a small set of general mechanisms Hybrid Mixed Long-Term Memory Learning Hybrid Mixed Short-Term Memory 8 Sigma Soar 3-8 D e c i s i o n Soar 9 (UM) Candidate Bases for Satisfying Desiderata Programming languages (C, C++, Java, …) – Little direct support for capability implementation or integration AI languages (Lisp, Prolog, …) – Neither hybrid nor mixed, nor supportive of integration Architecture specification languages (Sceptic, …) – Neither hybrid nor mixed, nor sufficiently efficient Integration frameworks (Storm, …) – Nothing to say about capability implementation Neural networks – Symbols still difficult, as is achieving necessary capability breadth Statistical relational languages (Alchemy, BLOG, …) – Exploring a variant tuned to architecture implementation and integration 9 Based on graphical models with piecewise continuous functions SIGMA’S CORE 10 Graphical Models Enable efficient computation over multivariate functions by decomposing them into products of subfunctions – Bayesian/Markov networks, Markov/conditional random fields, factor graphs p(u,w,x,y,z) = p(u)p(w)p(x|u,w)p(y|x)p(z|x) u w x f(u,w,x,y,z) = f1(u,w,x)f2(x,y,z)f3(z) w y u z y x f1 z f2 f3 p(u) y Yield broad capability from a uniform base – Stateuof the art performance across symbols, probabilities and signals via p(y|x) uniform representation and reasoning algorithm (Loopy) belief propagation, p(x|u,w) x forward-backward algorithm, Kalman filters, Viterbi algorithm, FFT, turbo decoding, arc-consistency, production match, … w Can support mixedp(z|x) and hybrid processing Several models map onto them z p(w)neural network 11 Based on Kschischang, Frey & Loeliger, 1998 Factor Graphs and the Summary Product Algorithm Factor graphs handle arbitrary multivariate functions – Variables in function map onto variable nodes – Factors in decomposition map onto factor nodes – Bidirectional links connect factors with their variables Summary product alg. processes messages on links – Messages are distributions over link variables (starting w/ evidence) – At variable nodes messages are combined via pointwise product – At factor nodes do products, and summarize out unneeded variables: m(y) = ò m(x) ´ f1 (x, y) x f (x,y,z)= y2 +yz+2yx+2xz =(2x+y)(y+z)= f1(x,y) f2(y,z) x [0 0“3” 0 1 0 …] A single settling can efficiently yield: Marginals on all variables (integral/sum) Maximum a posterior – MAP (max) Can mix across segments of graph 12 f1 = 6 7 8 ... 0246… 1357… 2468… … 2x+ y y 12 21 32 ... 2 3 4 ... f2 = “2” [0 0 1 0 0 …] 012… 123… 234… … y+z z Mixed Hybrid Representation for Functions/Messages Multidimensional continuous functions – One dimension per variable Approximated as piecewise linear over arrays of x rectilinear (orthotopic) regions Analogous to implementing digital circuits by restricting an inherently continuous underlying technology y .7x+.3y+.1 1 .5x+. 2 .6x-.2y 0 x+y 1 1 0 Discretize domain for discrete distributions & symbols [1,2)=.2, [2,3)=.5, [3,4)=.3 0 .2 .5 .3 0.6 0.4 0.2 0 Booleanize range (and add symbol table) for symbols [0,1)=1 Color(x, Red)=True, 13 [1,2)=0 Color(x, Green)=False Constructing Sigma Defining Long-Term and Working CONDITIONAL Concept-Prior Conditions: MemoriesObject(s,O1) Condacts: Walker TableConcept(O1,c) Dog Human Predicate-based representation .1 .3 .5 .1 – E.g., Object(s,O1), Concept(O1,c) – Arguments are constants in WM but may be variables in LTM LTM is composed of conditionals (generalized rules) – A conditional is a set of patterns joined with an optional function – Conditionals compile into graph structures WM comprises nD continuous functions for predicates – Compile to evidence at peripheral factor nodes WM Object: Constant Pattern Join Function Concept: LTM Access: Message Passing until Quiescence and then Modify WM 14 The Structure of Conditionals CONDITIONAL Concept-Prior Conditions: Object(s,O1) Condacts: Walker TableConcept(O1,c) Dog Human .1 .3 .5 Patterns can be conditions, actions or condacts – Conditions and actions embody normal rule semantics Conditions: Messages flow from WM Actions: Messages flow towards WM – Condacts embody (bidirectional) constraint/probability semantics Messages flow in both directions: local match + global influence Pattern networks connect via join nodes – Product (≈ AND for 0/1) enforces variable binding equality Functions are defined over pattern variables WM Object: Concept: 15 Constant Pattern Join Function .1 Some More Detail on Predicates and Patterns May be closed world or open world – Do unspecified WM regions default to unknown (1) or false (0)? Arguments/variables may be unique or universal – Unique act like random variables: P(a) Distribution over values: [.1 .5 .4] Basis for rating and choice – Universal act like rule variables: (a ^next b)(b ^next c)(a ^next c) Any/all elements can be true/1: [1 1 0 0 1] Work with all matching values Key distinctions between Procedural and Declarative Memories 16 Key Questions to be Answered To what extent can the full range of mechanisms required for intelligent behavior be implemented in this manner? Can the requisite range of mechanisms all be sufficiently efficient for real time behavior on the part of the whole system? What are the functional gains from such a uniform implementation and integration? To what extent can the human mind and brain be modeled via such an approach? 17 PROGRESS 18 Progress Memory [ICCM 10] – Procedural (rule) – Declarative (semantic, episodic) – Constraint Preference based decisions [AGI 11] Impasse-driven reflection Decision-theoretic (POMDP) [BICA 11b] Theory of Mind Learning – Episodic – Gradient descent – Reinforcement Mental imagery [BICA 11a]* – 2D continuous imagery buffer – Transformations on objects Problem solving – – – – Perception – Edge detection – Object recognition (CRFs) [BICA 11b] – Localization (of self) [BICA 11b] Statistical natural language – Question answering (selection) – Word sense disambiguation Graph integration – CRF + Localization + POMDP Some of these are very much just beginnings! 19 [BICA 11b] CONDITIONAL Transitive Conditions: Next(a,b) Next(b,c) Actions: Next(a,c) Memory (Rules) Pattern Join – CW and universal variables X1 20 X1 0 X2 1 X3 0 0 0 0 0 X1 1 0 X1 0 X2 1 X3 0 c second X1 0 X2 1 X3 10 b Next(X1,X2) Next(X2,X3) first X1 X2 X3 WM a X2 X3 0 0 0 0 X1 1 0 X1 0 X2 X3 1 b X2 X3 0 0 0 0 1 0 1 a c Procedural if-then Structures Just conditions and actions b a X2 X3 0 0 (type ’X :constants ‘(X1 X2 X3)) (predicate ‘Next ‘((first X) (second X)) :world ‘closed) Memory (Semantic) Given cues, retrieve (predict) object category and missing attributes E.g., Given Color=Silver, Retrieve Category=Walker, Legs=4, Mobile=T, Alive=F, Weight=10 CONDITIONAL Concept-Weight Naïve Bayes classifier Conditions: Object(s,O1) Condacts: Concept(O1,c) – Prior on concept + CPs on attributes Weight(O1,w) Just condacts (in pure form) – OW and unique variables CONDITIONAL Concept-Prior Conditions: Object(s,O1) Condacts: Concept(O1,c) WM Object: Concept: 21 Walker Table Dog Human .1 .3 .5 .1 Constant Pattern w\c Walker Table … [1,10> .01w .001w … [10,20> .2-.01w “ … [20,50> 0 .025.00025w … [50,100> “ “ … Join Function Example Semantic Memory Graph Concept (S) Silver=.01, Brown=.14, White=.05 [1,50)=.00006w-.00006, [50,150)=.004-.00003w Weight (C) Dog=.21 Color (S) Function WM Join Mobile (B) Legs (D) T Alive (B) Just a subset of factor nodes (and no variable nodes) 22 B: Boolean S: Symbolic D: Discrete C: Continuous Based on Russell et al., 1995 Local, Incremental, Gradient Descent Learning (w/ Abram Demski & Teawon Han) Concept (S) Color (S) Weight (C) Mobile (B) Legs (D) T Alive (B) 23 Gradient defined by feedback to function node Normalize (and subtract out average) Multiply by learning rate Add to function, (shift positive,) and normalize Procedural vs. Declarative Memories Similarities Differences All based on WM and LTM All LTM based on conditionals All conditionals map to graph Processing by summary product Procedural vs. declarative – Conditions+actions vs. condacts Directionality of message flow – Closed vs. open world – Universal vs. unique variables Constraints are actually hybrid: condacts, OW, universal Other variations also possible 24 Mental Imagery How is spatial information represented and processed in minds? – Add and delete objects from images – Translate, scale and rotate objects – Extract implied properties for further reasoning In a symbolic architecture either need to – Represent and reason about images symbolically – Connect to an imagery component (as in Soar 9) Here goal is to use same mechanisms – Representation: Piecewise continuous functions – Reasoning: Conditionals (FGs + SP) 25 2D Imagery Buffer in the Eight Puzzle The Eight Puzzle is a classic sliding tile puzzle Represented symbolically in typical AI systems – LeftOf(cell11, cell21), At(tile1, cell11), etc. Instead represent as a 3D function – Continuous spatial x & y dimensions (type 'dimension :min 0 :max 3) – Discrete tile dimension (an xy plane) (type 'tile :discrete t :min 0 :max 9) – Region of plane with tile has value 1 26 All other regions have value 0 (predicate 'board ’((x dimension) (y dimension) (tile tile !))) Affine Transformations Translation: Addition (offset) – Negative (e.g., y + -3.1 or y − 3.1): Shift to the left – Positive (e.g., y + 1.5): Shift to the right Scaling: Multiplication (coefficient) – – – – <1 (e.g. ¼ × y): Shrink >1 (e.g. 4.37 × y): Enlarge -1 (e.g., -1 × y or -y): Reflect Requires translation as well to scale around object center Rotation (by multiples of 90°): Swap dimensions – x ⇄y – In general also requires reflections and translations 27 Translate a Tile Offset boundaries of regions along a dimensions 28 CROP CONDITIONAL Move-Right Conditions: (selected state:s operator:o) (operator id:o state:s x:x y:y) (board state:s x:x y:y tile:t) (board state:s x:x+1 y:y tile:0) Actions: (board state:s x:x+1 y:y tile:t) (board – state:s x:x y:y tile:t) (board state:s x:x y:y tile:0) (board – state:s x:x+1 y:y tile:0) PAD Special purpose optimization of a delta function Transform a Z Tetromino CONDITIONAL Rotate-90-Right Conditions: (tetromino x:x y:y) Actions: (tetromino x:4-y y:x) CONDITIONAL Reflect-Horizontal Conditions: (tetromino x:x y:y) Actions: (tetromino x:4-x y:y) CONDITIONAL Scale-Half-Horizontal Conditions: (tetromino x:x y:y) Actions: (tetromino x:x/2+1 y:y) 29 Comments on Affine Transformations CONDITIONAL Edge-Detector-Left Conditions: (tetromino x:x y:y) (tetromino – x:x-.00001 y:y) Actions: (edge x:x y:y) Support feature extraction – Edge detection with no fixed pixel size × Support symbolic reasoning – Working across time slices in episodic memory – Working across levels of reflection – Asserting equality of different variables 30 Need polytopic regions for any-angle rotation http://mathworld.wolfram.com/ ConvexPolyhedron.html Problem Solving In cognitive architectures, the standard approach is combinatoric search for a goal over sequences of operator applications to symbolic states – Architectures like Soar also add control knowledge for decisions 1 2 3 based on associative (rule-driven) retrieval of preferences 4 5 7 8 move 6 E.g., operators that tiles into position are best Decision-theoretic approach maximizes utility over sequences of operators with uncertain outcomes … – E.g., via a partially observable Markov decision process (POMDP) This work integratesU the latter intoUthe former U 1 2 1 4 5 3 4 7 8 6 7 1 8 3 1 2 3 5 4 5 6 8 6 7 8 2 3 2 41 2 3 7 6 5 – While exploring (aspect of) grand unification with perception Pr X0 XT1 X XT2 X2 XT3 1 A0 31 A1 A2 X3 Standard (Soar-like) Problem Solving Base level: Generate, evaluate, select, apply operators – Generate (retractable): OW actions – LTM(WM) WM – Evaluate (retractable): OW actions + fns – LTM(WM) LM Link memory (LM) caches last message in both directions – Subsumes Soar’s alpha, beta and preference memories – Select: Unique variables – LM(WM) WM – Apply (latched): CW actions – LTM(WM) WM Meta level: Reflect on impasse (not focus here) Decision subgraph LTM Join Negate Changes WM – – Choice + 32 LM Selection WM Eight Puzzle Problem Solving All knowledge encoded as conditionals CONDITIONAL Move-Left ; Move tile left (and blank right) Conditions: (selected state:s operator:left) (operator id:left state:s x:x y:y) (board state:s x:x y:y tile:t) (board state:s x:x-1 y:y tile:0) Actions: (board state:s x:x y:y tile:0) (board – state:s x:x-1 y:y tile:0) (board state:s x:x-1 y:y tile:t) (board – state:s x:x y:y tile:t) CONDITIONAL Goal-Best ; Prefer operator that moves a tile into its desired location Conditions: (blank state:s cell:cb) (acceptable state:s operator:ct) (location cell:ct tile:t) (goal cell:cb tile:t) Actions: (selected state:s operator:ct) Function: 1 Total of 17 conditionals to solve simple problems – 667 nodes (359 variable, 308 factor) and 732 links – Sample problem takes 5541 messages over 7 decisions 33 792 messages per graph cycle, and .8 msec per message (on iMac) Decision Theoretic Problem Solving + Perception G I Door 1 Wall Wall Challenge problem Door 3 Find way in corridor from Door 2 to G – Locations are discrete, and a map is provided – Vision is local, and feature based rather than object based Can detect walls (rectangles) and doors (rectangles + circles, colors) Integrates perception, localization, decisions & action – Both perception and action introduce uncertainty Yielding distributions over objects, locations and action effects W 0 34 D1 G 1 2 3 D2 4 5 6 D3 7 8 I 9 W 10 11 Integrated Graph for Challenge Problem W D1 0 G 1 2 D2 3 4 5 D3 6 7 SLAM X-2 XT-3 I U1 Teawon Han (USC) X-3 8 X-1 XT-2 X0 XT-1 XT1 X W 9 10 11 U2 XT2 X2 U3 XT3 X3 1 Pr A- A- M-2 3 Abram Demski (USC/ICT) O-2 P1-2 O-1 OT-2 P3-2 S1 S2-2 -2 A0 A1 P1-1 O0 OT-1 P3-1 P 10 P 2-1 S3 -2 M0 A2 1 P 2-2 35 A- M-1 2 S1 S2-1 P 30 P 20 S3 -1 POMDP -1 S1 S3 0 0 Nicole Rafidi (Princeton) David Pynadath (USC/ICT) CRF Junda Chen (USC) Louis-Philippe Morency (USC/ICT) S20 Yields distribution over A0 from which best action can be selected Comments on Problem Solving & Integrated Graph Shows decision-theoretic problem solving within same architecture as symbolic problem solving – Ultimately using same preference-based choice mechanism – Capable of reflecting on impasses in decision making Implemented within graphical architecture without adding CRF, localization and POMDP modules to it – Instead, knowledge is added to LTM and evidence to WM Distribution on A0 defines operator selection preferences – Just as when solve the Eight Puzzle in standard manner Total of 25 conditionals – 293 nodes (132 variable, 161 factor) and 289 links – Sample problem takes 7837 messages over 20 decisions 36 392 messages per graph cycle, and .5 msec per message (on iMac) Reinforcement Learning Learn values of actions for states from rewards – SARSA: Q(st, at) ← Q(st, at) + α[rt + γQ(st+1, at+1) - Q(st, at)] Deconstruct in terms of: – Gradient-descent learning – Schematic knowledge for prediction Rt Current reward (R) Discounted future reward (P) Q values (Q) Learn given an action model Q(A)t Rt+1 At Pt+1 St+1 St St+1 R Rt Pt Q(A)t Rt+1 Pt+1 Diachronic learning/prediction of: – Action model (transition function) (SN) – Requires addition of intervening decision cycle 37 Pt Synchronic learning/prediction of: – – – – R At St St+1 SNt St+1 RL in 1D Grid 0 1 2 3 Sampling of conditionals CONDITIONAL Reward Condacts: (Reward x:x value:r) Function<x,r>: .1:<[1,6)>,*> … G 4 5 6 7 10 Reward 5 0 0 1 2 3 4 5 6 7 10 CONDITIONAL Backup 5 Conditions: (Location state:s x:x) (Selected state:s operator:o) 0 (Location*Next state:s x:nx) (Reward x:nx value:r) 10 (Projected x:nx value:p) Actions: (Q x:x operator:o value:.95*(p+r)) 5 (Projected x:x value:.95*(p+r)) Q Left Right 0 1 2 3 4 5 6 7 2 3 4 5 6 7 Projected 0 0 CONDITIONAL Transition Conditions: (Location state:s x:x) (Selected state:s operator:o) Condacts: (Location*Next state:s x:nx) Function<x,o,nx>: (.125 * * *) 38 1 0 1 2 Graphs are of expected values, but learning is of full distributions 3 4 5 6 7 Theory of Mind (ToM) (w/ David Pynadath & Stacy Marsella) Modeling the minds of others – Assessing and predicting complex multiparty situations My model of her model of … – Building social agents and virtual humans Can Sigma (elegantly) extend to ToM? – Based on PscyhSim (Pynadath & Marsella) Decision theoretic problem solving based on POMDPs Recursive agent modeling – Preliminary work in Sigma on intertwined POMDPs (w/ Nicole Rafidi) Belief revision based on explaining past history Can cost and quality of ToM be improved? Initial experiments with one-shot, two-person games – Cooperate vs. defect 39 One-Shot, Two-Person Games B Two players Played only once (not repeated) A Prisoner’s Dilemma Cooperat e Defect Cooperate .3 .1(,.4) .4(,.1) .2 Defect – So do not need to look beyond current decision Symmetric: Players have same payoff matrix Asymmetric: Players have distinct payoff matrices A Cooperat Defect Cooperat Defect Socially preferred outcome:B optimum in some sense e e Cooperate .1 .2 Cooperate .1 .1 Nash equilibrium: No player can increase their Defect .4 .4 Defect .3 .1 payoff by changing their choice if others stay fixed – Sigma is finding the best Nash equilibrium 40 Symmetric, One-Shot, Two-Person Games Agent A Agent B CONDITIONAL Payoff-A-A Conditions: Choice(A,B,op-b) Actions: Choice(A,A,op-a) Function: payoff(op-a,op-b) CONDITIONAL Payoff-B-B Conditions: Choice(B,A,op-a) [B’s model of A] Actions: Choice(B,B,op-b) [B’s model of B] Function: payoff(op-b,op-a) CONDITIONAL Payoff-A-B Conditions: Choice(A,A,op-a) Actions: Choice(A,B,op-b) Function: payoff(op-b,op-a) CONDITIONAL Payoff-B-A Conditions: Choice(B,B,op-b) Actions: Choice(B,A,op-a) Function: payoff(op-a,op-b) CONDITIONAL Select-Own-Op Conditions: Choice(ag,ag,op) Actions: Selected(ag,op) Prisoner’s Dilemma Cooperat e Defect A Result B Result Stag Hunt Cooperat e Defect A Result B Result Cooperate .3 .1 .43 .43 Cooperate .25 0 .54 .54 Defect .4 .2 .57 .57 Defect .1 .1 .46 .46 602 Messages 41 962 Messages Graph Structure Nominal Agent A Select PBA AA AB PAB Actual (Abstracted) Agent B Select PAB BB BA PBA PBA PAB Select PO R ** PAB All one predicate 42 PBA Asymmetric, One-Shot, Two-Person Games CONDITIONAL Payoff-A-A CONDITIONAL Payoff-B-B Conditions: Choice(A,B,op-b) Conditions: Choice(B,A,op-a) Actions: Choice(A,A,op-a) Actions: Choice(B,B,op-b) Function: payoff(A,op-a,op-b) Function: payoff(B,op-b,op-a) CONDITIONAL Payoff-A-B CONDITIONAL Payoff-B-A Conditions: Choice(A,A,op-a) Conditions: Choice(B,B,op-b) Model(m) Model(m) Actions: Choice(A,B,op-b) Actions: Choice(B,A,op-a) Function: payoff(m,op-b,op-a) Function: payoff(m,op-a,op-b) CONDITIONAL Select-Own-Op Conditions: Choice(ag,ag,op) Actions: Selected(ag,op) Correct Other A Result B Result Other as Self A Result B Result Cooperate .51 .29 Cooperate .47 .29 Defect .49 .71 Defect .53 .71 374 Messages 43 636 Messages A Cooperat e Defect Cooperate .1 .2 Defect .3 .1 B Cooperat e Defect Cooperate .1 .1 Defect .4 .4 WRAP UP 44 Broad Set of Capabilities from Space of Variations Highlighting Functional Elegance and Grand Unification ➤ Rule memory ➤ Episodic memory ➤ Semantic memory ➤ Mental imagery ➤ Edge detectors ➤ Preference-based decisions ➤ POMDP-based decisions ➤ Localization … Uni- vs. bi-directional links Max vs. sum summarization Long- vs. short-term memory Product vs. affine factors Closed vs. open world functions Universal vs. unique variables Discrete vs. continuous variables Boolean vs. numeric function values .5y 0 x+.3y 1 x-y 1 f(u,w,x,y,z) = f1(u,w,x)f2(x,y,z)f3(z) w u y x Knowledge above architecture also involved – Conditionals that are compiled into subgraphs f 0 6x f2 f3 Factor graphs w/ Summary Product 1 Piecewise Continuous Functions 45 z Conclusion Sigma is a novel graphical architecture – With potential to support integrated cognition and the development of virtual humans (and intelligent agents/robots) – Focus so far is not on a unified theory of human cognition However, makes interesting points of contact with existing theories Grand unification – Demonstrated mixed processing Both general symbolic problem solving and probabilistic reasoning – Demonstrated hybrid processing Including forms of perception integrated directly with cognition – Need much more on perception, plus action, emotion, … Functional elegance – Demonstrated aspects of memory, learning, problem solving, perception, imagery, Theory of Mind [and natural language] – Based on factor graphs and piecewise continuous functions 46 Publications Rosenbloom, P. S. (2009). Towards a new cognitive hourglass: Uniform implementation of cognitive architecture via factor graphs. Proceedings of the 9th International Conference on Cognitive Modeling. Rosenbloom, P. S. (2009). A graphical rethinking of the cognitive inner loop. Proceedings of the IJCAI International Workshop on Graphical Structures for Knowledge Representation and Reasoning. Rosenbloom, P. S. (2009). Towards uniform implementation of architectural diversity. Proceedings of the AAAI Fall Symposium on MultiRepresentational Architectures for Human-Level Intelligence. Rosenbloom, P. S. (2010). An architectural approach to statistical relational AI. Proceedings of the AAAI Workshop on Statistical Relational AI. Rosenbloom, P. S. (2010). Speculations on leveraging graphical models for architectural integration of visual representation and reasoning. Proceedings of the AAAI-10 Workshop on Visual Representations and Reasoning. Rosenbloom, P. S. (2010). Combining procedural and declarative knowledge in a graphical architecture. Proceedings of the 10th International Conference on Cognitive Modeling. Rosenbloom, P. S. (2010). Implementing first-order variables in a graphical cognitive architecture. Proceedings of the First International Conference on Biologically Inspired Cognitive Architectures. Rosenbloom, P. S. (2011). Rethinking cognitive architecture via graphical models. Cognitive Systems Research, 12, 198-209. Rosenbloom, P. S. (2011). From memory to problem solving: Mechanism reuse in a graphical cognitive architecture. Proceedings of the Fourth Conference on Artificial General Intelligence. Winner of the 2011 Kurzweil Award for Best AGI Idea. Rosenbloom, P. S. (2011). Mental imagery in a graphical cognitive architecture. Proceedings of the Second International Conference on Biologically Inspired Cognitive Architectures. Chen, J., Demski, A., Han, T., Morency, L-P., Pynadath, P., Rafidi, N. & Rosenbloom, P. S. (2011). Fusing symbolic and decision-theoretic problem solving + perception in a graphical cognitive architecture. Proceedings of the Second International Conference on Biologically Inspired Cognitive Architectures. Rosenbloom, P. S. (2011). Bridging dichotomies in cognitive architectures for virtual humans. Proceedings of the AAAI Fall Symposium on Advances in Cognitive Systems. Rosenbloom, P. S. (2012). Graphical models for integrated intelligent robot architectures. Proceedings of the AAAI Spring Symposium on Designing Intelligent Robots: Reintegrating AI. Rosenbloom, P. S. (2012). Towards a 50 msec cognitive cycle in a graphical architecture. Proceedings of the 11th International Conference on Cognitive Modeling. Rosenbloom, P. S. (2012). Towards functionally elegant, grand unified architectures. Proceedings of the 21st Behavior Representation in Modeling & Simulation (BRIMS) Conference. Abstract for panel on “Accelerating the Evolution of Cognitive Architectures,” K. A. Gluck (organizer). 47