EFFECTIVE TOOL USE IN A HABILE AGENT Alexander B. Wood Tlmmas E. Horton Robert St. Amant lnfomtion Sciences Institute University of Southern California Manna del Rey, CA 90292 USA Department of Computer Science North Carolina State Universi5 Raleigh, NC 27693 USA ABSTRACT The intelligent use of tools is a general and important human competence that AI research has not yet examined in depth. Oilier fields have studied the topic. however. with results we can compile into a broad characterization of habile (tool-using) agents. In flus paper we give an overview of research on the use of physical tools, using this information to motivate a set of requirements for building artificial habile agents. We describe the design of a lmbiie robot, based on the Aibo platFonn. that can pick up a stick and use it as a tool to reach objects otherwise out of its range. We argue that analysis.of activities of such toolusing agents offers an informative waj- to evaluate intelligence. 1 INTRODUCTION The use of tools is a hallmark of intelligent behavior. It would be I d to describe modem human life without mentioning tools of one sort or another. For example, before writing this paragraph, 1 brushed my teeth with a tool, cooked and ate breakfast with tools, unlocked rm. office door with a tool, and jotted down notes with a tool. At my desk 1 am surrounded by tools that support cognitive as well as physical activities. A calendar aids my memory, a calculator improves my arithmetic, a whiteboard allows me to apply my visualization abilities, and of course my computer facilitates an even wider range of cognitive activities. In philosophical circles, some hold that tool use is central to intelligent behavior and that it should rival language in the study of cognitive phenomena (Preston. 1998). Tool use can be thought of as a specialized case of problem solving. but it can also be viewed in more general terms. Nilsson (1995) writes, “[Intelligent programs] need to be able to find out about what knowledge and.tools are available to match the problenls they face and to learn how to use them’’ arguing that qstems with such capabilities may gain general human competence. Tlus challenge has been taken up, in part. by researchers in robotics (Bluethmann et al.. 2003; Stoytchey, 2003) and intelligent user interfaces (Sl. Amant and Zettlemoyer, 2000). It also drives the work presented in tlus paper; we believe that physical tool use can act as a precursor to cognitive tool use and thus more intelligent effective behavior. The overall goal of our research is to develop a description of the class of habile (tool-using) agents in coinputational tenns and to build detailed siinulated and physical robotic systems that can act as csemplan of this class. Broadly speaking. a sophisticated Ilabile agent can reason about how to esploit objects and features in its emrironment to reach its goals. A physical lnbile agent can perform spatial and physical reasoning (both qualitative and quantitative) about objects in relation to the agent’s own location and dimensions. Most importantly. a habile agent can reason about the relationships between its capabilities, the problem at hand. and the tools that it can bring to bear in order to transform the problem into one that is more easily solved. While specialized physical habile agents already exist (e.g., some factoy robots and most prominently Robonaut (Bluethmann et al.. 2003)). the goal of our research is to develop agents with much more geneml physical tool-using abilities - such agents may not even explicitly incorporate the concept of tools, but can opportunistically esploit objects with appropriate pmperties. Ths paper focuses on a particular type of tool use. based on what we describe below as “effective“ tools. In the following section: we first outline research on natural tool use in fields outside AI. We use this brief s u n q to motivate a set of desirable properties in an artificial habile agent. In Section 3 we describe functional components in the design of a habile agent for using effective tools and discuss its implementation on a robot platfonn. A task that the robot carries out involves obtaining an object that is out of reach on a shelf by grasping a stick and pushng the object until it falls and can be retrieved. Tlus is one of the simplest tool-using tasks possible, but it is illustrative of the requirements on the agent’s design and suggestive of more complex bsks that can be accomplished in the future. Section 4 describes related work in robotics, and Section 5 concludes with a discussion of the possibility of defining tests of agent intelligencebased on tool using ability. 2 MOTIVATION Accounts of tool use have appeared in the AI iiterature (e.g.,Agre and Horswill, 1997: Bluethmann et al.. 2003; Iriki et al. (1996) demonstrated that the body scheina of a tool user extends beyond the boundaries of the physical body to include the tool. On release of the tool. the bod?scheina re\.erts to its usual state. Stovtcliey (2003) gves an extensive review of compamble neuroscience findings: we discuss his work further in Section 4. Given a rough understanding of the capabilities of a habile agent. the issue arises of how agents apply their capabilities. in the contexT of actual tool use. Insight into tlus issue can be found in taxonomies of tool-based action There exist esteisive taxonomies of tools based on application or engineering principles. but.these do not capture important aspects of tools in use. For example. the U.S. Patent Office describes mrenches as "engaging a work part and exerting or transmitting a twisting strain thereto, or means for imparting or transmitting an actuating force to such a tool" (as quoted in Holm 2005). Taxonomies of human tools for subsistence (e.g.. spears and fishing implements) due to Oswalt (1 973) come closer, but are too abstract. Baber gives an estensive overview of tool use and cognition froin a lwman factors perspective (Baber. 2003): but no general taxonomies of action. Perhaps most promising is a small taxonomy that describes sofhvare tools as metaphoors for pliysica1,tools (St. Amant and Hort o n 2002): Brad? et al., 1984). but the mosl estcnsi\,e analyses are found elsctvhere. Due to space limitations. n e can give examples of work from onl. a few fields; we focus mainly on results in animal cognition. The most widely accepted definition of tool use, in any field, comes from Beck (1980). "Thus tool use is the estemal employment of an unattached environmental object to alter more efficiently the fornil position or condition of another object, another organism or the user itself when. the user hold5 or carries the tool during or just prior to use and is responsible for proper and effective orientation of the tool.'' Although tlis definition may appear unwieldy: all of its conditions turn out to be needed to distinguish tool use in the animal kingdom from other activities. A few esamples illustrate what we can learn by study.ing aniinal tool use. Some of the simplest animals to use tools are wasps that pound earth down into a nest with the help of a pebble (Oswalt, 1973). Activities recognizable as tool use can evolve in agents with limited manipulation no capacih- for learning, and only the simplest processing capabilities. In summarizing esperiinents with capuchin monkeys, Visalbergh and Limogelli (1996) observe that their subjects often engage in rapid-fire execution of different strategies. but with poor judgment in selecting strategies:.for example, to obtain food from a long narrow tube, one monkey unwrapped a bundle of sticks but then used the tape to try to push out the food with the piece of tape. Such esamples are suggestive of an automated search process driyen by weak heuristics. In analogous experiments with chimpanzees. Povinelli (2000) finds that his subjects base their tool selection on the graspability rather than the overall effectiveness of the tool. Povinelli 5 Eflective tools produce a persistent effect on materials or the environment. e.g.. harruners, screwdrilTers, and sans. In.srriv"it.s pmvide information about materials or the environment, e.g., calipers and magIufving glasses. Constraining tools constrain or stabilize nlaterials for the application of effective tools, e.g., ciamps and straight edges. Deiiiarcating tools impose perceivable structure on the environment or materials, e.g., a carpenter's pencil or pushpins. further speculates that orangutans and chiinpanzees are much more capable tool users than gorilIas because the arboreal environments of the former (gorillas are ground dwellers) have resulted in a flesible kinematic body schema that can be adapted to tool-using activities. This research is significant in it helps us generally characterize habile agents in terms of their capabilities and constraints on their behavior: ' To shift perspective to the actions of a habile agent, the agent uses effective tools to transform its actions on the environment and uses instruments to transform its perception of the environment. The agent uses constraining tools to stabilize the environment for its effective actions and uses demarcating tools to add information to the emironment in aid of perception, bg creating external representations. These categories of action guide the selection of tasks by which we can evaluate the competence of a given habile agent and judge whether its design is functionally adequate. The actions of habile agents are constrained by the reiationshps (geometrical. kinematic, dynamic. etc.) between their physical architecture and the tools they use. In acting. habile agents apply strategies that range from scripted sequences to search-based problemsolving. An intemal representation of the agent's unaided action capabilities adapts (in some cases in a hard coded fashion, in others more flexibly) to the agent's acquisition and application of a tool. 3 This last point is bolstered by research in cognitive neuroscience. In experiments with a macaque monkey, EFFECTIVE TOOL USE Consider a variant of the monkey and bananas problem: 76 An agent. has the goal of obtaining a ball, which is visible on a shelf that is slightly out of Each. The agent can see various other objects nearby, including sticks and boxes. How can it retrieve the ball? ties are automatically accounted for in the behavior of the agent. For example. if I pick up wooden pointer in the classroom. I adapt to its dinensions iinmediatel!.. and I am able to point to different objects as If I were using my index finger: though with sliglitltl!.lower accuracy and speed. The MMC net (Cruse, 2003. Steinkulder and Cruse. 1998) supporls adaptation of tlus type. The MMC net is a model for the control of multi-segmented nlanipulators with redundant degrees of freedom. An MMC net uses a recurrent network representing various geometrical relationships behveen the segment lengths and joint angles in the manipulator. The calculations involved in the MMC rely on tlie notion that several geometric relationships can be used to calculate the same joint value. Multiple calculations are performed in parallel to find values for all variables. The final value is obtained by calculating the mean of these multiple computations (MMC). The network is recurrent, which means that each new iteration uses the previous iteration's output as input. As the network relaxes, it adopts a stable state corresponding to a geometrically correct solution even if the problem does not fully constrain the solution. MMC nets can be applied to both 2D and 3D spaces, and fall into two basic catagories: linear and nonlinear. A linear MMC net is somewhat simpler to implement and requires fewer calculations, but allows the lengths of the segments in the manipulator to van.. Nonlinear nets, which hold the segment lengths constant, are thus better models for real-world applications. including the control of our habile agent. In simulation our implementation of the MMC net provides for conventional contml in path planning for a two-joint robot ann, adapting almost instantaneously to new requirements on positioning. Furthermore, we present a hybrid of the linear and nonlinear models for internal evaluation of morphological constraints against the environment. One solution involves pushng a box under the shelf. climbing on it. and reaclung the ball. Another solution, one that our work pursues, is for tlie agent to pick up a stick of appropriate length and push the ball off the shelf. where it can then be retrieved. The latter solution is an unambiguous example of physical tool use, Though the two solutions are similar, in that both involve altering the environment to facilitate goal achievement. the latter emphasizes manipulation a key aspect of tool use, rather than navigation. To accomplish this task, the agent must understand or learn the linlitatioils on its body in relation to the goal. and how these limitations can be overcome by making use of available objects, specfically by manipulating these objects as tools. We begin our work toward building such agents by identifiing functional capabilities that act as necessarc. building blocks for tool use. In nature. tool-using abilities are layered on more basic functions, including object recognition ob-ject manipulation navigation and whateiier problem-solving capabilities the creature may have. We base the design of a habile agent for using effective tools on a comparable set of basic functions, which ma?-vary; we can imagine habile capabilities built on top of reactive agents.. planning agents. learning agents. and so forth, with a variety of constraints on their reasoning and their interaction with the environment. Based on the work surveyed above, our design efforts focus on two key capabilities that support effective tool use (instruments and constraining and demarcating tools remain for future work): . Recognizing opjwrhinifiesfor tool use: The general ability to recognize and exploit relationships behveen the action capabilities of the agent (sometimes called its effectivities (Tunley and Slmw, 1979)), its goals, and features of the objects with 1~1ichit can interact in pursuit of its goals. -4dupring to new e.$ectii+ties: The general abilih to adapt the internal representation of the agent to match the altered effectivities provided b5- the acquisition and application of a tool. 3.2 Implementation on a Robot Platform As a test platform for our work, we use a Son? Aibo robot. Despite its limitations, the Aibo offers the advantages of navigation and inanipulation Capabilities integrated into a single widely available and inexpensive platform. Our development relies on CMU's Tekkotsu. an application framework for robotic platforms. Tekkotsu is an event driven object oriented architecture that uses Cc+ to interact with various Aibo control objects. The framework contains modules for vision processing and low level motor behaviors, as well as a hierarchical state machine. For convenience, we refer to the system we have developed on the Aibo as Canis Habilisl or simply Canis. The behavior of Canis as described in the remainder of this section therefore relies on functional placeholders in several areas of visual processing: objects are distinguished by color. rather than shape; a long object is grasped at a 3.1 Schema Adaptation. Adaptation to the acquisition and application of a tool. another critical component of tool use. is provided by an adapme internal model. A farmliar propem of tools is that once in hand. they feel as if the! become a part of the user. rather than remaining an independent object being manipulated. When an agent picks up a tool, its effectivities are changed. and for famdiar tools. the new effectivi77 ' particular place on its surface identifiable by a \isual inark: dimensions of objects are known a priori. The impetus for providing a siinplified problem was to overcome 1:arious hardware linutatioiis and provide more reliable perception. pending further integmion work. For this task. the actions carried out by Canis are governed, by a state machine, as shown in Figure 1. (In future work this state machine will be replaced by a more general motion planning system.) The state machine runs through tlie sequence of actions shown to achime the goal of reaching and touching the ball directly with its end effector. Find Goal Find Tool \wLical rotational components of segments L1. L2, L3: and L4. wllich represents the body. neck. head, and tool respectively. Using this simplified model of the body allows the internal body lo be controlled in a fashion similar to a robotic ann. The mapping between the MMC net model and the robot body is shown in the overlay in Figure 3 . Y kpproath X Figure 2: A Four Segment Model of the Robot Body R e p resented as Segments L1,L2. L3. and L4. Figure 1: State Machine Controller for Actions. Multiple observations and studies in animal cognition have supported these varied levels of sophstication con- ’ cerning action selection. Richard Byrne (2004) hypothesized that non-primate tool use functions are generally limited in a highly specific way. The distinction Byme suggests between primate tool use and tool use found in simpler organisms is that “tool use in primates is learnt from experience, whle tool use in other animals is innate. coded on species genes” (page 32). The reliance on a high- level state machine for contml over the tool using behavior set in image) Body, Neck, Head: and Optionalli a Tool. is along the similar levels of complexity as tlie scripted control of tool-using found in insects, but serves as a good illustration of tool-using capabilities possible on the Aibo. At a lower level of abstraction, Canis’s manipulation actions (tool acquisition and application) are controlled by the MMC net, which acts as its internal body schema. Canis‘s body schema consists of four connected segments: body. neck, head, and an optional tool segment. These map onto the topology of the MMC network. The nehvork calculates a complete set of state variables relative to the , body model. The network for Canis takes as input each segment shown in Figure 2, in addition to horizontal and The nonlinear MMC net comes into play for two of the actions in the state machine, Pickup Tool and Reach Ball. These alter the inputs to the MMC net such that it converges to a specific posture; once a solution has been produced, Canis moves into the resulting joint configuration. The Reach Ball action is carried out by internally computing the conect posture with the M M C net, using a variable tool length. Taking advantage of MMC net’s flexibiiity. the tool length can be changed at any time without the need for recalculating the network. Thus to 78 control motion when no tool is present, a tool length of zero can be used. One drawback to the nonlinear MMC network is that it must remain at a fixed location. Although this model is effective for posture calculations in near space, it would be useful to use the body schema for testing if an object is reachable. To support a body centered approach to evaluating the capabilities of the agent and its ability to reach the ball. we used a niodlfied version of the MMC net that combines both linear and non-linear approaches. Recall that in a linear MMC network, segment lengths are not preserved: as the network converges. the segments stretch to rcach tlie target location. The idea of body centered reasoning for Canis im-olves translating the body schema in a two dimensional plane. and performing the reach task in the world il knows internally. Under this notion the application of the linear nehvork becomes clear; we can modifi the base segment of the nonlinear network (Ll) into a linear component to allow for translation. As the nettvork converges, this translational segment stretches to the target location. The evaluation of a reachable object results from the body schema internally reaching for the ball. Upon the convergence of the network to a stable posture, the reachable condition is ea? to evaluate by comparing the distance between the end effector and the ball's location. This representation allows Canis to "imagine" itself doing the task in order to properly evaluate if an object is reachable. In order to achieve this translational body schema on a four segment MMC network, me must adjust the segment's representations. In Figure 1. L I must now be linear, as it is tlie translational component of bo* schema. Segments L2, L3, and L1 correspond to the body; neck, and head respectfully. The representation for a held tool differs from the nodinear model. Iriki et. a l (1996) suggests that the tool becomes an extension of the hand during intentional tool use. Under this premise, we represent a tool by estending the bod? segment that is holding the tool. Although this representation is more approximate than assigning the tool its own segment in the body schema, it yields an effective approach to tool representation during the evaluation phase of tool use. The MMC net surpassed our expectations in its role as an internal body schema; different networks are intended to map to the robot body to match different task requirements, and often this kind of generality is associated with increased variability. For tlus task some actions, such as picking up a tool, allow little room for emr in calculating the position of the body. In order to produce controlled movements to aclueve a desired position joint values must be known. The internal kinematics performed on the body model are camed out with the MMC net, and its computations allow Canis to carry out these actions correctly. For reasons of complexily management however. the MMC net is not used for all of Canis's actions. The current implementation does not incorporate a segment for tlie mouth of the agent, nrlich is utilized for,grasping. The MMC net positions the agent's mouthup to the point of grasping. and the robot subsequently runs through a scripted motion sequence to coinplete the grasping process. The system is versatile, even when tliere is no geometrically plausible solution is ayailable. In cases where the ball is out of reach (with or without the presence of a tool), the segments converge to a posture that minimizes the distance of the end effector and tlie ball. Thus. the body model will. still converge to an approximate solution. The use of the MMC net has been successful in both tool acquisition and ball dislodgement, which offers useful evidence for the basic utili@ of the adaptive sclmna approach. 1 RELATEDWORKS Work most closel? related to ours is due to Stoytcliev (2003): who describes an extended robot body schema for controlling robot actions based on self-organizing body schemnas. This approach is coinparable to our work. but has a stronger emphasis on sensory input and learning. The work is based on a cognitive neuroscience perspective on tool use, whch results in design requirements v e q similar to our own. The main difference between Stooytcliev's approach and our own is that of scope: we are interested in a more general conception of tool use, as is represented by the activities in the task emironment described in the previous section, which include navigation of the mobile platform. tool identlfication and acquisition, and eventually tools with other properties. Furthennore. the model proposed by Stoptchev must remain at a fised location thus disabling the possibiliQ- of using the body schema for constraint evaluation. 5 CONCLUSIONS The current implementation of a habile agent on a robotic platform Ius expanded on kinematics research related to advances in MMC application and derivation. Deviating from the traditional three segment body model common the MMC net literature, we derived a four segment model in order to cast a better representation of Canis's body structure. Furthermore. a new form of MMC nehvorks is presented, the linearhonlinear hybrid. which can be used to support body centered reasoning in the environment. By using this representation we offer a biologically plausible solution to evaluating a habile agent's constraints against the achevement of a goal. Conceptually, this work supports the basic idea that we can develop tool-using agents bised on body schemas that are built into a robotic architecture. We have successfully constructed a habile agent to operate in an obtain ball contesk The impetus for this study was to establish a 79 ' gain from posing such problems is the opportunity to obsente an agent's esploraton- strategies. Learning loof me b!! obsenwtion. TIUS can be seen as an extension of non-tlansparent tool use. First, iinagine a task where a correct procedure may be possible to discover via blind search but only after a veri- long time. Enter a demonstmor. who carries out appropriate actions or sequences .to accomplish the task. If the habile agent can sohe comparable problems after having observed tlie demonstrator's actions. we count tlus as an example of learning. a key facet of intelligence. Colloborrrtive tool use. One aspect of intelligence that is untested so far is the ability to communicate. This is addressed in a stage that involves a collaborator as a part of all tasks. The collaborator attempts to solve a task but cannot succeed, lacking some crucial physical aid or tool. For esample. acquiring a target object might involve p i n g up a lid that is too heavy or large for one to lift alone, tuming a nut on a bolt that rotates freely unless held in place, and so forth. The habile agent passes this test by observing the collaborator's actions. recognizing implicit goals, and contributing appropriately to reach the goals. model. which can evolve across implementations into a more general tool using agent. We consider the development of Canis to be a significant engineering feat. not least because it was accomplished on an off-the-shelf. relatively inexpensive platform, More important. howeyer, are the concepts underlying the design of the system, and the enonnous potential future such system haw as flesible agents that can act opportunistically to reach goals in natural environments. Another direction for future work has a more plulosoplical flavor. Consider that esperimcntal research on tool use in animals, with the goal of emhating intelligence, has been carried olit for almost a centuq. Obsenations and experiments deal with animals ranging from birds to elephants and primates. The evaluation methods developed by animal cognition researchers sliould provide strong guidance for the evaluation of artrficial habile agents. It should be possible to adapt laboraton: procedures to support the evaluation of physical and simulated agents over a wide range of tool-using capabilities, from simple hardwired insect-level behavior to sophisticated. creative, even collaborative tool use. This line of thought leads to a general approach to evaluating intelligence, which philosopher Ronald Endicott has called "the tooling test.'' The tooling test is a multistage test for tool-using intelligence, in which each stage that is passed gives evidence for greater intelligence than needed in tlie previous stage. The test involves the subject manipulating physical tools in order to accomplish speclfic tasks; obstacles are set in the way that can be overconie by the use of these tools. We can imagine a sequence of increasingly difficult tests: The tooling test overcomes several limitations of the imitation game (Turing. 1950). and should be appropriate for habile agent evaluation. Ficst. the tests have an eqlicit success criterion: has a predetermined goal been achieved? Second. the result of a sequence of tests is not a binary intelligentlnon-intelligentjudgment. Rather. just as in research on animal tool use, we can say that a tool-using agent is more or less intelligent. based on the sophistication of their actions. Third, the tests are independent of ~fian?. of the subtleties of l ~ u m verbal communication, whle still being able to incorporate basic principles of cooperation. Trumporent tool use. The task described in Section 3 is an esample of the use of objects whose behavior is transparent to the tool user. These sorts of tests are a staple in cognitive research w~thnon-human primates. Results have helped researchers to better understand the extent to which animals can reawn about spatial relationships. kinematics and dynamics. qualitative physics, and so forth in comparison with humans. Tool construction and modiJication. Consmction of novel tools and refinement of existing tools is a relatively recent capacity for h u m . on an evol u t i o n q scale. In the end. it is not clear that there is a conceptual difference between tool use directly on materials and tool use for malung other tools. but this turns out to be a soft b o u n w between human and animal tool use. Nontransparent toul use. Sometimes the mechanism of a tool in its operation or its effect is hidden. For example. imagine picking a simple lock or fishing for a wire inside a wall by feeding an electrician's snake through a small hole. What we REFERENCES Agre. P. and Horswill, I. 1997. Lifewodd analysis. Joitmul of..lrti$cial Iiirelligence Research 6:llI-145. Baber, C . 2003. 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Computional model for an eiqendabie robot body schema. Techrucal Reort GIT-CC-03-14, Georgia Institute of Technology, College of Computing. Turing, A. 1950. Computing machinery and intelligence. lus research was under the direction of Dr. Frank E. Ritter in the Applied Cognitive Sciences Lab. After the compIetion of Ius undergraduate degree, He pursued a Masters of Science in North Carolina Stale Universip ’s Department of Computer Science. His research placed an emphasis on Artificial Intelligence, ivliere lie completed lis studies under the direction of Dr. Robert St. Amant. Wood can be contacted by email at :?.hb<m.2S~-!;:~i1.e3u. ROBERT ST. AMANT is Associate Professor in the Department of Coinputer Science at North Carolina State University. He is currentl?, on sabbatical at the Informtion Sciences Institute. University of Southern California. His research focuses on intelligent user interfaces. drawing on interests in artificial intelligence planning. cognitive modeling. and human-computer interaction. . In 2005 he chaired the International Conference on Intelligent User Interfaces. St. Arnant can be reached via email at staa~:a~ti?<:;i “+??j;: or ~.‘;zy;ar;t;l.-s ~:<v-,.~i;,+.~;;;, THOMAS E. HORTON is a P1i.D. candidate in the Department of Computer Science at North Carolina State University. His acadeinic interests include humancomputer interaction. artificial intelligence, and anthropology. He may be reached by email at [email protected]. Mind, 59:433360. 1950. Turvey. M. T. and Slmw, R. E. 1979. The primacy of perceiving: An ecological reformulation of perception for understanding memory. In Nilsson L. G., ed., Perspecrives on /nemoyv research. Lawrence Erlbaum. 167-222 Visalberglu, E. and Limongelli, L. 1996. Acting and understanding: Tool use revisited through the minds of capuchin monkeys. In Russon A. E.: Bard,K. A.: and Parker, S. T., eds., Reaching into Thoughr; The minds uJrhe grear apes, Cambridge University Press. Chapter 3, 57-79. AUTHOR BIOGRAPHIES ALEXANDER E. WOOD received his BS in Infonnation Sciences and Technology from The Pennsylyania State University in 2003. During his tenure as an undergraduate, 81
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