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Two is better than one: distinct roles for familiarity and recollection in retrieving palimpsest memories

Neural Information Processing Systems

Storing a new pattern in a palimpsest memory system comes at the cost of interfering with the memory traces of previously stored items. Knowing the age of a pattern thus becomes critical for recalling it faithfully. This implies that there should be a tight coupling between estimates of age, as a form of familiarity, and the neural dynamics of recollection, something which current theories omit. Using a normative model of autoassociative memory, we show that a dual memory system, consisting of two interacting modules for familiarity and recollection, has best performance for both recollection and recognition. This finding provides a new window onto actively contentious psychological and neural aspects of recognition memory.


Divide-and-Conquer Matrix Factorization

Neural Information Processing Systems

This work introduces Divide-Factor-Combine (DFC), a parallel divide-and-conquer framework for noisy matrix factorization. DFC divides a large-scale matrix factorization task into smaller subproblems, solves each subproblem in parallel using an arbitrary base matrix factorization algorithm, and combines the subproblem solutions using techniques from randomized matrix approximation. Our experiments with collaborative filtering, video background modeling, and simulated data demonstrate the near-linear to super-linear speed-ups attainable with this approach. Moreover, our analysis shows that DFC enjoys high-probability recovery guarantees comparable to those of its base algorithm.


Inductive reasoning about chimeric creatures

Neural Information Processing Systems

Given one feature of a novel animal, humans readily make inferences about other features of the animal. For example, winged creatures often fly, and creatures that eat fish often live in the water. We explore the knowledge that supports these inferences and compare two approaches. The first approach proposes that humans rely on abstract representations of dependency relationships between features, and is formalized here as a graphical model. The second approach proposes that humans rely on specific knowledge of previously encountered animals, and is formalized here as a family of exemplar models. We evaluate these models using a task where participants reason about chimeras, or animals with pairs of features that have not previously been observed to co-occur. The results support the hypothesis that humans rely on explicit representations of relationships between features.


Drake: An Efficient Executive for Temporal Plans with Choice

Journal of Artificial Intelligence Research

This work presents Drake, a dynamic executive for temporal plans with choice. Dynamic plan execution strategies allow an autonomous agent to react quickly to unfolding events, improving the robustness of the agent. Prior work developed methods for dynamically dispatching Simple Temporal Networks, and further research enriched the expressiveness of the plans executives could handle, including discrete choices, which are the focus of this work. However, in some approaches to date, these additional choices induce significant storage or latency requirements to make flexible execution possible. Drake is designed to leverage the low latency made possible by a preprocessing step called compilation, while avoiding high memory costs through a compact representation. We leverage the concepts of labels and environments, taken from prior work in Assumption-based Truth Maintenance Systems (ATMS), to concisely record the implications of the discrete choices, exploiting the structure of the plan to avoid redundant reasoning or storage. Our labeling and maintenance scheme, called the Labeled Value Set Maintenance System, is distinguished by its focus on properties fundamental to temporal problems, and, more generally, weighted graph algorithms. In particular, the maintenance system focuses on maintaining a minimal representation of non-dominated constraints. We benchmark Drake's performance on random structured problems, and find that Drake reduces the size of the compiled representation by a factor of over 500 for large problems, while incurring only a modest increase in run-time latency, compared to prior work in compiled executives for temporal plans with discrete choices.


Acquiring Commonsense Knowledge for a Cognitive Agent

AAAI Conferences

A critical prerequisite for human-level cognitive systems is having a rich conceptual understanding of the world. We describe a system that learns conceptual knowledge by deep understanding of WordNet glosses. While WordNet is often criticized for having a too fine-grained approach to word senses, the set of glosses do generally capture useful knowledge about the world and encode a substantial knowledge base about everyday concepts. Unlike previous approaches that have built ontologies of atomic concepts from the provided WordNet hierarchies, we construct complex concepts compositionally using description logic and perform reasoning to derive the best classification of knowledge. We view this work as simultaneously accomplishing two goals: building a rich semantic lexicon useful for natural language processing, and building a knowledge base that encodes common-sense knowledge.


The Strong Story Hypothesis and the Directed Perception Hypothesis

AAAI Conferences

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.


Communicating, Interpreting, and Executing High-Level Instructions for Human-Robot Interaction

AAAI Conferences

In this paper, we address the problem of communicating, interpreting,and executing complex yet abstract instructions to a robot teammember. This requires specifying the tasks in an unambiguous manner,translating them into operational procedures, and carrying outthose procedures in a persistent yet reactive manner. We reportour response to these issues, after which we demonstrate theircombined use in controlling a mobile robot in a multi-room officesetting on tasks similar to those in search-and-rescue operations.We conclude by discussing related research and suggesting directionsfor future work.


A Plausibility-Based Approach to Incremental Inference

AAAI Conferences

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.


The Social Agency Problem

AAAI Conferences

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.


Worlds as a Unifying Element of Knowledge Representation

AAAI Conferences

Cognitive systems with human-level intelligence must dis­play a wide range of abilities, including reasoning about the beliefs of others, hypothetical and future situations, quanti­fiers, probabilities, and counterfactuals. While each of these deals in some way with reasoning about alternative states of reality, no single knowledge representation framework deals with them in a unified and scalable manner. As a conse­quence it is difficult to build cognitive systems for domains that require each of these abilities to be used together. To enable this integration we propose a representational framework based on synchronizing beliefs between worlds. Using this framework, each of these tasks can be reformu­lated into a reasoning problem involving worlds. This demonstrates that the notions of worlds and inheritance can bring significant parsimony and broad new abilities to knowledge representation.