soar: an architecture for human behavior representation randall w. hill, jr. information sciences...

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Soar: Soar: An Architecture for An Architecture for Human Behavior Human Behavior Representation Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California http://www.isi.edu/soar/hill

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Page 1: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Soar: Soar: An Architecture forAn Architecture for

Human Behavior RepresentationHuman Behavior Representation

Randall W. Hill, Jr.

Information Sciences Institute

University of Southern Californiahttp://www.isi.edu/soar/hill

Page 2: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

What is Soar?What is Soar?

Artificial Intelligence Architecture– System for building intelligent agents

– Learning system

Cognitive Architecture– A candidate Unified Theory of Cognition

(Allen Newell, 1990)

Page 3: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

HistoryHistory

Inventors– Allen Newell, John Laird, Paul Rosenbloom

Officially created in 1983– Roots in 1950’s and onwards

Currently on version 8 of Soar architecture– Written in ANSI C for portability and speed

In the public domain

Page 4: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

User CommunityUser Community

Academia– USC, U. of Michigan, CMU, BYU, others

International– Britain, Europe, Japan

Commercial– Soar Technology, Inc.– ExpLore Reasoning Systems, Inc.

Page 5: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Objectives of ArchitectureObjectives of Architecture

Support multi-method problem solving– Apply to a wide variety of tasks and methods – Combine reactive and goal directed symbolic processing

Represent and use multiple knowledge forms– Procedural, declarative, episodic, iconic– Support very large bodies of knowledge (>100,000 rules)

Interact with the outside world Learn about all aspects of tasks

Page 6: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Cognitive Behavior:Cognitive Behavior:Underlying AssumptionsUnderlying Assumptions

Goal-oriented Reactive Requires use of symbols Problem space hypothesis Requires learning

Page 7: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Soar ArchitectureSoar Architecture

Working Memorysituational assessment, intermediate results, actions, goals, …

Long Term Knowledgee.g., Doctrine, Tactics, Flying Techniques,

Missions, Coordination,Properties of Planes, Weapons, Sensors, …

[ ][ ][ ]

[ ][ ][ ]

Match Changes

Perception / Motor Interface

Page 8: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Soar Decision CycleSoar Decision CyclePerception Cognition Motor

Input Phase

Elaboration Phase

Output Phase

Decision Phase

• Fire rules

• Generate preferences

• Update working memory

• Evaluate operator preferences

• Select new operator OR

• Create new state

• Sense world

• Perceptual pre-processing

• Assert to WM

• Command effectors

• Adjust perception

Page 9: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Which Rule(s) Should Fire?Which Rule(s) Should Fire? Fire all matched rules in parallel until quiescence Sequential operators generate behavior

– e.g., Turn, adjust-radar, select-missile, climb

– Provides trace of behavior comparable to human actions

Rules select, apply, terminate operators.– Select: create preferences to propose and compare operators

– Apply: modify the current situation, send motor commands

– Terminate: determine that operator is finished

Inp

ut

Elaboration(propose operators)

Decide(select operator)

Elaboration(apply operator)

Ou

tpu

t

Inp

ut

Dec

ide

Ou

tpu

t

Inp

ut

Dec

ide

Elaboration(terminate operator & propose)

Page 10: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Example RulesExample Rules

PROPOSE: If I encounter the enemy, propose an operator to break contact with the enemy.

SELECT: If I am enroute to my holding area and I come into contact with an enemy unit, prefer breaking contact over engaging targets.

APPLY: If the enemy is to my left, break to the right.

APPLY: If the enemy is to my right, break to the left.

TERMINATE: If break contact is the current operator, and contact is broken, then terminate break operator.

Page 11: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Goal Driven BehaviorGoal Driven Behavior

Complex operators are decomposed to simpler ones– Occurs whenever rules are insufficient to apply operator

– Decomposition is dynamic and situation dependent

– Over 90 operators in RWA-Soar

Execute-Mission

Fly-Flight-Plan Engage Prepare-to-return-to-base

Fly-control-route Select-point

Select-route

High-level

Low-level

Contour NOE

Mask Unmask Employ-weapons

Initialize-hover

Return-to-control-point

Page 12: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Coordination of Coordination of Behavior & ActionBehavior & Action

Combines goal-driven and reactive behaviors– Suggest new operators anywhere in goal hierarchy

– Generate preferences for operators

– Terminate operators

Provides limited multi-task capability– Constrained by single goal hierarchy in Soar

Other possible approaches– Multiple goal hierarchies

– Flush and re-build goal hierarchies when needed

Page 13: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

ModelingModelingPerceptual Perceptual

AttentionAttention

Problem

• Naïve vision model— Entity-level resolution

— Unrealistic field of view (360o, 7 km)

• No focus of attention— Perceptual overload often occurs

— Pilot crashes helicopter

Approach

• Zoom lens model of attention— Gestalt grouping in pre-attentive stage

— Multi-resolution focus

• Control of attention — Goal-driven: task-based, group-oriented

— Stimulus-driven: abrupt onset, contrast

Page 14: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Model of Attention• Gestalt grouping

• Zoom lens effect

• Goal and stimulus driven

Naïve Vision Model• Entity-oriented

• Stimulus-driven

• No perceptual control

Page 15: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Underlying Underlying Technologies/AlgorithmsTechnologies/Algorithms

Optimized RETE algorithm– Enables efficient matching in large rule sets

Universal subgoaling– Operator-based architecture– Truth Maintenance System (TMS)

Learning algorithm– Chunking mechanism

Page 16: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Soar ApplicationsSoar Applications

Agents for Synthetic Battlespaces– Commanders and Helicopter Pilots (USC)

– Fixed Wing Aircraft Pilots (UM, Soar Technology)

Animated, Pedagogical Agents– Steve (Rickel and Johnson, USC)

Game Agents– Quake (Laird and van Lent, UM)

Page 17: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Intelligent Synthetic ForcesIntelligent Synthetic Forces

Helicopter pilots Teamwork C3I Modeling

– Planning– Execution– Re-planning– Collaboration

Page 18: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Steve: An Embodied Intelligent Steve: An Embodied Intelligent Agent for Virtual EnvironmentsAgent for Virtual Environments

3D agent that interacts with students in virtual environments

Can take different roles: teammate, teacher, guide, demonstrator

Multiple trainees and agents work together in virtual teams

Intelligent tutoring in the context of a shared team environment

Page 19: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Soar/Games ProjectSoar/Games Project Build an AI Engine around the Soar AI architecture

– Soar/Quake II project– Soar/Descent 3 project

U. of Michigan, Laird and van Lent

InterfaceDLL

Soar/QuakeAI

AI Engine(Soar)

KnowledgeFiles

Actions

Sensor Data

Socket

Page 20: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Validation EffortsValidation Efforts

Intelligent Synthetic Forces– Synthetic Theater of War ‘97 experience– Subject Matter Experts

Human Factors / HCI studies– e.g., B. John (CMU) & R. Young (U.K.)

Better models for validating integrated models of human behavior needed

Page 21: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Summary of Summary of Capabilities/LimitationsCapabilities/Limitations

Capabilities– Mixes goal-oriented and reactive behavior– Supports interaction with external world– Architecture lends itself to creating integrated

models of human behavior Limitations

– Learning mechanism not easily used

Page 22: Soar: An Architecture for Human Behavior Representation Randall W. Hill, Jr. Information Sciences Institute University of Southern California

Future Development /Future Development /Application PlansApplication Plans

Integrate emotion with cognition Learn from experience

– Incorporate inductive models of learning Continue work on models of collaboration

in complex decision-making– Extend the current C3I models