From Memory to Problem Solving: Mechanism Reuse in a Graphical

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From Memory to Problem Solving:
Mechanism Reuse in a Graphical Cognitive
Architecture
Paul S. Rosenbloom
8/5/2011
The projects or efforts depicted were or are sponsored by the U.S. Army Research,
Development, and Engineering Command (RDECOM) Simulation Training and
Technology Center (STTC) and the Air Force Office of Scientific Research, Asian
Office of Aerospace Research and Development (AFOSR/AOARD). The content or
information presented does not necessarily reflect the position or the policy of the
Government, and no official endorsement should be inferred.
Cognitive Architecture

Cognitive architecture: hypothesis about fixed
structure underlying intelligent behavior
– Defines core memories, reasoning processes, learning
mechanisms, external interfaces, etc.
– Yields intelligent behavior when add knowledge and skills
 Symbolic working memory
– May serve as

a Unified Theory of Cognition
 Long-term memory of rules
 the core of virtual humans and intelligent agents or robots
 Decide what to do next
 the basis for artificial general intelligence
based on preferences
generated by rules

Reflect when can’t decide

Learn results of reflection

Interact with world
Soar 3-8
2
ICT 2010
Diversity Dilemma

How to build architectures that combine:
– Theoretical elegance, simplicity, maintainability, extendibility
– Broad scope of capability and applicability

Embodying a superset of existing architectural capabilities
– Cognitive, perceptuomotor, emotive, social, adaptive, …
Hybrid Mixed Long-Term Memory
Prediction-Based Learning
Hybrid Short-Term Memory
3
Graphical
Architecture
Soar
3-8
D
e
c
i
s
i
o
n
Soar 9
Goals of This Work

Extend graphical memory architecture to (Soar-like)
problem solving
– Operator generation, evaluation, selection and application
– Reuse existing memory mechanisms, based on graphical
models, as much as possible

Evaluate ability to extend architectural functionality
while retaining simplicity and elegance
– Evidence for ability of approach to resolve diversity dilemma
4
LTM
Problem Solving in Soar

PM
Base level
Selection
WM
– Generate, evaluate, select and apply operators
Generation: Retractable rule firing – LTM(WM)  WM
 Evaluation: Retractable rule firing – LTM(WM)  PM (Preferences)
 Selection: Decision procedure – PM(WM)  WM
 Application: Latched rule firing – LTM(WM)  WM


Meta level (not focus here)
Decision Cycle
5
D
Elaboration cycles + decision
Elaboration Cycle
Parallel rule match + firing
Match Cycle
Pass token within Rete rule-match network
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
x
w

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
Yield broad capability from a uniform base
– State of the art performance across symbols, probabilities and signals via
uniform representation and reasoning algorithm


(Loopy) belief propagation, forward-backward algorithm, Kalman filters, Viterbi algorithm, FFT,
turbo decoding, arc-consistency and production match, …
Support mixed and hybrid processing
 Several neural network models map onto them
6
The Graphical Architecture
Factor Graphs and the Summary Product Algorithm

Summary product processes messages on links
– Messages are distributions over domains of variables on link
– At variable nodes messages are combined via pointwise product
– At factor nodes input product is multiplied with factor function and
then all variables not in output are summarized out
.2
.4
.1
f(u,w,x,y,z) = f1(u,w,x)f2(x,y,z)f3(z)
w
u
y
x
f1
.06
.08
.01
m(u) = å m(x)´ m(w) ´ f (x, w, u)
z
f2
.3
.2
.1
x,w
f3
A single settling of the graph
can efficiently compute:
Variable marginals
Maximum a posterior (MAP) probs.
7
A Hybrid Mixed Function/Message Representation

Represent both messages and factor functions as
multidimensional continuous functions
– Approximated as piecewise linear over rectilinear regions

y\x
[0,10>
[10,25>
[25,50>
[0,5>
0
.2y
0
[5,15>
.5x
1
.1+.2x+.4y
Discretize domain for discrete distributions & symbols
0.6
[1,2>=.2, [2,3>=.5, [3,4>=.3, … 
0.4
0.2
0

Booleanize range (and add symbol table) for symbols
[0,1>=1  Color(x, Red)=True,
8
[1,2>=0  Color(x, Green)=False
Graphical Memory Architecture

Developed general knowledge representation layer
on top of factor graphs and summary product
 Differentiates long-term and working memories
– Long-term memory defines a graph
– Working memory specifies peripheral factor nodes


Working memory consists of instances of predicates

WMob1:O1 ob2:O2), (weight object:O1 value:10)
(Next

Provides fixed evidence for a single settling of the graph
Long-term memory consists of conditionals
– Generalized rules defined via predicate patterns and functions

Patterns define conditions, actions and condacts (a neologism)
 Functions are mixed hybrid over pattern variables in conditionals

9
Each predicate induces own working memory node
Conditionals
Conditions test WM
Actions propose changes to WM
CONDITIONAL Concept-Weight
condacts: (concept object:O1 class:c)
(weight object:O1 value:w)
function:
Condacts test and change WM
Functions modulate variables
CONDITIONAL Transitive
conditions: (Next ob1:a ob2:b)
(Next ob1:b ob2:c)
actions: (Next ob1:a ob2:c)
WM
Pattern
w\c
Walker
Table
…
[1,10>
.01w
.001w
…
[10,20>
.2-.01w
“
…
[20,50>
0
.025-.00025w
…
[50,100>
“
“
…
Pattern
Join
Function
Join
WM
All four can be freely mixed
10
Memory Capabilities Implemented

A rule-based procedural memory
CONDITIONAL Transitive
 Semantic
and Next(a,b)
episodic declarative memories
Conditions:
– Semantic: Based Next(b,c)
on cued object features, statistically predict
Actions: Next(a,c)
object’s concept plus all uncued features
Concept (S)
Pattern
CONDITIONAL ConceptWeight

Condacts: Concept(O1,c)
WM
Weight(O1,w)
A constraint memory
Join
Weight (C)
 Beginnings of an imagery
memory
Function:
11
w\c
Walker
Table
…
[1,10>
.01w
.001w
…
[10,20>
.2-.01w
“
…
[20,50>
0
.025-.00025w
…
[50,100>
“
“
…
Mobile (B)
Color (S)
Legs (D)
Alive (B)
Additional Aspects Relevant to Problem Solving
Open World versus Closed World Predicates

Predicates may be open world or closed world
– Do unspecified WM regions default to false (0) or unknown (1)?
– A key distinction between declarative and procedural memory

Open world allows changes within a graph cycle
– Predicts unknown values within a graph cycle
– Chains within a graph cycle
– Retracts when WM basis changes

Closed world only changes across cycles
– Chains only across graph cycles
– Latches results in WM
12
Additional Aspects Relevant to Problem Solving
Universal versus Unique Variables

Predicate variables may be universal or unique

Universal act like rule variables
– Determine all matching values
– Actions insert all (non-negated) results into WM


And delete all negated results from WM
Unique act like random variables
– Determine distribution over best value
– Actions insert only a single best value into WM

Negations clamp values to 0
Join Negate Changes WM
–
Action combination subgraph:
+
13
Additional Aspects Relevant to Problem Solving
Link Memory

The last message sent along each link in the graph
is cached on the link
– Forms a set of link memories that last until messages change
– Subsume alpha & beta memories in Rete-like rule match cycle
14
LTM
Problem Solving in the
Graphical Architecture
LM

Base level
Selection
WM
– Generate, evaluate, select and apply operators
Generation: (Retractable) Open world actions – LTM(WM)  WM
 Evaluation: (Retractable) Actions + functions – LTM(WM)  LM
 Selection: Unique variables – LM(WM)  WM
 Application: (Latched) Closed world actions – LTM(WM)  WM


15
Meta level (not focus here)
Graph Cycle
Message cycles + WM change
Message Cycle
Process message within factor graph
Eight Puzzle Results

Preferences encoded via functions and negations
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 states operator:ct)
:function 10
CONDITIONAL previous-reject ; Reject previously moved operator
:conditions (acceptable state:s operator:ct)
(previous state:s operator:ct)
:actions (selected - state:s operator:ct)

Total of 19 conditionals* to solve simple problems in
a Soar-like fashion (without reflection)
– 747 nodes (404 variable, 343 factor) and 829 links
– Sample problem takes 6220 messages over 9 decisions (13 sec)
16
Conclusion

Soar-like base-level problem solving grounds directly
in mechanisms in graphical memory architecture
–
–
–
–
–
–

Factor graphs and conditionals  knowledge in problem solving
Summary product algorithm  processing
Mixed functions  symbolic and numeric preferences
Link memories  preference memory
Open world vs. closed world  generation vs. application
Universal vs. unique  generation vs. selection
Almost total reuse augurs well for diversity dilemma
– Only added architectural selected predicate for operators

Also progressing on other forms of problem solving
– Soar-like reflective processing (e.g., search in problem spaces)
– POMDP-based operator evaluation (decision-theoretic lookahead)
17
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