Application of Cognitive Theories for Simulation of Robotic Models Darush Davani, Frederick Ackers Towson University Towson, Maryland 21252 [email protected]; [email protected] Keywords: Cognitive Robotics; Decision Field Theory; Fuzzy Trace Theory; Robotic Intelligence; Abstract This study presents the reasoning and results of simulating the use of cognitive psychology theories as the foundation for robot intelligence. From existing published theoretical work, a cognitive-robotic-model developer has a plethora of information at their disposal. This theoretical work used for a robotic models may include statistics, testing parameters, as well as various other information, such as neural correlates which, may allow for achieving robotic intelligence. We investigate the utilization of Decision Field Theory and its application to attention models. Furthermore we examine the use of Fuzzy Trace Theory for goal determination. The reasons for choosing these selected theories as a basis of robotic intelligence exploration shall be detailed. This paper summarizes simulation model issues of using these selected theories with existing progress and some new directions for future work in this fast growing field. 1. INTRODUCTION Utilizing cognitive psychology as a foundation for cognitive robotics research allows the robotics developer to obtain theoretical and practical experimental results, methods, and possibly even statistical information. Rather than programming a robot in an ad-hoc methodology, using cognitive theories for either their designated purpose or for new purposes, stimulates the potential likelihood of creating a truly cognitive robot. Psychology offers a plethora of work on topics such as senses and sensory information, memory formation, behavioural patterns, or decision making. Some of the research even offers neurological evidence and correlations as a basis for the foundation of the research thereby providing more information for analysis to aid the robotic developer in implementation of the chosen theory(s). The beauty of using simulation models of existing theories as a basis for robotic development extends from the application of the theories to new and perhaps unprecedented uses. These applications of theories in an unprecedented manner come about through the process of the robotic engineer attempting to “understand” how the robot may “think”, “act”, and “perceive” like a human (or animal) does while at the same time attempting to reconcile that theoretical understanding with hardware and software issues presenting themselves during the development process. Studies of cognition may aid the robotics engineer with ideas and foundational work for implementation. At the same time, the robotics engineer may aid in the study of cognition through their implementation of selected works as well as through the experimental results of applying theories to new uses. Hence, cognitive psychology and cognitive robotics studies may learn from each other and make use of the work and time spent researching by their cognitive counterparts. The psychological studies detailing how things work in thinking beings and the robotic studies detailing how such theories could have application. The utilization of the models of existing cognitive theories and their application to new uses in the robotic field, other than perhaps their intended use as detailed in the theoretical papers, remains the focus of this article. Two selected research works shall have discussion for the remaining portion of the paper. Decision Field Theory (DFT) and its application to Robotic Attention will have some discussion. In addition, a discussion will also take place concerning the utilization of Fuzzy Trace Theory (FTT) to decision making and determination of goal completion. Ending the paper, a presentation of future research shall have a brief mention. 2. BASICS OF DECISION FIELD THEORY Decision Field Theory provides valuable insight into decision making during uncertainty that a person may use during the course of an ordinary and daily experience [1], [2]. Within the theory of DFT reside the combination of “approach-avoidance ideas” for conflict, and the “information processing theories of choice response time” [1]. These ideas of conflict and response time create a fundamental theory for prediction and the “distribution of choice response times” [1]. DFT began with a basis of approach-avoidance theory, and Subjective Expected Utility (SEU), but expands them through the addition of a continuous time aspect. In [1], it is stated that for any given action, there exists a subjective weight assigned to each payoff with the SEU theory. Determination of the SEU for an action with respect to a certain event becomes achievable through the average of all the weights. Deterministic SEU represents, for any given event, the amount of attention paid to a certain action for that event. Equation 1 shows the calculation for the valence v of the Deterministic SEU where u(y) is the utility of payoff y and w(Sj) is the subjective probability weight given to event Sj [1]. ( ) ( ) ( ) ( ) ( ) Random SEU encompasses the idea of Deterministic SEU and adds the idea that attention may alter between decision making times. The preference state P for the preferred object of attention may be determined from Equation 2 [1]. Eq. (2) Sequential SEU adds the fact that attention may switch between various events within a single decision making time. The preference state for the preference object of attention after trial n is shown in Equation 3 [1]. ( ) ( )] [ ( ) ( ) Random Walk SEU generalizes the Sequential SEU by adding prior experience and an anchor point for that experience. In Equation 4, z is the anchor point for prior experience [1]. ( ) ( )] ( ) [ ( ) Linear System SEU adds a time variance to the system, called the grow-decay parameter displayed as s in Equation 5 [1]. ( ) ( ) ( ) [ ( ) ( )] ( ) Approach-avoidance theory introduces the idea of a function of commitment distance to an action that alters the weight given to an action. This commitment distance is function is shown in Equation 6 where [ ( ) is the new valence input and c is the goal gradient parameter [1]. ( ) [ ( ) ( ) [ ( ) ( ) DFT formulates that a combination of time, the various SEU as well as approach-avoidance theory provides for a decision making theory in which, as time approaches zero, the system takes on a wave-like aspect of behaviour. Equation 7 shows the calculation for the DFT where h is the time taken to process one sample pair and t=n*h where n is the number of processed samples [1]. ( ) [ ( ) ( ) [ ( ) ( ) [2] extends the previous work from a binary choice and details the DFT for a multi-choice situation. [3] contains a description of a preference state vector and coordinates that contain a preference state for each of a series of actions. The state within the preference state vector may contain an approach state or an avoidance state as well as the magnitude of the state. In [3] there exists a feedback matrix, “self-feedback coefficients” and lateral inhibition connections. The feedback matrix changes across time. The “self-feedback coefficients” exist as “inversely related to conceptual distance between actions” [3]. A contrast matrix, value matrix, and attention vector combine as a product to become the input for the system. The contrast matrix foretells the advantage of an action versus other actions. The value matrix represents the “affective evaluation of each possible action” [3]. The fluctuation of the attention vector represents attention changes in an uncertain state at a particular given time. Therefore, decision reaching becomes determined by a controlled stopping task. The controlled stopping task may exist as something internal or external. The internally controlled stopping task states that there exists a threshold that must be reached by any preference before a decision may be made. The externally controlled stopping task states that the preference with the maximum magnitude will be chosen at the decision time. 3. REASONS FOR DECISION FIELD THEORY Decision Field Theory selection resulted from researching an idea pertaining to what constitutes attention? The first question formulated stated simply “What constitutes attention?” Upon answering this question, a postulation was created that said simply “Attention may relate to the focusing of the mind”. For this research of “focusing of the mind”, a decision making algorithm was proposed in an effort to decide what item from memory should receive focus in an otherwise chaotic mind. A robotic mind may be chaotic in the sense that there exists no clear direction of cognitive thought. Therefore the chaotic mind in this sense requires some direction which it could potentially receive from a decision making algorithm used to “decide” internally what should be the object of attention. DFT was chosen as such an algorithm due to its capability to make decisions in the face of uncertainty detailed in [1], [4]. 4. DECISION FIELD THEORY RESEARCH Application of DFT for the use of creating attention in a cognitive robot proved a difficult task to say the least. Much of parameter initialization proved a trial and error sort of testing methodology due to lack of available information. In addition, selection of chosen items passed to the DFT algorithm as choices showed that depending upon selected criteria, a steady state of attention may or may not result from the use of the algorithmic output. [5] showed that sustained attention did result from the use of DFT when but only when certain conditions were met. In addition, the research showed that only minute sustained attention became possible using the selected parameter values and the certain sets of features. Such attention to specific features of interest resulted from passing State information, such as hardware, battery life, etc. or from specific information such as colors. Depending upon the parameter values utilized, concentration upon solely state information showed possible for somewhat extended periods of time due to the increasing likelihood of an item chosen for attention once, being chosen again. Attention to specific colors proved possible though only for short periods of time, perhaps due to the colors quick decay rate in memory, while the state information has a much lower decay rate. Decay rate of other types of memory information may have affected the results from other types of memory information. This may happen due to the decay happening faster than the algorithm can select the choice and update the decay rate to a lower value. The decay rate did not receive extensive testing during this research trial. Though, the effects of decay rate upon “proper” DFT parameter values for varying memory information types may result in a valuable research experiment. No matter what parameter values were chosen as the values for the DFT, some memory information types were not selected as a focus of attention for any significant length of time. The cause of this lack of focus for some memory types remains unknown, though a possible suspect appears as incorrect parameter values. While not a complete success in achieving sustained attention for numerous memory types, the research did show that a more extensive look into the DFT use for attention may prove useful, particularly concerning the use of specific or generic parameters and how they relate to differing memory information types. The research into utilizing DFT brought a conclusion of, “if we are paying attention to an item in relation to completing a goal, how do we know when we completed the goal? How do we assign credit for the goal completion?” In an effort to solve this goal completion question left over from the DFT research, the Fuzzy Trace Theory research was proposed to attempt to look into the matter of goal completion. 5. BASICS OF FUZZY TRACE THEORY Fuzzy Trace Theory (FTT) provides interesting insight into the potential workings of the human memory system and memory formulation [6], [7]. Fuzzy-Trace Theory defines memory as operating upon the concepts of verbatim and gist. One could think of verbatim items of storage as facts, details of events, etc. Gist traces would then have the description of extractions of meaning from the facts or events. One could also consider a gist trace a relational, an elaboration, or a semantic property of an item while the verbatim contains the form and item specific information [6]. Within Fuzzy-Trace Theory, gist traces appear at the encoding of stimuli signals in the brain, while verbatim storage takes place during the processing of the encoded signals [6]. Another way of describing takes the form of gist creation happening at the precognition level so that they act as a cue for an item of verbatim which undergoes creation at the post-cognition level. Gist traces appear to have a longer accessibility time than do their verbatim companions [7]. Verbatim memories seem as though they have improved functioning with regards to recognition tests. Gist traces, on the other hand, seem as though they have improved functioning with regards to meaning preserving tasks. Verbatim traces seem to produce feelings of remembering in a conscious manner [7]. Or to put it another way, verbatim produces a feeling of remembering due to its operation with explicit memory types. A gist trace on the other hand, produces a feeling of knowing, rather than remembering, in a global manner due to its operation with implicit memory types [7]. Gist traces may sometimes produce vivid remembering experiences due to repeated cue's increasing the strength of the gist, retrieval cue's that specifically appear designed to retrieve implicit memory types, or during tests designed for responding based upon the meaning of something. Several principles exist for Fuzzy-Trace Theory. One such principle has to do with relationships. Gist traces utilize relationships in both a pairing and a global manner [6]. One may think of an example of a pairing relationship as more yellow jelly beans then purple jelly beans. For a global relationship, think of cats have the highest count, dogs the least count, or ferret's less than half. Gist traces have the ability of use and generation in a more rapid manner then does verbatim, this makes gist traces a more economical phenomena than verbatim memories, and increases the use of gist traces for tasks such as problem solving [6]. Another principle concerns the availability of memory and states that gist traces appear more persistent then verbatim does over time, and therefore memory retrieval utilizes gist traces primarily due to their availability [6]. A reason for such availability may take the form of generalization due to gist traces having an increased range of situations in which they have usefulness. Perhaps the usefulness of gist traces also has to do with the simplicity of their processing due to their generalization nature, making processing such memories not as complicated for reasoning tasks as processing a verbatim and would the same task. Gist traces may also have use in the reconstructing lost verbatim information, much in the same way as the extraction of gist traces from verbatim may also take place [7]. Finally, gist traces, like verbatim, have the property of easiness of storage [6]. Gist traces may undergo creation at the time of encoding memories and a reduction and abstraction take place from verbatim to gist. With the generalization characteristic of gist traces, a possibility exists for a hierarchy of gist traces in the brain. Both gist traces and verbatim may have a place of temporary storage in the working memory [7]. Working memory contains an increased count of verbatim then gist, though gist becomes stored in relatively longer term storage, producing the characteristic of stronger activation for a gist trace then its verbatim counterpart. A spectrum from vague patterns (gist traces) to specific details (verbatim) exists in which the gist traces have preference due to their nature of availability, the lower amount of effort required for processing comparisons, the lower amount of complexity of information for processing, as well as the ability of processing gist traces in parallel [7]. Gist traces have locations of storage in working memory as previously mentioned but also in ShortTerm as well as Long-Term Memory facilities increasing the preference of gist traces over their verbatim counterparts. 6. REASONS FOR FUZZY TRACE THEORY Fuzzy Trace Theory selection resulted from a question of DFT research in which the question arose as to rather how one should solve the credit problem for determining goal or task completion. The credit problem in association with goal determination basically states “How do we determine completion of a goal?” From a robotic standpoint, determination of goal completion proves a somewhat difficult task due to a lack of cognitive insight into what constitutes “completion”. The robot merely understands numerical concepts or items that are capable of translation to numerical quantities. Therefore, when attempting to translate conceptual commands into numerical results for decisions, the conversion process of concept to quantity and vice versa proves an interesting yet vitally important task. Selection of FTT came about due to its inherent reliance upon conceptual information for information processing. Therefore, a proposed idea for translation between conceptual information and numerical quantities the robot may understand came in the form of fuzzy operators. Fuzzy operators when combined with fuzzy concepts in memory might provide the solution for determining goal completion. At the same time, operation upon fuzzy concepts in memory instead of quantifiable factual data might allow for easier incorporation of conceptual gist related information into the system without requiring hard-coding of factual basics. This would provide the system with a method of expansion, or at least a somewhat easier method of expansion than otherwise provided, allowing relatively dynamic incorporation of new information into an otherwise somewhat static system. 7. FUZZY TRACE THEORY RESEARCH Implementation of Fuzzy Trace Theory remains an on-going task at the time of this writing. However, much work remains completed toward achieving the goal of utilizing FTT with a combination of fuzzy logic for goal determination. One of the fundamental questions that arose while performing this research states “How does one create gist within a robotic memory?” To answer this question, first a gist concept needed creation. This gist concept, as it relates to robotic memory, would evolve over time. Gist representation began as mimicking a fact with different names for the parameters. As time progressed, gist representation moved more toward attribute translation from fact representation to word representations for attributes. In addition, due to part of FTT stating that a gist may recreate a fact within memory, a decision became made to store a reference to the fact within the gist representation. This storing of a fact within a gist allows for the recreation of the fact at a later time due to the inherent decay placed upon facts within the system. A method of gist creation from a fact also exists within the system. Thus the rule stating that a gist or a fact may be recreated at a later time, if missing, has been fulfilled. A partial evaluator methodology already existed within the system. This partial evaluation methodology then became expanded to encompass a fuzzy logic system that translates keywords from the gist representations into numerical values usable by a decision making algorithm. The fuzzy logic implementation started within several routines. Each routine encompassing comparisons of various like terms and formulating numerical codes to determine which term remains greater or less than another term. This gist and fuzzy logic combination will allow for the use of terminology in robotic goals that then may be translated into numerical concepts that the robot may understand. See Figure 1 for an example of the difference in a robotic mind between the representations of how the Corner (verbatim) looks versus how the CornerGist (gist) looks in memory. Figure 2 displays the two-dimensional simulator for watching the robot in action as it was run by custom software that created the verbatim and gist in the robots memory as based upon the input from the MobileSim simulator. MobileSim is a simulator for ARIA based robots produced by the company Adept MobileRobots [8]. in gists being stored for very long periods of time before decay thus acting as a sort of long term memory. Decisions of when to execute a given command within the system were changed from their original implementation using verbatim only to a new implementation using verbatim when possible and gist if the verbatim does not exist. This, while an alteration from what would be an exact implementation of FTT, exists as a necessary implementation due to the commands currently operating based upon verbatim information thus redesigning the entire system to utilize gists for command execution will take much more effort than current time has allowed to date. An example of a use of the system in its final implementation may be thought of as, if one were to tell the robot to go to face northwest. As a basis, the robot only knows the numerical values in degrees for which it is facing. For this example, let us say the robot is facing 270 degrees. The robot in a natural implementation would have no concept of “northwest”. However, utilizing facts, gist representations, and fuzzy logic, with translation mechanisms in place between them, the robot would then “understand” the current direction it faces, acknowledge that the desired direction does not equal the current one, and then move until the desired direction equals the current direction. When finished, this research may provide an insight into the use of gist memory within a robotic environment, as well as providing insight into how one may make a decision using gist representations. Figure 1. Corner as Gist (top 4) and Corner as Verbatim (bottom) sample display As work on the system has progressed, gist traces are given a much lower decay rate in memory then the verbatim items allowing for more long term storage of gists. Repeated retrieval of a gist increases its activation which in effect increases the length of time that the item will be retained in memory. This activation combined with a lower decay rate results Figure 2. MobileSim platform used for research 8. CONCLUSIONS AND FUTURE RESEARCH Simulation of cognitive models in robotics may not be the easiest task, though it rewards us with valuable information such as what seems possible, and what does not work. The Decision Field Theory experiment showed that utilizing a decision making algorithm for sustained focus of attention may prove useful. Fuzzy Trace Theory utilization for goal determination has proved trickier due to attempting to figure out how best to represent the gist within the simulation. As Fuzzy Trace Theory is still a work in progress, more results will be known in the future as the work continues. Future research for DFT related items include determination of optimal parameters for the algorithmic implementation, looking at whether DFT would be preferential at the sensory or cognitive levels of attention, and determining whether DFT would better suit decision making in addition to utilization for attention or shall DFT use restrict itself to decision making or attention but not both. The effects of decay rate when utilizing efficient DFT parameter values for various types of memory information appears as a possible research experiment which may prove useful. In addition, a look at whether or not requirements for utilization of specific or generic parameter values exists depending upon the contents of the memory information selected as a candidate for focus of attention may prove useful once more information becomes available about the DFT parameters and their use in attention research. Future research for FTT includes answering the question of how to translate sensory data into conceptual gist data for a robotic system, an in depth study of robotic decision making based upon gist primarily, and study of algorithmic translation between gist and numerical output required for robotic execution. ACKNOWLEDGEMENTS We would like to acknowledge ARL at Aberdeen Proving Grounds, MD for their support. We would also like to thank Troy Kelley and Eric Avery for their continued discussions involving these projects. REFERENCES [1]. J. T. Busemeyer and J. Townsend, "Decision Field Theory: A Dynamic Cognitive Approach to Decision Making in an Uncertain Environment," Psychological Review, Vol. 100, No. 3, pp. 432-459, 1993. [2]. Roe, R. M., Busemeyer, J. R., & Townsend, J. T. (2001) “Multi-alternative Decision Field Theory: A Dynamic Connectionist Model of Decision Making”. Psychological Review, 108, 370-392. [3]. J. T. Busemeyer, "Building Bridges between Neural Models and Complex Decision Making Behavior," Neural Networks. Vol. 19, Issue 8, pp. 1047-1058, 2006. [4]. V. F. Reyna, "How People Make Decisions That Involve Risk: A Dual-Processes Approach," in Current Directions in Psychological Science, Vol. 13, Issue 2, Wiley-Blackwell, 2004, pp. 60-66. [5]. F. Ackers, D. Davani, E. Avery and T. Kelly, "Multi-layered Logic Bases for Attention Systems in Robotics," in BRIMS Conference Proceedings, Sundance, Utah, 2011. [6]. C. J. Brainerd and V. F. Reyna, "Fuzzy-trace Theory and Memory Development," Development Review 24, pp. 396-439, 2004. [7]. V. F. Reyna and B. Kiernan, "Development of Gist Versus Verbatim Memory in Sentence Recognition: Effects of Lexical Familiarity, Semantic Content, Encoding Instructions, and Retention Interval," Development Psychology, Vol. 30, Issue 2, p. 178, March 1994. [8]. MobileSim – MobileRobots Research and Academic Alliance Customer Support (October 27, 2011). Adept MobileRobots. Downloaded on September 13, 2012 from http://robots.mobilerobots.com/wiki/MobileSim. BIOGRAPHY Dr. Darush Davani has several years teaching undergraduate and graduate courses on robotics and simulation. He has been doing research work in the robotics and simulation field. He has worked in simulation and previously done research on software reliability work with NASA. Dr. Davani has published several articles related to robotics over the years. He has received several ARL grants over the years for work on robotics. He has also received NSF grants for work on simulation. Frederick Ackers is a Doctoral Candidate in Information Technology. His focus is on cognitive robotics. He did his master’s thesis on attention in cognitive robotics. He has worked as a research assistant for the past 2 years under the guidance of Dr. Darush Davani.
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