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A Multi-Party Negotiation Game for Improving Crisis Management Decision Making
Rens, Thomas (Delft University of Technology) | Jonker, Catholijn M. (Delft University of Technology) | Riemsdijk, M. Birna van (Delft University of Technology) | Wang, Zhiyong (Delft University of Technology)
This paper presents a training game intended to train crisis management teams to negotiate collaboratively in order to reach the group goal in the best way possible. The importance of the group goal in comparison to their individual goals is touched upon as well, as are various conflicts that can occur during such a negotiation. The game, which is implemented in the Blocks World 4 Teams environment, gives a team a specific scenario and allows them to negotiate a plan of action. This plan of action is then performed by agents, after which the team members will be debriefed on their performance. An experiment, containing multiple rounds to test the effect the game has on participants, is planned in the near future.
The Social Agency Problem
Shapiro, Daniel G. (Institute for the Study of Learning and Expertise)
This paper proposes a novel agenda for cognitive systems research focused on the "social agency" problem, which concerns acting to produce mental states in other agents in addition to physical states of the world. The capacity for social agency will enable agents to perform a wide array of tasks in close association with people and is a valuable first step towards broader social cognition. We argue that existing cognitive systems have not addressed social agency because they lack a number of the required mechanisms. We describe an initial approach set in a toy scenario based on capabilities native to the ICARUS cognitive architecture. We utilize an analysis of this approach to highlight the open issues required for social agency and to encourage other researchers to address this important problem.
Bridging Dichotomies in Cognitive Architectures for Virtual Humans
Rosenbloom, Paul (University of Southern California)
Desiderata for cognitive architectures that are to support the extent of human-level intelligence required in virtual humans imply the need to bridge a range of dichotomies faced by such architectures. The focus here is first on two general approaches to building such bridges — addition and reduction — and then on a pair of general tools – graphical models and piecewise continuous functions — that exploit the second approach towards developing such an architecture. Evaluation is in terms of the architecture’s demonstrated ability and future potential for bridging the dichotomies.
The Strong Story Hypothesis and the Directed Perception Hypothesis
Winston, Patrick Henry (Massachusetts Institute of Technology)
I ask why humans are smarter than other primates, and I hypothesize that an important part of the answer lies in what I call the Strong Story Hypothesis, which holds that story telling and understanding have a central role in human intelligence. Next, I introduce another hypothesis, the Driven Perception Hypothesis, which holds that we derive much of our commonsense, including the commonsense required in story understanding, by deploying our perceptual apparatus on real and imagined events. Then, after discussing methodology, I describe the representations and methods embodied in the Genesis system, a story-understanding system that analyzes stories ranging from precis of Shakespeare's plots to descriptions of conflicts in cyberspace. The Genesis system works with short story summaries, provided in English, together with low-level commonsense rules and higher-level reflection patterns, likewise expressed in English. Using only a small collection of commonsense rules and reflection patterns, Genesis demonstrates several story-understanding capabilities, such as determining that both Macbeth and the 2007 Russia-Estonia Cyberwar involve revenge, even though neither the word revenge nor any of its synonyms are mentioned. Finally, I describe Rao's Visio-Spatial Reasoning System, a system that recognizes activities such as approaching, jumping, and giving, and answers commonsense questions posed by Genesis.
A Plausibility-Based Approach to Incremental Inference
Stracuzzi, David John (Sandia National Laboratories)
Inference techniques play a central role in many cognitive systems. They transform low-level observations of the environment into high-level, actionable knowledge which then gets used by mechanisms that drive action, problem-solving, and learning. This paper presents an initial effort at combining results from AI and psychology into a pragmatic and scalable computational reasoning system. Our approach combines a numeric notion of plausibility with first-order logic to produce an incremental inference engine that is guided by heuristics derived from the psychological literature. We illustrate core ideas with detailed examples and discuss the advantages of the approach with respect to cognitive systems.
Intelligent Software Individuals Based on the Leonardo System
Sandewall, Erik (Linköping University)
This article proposes a suite of design decisions for the overall design of an Artificial Intelligence, i.e., a software system that exhibits intelligence in the spirit of the early days of A.I. research. The key aspects of the proposal are: (1) The identification of the A.I. system as a software individual that has the properties of integrity and persistence; (2) The construction of a software platform that integrates aspects of incremental programming languages and systems as well as of operating systems, with aspects that are intrinsic to knowledge-based artificial intelligence; (3) The use of a representation language that builds on essential aspects of S-expressions, Lisp, logic and extended set theory, but which is used both as a vehicle for software and as a publication language e.g. in lecture notes; (4) The identification of actions and aggregates of actions as first-class citizens in the representation language and as an important type of data object in the software system. The article also describes the Leonardo software platform, its representation language, its educational resources and its knowledgebase library which is one implementation of these proposed design decisions. Finally it makes a proposal concerning the research paradigm for this research area.
The Location of Words: Evidence from Generation and Spatial Description
McDonald, David D. (Smart Information Flow Technologies (SIFT))
Language processing architectures today are rarely designed to provide psychologically plausible accounts of their representations and algorithms. Engineering decisions dominate. This has led to words being seen as an incidental part of the architecture: the repository of all of language’s idiosyncratic aspects. Drawing on a body of past and ongoing research by myself and others I have concluded that this view of words is wrong. Words are actually present at the most abstract, pre-linguistic levels of the NLP architecture and that there are phenomena in language use that are best accounted for by assuming that concepts are words.
Shared Mental Models of Distributed Human-Robot Teams for Coordinated Disaster Responses
Neerincx, Mark (TNO The Netherlands) | Greef, Tjerk de (Delft University) | Smets, Nanja (TNO The Netherlands) | Sam, Minh Po (Delft University)
Shared Mental Models (SSM) are crucial for adequate coordination of activities and resource deployment in disaster responses. Both human and robot are actors in the construction of such models. Based on a situated Cognitive Engineering (sCE) methodology, we identified the needs, functions and evaluation paradigm for this model construction support. Via prototyping, some basic functions proved to be of value (e.g., hierarchical view on functions, processes and resources). Currently, more advanced functions are under investigation (e.g., observability display). The evaluations will provide the empirical foundation of the underlying SMM theory for human-robot teams.
NEH Project: Computer Simulations in the Humanities
Croy, Marvin Joseph (University of North Carolina, Charlotte)
Simulation techniques have long sustained research in various domains of physical, biological, and social sciences. Currently, humanists are exploring the usefulness of simulations for addressing various research questions. The nature and challenges of this enterprise are presented here in respect to collaborative work, the relation of humanities to the sciences, the transformative nature of digital methods of research within the humanities. This article describes a coordinated attempt to pursue these issues via a Summer Institute funded by the National Endowment for the Humanities, and briefly notes the projects of three of the Institute’s participants. Their work is described in detail elsewhere within this volume.
A Novel Strategy for Hybridizing Subsymbolic and Symbolic Learning and Representation
One approach to bridging the historic divide between "symbolic" and "subsymbolic" AI is to incorporate a subsymbolic system and a symbolic system into a synergetic integrative cognitive architecture. Here we consider various issues related to incorporating (subsymbolic) compositional spatiotemporal deep learning networks (CSDLNs, a term introduced to denote the category including HTM, DeSTIN and other similar systems) into an integrative cognitive architecture including symbolic aspects. The core conclusion is that for such integration to be meaningful, it must involve dynamic and adaptive linkage and conversion between CSDLN attractors spanning sensory, motor and goal hierarchies, and analogous representations in the remainder of the integrative architecture. We suggest the mechanism of "semantic CSDLNs", which maintain the general structure of CSDLNs but contain more abstract patterns, similar to those represented in more explicitly symbolic AI systems. This notion is made concrete by describing a planned integration of the DeSTIN CSDLN into the OpenCog integrative cognitive system (which includes a probabilistic-logical symbolic component).