A Biopsychically Inspired Cognitive System for Intelligent Agents in Aerospace Applications Xudan Xu, James Graham and Basawaraj Advisor : Dr. J. Jim Zhu, Dr. J. A. Starzyk Ohio University Jun /19/2012 Introduction(1) Challenges in Extraterrestrial Exploration: Uncertainty/Unknown Environment Complexity Time Urgency/Response Urgency Rapidly Changing/Dynamic Situation Introduction(2) Current state-of-the-art Machine Intelligence Remotely commanded / human supervised telecommunication Limited by Bandwidth; Latency; Distortion; Noise; Power/Energy Pre-programmed : Static knowledge Supervised machine learning Inability to set goal autonomously Inability to imagine, innovate and improvise Lack of distinct cognitive traits, personalities , autonomous cooperation Introduction(3) NSF CFP 11556. Dec 5, 2011 [Information and Intelligent Systems (IIS): Core Programs]: “… with the capability for situation awareness, allows for greater degree of uncertainty in terms of reasoning systems and produces greater robustness and adaptability in planning algorithms in dealing with unexpected interruptions and rapidly changing objective.” AFOSR , BAA-AFOSR-2011-01. Dec 5, 2011. The system should “not only ascertain their descriptive validity and neural plausibility or feasibility, but also deepen understanding of mathematical characterizations of principles of adaptive intelligence”. Our answer A Biopsychically Inspired Cognitive System for Intelligent Agents Outline of Main Results The Central Nervous System The Proposed Cognitive System Architecture The Key Algorithms for the cognitive system Simulation Conclusion Central Nervous System (1) Name Specific Simple Spinal cord Mid brain Brain Medulla stem Hind brain Fore brain Abstract Complex Function Transmission Bus Vision, Sound Balance; equilibrium …… …… Cerebellum …… Motion coordination …… Cerebral cortex Executive center Thalamus Information center Limbic system Memory management Hippocampus …… …… Central Nervous System (2) Cerebral Cortex Lobe Function Frontal lobe Decision Making; Planning, abstraction; Motion planning and monitoring center; Parietal lobe Sensory Info integration; Interpretation,; end effectors manipulation Occipital lobe Visual processing Temporal lobe Auditory processing Central Nervous System (3) CNS is Hierarchical; Survival driven; penalty-reward motivated learning A network of massive concurrent computing devices, instead of a single processor advantage of a network of billions of simple and slow computing units “survival of the fittest” -- naturally optimized Proposed Cognitive System Architecture (1) Biopsychically Inspired Biology Hardware Psychology Software/Algorithms Salient Features Hierarchical; Modeler; Every unit is a computing device; It is a network of concurrent computing devices; Motivated learning; Proposed Cognitive System Architecture (2) “Forebrain” Central Execution Perception Focus Loop4 Language “Temporal Lobe” Decision Making and Planning “Frontal Lobe” Learning reinforce query Working Memory Limbic System Motivation & Goal (Pain/ Reward Emotion) Memory Manager “Hippocampus” “Sensors and Processors” Long-term Memory SM EM IMU Smell and Taste Somatic Sensors Vision Hearing … … Inhibition “Thalamus” “Occipital Lobe” “Temporal Lobe” Procedural Memory Health Management “Autonomic Nervous System” Motion Control (Control) “Cerebellum” Loop2 Reflex Action “Spinal Cord” Loop1 Tele communication Motion Monitoring and Coordination (Guidance) “Motor Cortex” Loop3 Sensory Processing (Navigation) “Spinal Cord” Internal Sensor + Agent Agent Motor System Agent Bodily Functional System Agent Environment External Memory E M: Episodic Memory S M:Semantic Memory Dynamic Environment Adversarial Agents Friendly Agents Proposed Cognitive System Architecture (3) “Sensors and Processors” “Spinal Cord” Proposed Cognitive System Architecture (4) “Forebrain” Key Algorithms (1) Units Motivation &Learning(M&L) : Long-term Memory (LTM): Decision Making &Planning (DM&P) : Salient Features Self-motivated rather than directed goal setting and pursuit; Evolved rather than programmed cognition; Capable of unsupervised learning; Able to improvise, innovate and imagine; Possess distinct personality and unique abilities Key Algorithms (2) DM&P M&L LTM Key Algorithms (3) DM&P Unit Task_Info Decision Making Action_Info Task _d ue Planning ata Plan Action Monitoring ery q Qu& goal) n_ g a l nin ht Long-term Memory Unit P lann. spotlig P t Semantic Procedural (At Memory Memory Goal Reference lts ) re su Spot At ten tio nD ata (C Q om pa u e rin ry g Attention Sem_Rein Proc_Rein Action Motivation & Learning Unit Attention Switch Learning Goal Reference Plan Executed Pain State (List of pain levels) List of objects Environment Model Motivation Environment State (Condition Resource) Primitive Pain Model Key Algorithms(4) – M&L Functionality : Perceive the environment Evaluate the primitive pain and the abstract pain / motivation Derive motivation Key Algorithms (5) – M&L Pain Model: B [ Bi ] log 2 RK i RPi Pabstract i wBP i Bi rp n ; since reset Psat Pprim f n rp n p 0; when reset by agent action Key Algorithms (6) – M&L Learning wBP : how important the resource is to the action 1 B BP( B wBP ) wBP i wBP i1 B if A wBP i1 (1 BP) if B wBP i1 (1 BN ) if C A : if pain is reduced by current action; B : if pain is not reduced by current action; C : if the action is not taken; The weight between the pain and the untaken action reduced gradually. 0.9 0.8 0.7 0.6 wBP 0.5 0.4 0.3 0.2 0.1 0 0 1 2 3 4 5 frequency 6 7 8 BP 0.08 BN 0.0001 9 10 Key Algorithms (7) – M&L For more details : J. A. Starzyk, J. T. Graham, P. Raif, A-H. Tan. "Motivated Learning for the Development of Autonomous Systems" . Cognitive Systems Research. 14 (2012), pp. 10-25. J. A. Starzyk, "Motivation in Embodied Intelligence," in Frontiers in Robotics, Automation and Control, I-Tech Education and Publishing, Oct. 2008, pp. 83-110. Key Algorithms (8) – LTM Functionality : (Semantic, procedural) Storing knowledge acquired by observations and experiences Formulating plans and actions with the past observations and experiences; Optimizing the memory for future use with resulting changes in the environment. Key Algorithms (9) – LTM Object pain level the strongest link. A connection between every node in different group Pain Action Key Algorithms (10) – LTM Visual saccade : the spotlight moves from the object with most salient features to the one with least salient features. Comes up with the strongest link Wpo_22 >Wpo_21> Wpo_23 O2O1O3 O2 is the winner Object Pain P1 O1 Wpo_21 O2 Wpo_22 P2 Wpo_23 O3 P3 Key Algorithms(11) – LTM The weight from O2 to P2 is Wop_22= w OA_2i * wAP_i2 wOA_21 wAP_12 > wOA_22 wAP_22 Winner takes all: A1 Object Action Pain P1 O1 A1 P2 O2 A2 O3 P3 Key Algorithms(12) – LTM Learning : Aj Pi Other wAP & wPO Inhibition wAjPi wPiOi wPA A min A wPA , wPA wPO O min O wPO , wPO Ai wPA .wPAi / wPAi Oi wPO .wPOi / wPOi If the current spotlight is not taken into consideration, the next new saccade is operated with the previous winner inhibited. Key Algorithms(13) – LTM Limitations of current implementation : Need to store all possible actions Cost of performing an action is not considered Only one step action is considered Objects can’t be indentified unambiguously The connection between object and pain is static for now For more details: J. A. Starzyk, J. T. Graham, P. Raif, A-H. Tan. "Motivated Learning for the Development of Autonomous Systems" . Cognitive Systems Research. 14 (2012), pp. 10-25. J. A. Starzyk, "Motivation in Embodied Intelligence," in Frontiers in Robotics, Automation and Control, I-Tech Education and Publishing, Oct. 2008, pp. 83110. J.A. Starzyk, “Mental Saccades in Control of Cognitive Process”, Int. Joint Conf. on Neural Networks, San Jose, CA, July 31 - August 5, 2011. Key Algorithms (14) – DM&P Executive Intelligence center. Functionality Attention Switching : Attention spotlight; Decision Making : Choose current task; Planning : Develop procedure for current task; Key Algorithms (15) – DM&P Current spotlight? Unexpected change (Sudden) Avert harm (Surviving) Pursue Gains (Thriving) Preliminary Task Selection Based on current spotlight Evaluation of all the potential tasks Prioritization of all the effective tasks Selection the task with the highest priority is the selected task Key Algorithms (16) – DM&P Evaluation : Ui wP p wC c wT Tfin Δp pain reduction by task wC task cost weight Δc cost of resource consumption by task wP task pain reduction weight Tfin percentage completion of task wT task completion weight biological psychological Key Algorithms (17) – DM&P Prioritization Time window Urgency : urgent non-urgent Utility: High low Current time =1 Key Algorithms (18) – DM&P Planning "Relinquish", "Defer", "Continue" "Resume" Simulation An extraterrestrial exploration scenario Resources : Base, Energy pill, Sun, Shelter, Big rock, Medium rock and Small rock. The agent is equipped with a cooler and heater to adjust its internal temperature. Behavior: Use, Go to, Repair, Turn on, Turn off, Break, Build, Explore. Motivation : Primitive pains :Damage, Hunger, Low Temperature, High Temperature, Mission, and Curiosity. Abstract pains : Base, Energy pill, Sun, Heater, Cooler, Big rock, Medium rock, Shelter, and Small rock. Conclusion & Future work (1) A biopsychically inspired cognitive system Self-motivated rather than directed goal setting and pursuit; Evolved rather than programmed cognition; Capable of unsupervised learning; Able to improvise, innovate and imagine; Possessing distinct personality and unique abilities; Conclusion & Future work (2) The further integration work is expected and the code will be ported into C++ and NeoAxis How to handle complexity of cognitive control systems Cognitive control law (decision making, planning and execution) Dynamic modeling of the cognitive process Psychologically inspired DM&P algorithm : GGB,STM. Time perspective : Organizers; Crammers; Relaters; Visioners. Simulation An extraterrestrial exploration scenario Resources : Base, Energy pill, Sun, Shelter, Big rock, Medium rock and Small rock. The agent is equipped with a cooler and heater to adjust its internal temperature. Behavior: Use, Go to, Repair, Turn on, Turn off, Break, Build, Explore. Motivation : Primitive pains :Damage, Hunger, Low Temperature, High Temperature, Mission, and Curiosity. Abstract pains : Base, Energy pill, Sun, Heater, Cooler, Big rock, Medium rock, Shelter, and Small rock. T! & Q?
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