From: AAAI Technical Report WS-93-07. Compilation copyright © 1993, AAAI (www.aaai.org). All rights reserved. Collaborative design system explaining its artifact T. TAmura FujitsuLimited 1015Kamikodmvak~4 N~ahara-ku Kawasaki 211 Japan 1. Introduction In design environments,collaboration meansmorethan the division of labor. It contains the notion of cooperationamongagents with his or her independentintention. In a current design system, for example,VEXED (Steinberg, 1987), interactions with its user form a principal part of the design process. The design methodwhich VEXED employedis top-downrefinementplus constraint propagation. In this modelof design process, the system decides what is possible and the user decides what is wise, that is, the user chooseswhich piece to refine next, out of all those still needingfurther refinement,and also chooseswhich wayto refine it, out of all the alternatives that the systemknowsaboutthat are consistent with the current constraints. Underlyingthis type of interactive systemis the division of labor taking chargeof one part of the homogeneous overall design process. Onthe other hand, interactions foundbetween,for example,an architect and its client, are moreknowledge-intensive,that is, through interaction, each gets to knowor discovers new things and makesa newdecision based on themprogressively. Essentially this differs from merelyproposingand selecting fromamongoptions as in the current interactive design system. Rather, options at a decision point are collected or inferred fromnewthings a client obtained hearingfroman architect. For example,considerthe simplified process wherean client asks an architect to designhis cottage. The process a) The client describes his requirements using rather vague terms, such as "modem style", "soft touch", or "wide roomsand wide windows".Hemayrefer to several examplesin books. Andhe mayalso add definite requirementssuch as "two rooms"and the budget. b) Thearchitect then recalls someconceptssatisfying client’s requirements,enriches themwith his ownidea, and integrates these conceptsto produceone groundplan. c) Thearchitect explains on the groundplan to his client especially about what he thought important,whatare additional factors he involved, whathe neglected. At first, the client has little idea to decidewhetherhe shouldacceptit, or not. But as hearingarchitect’s explanation, he increases his knowledgeenoughto form options for his next action and he mayask the architect to changesomeportion of the plan. The collaborative design process such as one described above involves manyproblemsto be 313 solved to mechanizeit into the machine.Mainproblemsto tackle for mechanizationare as follows. Thedesign systemshould producean artifact from - incompletedesign specifications The design system should adopt - designer’s ownphilosophyand intention on designinghis or her artifact The design system should have - explanation facility onits artifact Thedesign system should have - modificationfacility accordingto client’s instructive requirements Theworkreported here is an attempt to embodythe design process described above. The attempt, in other words, is to makea knowledge-baseddesign system go beyonda tool for human designer,but to a designeritself for a client. This paperbriefly describesseveral insights into the modelof the design system,its explanation facility, andthe characteristicsof collaborativeinteractionbasedon the explanationfacility. 2. Model of the design process The problemdomainwe are addressing is Floor Planning. Weview the design process as a opportunistic t concept activation process. The concept is a strategic prescription and associatedto rhetorical goals. Planningproceedsreferring to rhetorical goals. Rhetorics is the term used in Natural LanguageField. Andrhetorical goals are invented and used in the natural language generator PAULINE(Hovy, 1990). PAULINEproduces stylistically appropriate texts froma single story representation under various settings that modelpragmaticcircumstances. Pragmaticfeatures considered in PAULINE are conversational atmosphere,intedocutor’s personal characteristics and speaker’s goals with respect to the hearer. But, Hovyargues that mostpragmaticaspects do not influence the generator’s decision directly, since they are simply too general to be attuned to the requirements of language production.So, he claims that intermediategoals and associated strategies are neendedthat act as intermediaries betweenpragmatic aspects and the syntactic decisions the realization componentshas to makeas being sensitive to those goals. Thesegoals are called rhetorical goals. Natural languagegenerationand floor planningare not the samedomain.But still this idea of rhetorical goal is very attractive to formulatethe modelof the design process, becauseit is promisingas an anchorto capture the various aspects of designer’s ownintention or strategies to designan artifact undervarioussituations. So, we assume here that someintermediate description and associated strategies can be identified in a class of design domainincludingfloor planning.Wecall it also rhetorical goals which exist between, on one hand, initial designer’s considerations such as client’s requirements,client’s life style, the environmentof a site and a cost etc., and, on the other hand, a domaintheory. t Opportunistic planning is argued ia (tlayesRoth, 1985) 314 2.1 l’lanninl~ and realization In PAULINE, planner performs two types of planning, prescriptive planning and restricive planning. Prescriptive planningacts over and gives shape to long ranges of text. Restrictive planningacts over short ranges of text, usually as a selection fromsomenumberof alternatives. Both planningsare performedonly whennecessiated by the realization process and inquire to rhetorical goals and associatedstrategies, but not to syntacticinformation. Realizationin PAULINE is performedby a syntactic specialist to satisfy the syntax goal of the foremostunit in a stream, the central generator data structure, posted by the planner or a precedingspecialist. In floor planning, planningand realization processeswill be different fromin text generation, becausea text is a sequenceof wordsand has no strict limitation to overall size and shape, but a floor is at least twodimensional,and so, elementson a floor are two-dimensionally related to eachother and has limited size and shape. PAULINE’s control structure is a stream, a list of units. Eachunit is one of three things: a word, a topic goal, or a syntax goal. A syntax goal expands into several syntax goals maintaininga syntax environment. Onthe other hand, in floor planning, DesignConcept,a networkof concepts, is a basic control data structure, and plays a role of blackboardin a blackboardcontrol architecture. In this scheme,levels of blackboardin a floor planningare whatkind of roomsor sections there are, whatfunction eachsection has, whatfunctionalrelation eachsection has to other sections, whattopological relation each section has to other sections, whereeach section is located, and what area and shape each section has. Prescriptive planner exists as a knowledgesource correspondingto all levels. Realizer and restrictive planner exist as a knowledgesource correspondingto lower levels. Prescriptiveplannerin floor planningalso refers to rhetorical goals andassociatedstrategies and derives prescriptive concepts from strategies. These derived concepts are placed in an appropriatelocation in the networkof DesignConcept. Symbolanalyzer expandsconcepts in DesignConceptinto moreconcrete ones. Realizer determinesprimitive elements,i.e., points, edges and parts guidedby DesignConcept refefing to a domaintheory. 2.2 Construction of design story as a policy of designing Adesignerconstructs his owndesign story as a policy before he begins to determinedetails, as consideringvarious design conditions with his ownphilosophy,or intention. Thedesign story reducesa search space for designing. In floor planning,the constructionof designstory is composed of twostages, in the first stage, the systemposts rhetorical goals, consideringclient’s requirements,client’s life style, the environment of a site, anda cost. For example,if a client is youngand brisk, uses the site only for cooking,eating and relaxing, and the site is narrow,rhetorical goals suchas Simplicity,Youthfulnessand Noveltywill be all postedas High.Strategies associatedto the rhetorical goals are as follows. - whenSimplicityis high, if site is narrow,limit the numberof sections as fewas possible. - whenYouthfulness is high, if kitchenis involved,locate kitchenat light place. 315 - whenYouthfulnessis high, if living roomis involved, makeliving roomas wide as possible. - whenNoveltyis high, if living roomis involved,give variation to living room. In the secondstage, prescriptive plannercorrespondingto eachlevel of blackboardis activated opportunistically, and places concepts derived from strategies into DesignConcept. When prescriptive planningin the secondstage is over, initial DesignConceptas a design story will be as follows. - Living-Room;shape:Variation; from RG:Novelty width: Wide; from RG:Youthfulness position: South; fromgeneral strategy - Kitchen; position: LightPlace; from RG:Youthfulness 2.3 Explanationfacility Thedesign system can explain on its artifact refering to DesignConcept. The purpose of explanationis to let its client knowoverall designrationale, helphimor her to decidewhetherto changeor not the artifact, and in the ease of changing,capturethe right wayto changeit. First, the design systemexplains aboutoverall design rationale based on the designstory which it constructedbeforestarting to designdetails. In Explainable Expert Systemsframework[EESl and its prototype expert system, the Program Enhancement Advisor[PEA](Nechs et al., 1985), an extensive developmenthistory is created that records the goal structure and design decisionsbehindthe expert system. This structure is available for use by the explanationfacility, but reflects only goalrefinementprocess. The design process discussed abovemainly comprisesopportunistic concept activations, so moredynamicstructure, i.e. DesignConceptis necessaryto record design rationale. Varioustypes of explanation needs to follow that, respondingto various types of question including "whatif" or "why"(Moore et al., 1989). Topicsof explanationis collected from conceptsposted in DesignConcept.So, DesignConcept serves as a topics reservoir. For explanationof designstory, topics collection and organization are determined heuristically in the order of hieararchical levels of Design Conceptas a blackboard. The main issue for responding to questions is focus control. Focus control mechanism needsto cooperatewith user interface feature. 3. The characteristics of collaborative interaction in floor planning If in the proposedfloor plan, a kitchen is located at the cornerof south-east, and a living room has the shapeof characterL, the designsystemwill explain aboutthis floor plan as follows. I limit the kind of roomsto a living roomand a kitchin to makethe configurationsimpleand the living roomwide. I give shapeof L to the living roomto producenovelty. 31G I locate the kitchenat the south-eastcornerto produceyouthfulnessby makingit light. After hearingthis explanation,the client gets to knowdesigner’sbasic intention. Andoften, this intention is amazement and newidea for him. Explanationof design story also informs client of accompanying design conditions, if any, besides designrationale. For example,at first beforehearingdesignstory, the client feels unsatisfactoryto the locationof the kitchen. Andafter hearing it, in one case, he mayagree to designer’s intention. But in another case, he remains still not satisfied and he tries to knowwhether changingit is appropriate or not. Andif there can be found no additional conditions which justify the proposedplan, and the explicit condition whichprevents to movethe kitchen to his favorite location, he will decideto changekitchen’s location to, for example,the south-westcomer. If the client wantsto changethe proposedartifact, he will ask the design systemto changeit as he instructs through user interface feature. If so, the design system first modifies the appropriate portion of DesignConcept, and restarts planning and realization. This redo is different fromchronologicalbacktracking. Thecollaboration in this design systemis characterized by two mainfacilities. Oneis the explanation facility to help a client to capture the most appropriate changeto satisfy and convincehimselfand to instruct it to the designsystem.Theother is the redo facility to change the artifact acxxrrding to client’s instruction. 4. Conclusion Wehave partly hypothesizedseveral principles for the modelof collaborative design system. But muchremainsto be resolved to formulateprinciples on the blackboardcontrol architecture of planningand realization, explanationfacility, and redo mechanism. Theworkto be donenext is to implementa prototype systemrealizing the model. Westarted this workfor the purpose of developing a design system for entertainment for consumermarket. But someprinciples developedin this workwill be applicable to other fields of design. 5. References Hayes-Roth,B.(1985). A BlackboardArchitecture for Control, Artificial Intelligence 26:251321 Hovy,E.H. (1990). Pragmaticsand Natural LanguageGeneration, Artificial Intelligence 43: 153-197 Moore,J.D. and Swartout, W.R.(1989). A Reactive Approachto Explanation, in Proceedings of EleventhInternationalJoint Conference on Artificial Intelligence, Detroit: 1504-l 510 Nechs, R., Swartout, W.R.and Moore,J.D. (1985). 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