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Ben Goertzel with Cassio Pennachin & Nil Geisweiller & the OpenCog Team Engineering General Intelligence, Part 1: A Path to Advanced AGI via Embodied Learning and Cognitive Synergy September 19, 2013 EFTA00623759 EFTA00623760 This book is dedicated by Ben Goertzel to his beloved, departed grandfather, Leo Ztuell - an amazingly warm-hearted, giving human being who was also a deep thinker and excellent scientist, who got Ben started on the path of science. As a careful experimentalist, Leo would have been properly skeptical of the big hypotheses made here - but he would have been eager to see them put to the test! EFTA00623761 EFTA00623762 Preface This is a large, two-part book with an even larger goal: To outline a practical approach to engineering software systems with general intelligence at the human level and ultimately beyond. Machines with flexible problem-solving ability, open-ended learning capability, creativity and eventually, their own kind of genius. Part 1, this volume, reviews various critical conceptual issues related to the nature of intel- ligence and mind. It then sketches the broad outlines of a novel, integrative architecture for Artificial General Intelligence (AGI) called CogPrime ... and describes an approach for giving a young AGI system (CogPrime or otherwise) appropriate experience, so that it can develop its own smarts, creativity and wisdom through its own experience. Along the way a formal theory, of general intelligence is sketched, and a broad roadmap leading from here to human-level arti- ficial intelligence. Hints are also given regarding how to eventually, potentially create machines advancing beyond human level - including some frankly futuristic speculations about strongly self-modifying AGI architectures with flexibility far exceeding that of the human brain. Part 2 then digs far deeper into the details of CogPrime's multiple structures, processes and functions, culminating in a general argument as to why we believe CogPrime will be able to achieve general intelligence at the level of the smartest humans (and potentially greater), and a detailed discussion of how a CogPrime-powered virtual agent or robot would handle some simple practical tasks such as social play with blocks in a preschool context. It first describes the CogPrime software architecture and knowledge representation in detail; then reviews the cognitive cycle via which CogPrime perceives and acts in the world and reflects on itself; and next turns to various forms of learning: procedural, declarative (e.g. inference), simulative and integrative. Methods of enabling natural language functionality in CogPrime are then discussed; and then the volume concludes with a chapter summarizing the argument that CogPrime can lead to human-level (and eventually perhaps greater) AGI, and a chapter giving a thought experiment describing the internal dynamics via which a completed CogPrime system might solve the problem of obeying the request "Build me something with blocks that I haven't seen before." The chapters here are written to be read in linear order - and if consumed thus, they tell a coherent story about how to get from here to advanced AGI. However, the impatient reader may be forgiven for proceeding a bit nonlinearly. An alternate reading path for the impatient reader would be to start with the first few chapters of Part 1, then skim the final two chapters of Part 2, and then return to reading in linear order. The final two chapters of Part 2 give a broad overview of why we think the CogPrime design will work, in a way that depends on the technical "Ii EFTA00623763 vu' details of the previous chapters, but (we believe) not so sensitively as to be incomprehensible without them. This is admittedly an unusual sort of book, mixing demonstrated conclusions with unproved conjectures in a complex way, all oriented toward an extraordinarily ambitious goal. Further, the chapters are somewhat variant in their levels of detail - some very nitty-gritty, some more high level, with much of the variation due to how much concrete work has been done on the topic of the chapter at time of writing. However, it Ls important to understand that the ideas presented here are not mere armchair speculation - they are currently being used as the basis for an open-source software project called OpenCog, which is being worked on by software developers around the world. Right now OpenCog embodies only a percentage of the overall CogPrime design as described here. But if OpenCog continues to attract sufficient funding or volunteer interest, then the ideas presented in these volumes will be validated or refuted via practice. (As a related note: here and there in this book, we will refer to the "current" CogPrime implementation (in the OpenCog framework); in all cases this refers to OpenCog as of late 2013.) To state one believes one knows a workable path to creating a human-level (and potentially greater) general intelligence is to make a dramatic statement, given the conventional way of thinking about the topic in the contemporary scientific community. However, we feel that once a little more time has passed, the topic will lose its drama (if not its interest and importance), and it will be widely accepted that there are many ways to create intelligent machines - some simpler and some more complicated; some more brain-like or human-like and some less so; some more efficient and some more wasteful of resources; etc. We have little doubt that, from the perspective of AGI science 50 or 100 years hence (and probably even 10-20 years hence), the specific designs presented here will seem awkward, messy, inefficient and circuitous in various respects. But that is how science and engineering progress. Given the current state of knowledge and understanding, having any concrete, comprehensive design and plan for creating AGI is a significant step forward; and it is in this spirit that we present here our thinking about the CogPrime architecture and the nature of general intelligence. In the words of Sir Edmund Hillary, the first to scale Everest: "Nothing Venture, Nothing Win." Prehistory of the Book The writing of this book began in earnest in 2001, at which point it was informally referred to as `The Novamente Book." The original "Novamente Book" manuscript ultimately got too big for its own britches, and subdivided into a number of different works - The Hidden Pattern roential, a philosophy of mind book published in 2006; Probabilistic Logic Networks IGIGHOSI, a more technical work published in 2008; Real World Reasoning IGGC lib, a sequel to Proba- bilistic Logic Networks published in 2011; and the two parts of this book. The ideas described in this book have been the collaborative creation of multiple overlapping communities of people over a long period of time. The vast bulk of the writing here was done by Ben Goertzel; but Cassio Pennachin and Nil Geisweiller made sufficient writing, thinking and editing contributions over the years to more than merit their inclusion of co-authors. Further, many of the chapters here have co-authors beyond the three main co-authors of the book; and EFTA00623764 ix the set of chapter co-authors does not exhaust the set of significant contributors to the ideas presented. The core concepts of the CogPrime design and the underlying theory were conceived by Ben Goertzel in the period 1995-1996 when he was a Research Fellow at the University of Western Australia; but those early ideas have been elaborated and improved by many more people than can be listed here (as well as by Ben's ongoing thinking and research). The collaborative design process ultimately resulting in CogPrime started in 1997 when Intelligenesis Corp. was formed - the Webmind Al Engine created in Intelligenesis's research group during 1997-2001 was the predecessor to the Novamente Cognition Engine created at Novamente LLC during 2001-2008, which was the predecessor to CogPrime. Acknowledgements For sake of simplicity, this acknowledgements section is presented from the perspective of the primary author, Ben Goertzel. Ben will thus begin by expressing his thanks to his primary co-authors, Cassio Pennachin (collaborator since 1998) and Nil Geisweiller (collaborator since 2005). Without outstandingly insightful, deep-thinking colleagues like you, the ideas presented here - let alone the book itself- would not have developed nearly as effectively as what has happened. Similar thanks also go to the other OpenCog collaborators who have co-authored various chapters of the book. Beyond the co-authors, huge gratitude must also be extended to everyone who has been involved with the OpenCog project, and/or was involved in Novamente LLC and Webmind Inc. before that. We are grateful to all of you for your collaboration and intellectual companionship! Building a thinking machine Ls a huge project, too big for any one human; it will take a team and I'm happy to be part of a great one. It is through the genius of human collectives, going beyond any individual human mind, that genius machines are going to be created. A tiny, incomplete sample from the long list of those others deserving thanks is: • Ken Silverman and Gwendalin Qi Aranya (formerly Gwen Goertzel), both of whom listened to me talk at inordinate length about many of the ideas presented here a long, long time before anyone else was interested in listening. Ken and I schemed some AGI designs at Simon's Rock College in 1983, years before we worked together on the Webmind AI Engine. • Allan Combs, who got me thinking about consciousness in various different ways, at a very early point in my career. I'm very pleased to still count Allan as a friend and sometime collaborator! Fred Abraham as well, for introducing me to the intersection of chaos theory and cognition, with a wonderful flair. George Christca, a deep Al/math/physim thinker from Perth. for re-awakening my interest in attractor neural nets and their cognitive implications, in the mid-1990s. • All of the 130 staff of Webmind Inc. during 1998-2001 while that remarkable, ambitious, peculiar AGI-oriented firm existed. Special shout-outs to the "Voice of Reason" Pei Wang and the "Siberian Madmind" Anton Kolonin, Mike Ross, Cate Hartley, Karin Verspoor and the tragically prematurely deceased Jeff Pressing (compared to whom we are all mental midgets), who all made serious conceptual contributions to my thinking about AGI. Lisa Pazer and Andy Sicilian who made Webmind happen on the business side. And of course Cassio Pennachin, a co-author of this book; and Ken Silverman, who co-architected the whole Webmind system and vision with me from the start. EFTA00623765 x • The Webmind Diehards, who helped begin the Novamente project that succeeded Webmind beginning in 2001: Cassio Pennachin, Stephan Vladimir Bugaj, Takuo Henmi, Matthew lkle', Thiago Maia, Andre Senna, Guilhenne Lamacie and Saulo Pinto • Those who helped get the Novamente project off the ground and keep it progressing over the years, including some of the Webmind Diehards and also Moshe Looks, Bruce Klein, Izabela Lyon Freire, Chris Poulin, Murilo Queiroz, Predrag Janicic, David Hart, Ari Heljakka, Hugo Pinto, Deborah Duong, Paul Prueitt, Glenn Tarbox, Nil Geisweiller and Cassio Pennachin (the co-authors of this book), Sibley Verbeck, Jeff Reed, Pejman Makhfi, Welter Silva, Lukasz Kaiser and more • All theme who have helped with the OpenCog system, including Linas Vepstas, Joel Pitt, Jared Wigmore / Jade O'Neill, Zhenhua Cal, Deheng Huang, Shujing Ke, Lake Watkins, Alex van der Peet, Samir Araujo, Fabricio Silva, Yang Ye, Shuo Chen, Michel Drenthe, Ted Sanders, Gustavo Gain and of course Nil and Cassio again. Tyler Emerson and Eliezer Yudkowsky, for choosing to have the Singularity Institute for Al (now MIR1) provide seed funding for OpenCog. • The numerous members of the AGI community who have tossed around AGI ideas with me since the first AGI conference in 2006, including but definitely not limited to: Stan Franklin, Juergen Schmidhuber, Marcus Rutter, Kai-Uwe Kuehnberger, Stephen Reed, Blerim Enruli, Kristinn Thorisson, Joscha Bach, Abram Demski, hamar Arel, Mark Waser, Randal Koene, Paul Rosenbloom, Zhongzhi Shi, Steve Omohundro, Bill Hibbard, Eray Ozkural, Brandon Rohrer, Ben Johnston, John Laird, Shane Legg, Selmer Brin&sjord, Anders Sandberg, Alexei Samsonovich, Wlodek Duch, and more • The inimitable "Artilect Warrior" Hugo de Gans, who (when he was working at Xiamen University) got me started working on AGI in the Orient (and introduced me to my wife Ruiting in the process). And Changle Zhou, who brought Hugo to Xiamen and generously shared his brilliant research students with Hugo and me. And Mb Jiang, collaborator of Hugo and Changle, a deep AGI thinker who is helping with OpenCog theory and practice at time of writing. • Gino Yu, who got me started working on AGI here in Hong Kong, where I am living at time of writing. As of 2013 the bulk of OpenCog work is occurring in Hong Kong via a research grant that Gino and I obtained together • Dan Stoicescu, whose funding helped Novamente through some tough times. • Jeffrey Epstein, whose visionary funding of my AGI research has helped me through a number of tight spots over the years. At time of writing, Jeffrey is helping support the OpenCog Hong Kong project. • Zeger Karssen, founder of Atlantis Press, who conceived the Thinking Machines book series in which this book appears, and who has been a strong supporter of the AGI conference series from the beginning • My wonderful wife Ruiting Lian, a source of fantastic amounts of positive energy for me since we became involved four years ago. Ruiting has listened to me discuss the ideas contained here time and time again, often with judicious and insightful feedback (as she is an excellent AI researcher in her own right); and has been wonderfully tolerant of me diverting numerous evenings and weekends to getting this book finished (as well as to other AGI-related pursuits). And my parents Ted and Carol and kids Zar, Zeb and Zade, who have also indulged me in discussions on many of the themes discussed here on countless occasions! And my dear, departed grandfather Leo Zwell, for getting me started in science. EFTA00623766 xi • Crunchkin and Pumpkin, for regularly getting me away from the desk to stroll around the village where we live; many of my best ideas about AGI and other topics have emerged while walking with my furry, four-legged family members September 2013 Ben Goertzet EFTA00623767 EFTA00623768 Contents 1 Introduction 1 1.1 AI Returns to Its Roots 1 1.2 AGI versus Narrow AI 2 1.3 CogPrime 3 1.4 The Secret Sauce 3 1.5 Extraordinary Proof? 4 1.6 Potential Approaches to AGI 6 1.6.1 Build AGI from Narrow AI 6 1.6.2 Enhancing Chatbots 6 1.6.3 Emulating the Brain 6 1.6.4 Evolve an AGI 7 1.6.5 Derive an AGI design mathematically 7 1.6.6 Use heuristic computer science methods 8 1.6.7 Integrative Cognitive Architecture 8 1.6.8 Can Digital Computers Really Be Intelligent? 8 1.7 Five Key Words 9 1.7.1 Memory and Cognition in CogPrime 10 1.8 Virtually and Robotically Embodied Al 11 1.9 Language Learning 12 1.10 AGI Ethics 12 1.11 Structure of the Book 13 1.12 Key Claims of the Book 13 Section I Artificial and Natural General Intelligence 2 What Is Human-Like General Intelligence? 19 2.1 Introduction 19 2.1.1 What Is General Intelligence? 19 2.1.2 What Is Human-like General Intelligence? 20 2.2 Commonly Recognized Aspects of Human-like Intelligence 20 2.3 Further Characterizations of Humanlike Intelligence 24 2.3.1 Competencies Characterizing Human-like Intelligence 24 2.3.2 Gardner's Theory, of Multiple Intelligences 25 EFTA00623769 xiv 2.4 2.5 Contents 2.3.3 Newell's Criteria for a Human Cognitive Architecture 26 2.3.4 intelligence and Creativity 26 Preschool as a View into Human-like General Intelligence 27 2.4.1 Design for an AGI Preschool 28 Integrative and Synergetic Approaches to Artificial General Intelligence 29 2.5.1 Achieving Humanlike Intelligence via Cognitive Synergy 30 3 A Patternist Philosophy of Mind 35 3.1 Introduction 35 3.2 Some Patternist Principles 35 3.3 Cognitive Synergy 40 3.4 The General Structure of Cognitive Dynamics: Analysis and Synthesis 42 3.4.1 Component-Systems and Self-Generating Systems 42 3.4.2 Analysis and Synthesis 43 3.4.3 The Dynamic of Iterative Analysis and Synthesis 46 3.4.4 Self and Focused Attention as Approximate Attractors of the Dynamic of Iterated Forward-Analysis 47 3.4.5 Conclusion 50 3.5 Perspectives on Machine Consciousness 51 3.6 Postscript: Formalizing Pattern 53 4 Brief Survey of Cognitive Architectures 57 4.1 Introduction 57 4.2 Symbolic Cognitive Architectures 58 4.2.1 SOAR 60 4.2.2 ACT-R 61 4.2.3 Cyc and Texai 62 4.2.4 NARS 63 4.2.5 GLAIR and SNePS 64 4.3 Emergentist Cognitive Architectures 65 4.3.1 DeSTIN: A Deep Reinforcement Learning Approach to AGI 66 4.3.2 Developmental Robotics Architectures 72 4.4 Hybrid Cognitive Architectures 73 4.4.1 Neural versus Symbolic; Global versus Local 75 4.5 Globalist versus Localist Representations 78 4.5.1 CLARION 79 4.5.2 The Society of Mind and the Emotion Machine 80 4.5.3 DUAL 80 4.5.4 4D/RCS 81 4.5.5 PolyScheme 82 4.5.6 Joshua Blue 83 4.5.7 LIDA 84 4.5.8 The Global Workspace 84 4.5.9 The LIDA Cognitive Cycle 85 4.5.10 Psi and MicroPsi 88 4.5.11 The Emergence of Emotion in the Psi Model 91 4.5.12 Knowledge Representation, Action Selection and Planning in Psi 93 EFTA00623770 Contents xv 4.5.13 Psi versus CogPrime 94 5 A Generic Architecture of Human-Like Cognition 95 5.1 Introduction 95 5.2 Key Ingredients of the Integrative Human-Like Cognitive Architecture Diagram 96 5.3 An Architecture Diagram for Human-Like General Intelligence 97 5.4 Interpretation and Application of the Integrative Diagram 104 6 A Brief Overview of CogPrime 107 6.1 Introduction 107 6.2 High-Level Architecture of CogPrime 107 6.3 Current and Prior Applications of OpenCog 108 6.3.1 Transitioning from Virtual Agents to a Physical Robot 110 6.4 Memory Types and Associated Cognitive Processes in CogPrime 110 6.4.1 Cognitive Synergy in PLN 111 6.5 Goal-Oriented Dynamics in CogPrime 113 6.6 Analysis and Synthesis Processes in CogPrime 114 6.7 Conclusion 116 Section II Toward a General Theory of General Intelligence 7 A Formal Model of Intelligent Agents 129 7.1 Introduction 129 7.2 A Simple Formal Agents Model (SRAM) 130 7.2.1 Goals 131 7.2.2 Memory Stores 132 7.2.3 The Cognitive Schematic 133 7.3 Toward a Formal Characterization of Real-World General Intelligence 135 7.3.1 Biased Universal Intelligence 136 7.3.2 Connecting Legg and Hutter's Model of Intelligent Agents to the Real World 137 7.3.3 Pragmatic General Intelligence 138 7.3.4 Incorporating Computational Cost 139 7.3.5 Assessing the Intelligence of Real-World Agents 139 7.4 Intellectual Breadth: Quantifying the Generality of an Agent's Intelligence 141 7.5 Conclusion 142 8 Cognitive Synergy 143 8.1 Cognitive Synergy 143 8.2 Cognitive Synergy 144 8.3 Cognitive Synergy in CogPrime 146 8.3.1 Cognitive Processes in CogPrime 146 8.4 Some Critical Synergies 149 8.5 The Cognitive Schematic 151 8.6 Cognitive Synergy for Procedural and Declarative Learning 153 8.6.1 Cognitive Synergy in MOSES 153 8.6.2 Cognitive Synergy in PLN 155 8.7 Is Cognitive Synergy Tricky'? 157 EFTA00623771 xvi Contents 8.7.1 The Puzzle: Why Is It So Hard to Measure Partial Progress Toward Human-Level AGI? 157 8.7.2 A Possible Answer: Cognitive Synergy is Tricky' 158 8.7.3 Conclusion 159 9 General Intelligence in the Everyday Human World 161 9.1 Introduction 161 9.2 Some Broad Properties of the Everyday World That Help Structure Intelligence 162 9.3 Embodied Communication 163 9.3.1 Generalizing the Embodied Communication Prior 166 9.4 Naive Physics 166 9.4.1 Objects, Natural Units and Natural Kinds 167 9.4.2 Events, Processes and Causality 168 9.4.3 Stuffs, States of Matter, Qualities 168 9.4.4 Surfaces, Limits, Boundaries, Media 168 9.4.5 What Kind of Physics Is Needed to Foster Human-like Intelligence? 169 9.5 Folk Psychology 170 9.5.1 Motivation, Requiredness, Value 171 9.6 Body and Mind 171 9.6.1 The Human Sensorium 171 9.6.2 The Human Body's Multiple Intelligences 172 9.7 The Extended Mind and Body 176 9.8 Conclusion 176 10 A Mind-World Correspondence Principle 177 10.1 Introduction 177 10.2 What Might a General Theory, of General Intelligence Look Like? 178 10.3 Steps Toward A (Formal) General Theory of General Intelligence 179 10.4 The Mind-World Correspondence Principle 180 10.5 How Might the Mind-World Correspondence Principle Be Useful? 181 10.6 Conclusion 182 Section III Cognitive and Ethical Development 11 Stages of Cognitive Development 187 11.1 Introduction 187 11.2 Piagetan Stages in the Context of a General Systems Theory of Development 188 11.3 Piaget's Theory of Cognitive Development 188 11.3.1 Perry's Stages 192 11.3.2 Keeping Continuity in Mind 192 11.4 Piaget's Stages in the Context of Uncertain Inference 193 11.4.1 The Infantile Stage 195 11.4.2 The Concrete Stage 196 11.4.3 The Formal Stage 200 11.4.4 The Reflexive Stage 202 EFTA00623772 Contents xvii 12 The Engineering and Development of Ethics 205 12.1 Introduction 205 12.2 Review of Current Thinking on the Risks of AGI 206 12.3 The Value of an Explicit Goal System 209 12.4 Ethical Synergy 210 12.4.1 Stages of Development of Declarative Ethics 211 12.4.2 Stages of Development of Empathic Ethics 214 12.4.3 An Integrative Approach to Ethical Development 215 12.4.4 Integrative Ethics and Integrative AGI 216 12.5 Clarifying the Ethics of Justice: Extending the Golden Rule in to a Multifactorial Ethical Model 219 12.5.1 The Golden Rule and the Stages of Ethical Development 222 12.5.2 The Need for Context-Sensitivity and Adaptiveness in Deploying Ethical Principles 223 12.6 The Ethical Treatment of AGIs 226 12.6.1 Possible Consequences of Depriving AGIs of Freedom 228 12.6.2 AGI Ethics as Boundaries Between Humans and AGIs Become Blurred 229 12.7 Possible Benefits of Closely Linking AGIs to the Global Brain 230 12.7.1 The Importance of Fostering Deep, Consensus-Building Interactions Between People with Divergent Views 231 12.8 Possible Benefits of Creating Societies of AGIs 233 12.9 AGI Ethics As Related to Various Future Scenarios 234 12.9.1 Capped Intelligence Scenarios 234 12.9.2 Superintelligent Al: Soft-Takeoff Scenarios 235 12.9.3 Superintelligent AI: Hard-Takeoff Scenarios 235 12.9.4 Global Brain Mindplex Scenarios 237 12.10Conclusion: Eight Ways to Bias AGI Toward Friendliness 239 12.10.1Encourage Measured Co-Advancement of AGI Software and AGI Ethics Theory 241 12.10.2Develop Advanced AGI Sooner Not Later 241 Section IV Networks for Explicit and Implicit Knowledge Representation 13 Local, Global and Glocal Knowledge Representation 245 13.1 Introduction 245 13.2 Localized Knowledge Representation using Weighted, Labeled Hypergraphs 246 13.2.1 Weighted, Labeled Hypergraphs 246 13.3 Atoms: Their Types and Weights 247 13.3.1 Some Basic Atom Types 247 13.3.2 Variable Atoms 249 13.3.3 Logical Links 251 13.3.4 Temporal Links 252 13.3.5 Associative Links 253 13.3.6 Procedure Nodes 254 13.3.7 Links for Special External Data Types 254 13.3.8 Truth Values and Attention Values 255 13.4 Knowledge Representation via Attractor Neural Networks 256 EFTA00623773 xviii Contents 13.4.1 The Hopfield neural net model 256 13.4.2 Knowledge Representation via Cell Assemblies 257 13.5 Neural Foundations of Learning 258 13.5.1 Hebbian Learning 258 13.5.2 Virtual Synapses and Hebbian Learning Between Assemblies 258 13.5.3 Neural Darwinism 259 13.6 Glocal Memory 260 13.6.1 A Semi-Formal Model of Glocal Memory 262 13.6.2 Glocal Memory in the Brain 263 13.6.3 Glocal Hopfield Networks 268 13.6.4 Neural-Symbolic Glocality in CogPrime 269 14 Representing Implicit Knowledge via Hypergraphs 271 14.1 Introduction 271 14.2 Key Vertex and Edge Types 271 14.3 Derived Hypergraphs 272 14.3.1 SMEPH Vertices 272 14.3.2 SMEPH Edges 273 14.4 Implications of Patternist Philosophy for Derived Hypergraphs of Intelligent Systems 274 14.4.1 SMEPH Principles in CogPrime 276 15 Emergent Networks of Intelligence 279 15.1 Introduction 279 15.2 Small World Networks 280 15.3 Dual Network Structure 281 15.3.1 Hierarchical Networks 281 15.3.2 Associative, Heterarchical Networks 282 15.3.3 Dual Networks 284 Section V A Path to Human-Level AGI 16 AGI Preschool 289 16.1 Introduction 289 16.1.1 Contrast to Standard AI Evaluation Methodologies 290 16.2 Elements of Preschool Design 291 16.3 Elements of Preschool Curriculum 292 16.3.1 Preschool in the Light of Intelligence Theory 293 16.4 Task-Based Assessment in AGI Preschool 295 16.5 Beyond Preschool 298 16.6 Issues with Virtual Preschool Engineering 298 16.6.1 Integrating Virtual Worlds with Robot Simulators 301 16.6.2 BlocksNBeads World 301 17 A Preschool-Based Roadmap to Advanced AGI 307 17.1 Introduction 307 17.2 Measuring Incremental Progress Toward Human-Level AGI 308 17.3 Conclusion 315 EFTA00623774 Contents xix 18 Advanced Self-Modification: A Possible Path to Superhuman AGI 317 18.1 Introduction 317 18.2 Cognitive Schema Learning 318 18.3 Self-Modification via Supercompilation 319 18.3.1 Three Aspects of Supercompilation 321 18.3.2 Supercompilation for Goal-Directed Program Modification 322 18.4 Self-Modification via Theorem-Proving 323 A Glossary 325 A.1 List of Specialized Acronyms 325 A.2 Glossary of Specialized Terms 326 References 343 EFTA00623775 EFTA00623776 Chapter 1 Introduction 1.1 AI Returns to Its Roots Our goal in this book is straightforward, albeit ambitious: to present a conceptual and technical design for a thinking machine, a software program capable of the same qualitative sort of general intelligence as human beings. It's not certain exactly how far the design outlined here will be able to take us, but it seems plausible that once fully implemented, tuned and tested, it will be able to achieve general intelligence at the human level and in some respects beyond. Our ultimate aim is Artificial General Intelligence construed in the broadest sense, including artificial creativity and artificial genius. We feel it is important to emphasize the extremely broad potential of Artificial General Intelligence systems. The human brain is not built to be modified, except via the slow process of evolution. Engineered AGI systems, built according to designs like the one outlined here, will be much more susceptible to rapid improvement from their initial state. It seems reasonable to us to expect that, relatively shortly after achieving the first roughly human-level AGI system, AGI systems with various sorts of beyond-human-level capabilities will be achieved. Though these long-term goals are core to our motivations, we will spend much of our time here explaining how we think we can make AGI systems do relatively simple things, like the things human children do in preschool. The penultimate chapter of (Part 2 of) the book describes a thought-experiment involving a robot playing with blocks, responding to the request "Build me something I haven't seen before." We believe that preschool creativity contains the seeds of, and the core structures and dynamics underlying, adult human level genius ... and new, as yet unforeseen forms of artificial innovation. Much of the book focuses on a specific AGI architecture, which we call CogPrime, and which is currently in the midst of implementation using the OpenCog software framework. CogPrime is large and complex and embodies a host of specific decisions regarding the various aspects of intelligence. We don't view CogPrime as the unique path to advanced AGI, nor as the ultimate end-all of AGI research. We feel confident there are multiple possible paths to advanced AGI, and that in following any of these paths, multiple theoretical and practical lessons will be learned, leading to modifications of the ideas possessed while along the early stages of the path. But our goal here is to articulate one path that we believe makes sense to follow, one overall design that we believe can work. 1 EFTA00623777 2 I Introduction 1.2 AGI versus Narrow AI An outsider to the AI field might think this sort of book commonplace in the research literature, but insiders know that's far from the truth. The field of Artificial Intelligence (AI) was founded in the mid 1950s with the aim of constructing "thinking machines" - that is, computer systems with human-like general intelligence, including humanoid robots that not only look but act and think with intelligence equal to and ultimately greater than human beings. But in the intervening years, the field has drifted far from its ambitious roots, and this book represents part of a movement aimed at restoring the initial goals of the AI field, but in a manner powered by new tools and new ideas far beyond those available half a century ago. After the first generation of Al researchers found the task of creating human-level AGI very, difficult given the technology, of their time, the Al field shifted focus toward what Ray Kurzweil has called "narrow AI" - the understanding of particular specialized aspects of intelligence; and the creation of AI systems displaying intelligence regarding specific tasks in relatively narrow domains. In recent years, however, the situation has been changing. More and more researchers have recognized the necessity - and feasibility - of returning to the original goals of the field. In the decades since the 1950s, cognitive science and neuroscience have taught us a lot about what a cognitive architecture needs to look like to support roughly human-like general intelli- gence. Computer hardware has advanced to the point where we can build distributed systems containing large amounts of RAM and large numbers of processors., carrying out complex tasks in real time. The AI field has spawned a host of ingenious algorithms and data structures, which have been successfully deployed for a huge variety of purposes. Due to all this progress, increasingly, there has been a call for a transition from the current focus on highly specialized "narrow AI" problem solving systems, back to confronting the more difficult issues of "human level intelligence" and more broadly "artificial general intelligence (AGI)." Recent years have seen a growing number of special sessions, workshops and confer- ences devoted specifically to AGI, including the annual BICA (Biologically Inspired Cognitive Architectures) AAAI Symposium, and the international AGI conference series (one in 2006, and annual since 2008). And, even more exciting, as reviewed in Chapter 4, there are a number of contemporary, projects focused directly and explicitly on AGI (sometimes under the name "AGI", sometimes using related terms such as "Human Level Intelligence"). In spite of all this progress, however, we feel that no one has yet clearly articulated a detailed, systematic design for an AGI, with potential to yield general intelligence at the human level and ultimately beyond. In this spirit, our main goal in this lengthy two-part book is to outline a novel design for a thinking machine - an AGI design which we believe has the capability to produce software systems with intelligence at the human adult level and ultimately beyond. Many of the technical details of this design have been previously presented online in a wikibook V;Oel06J; and the basic ideas of the design have been presented briefly in a series of conference papers IG PS1,03, CPPGOU, G00%1. But the overall design has not been presented in a coherent and systematic way before this book. In order to frame this design properly, we also present a considerable number of broader theoretical and conceptual ideas here, some more and some less technical in nature. EFTA00623778 1.4 The Secret Sauce 3 1.3 CogPrime The AGI design presented here has not previously been granted a name independently of its particular software implementations, but for the purposes of this book it needs one, so we've christened it CogPrime . This fits with the name "OpenCogPrime" that has already been used to describe the software implementation of CogPrime within the open-source OpenCog AGI software framework. The OpenCogPrime software, right now, implements only a small fraction of the CogPrime design as described here. However, OpenCog was designed specifically to enable efficient, scalable implementation of the full CogPrime design (as well as to serve as a more general framework for AGI R&D); and work currently proceeds in this direction, though there is a lot of work still to be done and many challenges remain. The CogPrime design is more comprehensive and thorough than anything that has been presented in the literature previously, including the work of others reviewed in Chapter 4. It covers all the key aspects of human intelligence, and explains how they interoperate and how they can be implemented in digital computer software. Part 1 of this work outlines CogPrime at a high level, and makes a number of more general points about artificial general intelligence and the path thereto; then Part 2 digs deeply into the technical particulars of CogPrime. Even Part 2, however, doesn't explain all the details of CogPrime that have been worked out so far, and it definitely doesn't explain all the implementation details that have gone into designing and building OpenCogPrime. Creating a thinking machine is a large task, and even the intermediate level of detail takes up a lot of pages. 1.4 The Secret Sauce There is no consensus on why all the related technological and scientific progress mentioned above has not yet yielded AI software systems with human-like general intelligence (or even greater levels of brilliance!). However, we hypothesize that the core reason boils down to the following three points: • Intelligence depends on the emergence of certain high-level structures and dynamics across a system's whole knowledge base; • We have not discovered any one algorithm or approach capable of yielding the emergence of these structures; • Achieving the emergence of these structures within a system formed by integrating a number of different AI algorithms and structures requires careful attention to the manner in which I This brings up a terminological note: At several places in this Volume and the next we will refer to the current CogPrime or OpenCog implementation; in all cases this refers to OpenCog as of late 2013. We realize the risk of mentioning the state of our software system at time of writing: for future readers this may give the wrong impression, because if our project goes well, more and more of CogPrime will get implemented and tested as time goes on (e.g. within the OpenCog framework, under active development at time of writing). However, not mentioning the current implementation at all seems an even worse course to us, since we feel readers will be interested to know which of our ideas - at time of writing - have been honed via practice and which have not. Online resources such as http: / /opencog . org may be consulted by readers curious about the current state of the main OpenCog implementation; though in future forks of the code may be created, or other systems may be built using some or all of the ideas in this book, etc. EFTA00623779 4 I Introduction these algorithms and structures are integrated; and so far the integration has not been done in the correct way. The human brain appears to be an integration of an assemblage of diverse structures and dynamics, built using common components and arranged according to a sensible cognitive archi- tecture. However, its algorithms and structures have been honed by evolution to work closely together - they are very tightly inter-adapted, in the same way that the different organs of the body are adapted to work together. Due to their close interoperation they give rise to the overall systemic behaviors that characterize human-like general intelligence. We believe that the main missing ingredient in AI so far is cognitive synergy: the fitting-together of differ- ent intelligent components into an appropriate cognitive architecture, in such a way that the components richly and dynamically support and assist each other, interrelating very closely in a similar manner to the components of the brain or body and thus giving rise to appropriate emergent structures and dynamics. This leads us to one of the central hypotheses underlying the CogPrime approach to AGI: that the cognitive synergy ensuing from integrating multiple symbolic and subsymbolic learning and memory components in an appro- priate cognitive architecture and environment, can yield robust intelligence at the human level and ultimately beyond. The reason this sort of intimate integration has not yet been explored much is that it's difficult on multiple levels, requiring the design of an architecture and its component algorithms with a view toward the structures and dynamics that will arise in the system once it is coupled with an appropriate environment. Typically, the AI algorithms and structures corresponding to different cognitive functions have been developed based on divergent theoretical principles, by disparate communities of researchers, and have been tuned for effective performance on different tasks in different environments. Making such diverse components work together in a truly synergetic and cooperative way is a tall order, yet we believe that this - rather than some particular algorithm, structure or architectural principle - is the "secret sauce" needed to create human-level AGI based on technologies available today. 1.5 Extraordinary Proof? There is a saying that "extraordinary claims require extraordinary proof' and by that stan- dard, if one believes that having a design for an advanced AGI is an extraordinary claim, this book must be rated a failure. We don't offer extraordinary proof that CogPrime, once fully implemented and educated, will be capable of human-level general intelligence and more. It would be nice if we could offer mathematical proof that CogPrime has the potential we think it does, but at the current time mathematics is simply not up to the job. We'll pursue this direction briefly in Chapter 7 and other chapters, where we'll clarify exactly what kind of mathematical claim "CogPrime has the potential for human-level intelligence" turns out to be. Once this has been clarified, it will be clear that current mathematical knowledge does not yet let us evaluate, or even fully formalize, this kind of claim. Perhaps one day rigorous and detailed analyses of practical AGI designs will be feasible - and we look forward to that day - but it's not here yet. Also, it would of course be profoundly exciting if we could offer dramatic practical demon- strations of CogPrime's capabilities. We do have a partial software implementation, in the OpenCogPrime system, but currently the things OpenCogPrime does are too simple to really EFTA00623780 1.5 Extraordinary Proof? 5 serve as proofs of CogPrime's power for advanced AGI. We have used some CogPrime ideas in the OpenCog framework to do things like natural language understanding and data mining, and to control virtual dogs in online virtual worlds; and this has been very useful work in multiple senses. It has taught us more about the CogPrime design; it has produced some useful software systems; and it constitutes fractional work building toward a full OpenCog based implemen- tation of CogPrime. However, to date, the things OpenCogPrime has done are all things that could have been done in different ways without the CogPrime architecture (though perhaps not as elegantly nor with as much room for interesting expansion). The bottom line is that building an AGI is a big job. Software companies like Microsoft spend dozens to hundreds of man-years building software products like word processors and operating systems, so it should be no surprise that creating a digital intelligence is also a relatively large- scale software engineering project. As time advances and software tools improve, the number of man-hours required to develop advanced AGI gradually decreases - but right now, as we write these words, it's still a rather big job. In the OpenCogPrime project we are making a serious attempt to create a CogPrime based AGI using an open-source development methodology, with the open-source Linux operating system as one of our inspirations. But the open-source methodology doesn't work magic either, and it remains a large project, currently at an early stage. I emphasize this point so that readers lacking software engineering expertise don't take the currently fairly limited capabilities of OpenCogPrime as somehow a damning indictment of the potential of the CogPrime design. The design is one thing, the implementation another - and the OpenCogPrime implementation currently encompasses perhaps one third to one half of the key ideas in this book. So we don't have extraordinary, proof to offer. What we aim to offer instead are clearly- constructed conceptual and technical arguments as to why we think the CogPrime design has dramatic AGI potential. It is also possible to push back a bit on the common intuition that having a design for human- level AGI is such an "extraordinary claim." It may be extraordinary relative to contemporary science and culture, but we have a strong feeling that the AGI problem is not difficult in the same ways that most people (including most Al researchers) think it is. We suspect that in hindsight, after human-level AGI has been achieved, people will look back in shock that it took humanity so long to come up with a workable AGI design. As you'll understand once you've finished Part 1 of the book, we don't think general intelligence is nearly as "extraordinary" and mysterious as it's commonly made out to be. Yes, building a thinking machine is hard - but humanity has done a lot of other hard things before. It may seem difficult to believe that human-level general intelligence could be achieved by something as simple as a collection of algorithms linked together in an appropriate way and used to control an agent. But we suggest that, once the first powerful AGI systems are produced, it will become apparent that engineering human-level minds is not so profoundly different from engineering other complex systems. All in all, we'll consider the book successful if a significant percentage of open-minded, appropriately-educated readers come away from it scratching their chins and pondering: "Haunt. You know, that just might work." and a small percentage come away thinking "Now that's an initiative I'd really like to help with!". EFTA00623781 6 I Introduction 1.6 Potential Approaches to AGI In principle, there is a large number of approaches one might take to building an AGI, starting from the knowledge, software and machinery, now available. This is not the place to review them in detail, but a brief list seems apropos, including commentary on why these are not the approaches we have chosen for our own research. Our intent here is not to insult or dismiss these other potential approaches, but merely to indicate why, as researchers with limited time and resources, we have made a different choice regarding where to focus our own energies. 1.6.1 Build AGI from Narrow AI Most of the Al programs around today are "narrow Al" programs - they carry, out one particular kind of task intelligently. One could try to make an advanced AGI by combining a bunch of enhanced narrow AI programs inside some kind of overall framework. However, we're rather skeptical of this approach because none of these narrow AI programs have the ability to generalize across domains - and we don't see how combining them or ex- tending them is going to cause this to magically emerge. 1.6.2 Enhancing Chatbots One could seek to make an advanced AGI by taking a chatbot, and trying to improve its code to make it actually understand what it's talking about. We have some direct experience with this route, as in 2010 our Al consulting firm was contracted to improve Ray Kurzweil's online chatbot "Ramona". Our new Ramona understands a lot more than the previous Ramona version or a typical chatbot, due to using Wikipedia and other online resources, but still it's far from an AGI. A more ambitious attempt in this direction was Jason Hutchens' a-i.com project, which sought to create a human child level AGI via development and teaching of a statistical learning based chatbot (rather than the typical rule-based kind). The difficulty with this approach, however, is that the architecture of a chatbot is fundamentally different from the architecture of a generally intelligent mind. Much of what's important about the human mind is not directly observable in conversations, so if you start from conversation and try to work toward an AGI architecture from there, you're likely to miss many critical aspects. 1.6.3 Emulating the Brain One can approach AGI by trying to figure out how the brain works, using brain imaging and other tools from neuroscience, and then emulating the brain in hardware or software. One rather substantial problem with this approach is that we don't really understand how the brain works yet, because our software for measuring the brain is still relatively crude. There is no brain scanning method that combines high spatial and temporal accuracy, and none is EFTA00623782 1.6 Potential Approaches to AGI 7 likely to come about for a decade or two. So to do brain-emulation AGI seriously, one needs to wait a while until brain scanning technology improves. Current AI methods like neural nets that are loosely based on the brain, are really not brain- like enough to make a serious claim at emulating the brain's approach to general intelligence. We don't yet have any real understanding of how the brain represents abstract knowledge, for example, or how it does reasoning (though the authors, like many others, have made some speculations in this regard IGNIIII08I). Another problem with this approach is that once you're done, what you get is something with a very humanlike mind, and we already have enough of those! However, this is perhaps not such a serious objection, because a digital-computer-based version of a human mind could be studied much more thoroughly than a biology-based human mind. We could observe its dynamics in real-time in perfect precision, and could then learn things that would allow us to build other sorts of digital minds. 1.6.4 Evolve an AGI Another approach is to try to run an evolutionary process inside the computer, and wait for advanced AGI to evolve. One problem with this is that we don't know how evolution works all that well. There's a field of artificial life, but so far its results have been fairly disappointing. It's not yet clear how much one can vary on the chemical structures that underly real biology, and still get powerful evolution like we see in real biology. If we need good artificial chemistry, to get good artificial biology, then do we need good artificial physics to get good artificial chemistry? Another problem with this approach, of course, is that it might take a really long time. Evolution took billions of years on Earth, using a massive amount of computational power. To make the evolutionary approach to AGI effective, one would need some radical innovations to the evolutionary process (such as, perhaps, using probabilistic methods like BOA IPe1051 or NIOSES 11..0000] in place of traditional evolution). 1.6.5 Derive an AGI design mathematically One can try to use the mathematical theory of intelligence to figure out how to make advanced AGI. This interests us greatly, but there's a huge gap between the rigorous math of intelligence as it exists today and anything of practical value. As we'll discuss in Chapter 7, most of the rigorous math of intelligence right now is about how to make AI on computers with dramati- cally unrealistic amounts of memory or processing power. When one tries to create a theoretical understanding of real-world general intelligence, one arrives at quite different sorts of consider- ations, as we will roughly outline in Chapter 10. Ideally we would like to be able to study the CogPrime design using a rigorous mathematical theory of real-world general intelligence, but at the moment that's not realistic. The best we can do is to conceptually analyze CogPrime and its various components in terms of relevant mathematical and theoretical ideas; and perform analysis of CogPrime's individual structures and components at varying levels of rigor. EFTA00623783 8 I Introduction 1.6.6 Use heuristic computer science methods The computer science field contains a number of abstract formalisms, algorithms and structures that have relevance beyond specific narrow AI applications, yet aren't necessarily understood as thoroughly as would be required to integrate them into the rigorous mathematical theory, of intelligence. Based on these formalisms, algorithms and structures, a number of "single formal- ism/algorithm focused" AGI approaches have been outlined, some of which will be reviewed in Chapter 4. For example Pei Wang's NARS ("Non-Axiomatic Reasoning System") approach is based on a specific logic which he argues to be the "logic of general intelligence" - so, while his system contains many other aspects than this logic, he considers this logic to be the crux of the system and the source of its potential power as an AGI system. The basic intuition on the part of these "single formalism/algorithm focused" researchers seems to be that there is one key formalism or algorithm underlying intelligence, and if you achieve this key aspect in your AGI program, you're going to get something that fundamentally thinks like a person, even if it has some differences due to its different implementation and embodiment. On the other hand, it's also possible that this idea is philosophically incorrect: that there is no one key formalism. algorithm, structure or idea underlying general intelligence. The CogPrime approach is based on the intuition that to achieve human-level, roughly human- like general intelligence based on feasible computational resources, one needs an appropriate heterogeneous combination of algorithms and structures, each coping with different types of knowledge and different aspects of the problem of achieving goals in complex environments. 1.6.7 Integrative Cognitive Architecture Finally, to create advanced AGI one can try to build some sort of integrative cognitive architec- ture: a software system with multiple components that each carry out some cognitive function, and that connect together in a specific way to try to yield overall intelligence. Cognitive science gives us some guidance about the overall architecture, and computer science and neuroscience give us a lot of ideas about what to put in the different components. But still this approach is very complex and there is a lot of need for creative invention. This is the approach we consider most "serious" at present (at least until neuroscience ad- vances further). And, as will be discussed in depth in these pages, this is the approach we've chosen: CogPrime is an integrative AGI architecture. 1.6.8 Can Digital Computers Really Be Intelligent? All the AGI approaches we've just mentioned assume that it's possible to make AGI on digital computers. While we suspect this is correct, we must note that it isn't proven. It might be that - as Penrose 11'mM', Hamerofflam87] and others have argued - we need quantum computers or quantum gravity computers to make AGI. However, there is no evidence of this at this stage. Of course the brain like all matter is described by quantum mechanics, but this doesn't imply that the brain is a "macroscopic quantum system" in a strong sense (like, say, a Bose-Einstein condensate). And even if the brain does use quantum phenomena in EFTA00623784 1.7 Five Key Words 9 a dramatic way to carry out some of its cognitive proc (a hypothesis for which there is no current evidence), this doesn't imply that these quantum phenomena are necessary in order to carry out the given cognitive processes. For example there is evidence that birds use quantum nonlocal phenomena to carry, out navigation based on the Earth's magnetic fields IGRM± Ill; yet scientists have built instruments that carry out the same functions without using any special quantum effects. The importance of quantum phenomena in biology (except via their obvious role in giving rise to biological phenomena describable via classical physics) remains a subject of debate IAG B IS Quantum "magic" aside, it is also conceivable that building AGI is fundamentally impossible for some other reason we don't understand. Without getting religious about it, it is rationally quite passible that some aspects of the universe are beyond the scope of scientific methods. Science is fundamentally about recognizing patterns in finite sets of bits (e.g. finite sets of finite-precision observations), whereas mathematics recognizes many sets much larger than this. Selmer Bringsjord IBM], and other advocates of "hypercomputing" approaches to intelligence, argue that the human mind depends on massively large infinite sets and therefore can never be simulated on digital computers nor understood via finite sets of finite-precision measurements such as science deals with. But again, while this sort of possibility is interesting to speculate about, there's no real reason to believe it at this time. Brain science and AI are both very young sciences and the "working hypothesis" that digital computers can manifest advanced AGI has hardly been explored at all yet, relative to what will be passible in the next decades as computers get more and more powerful and our understanding of neuroscience and cognitive science gets more and more complete. The CogPrime AGI design presented here is based on this working hypothesis. Many of the ideas in the book are actually independent of the "mind can be implemented digitally" working hypothesis, and could apply to AGI systems built on analog, quantum or other non-digital frameworks - but we will not pursue these possibilities here. For the moment, outlining an AGI design for digital computers is hard enough! Regardless of speculations about quantum computing in the brain, it seems clear that AGI on quantum computers is part of our future and will be a powerful thing; but the description of a CogPrime analogue for quantum computers will be left for a later work. 1.7 Five Key Words As noted, the CogPrime approach lies squarely in the integrative cognitive architecture camp. But it is not a haphazard or opportunistic combination of algorithms and data structures. At bottom it is motivated by the patternist philosophy of mind laid out in Ben Goertzel's book The Hidden Pattern [Goe06a1, which was in large part a summary and reformulation of ideas presented in a series of books published earlier by the same author [GociMI, roc93al, roc93H, roe97], IGor011. A few of the core ideas of this philosophy are laid out in Chapter 3, though that chapter is by no means a thorough summary. One way to summarize some of the most important yet commonsensical parts of the patternist philosophy of mind, in an AGI context, is to list five words: perception, memory, prediction, action, goals. In a phrase: "A mind uses perception and memory to make predictions about which actions will help it achieve its goals." EFTA00623785 10 1 Introduction This ties in with the ideas of many other thinkers, including Jeff Hawkins"'memory/predic- tion" theory II l I306], and it also speaks directly to the formal characterization of intelligence presented in Chapter 7: general intelligence as "the ability to achieve complex goals in complex environments." Naturally the goals involved in the above phrase may be explicit or implicit to the intelligent agent, and they may shift over time as the agent develops. Perception is taken to mean pattern recognition: the recognition of (novel or familiar) pat- terns in the environment or in the system itself. Memory is the storage of already-recognized patterns, enabling recollection or regeneration of these patterns as needed. Action is the for- mation of patterns in the body and world. Prediction is the utilization of temporal patterns to guess what perceptions will be seen in the future, and what actions will achieve what effects in the future - in essence, prediction consists of temporal pattern recognition, plus the (implicit or explicit) assumption that the universe possesses a "habitual tendency" according to which previously observed patterns continue to apply. 1.7.1 Memory and Cognition in CogPrime Each of these five concepts has a lot of depth to it, and we won't say too much about them in this brief introductory overview; but we will take a little time to say something about memory in particular. As we'll see in Chapter 7, one of the things that the mathematical theory of general intelli- gence makes clear is that, if you assume your Al system has a huge amount of computational resources, then creating general intelligence is not a big trick. Given enough computing power, a very brief and simple program can achieve any computable goal in any computable environ- ment, quite effectively. Marcus Hutter's A/X.fa design tHut05J gives one way of doing this, backed up by rigorous mathematics. Put informally, what this means is: the problem of AGI is really a problem of coping with inadequate compute resources, just as the problem of natural intelligence is really a problem of coping with inadequate energetic resources. One of the key ideas underlying CogPrime Ls a principle called cognitive synergy, which explains how real-world minds achieve general intelligence using limited resources, by appropri- ately organizing and utilizing their memories. This principle says that there are many different kinds of memory in the mind: sensory, episodic, procedural, declarative, attentional, intentional. Each of them has certain learning processes associated with it; for example, reasoning is associated with declarative memory. Synergy arises here in the way the learning processes associated with each kind of memory have got to help each other out when they get stuck, rather than working at cross-purposes. Cognitive synergy is a fundamental principle of general intelligence - it doesn't tend to play a central role when you're building narrow-Al systems. In the CogPrime approach all the different kinds of memory are linked together in a single meta-representation, a sort of combined semantic/neural network called the AtomSpace. It represents everything from perceptions and actions to abstract relationships and concepts and even a system's model of itself and others. When specialized representations are used for other types of knowledge (e.g. program trees for procedural knowledge, spatiotemporal hierarchies for perceptual knowledge) then the knowledge stored outside the AtomSpace is represented via EFTA00623786 1.8 Virtually and Robotically Embodied Al tokens (Atoms) in the AtomSpace, allowing it to be located by various cognitive processes, and associated with other memory items of any type. So for instance an OpenCog AI system has an AtomSpace, plus some specialized knowledge stores linked into the AtomSpace; and it also has specific algorithms acting on the AtomSpace and appropriate specialized stores corresponding to each type of memory. Each of these algo- rithms is complex and has its own story; for instance (an incomplete list, for more detail see the following section of this Introduction): • Declarative knowledge is handled using Probabilistic Logic Networks, described in Chapter 34 and others; • Procedural knowledge is handled using MOSES, a probabilistic evolutionary learning algo- rithm described in Chapter 21 and others; • Attentional knowledge is handled by ECAN (economic attention allocation), described in Chapter 23 and others: • OpenCog contains a language comprehension system called RelEx that takes English sen- tences and turns them into nodes mid links in the AtomSpace. It's currently being ex- tended to handle Chinese. RelEx handles mostly declarative knowledge but also involves some procedural knowledge for linguistic phenomena like reference resolution and semantic disambiguation. But the crux of the CogPrime cognitive architecture is not any particular cognitive process, but rather the way they all work together using cognitive synergy. 1.8 Virtually and Robotically Embodied AI Another issue that will arise frequently in these pages is embodiment. There's a lot of debate in the AI community over whether embodiment is necessary for advanced AGI or not. Personally, we doubt it's necesbary but we think it's extremely convenient, and are thus considerably interested in both virtual world and robotic embodiment. The CogPrime architecture itself is neutral on the issue of embodiment, and it could be used to build a mathematical theorem prover or an intelligent chat bot just as easily as an embodied AGI system. However, most of our attention has gone into figuring out how to use CogPrime to control embodied agents in virtual worlds, or else (to a lesser extent) physical robots. For instance, during 2011-2012 we are involved in a Hong Kong government funded project using OpenCog to control video game agents in a simple game world modeled on the game Minecraft IGPC± Current virtual world technology has significant limitations that make them far less than ideal from an AGI perspective, and in Chapter 16 we will discuss how they can be remedied. However, for the medium-term future virtual worlds are not going to match the natural world in terms of richness and complexity - and so there's also something to be said for physical robots that interact with all the messiness of the real world. With this in mind, in the Artificial Brain Lab at Xiamen University in 2009.2010, we con- ducted some experiments using OpenCog to control the Nao humanoid robot [GD091. The goal of that work was to take the same code that controls the virtual dog and use it to control the physical robot. But it's harder because in this context we need to do real vision processing and real motor control. A similar project is being undertaken in Hong Kong at time of writ- ing, involving a collaboration between OpenCog Al developers and David Hanson's robotics EFTA00623787 12 1 Introduction group. One of the key ideas involved in this project is explicit integration of subcymbolic and more symbolic subsystems. For instance, one can use a purely subsymbolic, hierarchical pattern recognition network for vision processing, and then link its internal structures into the nodes and links in the AtomSpace that represent concepts. So the subsymbolic and symbolic systems can work harmoniously and productively together, a notion we will review in more detail in Chapter 26. 1.9 Language Learning One of the subtler aspects of our current approach to teaching CogPrime is language learning. Three relatively crisp and simple approaches to language learning would be: • Build a language processing system using hand-coded grammatical rules, based on linguistic theory; • Train a language processing system using supervised, unsupervised or semisupervised learn- ing, based on computational linguistics; • Have an AI system learn language via experience, based on imitation and reinforcement and experimentation, without any built-in distinction between linguistic behaviors and other behaviors. While the third approach is conceptually appealing, our current approach in CogPrime (de- scribed in a series of chapters in Part 2) is none of the above, but rather a combination of the above. OpenCog contains a natural language processing system built using a combination of the rule-based and statistical approaches, which has reasonably adequate functionality; and our plan is to use it as an initial condition for ongoing adaptive improvement based on embodied communicative experience. 1.10 AGI Ethics When discussing AGI work with the general public, ethical concerns often arise. Science fic- tion films like the Terminator series have raised public awareness of the possible dangers of advanced AGI systems without correspondingly advanced ethics. Non-profit organizations like the Singularity Institute for AI ( http://singinstorg) have arisen specifically to raise attention about, and fester research on, these potential dangers. Our main focus here is on how to create AGI, not how to teach an AGI human ethical principles. However, we will address the latter issue explicitly in Chapter 12, and we do think it's important to emphasize that AGI ethics has been at the center of the design process throughout the conception and development of CogPrime and OpenCog. Broadly speaking there are (at least) two major threats related to advanced AGI. One is that people might use AGIs for bad ends; and the other is that, even if an AGI is made with the best intentions, it might reprogram itself in a way that causes it to do something terrible. If it's smarter than us, we might be watching it carefully while it does this, and have no idea what's going on. EFTA00623788 1.12 Key Claims of the Book 13 The best way to deal with this second "bad AGI" problem is to build ethics into your AGI architecture - and we have done this with CogPrime, via creating a goal structure that explicitly supports ethics-directed behavior, and via creating an overall architecture that supports "ethical synergy" along with cognitive synergy. In short, the notion of ethical synergy is that there are different kinds of ethical thinking associated with the different kinds of memory and you want to be sure your AGI has all of them, and that it uses them together effectively. In order to create AGI that is not only intelligent but beneficial to other sentient beings, ethics has got to be part of the design and the roadmap. As we teach our AGI systems, we need to lead them through a series of instructional and evaluative tasks that move from a primitive level to the mature human level - in intelligence, but also in ethical judgment. 1.11 Structure of the Book The book Ls divided into two parts. The technical particulars of CogPrime are discussed in Part 2; what we deal with in Part 1 are important preliminary, and related matters such as: • The nature of real-world general intelligence, both conceptually and from the perspective of formal modeling (Section I). • The nature of cognitive and ethical development for humans and AGIs (Section III). • The high-level properties of CogPrime, including the overall architecture and the various sorts of memory involved (Section IV). • What kind of path may viably lead us from here to AGI, with focus laid on preschool-type environments that easily foster humanlike cognitive development. Various advanced aspects of AGI systems, such as the network and algebraic structures that may emerge from them, the ways in which they may self-modify, and the degree to which their initial design may constrain or guide their future state even after long periods of radical self-improvement (Section V). One point made repeatedly throughout Part 1, which is worth emphasizing here, is the current lack of a really rigorous and thorough general technical theory of general intelligence. Such a theory, if complete, would be incredibly helpful for understanding complex AGI architectures like CogPrime. Lacking such a theory, we must work on CogPrime and other such systems using a combination of theory, experiment and intuition. This is not a bad thing, but it will be very helpful if the theory and practice of AGI are able to grow collaboratively together. 1.12 Key Claims of the Book We will wrap up this Introduction with a systematic list of some of the key claims to be argued for in these pages. Not all the terms and ideas in these claims have been mentioned in the preceding portions of this Introduction, but we hope they will be reasonably clear to the reader anyway, at least in a general sense. This list of claims will be revisited in Chapter 49 near the end of Part 2, where we will look bark at the ideas and arguments that have been put forth in favor of them, in the intervening chapters. EFTA00623789 14 1 Introduction In essence this is a list of claims such that, if the reader accepts these claims, they should probably accept that the CogPrime approach to AGI is a viable one. On the other hand if the reader rejects one or more of these claims, they may find one or more aspects of CogPrime unacceptable for some reason. Without further ado, now, the claims: 1. General intelligence (at the human level and ultimately beyond) can be achieved via creating a computational system that seeks to achieve its goals, via using perception and memory to predict which actions will achieve its goals in the contexts in which it finds itself. 2. To achieve general intelligence in the context of human-intelligence-friendly environments and goals using feasible computational resources, it's important that an AGI system can handle different kinds of memory (declarative, procedural. episodic, sensory, intentional, attentional) in customized but interoperable ways. 3. Cognitive synergy: It's important that the cognitive processes associated with different kinds of memory can appeal to each other for assistance in overcoming bottlenecks in a manner that enables each cognitive process to act in a manner that is sensitive to the particularities of each others' internal representations, and that doesn't impose unreasonable delays on the overall cognitive dynamics. 4. As a general principle, neither purely localized nor purely global memory, is sufficient for general intelligence under feasible computational resources; "glocal" memory will be re- quired. 5. To achieve human-like general intelligence, it's important for an intelligent agent to have sensory data and motoric affordances that roughly emulate those available to humans. We don't know exactly how close this emulation needs to be, which means that our AGI systems and platforms need to support fairly flexible experimentation with virtual-world and/or robotic infrastructures. 6. To work toward adult human-level, roughly human-like general intelligence, one fairly easily comprehensible path is to use environments and goals reminiscent of human childhood, and seek to advance one's AGI system along a path roughly comparable to that followed by human children. 7. It is most effective to teach an AGI system aimed at roughly human-like general intelli- gence via a mix of spontaneous learning and explicit instruction, and to instruct it via a combination of imitation, reinforcement and correction, and a combination of linguistic and nonlinguistic instruction. 8. One effective approach to teaching an AGI system human language is to supply it with some in-built linguistic facility, in the form of rule-based and statistical-linguistics-based NLP systems, and then allow it to improve and revise this facility based on experience. 9. An AGI system with adequate mechanisms for handling the key types of knowledge men- tioned above, and the capability to explicitly recognize large-scale patterns in itself, should, upon sustained interaction with an appropriate environment in pursuit of ap- propriate goals, emerge a variety of complex structures in its internal knowledge network, including, but not limited to: • a hierarchical network, representing both a spatiotemporal hierarchy and an approxi- mate "default inheritance" hierarchy, cross-linked • a heterarchical network of associativity, roughly aligned with the hierarchical network • a self network which is an approximate micro image of the whole network EFTA00623790 1.12 Key Claims of the Book 15 • inter-reflecting networks modeling self and others, reflecting a "mirrorhouse" design pattern 10. Given the strengths and weaknesses of current and near-future digital computers, a. A (loosely) neural-symbolic network is a good representation for directly storing many kinds of memory, and interfacing between those that it doesn't store directly; b. Uncertain logic is a good way to handle declarative knowledge. 'lb deal with the prob- lems facing a human-level AGI, an uncertain logic must integrate imprecise probability and fuzziness with a broad scope of logical constructs. PLN is one good realization. c. Programs are a good way to represent procedures (both cognitive and physical-action, but perhaps not including low-level motor-control procedures). d. Evolutionary program learning is a good way to handle difficult program learning prob- lems. Probabilistic learning on normalized programs is one effective approach to evolu- tionary program learning. MOSES is one good realization of this approach. e. Multistart hill-climbing, with a strong Occam prior, is a good way to handle relatively straightforward program learning problems. f. Activation spreading and Hebbian learning comprise a reasonable way to handle atten- tional knowledge (though other approaches, with greater overhead cost, may provide better accuracy and may be appropriate in some situations). • Artificial economics is an effective approach to activation spreading and Hebbian learning in the context of neural-symbolic networks; • ECAN is one good realization of artificial economics; • A good trade-off between comprehensiveness and efficiency is to focus on two kinds of attention: processor attention (represented in CogPrime by ShortTermlmpor- tance) and memory attention (represented in CogPrime by LongTermImportance). g. Simulation is a good way to handle episodic knowledge (remembered and imagined). Running an internal world simulation engine is an effective way to handle simulation. h. Hybridization of one's integrative neural-symbolic system with a spatiotemporally hier- archical deep learning system is an effective way to handle representation and learning of low-level sensorimotor knowledge. DeSTIN is one example of a deep learning system of this nature that can be effective in this context. i. One effective way to handle goals is to represent them declaratively, and allocate atten- tion among them economically. CogPrime's PLN/ECAN based framework for handling intentional knowledge is one good realization. 11. It is important for an intelligent system to have some way of recognizing large-scale pat- terns in itself, and then embodying these patterns as new, localized knowledge items in its memory. Given the use of a neural-symbolic network for knowledge representation, a graph-mining based "map formation" heuristic is one good way to do this. 12. Occam's Razor: Intelligence is closely tied to the creation of procedures that achieve goals in environments in the simplest possible way. Each of an AGI system's cognitive algorithms should embody a simplicity bias in some explicit or implicit form. 13. An AGI system, if supplied with a commonsensically ethical goal system and an intentional component based on rigorous uncertain inference, should be able to reliably achieve a much higher level of commonsensically ethical behavior than any human being. 14. Once sufficiently advanced, an AGI system with a logic-based declarative knowledge ap- proach and a program-learning-based procedural knowledge approach should be able to EFTA00623791 16 1 Introduction radically self-improve via a variety of methods, including supercompilation and automated theorem-proving. EFTA00623792 Section I Artificial and Natural General Intelligence EFTA00623793 EFTA00623794 Chapter 2 What Is Human-Like General Intelligence? 2.1 Introduction CogPrime, the AGI architecture on which the bulk of this book focuses, is aimed at the creation of artificial general intelligence that is vaguely human-like in nature, and possesses capabilities at the human level and ultimately beyond. Obviously this description begs some foundational questions, such as, for starters: What is "general intelligence"? What is "human-like general intelligence"? What is "intelligence" at all? Perhaps in the future there will exist a rigorous theory of general intelligence which applies usefully to real-world biological and digital intelligences. In later chapters we will give some ideas in this direction. But such a theory is currently nascent at best. So, given the present state of science, these two questions about intelligence must be handled via a combination of formal and informal methods. This brief, informal chapter attempts to explain our view on the nature of intelligence in sufficient detail to place the discussion of CogPrime in appropriate context, without trying to resolve all the subtleties. Psychologists sometimes define human general intelligence using IQ tests and related instru- ments - so one might wonder: why not just go with that? But these sorts of intelligence testing approaches have difficulty even extending to humans from diverse cultures HIPOI:2j IFis0ll. So it's clear that to ground AGI approaches that are not based on precise modeling of human cognition, one requires a more ftmdamental understanding of the nature of general intelligence. On the other hand, if one conceives intelligence too broadly and mathematically, there's a risk of leaving the real human world too far behind. In this chapter (followed up in Chapters 9 and 7 with more rigor), we present a highly abstract understanding of intelligence-in-general, and then portray human-like general intelligence as a (particularly relevant) special case. 2.1.1 What Is General Intelligence? Many attempts to characterize general intelligence have been made; Legg and Butter ILII07a1 review over 70! Our preferred abstract characterization of intelligence is: the capability of a system to choose actions maximizing its goal-achievement, based on its perceptions and memories, and making reasonably efficient use of its computational resources 19 EFTA00623795 20 2 What Is Human-Like General Intelligence? rector". A general intelligence is then understood as one that can do this for a variety of complex goals in a variety of complex environments. However, apart from positing definitions, it is difficult to say anything nontrivial about gen- eral intelligence in general. Marcus Hutter lut051 has demonstrated. using a characterization of general intelligence similar to the one above, that a very simple algorithm called AIXI" can demonstrate arbitrarily high levels of general intelligence, if given sufficiently immense com- putational resources. This is interesting because it shows that (if we assume the universe can effectively be modeled as a computational system) general intelligence is basically a problem of computational efficiency. The particular structures and dynamics that characterize real-world general intelligences like humans arise because of the need to achieve reasonable levels of intel- ligence using modest space and time resources. The "patternist" theory of mind presented in EGoe06al and briefly summarized in Chap- ter 3 below presents a number of emergent structures and dynamics that are hypothesized to characterize pragmatic general intelligence, including such things as system-wide hierarchical and heterarchical knowledge networks, and a dynamic and self-maintaining self-model. Much of the thinking underlying CogPrime has centered on how to make multiple learning components combine to give rise to these emergent structures and dynamics. 2.1.2 What Is Human-like General Intelligence? General principles like "complex goals in complex environments" and patternism are not suf- ficient to specify the nature of human-like general intelligence. Due to the harsh reality of computational resource restrictions, real-world general intelligences are necessarily biased to particular classes of environments. Human intelligence is biased toward the physical, social and linguistic environments in which humanity evolved, and if Al systems are to possess humanlike general intelligence they must to some extent share these biases. But what are these biases, specifically? This is a large and complex question, which we seek to answer in a theoretically grounded way in Chapter 9. However, before turning to abstract theory, one may also approach the question in a pragmatic way, by looking at the categories of things that humans do to manifest their particular variety of general intelligence. This is the task of the following section. 2.2 Commonly Recognized Aspects of Human-like Intelligence It would be nice if we could give some sort of "standard model of human intelligence" in this chapter, to set the context for our approach to artificial general intelligence - but the truth is that there isn't any. What the cognitive science field has produced so far is better described as: a broad set of principles and platitudes, plus a long, loosely-organized list of ideas and results. Chapter 5 below constitutes an attempt to present an integrative architecture diagram for human-like general intelligence, synthesizing the ideas of a number of different AGI and cognitive theorists. However, though the diagram given there attempts to be inclusive, it nonetheless contains many features that are accepted by only a plurality of the research community. EFTA00623796 2.2 Commonly Recognized Aspects of Human-like Intelligence 21 The following list of key aspects of human-like intelligence has a better claim at truly being generic and representing the consensus understanding of contemporary science. It was produced by a very simple method: starting with the Wikipedia page for cognitive psychology, and then adding a few items onto it based on scrutinizing the tables of contents of some top-ranked cognitive psychology textbooks. There is some redundancy among list items, and perhaps also some minor omissions (depending on how broadly one construes some of the items), but the point is to give a broad indication of human mental functions as standardly identified in the psychology field: • Perception — General perception — Psychophysics — Pattern recognition (the ability to correctly interpret ambiguous sensory information) — Object and event recognition — Time sensation (awareness and estimation of the passage of time) • Motor Control - Motor planning - Motor execution - Sensorimotor integration • Categorization - Category induction and acquisition - Categorical judgement and classification - Category representation and structure - Similarity • Memory - Aging and memory - Autobiographical memory - Constructive memory - Emotion and memory - False memories - Memory biases - Long-term memory - Episodic memory - Semantic memory - Procedural memory - Short-term memory - Sensory memory - Working memory • Knowledge representation - Mental imagery - Propositional encoding - Imagery versus propositions as representational mechanisms EFTA00623797 22 2 What Is Human-Like General Intelligence? - Dual-coding theories - Mental models • Language - Grammar and linguistics - Phonetics and phonology - Language acquisition • Thinking - Choice - Concept formation - Judgment and decision making - Logic, formal awl natural reasoning - Problem solving - Planning - Numerical cognition - Creativity • Consciousness - Attention and Filtering (the ability to focus mental effort on specific stimuli whilst excluding other stimuli from consideration) — Access consciousness — Phenomenal consciousness • Social Intelligence - Distributed Cognition - Empathy If there's nothing surprising to you in the above list, I'm not surprised! If you've read a bit in the modern cognitive science literature, the list may even seem trivial. But it's worth reflecting that 50 years ago, no such list could have been produced with the same level of broad acceptance. And less than 100 years ago, the Western world's scientific understanding of the mind was dominated by Freudian thinking; and not too long after that, by behaviorist thinking, which argued that theorizing about what went on inside the mind made no sense, and science should focus entirely on analyzing external behavior. The progress of cognitive science hasn't made as many headlines as contemporaneous progress in neuroscience or computing hardware and software, but it's certainly been dramatic. One of the reasons that AGI is more achievable now than in the 1950s and 60s when the AI field began, is that now we understand the structures and processes characterizing human thinking a lot better. In spite of all the theoretical and empirical progress in the cognitive science field, however, there is still no consensus among experts on how the various aspects of intelligence in the above "human intelligence feature list" are achieved and interrelated. In these pages, however, for the purpose of motivating CogPrime, we assume a broad integrative understanding roughly as follows: • Perception: There is significant evidence that human visual perception occurs using a spatiotemporal hierarchy of pattern recognition modules, in which higher-level modules EFTA00623798 2.2 Commonly Recognized Aspects of Human-like Intelligence 23 deal with broader spacetime regions, roughly as in the DeSTIN AGI architecture discussed in Chapter 4. Further, there is evidence that each module carries out temporal predictive pattern recognition as well as static pattern recognition. Audition likely utilizes a similar hierarchy. Olfaction may use something more like a Hopfield attractor neural network, as described in Chapter 13. The networks corresponding to different sense modalities have multiple cross-linkages, more at the upper levels than the lower, and also link richly into the parts of the mind dealing with other functions. • Motor Control: This appears to be handled by a spat iotemporal hierarchy as well, in which each level of the hierarchy corresponds to higher-level (in space and time) movements. The hierarchy Ls very tightly linked in with the perceptual hierarchies, allowing sensorimotor learning and coordination. • Memory: There appear to be multiple distinct but tightly cross-linked memory systems, corresponding to different sorts of knowledge such as declarative (facts and beliefs), proce- dural. episodic, sensorimotor, attentional and intentional (goals). • Knowledge Representation: There appear to be multiple base-level representational systems; at least one corresponding to each memory system, but perhaps more than that. Additionally there must be the capability to dynamically create new context-specific repre- sentational systems founded on the base representational system. • Language: While there is surely some innate biasing in the human mind toward learning certain types of linguistic structure, it's also notable that language shares a great deal of structure with other aspects of intelligence like social roles [C13001 and the physical world reasol. Language appears to be learned based on biases toward learning certain types of relational role systems; and language processing seems a complex mix of generic reason- ing and pattern recognition processes with specialized acoustic and syntactic processing routines. • Consciousness is pragmatically well-understood using Boars' "global workspace" theory, in which a small subset of the mind's content is summoned at each time into a "working memory" aka "workspace" aka "attentional focus" where it is heavily processed and used to guide action selection. • Thinking is a diverse combination of processes encompassing things like categorization, (crisp and uncertain) reasoning, concept creation, pattern recognition, and others; these processes must work well with all the different types of memory and must effectively inte- grate knowledge in the global workspace with knowledge in long-term memory. • Social Intelligence seems closely tied with language and also with self-modeling; we model ourselves in large part using the same specialized biases we use to help us model others. None of the points in the above bullet list is particularly controversial, but neither are any of them universally agreed-upon by experts. However, in order to make any progress on AGI design one must make some commitments to particular cognition-theoretic understandings, at this level and ultimately at more precise levels as well. Further, general philosophical analyses like the patternist philosophy to be reviewed in the following chapter only provide limited guidance here. Patternism provides a filter for theories about specific cognitive functions - it rules out assemblages of cognitive-function-specific theories that don't fit together to yield a mind that could act effectively as a pattern-recognizing, goal-achieving system with the right internal emergent structures. But it's not a precise enough filter to serve as a sole guide for cognitive theory even at the high level. The above list of points leads naturally into the integrative architecture diagram presented in Chapter 5. But that generic architecture diagram is fairly involved, and before presenting EFTA00623799 24 2 What Is Human-Like General Intelligence? it, we will go through some more background regarding human-like intelligence (in the rest of this chapter), philosophy of mind (in Chapter 3) and contemporary AGI architectures (in Chapter4). 2.3 Further Characterizations of Humanlike Intelligence We now present a few complementary approaches to characterizing the key aspects of human- like intelligence, drawn from different perspectives in the psychology and AI literature. These different approaches all overlap substantially, which is good, yet each gives a slightly different slant. 2.8.1 Competencies Characterizing Human-like Intelligence First we give a list of key competencies characterizing human level intelligence resulting from the the AGI Roaclmap Workshop held at the University of Knoxville in October 2008 r, which was organized by Ben Goertzel and Itamar Arel. In this list, each broad competency area is listed together with a number of specific competencies sub-areas within its scope: 1. Perception: vision, hearing, touch, proprioception, crossmodal 2. Actuation: physical skills, navigation, tool use 3. Memory: episodic, declarative, behavioral 4. Learning: imitation, reinforcement, interactive verbal instruction, written media, experi- mentation 5. Reasoning: deductive, abductive, inductive, causal, physical, associational, categorization 6. Planning: strategic, tactical, physical, social 7. Attention: visual, social, behavioral 8. Motivation: subgoal creation, affect-based motivation, control of emotions 9. Emotion: expressing emotion, understanding emotion 10. Self: self-awareness, self-control, other-awareness 11. Social: empathy, appropriate social behavior, social communication, social inference, group play, theory of mind 12. Communication: gestural, pictorial, verbal, language acquisition, cross-modal 13. Quantitative: counting, grounded arithmetic, comparison, measurement 14. Building/Creation: concept formation, verbal invention, physical construction, social group formation Clearly this list is getting at the same things as the textbook headings given in Section 2.2, but with a different emphasis due to its origin among AGI researchers rather than cognitive See ht t //www.ece.ut k edu/ -it amar/AGI_Roadmap.html; participants included: Sam Adams, IBM Research; Ben Goertzel, Novamente LLC; Ramer Arel, University of Tennessee; Joscha Bach, Institute of Cogni- tive Science, University of Osnabruck, Germany; Robert Coop, University of Tennessee; Rod FUrlan, Singularity Institute; Matthias Sellouts, Indiana University; J. Storrs Hall, Foresight Institute; Alexei Samsonovich, George Mason University; Matt Schlesinger, Southern Illinois University; John Sowa, Vivomind Intelligence, Inc.; Stuart C. Shapiro, University at Buffalo EFTA00623800 2.3 Further Characterizations of H anlike Intelligence 25 psychologists. As part of the AGI Roadmap project, specific tasks were created corresponding to each of the sub-areas in the above list; we will describe some of these tasks in Chapter 17. 2.3.2 Gardner's Theory of Multiple Intelligences The diverse list of human-level "competencies" given above is reminiscent of Gardner's t tr991 multiple intelligences (MI) framework - a psychological approach to intelligence assessment based on the idea that different people have mental strengths in different high-level domains, so that intelligence tests should contain aspects that focus on each of these domains separately. MI does not contradict the "complex goals in complex environments" view of intelligence, but rather may be interpreted as making specific commitments regarding which complex tasks and which complex environments are most important for roughly human-like intelligence. MI does not seek an extreme generality, in the sense that it explicitly focuses on domains in which humans have strong innate capability as well as general-intelligence capability; there could easily be non-human intelligences that would exceed htunans according to both the com- monsense human notion of "general intelligence" and the generic "complex goals in complex environments" or Hutter/Legg-style definitions, yet would not equal humans on the MI crite- ria. This strong anthropocentrism of MI is not a problem from an AGI perspective so long as one uses MI in an appropriate way, i.e. only for assessing the extent to which an AGI system displays specifically human-like general intelligence. This restrictiveness is the price one pays for having an easily articulable and relatively easily implementable evaluation framework. Table ?? summarizes the types of intelligence included in Gardner's MI theory. Intelligence Type Aspects Linguistic Words and language, written and spoken; retention, inter- pretation and explanation of ideas and information via lan- guage; understands relationship between communication and meaning Logical-Mathematical Logical thinking, detecting patterns, scientific reasoning and deduction; analyse problems, perform mathematical calculations, understands relationship between cause and effect towards a tangible outcome Musical Musical ability, awareness, appreciation and use of sound; recognition of tonal and rhythmic patterns, understands relationship between sound and feeling Bodily-Kinesthetic Body movement control, manual dexterity, physical agility and balance: eye and body coordination Spatial-Visual Visual and spatial perception; interpretation and creation of images; pictorial imagination and expression; under- stands relationship between images and meanings, and be- tween space and effect Interpersonal Perception of other people's feelings; relates to others; inter- pretation of behaviour and communications; understands relationships between people and their situations Table 2.1: Types of Intelligence in Gardner's Multiple Intelligence Theory EFTA00623801 26 2 What Is Human-Like General Intelligence? 2.3.3 Newell's Criteria for a Human Cognitive Architecture Finally, another related perspective is given by Alan Newell's "functional criteria for a human cognitive architecture" INew90], which require that a humanlike AGI system should: 1. Behave as an (almost) arbitrary function of the environment 2. Operate in real time 3. Exhibit rational, i.e., effective adaptive behavior 4. Use vast amounts of knowledge about the environment 5. Behave robustly in the face of error, the unexpected, and the unknown 6. Integrate diverse knowledge 7. Use (natural) language 8. Exhibit self-awareness and a sense of self 9. Learn from its environment 10. Acquire capabilities through development 11. Arise through evolution 12. Be realizable within the brain In our view, Newell's criterion 1 is poorly-formulated, for while universal Turing computing power is easy to come by, any finite AI system must inevitably be heavily adapted to some particular class of environments for straightforward mathematical reasons Illtit05, CP1'10]. On the other hand, his criteria 11 and 12 are not relevant to the CogPrime approach as we are not doing biological modeling but rather AGI engineering. However, Newell's criteria 2-10 are essential in our view, and all will be covered in the following chapters. 2.3.4 intelligence and Creativity Creativity is a key aspect of intelligence. While sometimes associated especially with genius- level intelligence in science or the arts, actually creativity is pervasive throughout intelligence, at all levels. When a child makes a flying toy car by pasting paper bird wings on his toy car, and when a bird figures out how to use a curved stick to get a piece of food out of a difficult corner — this is creativity, just as much as the invention of a new physics theory or the design of a new fashion line. The very nature of intelligence - achieving complex goals in complex environments - requires creativity for its achievement, because the nature of complex environments and goals is that they are always unveiling new aspects, so that dealing with them involves inventing things beyond what worked for previously known aspects. CogPrime contains a number of cognitive dynamics that are especially effective at creating new ideas, such as: concept creation (which synthesizes new concepts via combining aspects of previous ones), probabilistic evolutionary learning (which simulates evolution by natural selection, creating new procedures via mutation, combination and probabilistic modeling based on previous ones), and analogical inference (an aspect of the Probabilistic Logic Networks subsystems). But ultimately creativity is about how a system combines all the processes at its disposal to synthesize novel solutions to the problems posed by its goals in its environment. There are times, of course, when the same goal can be achieved in multiple ways — some more creative than others. In CogPrime this relates to the existence of multiple top-level goals, one of which may be novelty. A system with novelty as one of its goals, alongside other more EFTA00623802 2.4 Preschool as a View into Human-like General Intelligence 27 specific goals, will have a tendency to solve other problems in creative ways, thus fulfilling its novelty goal along with its other goals. This can be seen at the level of childlike behaviors, and also at a much more advanced level. Salvador Dali wanted to depict his thoughts and feelings, but he also wanted to do so in a striking and unusual way; this combination of aspirations spurred him to produce his amazing art. A child who is asked to draw a house, but has a goal of novelty, may draw a tower with a swimming pool on the roof rather than a typical Colonial structure. A physical motivated by novelty will seek a non-obvious solution to the equation at hand, rather than just applying tried and true methods, and perhaps discover some new phenomenon. Novelty can be measured formally in terms of information-theoretic surprisingness based upon a given basis of knowledge and experience ISch061; something that is novel and creative to a child may be familiar to the adult world, and a solution that seems novel and creative to a brilliant scientist today, may seem like cliche' elementary school level work 100 years from now. Measuring creativity is even more difficult and subjective than measuring intelligence. Qual- itatively, however, we humans can recognize it; and we suspect that the qualitative emergence of dramatic, multidisciplinary, computational creativity will be one of the things that makes the human population feel emotionally that advanced AGI has finally arrived. 2.4 Preschool as a View into Human-like General Intelligence One issue that arises when pursuing the grand goal of human-level general intelligence is how to measure partial progress. The classic Turing Test of imitating human conversation remains too difficult to usefully motivate immediate-term Al research (see tHI:95I [Fre9OJ for arguments that it has been counterproductive for the Al field). The same holds true for comparable alter- natives like the Robot College Test of creating a robot that can attend a semester of university and obtain passing grades. However, some researchers have suggested intermediary goals, that constitute partial progress toward the grand goal and yet are qualitatively different from the highly specialized problems to which most current AI systems are applied. In this vein, Sam Adams and his team at IBM have outlined a so-called 'Toddler Turing Test," in which one seeks to use Al to control a robot qualitatively displaying similar cognitive behaviors to a young human child (say, a 3 year old) VABL02]. In fact this sort of idea has a long and venerable history in the AI field - Alan Turing's original 1950 paper on AI rthr50j, where he proposed the Turing Test, contains the suggestion that "Instead of trying to produce a programme to simulate the adult mind, why not rather try to produce one which simulates the child's?" We find this childlike cognition based approach promising for many reasons, including its in- tegrative nature: what a young child does involves a combination of perception, actuation, lin- guistic and pictorial communication, social interaction, conceptual problem solving and creative imagination. Specifically, inspired by these ideas, in Chapter 16 we will suggest the approach of teaching and testing early-stage AGI systems in environments that emulate the preschools used for teaching human children. Human intelligence evolved in response to the demands of richly interactive environments, and a preschool is specifically designed to be a richly interactive environment with the capability to stimulate diverse mental growth. So, we are currently exploring the use of CogPrime to control EFTA00623803 28 2 What Is Human-Like General Intelligence? virtual agents in preschool-like virtual world environments, as well as commercial humanoid robot platforms such as the Nao (see Figure 2.1) or Robokind (2.2) in physical preschool-like robot labs. Another advantage of focusing on childlike cognition is that child psychologists have created a variety of instruments for measuring child intelligence. In Chapter 17, we will discuss an approach to evaluating the general intelligence of human childlike AGI systems via combining tests typically used to measure the intelligence of young human children, with additional tests crafted based on cognitive science and the standard preschool curriculum. To put it differently: While our long-term goal is the creation of genius machines with general intelligence at the human level and beyond, we believe that every young child has a certain genius; and by beginning with this childlike genius, we can built a platform capable of developing into a genius machine with far more dramatic capabilities. 2.4.1 Design for an AGI Preschool More precisely, we don't suggest to place a CogPrime system in an environment that is an exact imitation of a human preschool - this would be inappropriate since current robotic or virtual bodies are very differently abled than the body of a young human child. But we aim to place CogPrime in an environment emulating the basic diversity and educational character of a typical human preschool. We stress this now, at this early point in the book, because we will use running examples throughout the book drawn from the preschool context. The key notion in modern preschool design is the "learning center," an area designed and outfitted with appropriate materials for teaching a specific skill. Learning centers are designed to encourage learning by doing, which greatly facilitates learning processes based on reinforcement, imitation and correction; and also to provide multiple techniques for teaching the same skills, to accommodate different learning styles and prevent overfitting and overspecialization in the learning of new skills. Centers are also designed to cross-develop related skills. A "manipulatives center," for ex- ample, provides physical objects such as drawing implements, toys and puzzles, to facilitate development of motor manipulation, visual discrimination, and (through sequencing and clas- sification games) basic logical reasoning. A "dramatics center" cross-trains interpersonal and empathetic skills along with bodily-kinesthetic, linguistic, and musical skills. Other centers, such as art, reading, writing, science and math centers are also designed to train not just one area, but to center around a primary intelligence type while also cross-developing related areas. For specific examples of the learning centers associated with particular contemporary preschools, see [Nei98J. In many progressive, student-centered preschools, students are left largely to their own devices to move front one center to another throughout the preschool room. Generally, each center will be staffed by an instructor at some points in the day but not others, providing a variety of learning experiences. To imitate the general character of a human preschool, we will create several centers in our robot lab. The precise architecture will be adapted via experience but initial centers will likely be: • a blocks center: a table with blocks on it • a language center: a circle of chairs, intended for people to sit around and talk with the robot EFTA00623804 2.5 Integrative and Synergetic Approaches to Artificial Ceneral Intelligence 29 • a manipulatives center, with a variety of different objects of different shapes and sizes, intended to teach visual and motor skills • a ball play center: where balls are kept in chests and there is space for the robot to kick the balls around • a dramatics center where the robot can observe and enact various movements One Running Example As we proceed through the various component structures and dynamics of CogPrime in the following chapters, it will be useful to have a few running examples to use to explain how the various parts of the system are supposed to work. One example we will use fairly frequently is drawn from the preschool context: the somewhat open-ended task of Build me something out of blocks, that you haven't built for me before, and then tell me what it is. This is a relatively simple task that combines multiple aspects of cognition in a richly interconnected way, and is the sort of thing that young children will naturally do in a preschool setting. 2.5 Integrative and Synergetic Approaches to Artificial General Intelligence In Chapter 1 we characterized CogPrime as an integrative approach. And we suggest that the naturalness of integrative approaches to AGI follows directly from comparing above lists of capabilities and criteria to the array of available AI technologies. No single known algorithm or data structure appears easily capable of carrying out all these functions, so if one wants to proceed now with creating a general intelligence that is even vaguely humanlike, one must integrate various AI technologies within some sort of unifying architecture. For this reason and others, an increasing amount of work in the AI community these days is integrative in one sense or another. Estimation of Distribution Algorithms integrate proba- bilistic reasoning with evolutionary, learning IPe1051. Markov Logic Networks IR DWil integrate formal logic and probabilistic inference, as does the Probabilistic Logic Networks framework IGIGH08] utilized in CogPrime and explained further in the book, and other works in the "Progic" area such as [ll'W00J. Leslie Pack Kaelbling has synthesized low-level robotics methods (particle filtering) with logical inference 17.11071. Dozens of further examples could be given. The construction of practical robotic systems like the Stanley system that won the DARPA Grand Challenge IT ,a061 involve the integration of numerous components based on different principles. These algorithmic and pragmatic innovations provide ample raw materials for the construction of integrative cognitive architectures and are part of the reason why childlike AGI is more approachable now than it was 50 or even 10 years ago. Further, many of the cognitive architectures described in the current AI literature are "inte- grative" in the sense of combining multiple, qualitatively different, interoperating algorithms. Chapter 4 gives a high-level overview of existing cognitive architectures, dividing them into symbolic, entergentist (e.g. neural network) and hybrid architectures. The hybrid architectures generally integrate symbolic and neural components, often with multiple subcomponents within each of these broad categories. However, we believe that even these excellent architectures are not integrative enough, in the sense that they lack sufficiently rich and nuanced interactions EFTA00623805 30 2 What Is Human-Like General Intelligence? between the learning components associated with different kinds of memory, and hence are un- likely to give rise to the emergent structures and dynamics characterizing general intelligence. One of the central ideas underlying CogPrime is that with an integrative cognitive architecture that combines multiple aspects of intelligence, achieved by diverse structures and algorithms, within a common framework designed specifically to support robust synergetic interactions between these aspects. The simplest way to create an integrative AI architecture is to loosely couple multiple com- ponents carrying out various functions, in such a way that the different components pass inputs and outputs amongst each other but do not interfere with or modulate each others' internal functioning in real-time. However, the human brain appears to be integrative in a much tighter sense, involving rich real-time dynamical coupling between various components with distinct but related functions. In IGoe09a1 we have hypothesized that the brain displays a property of cognitive synergy, according to which multiple learning processes can not only dispatch subproblems to each other, but also share contextual understanding in real-time, so that each one can get help from the others in a contextually savvy way. By imbuing AI ar- chitectures with cognitive synergy, we hypothesize, one can get past the bottlenecks that have plagued AI in the past. Part of the reasoning here, as elaborated in Chapter 9 and IGoe09b], is that real physical and social environments display a rich dynamic interconnection between their various aspects, so that richly dynamically interconnected integrative AI architectures will be able to achieve goals within them more effectively. And this brings us to the patternist perspective on intelligent systems, alluded to above and fleshed out further in Chapter 3 with its focus on the emergence of hierarchically and heterarchi- cally structured networks of patterns, and pattern-systems modeling self and others. Ultimately the purpose of cognitive synergy in an AGI system is to enable the various AI algorithms and structures composing the system to work together effectively enough to give rise to the right system-wide emergent structures characterizing real-world general intelligence. The underlying theory is that intelligence is not reliant on any particular structure or algorithm, but is reliant on the emergence of appropriately structured networks of patterns, which can then be used to guide ongoing dynamics of pattern recognition and creation. And the underlying hypothesis is that the emergence of these structures cannot be achieved by a loosely interconnected assem- blage of components, no matter how sensible the architecture; it requires a tightly connected, synergetic system. It is possible to make these theoretical ideas about cognition mathematically rigorous; for instance, Appendix ?? briefly presents a formal definition of cognitive synergy that has been analyzed as part of an effort to prove theorems about the importance of cognitive synergy for giving rise to emergent system properties associated with general intelligence. However, while we have found such formal analyses valuable for clarifying our designs and understanding their qualitative properties, we have concluded that, for the present, the best way to explore our hypotheses about cognitive synergy and human-like general intelligence is empirically - via building and testing systems like CogPrime. 2.5.1 Achieving Humanlike Intelligence via Cognitive Synergy Summing up: at the broadest level, there are four primary challenges in constructing an inte- grative, cognitive synergy based approach to AGI: EFTA00623806 2.5 Integrative and Synergetic Approaches to Artificial General Intelligence 31 1. choosing an overall cognitive architecture that pacsesses adequate richness and flexi- bility for the task of achieving childlike cognition. 2. Choosing appropriate AI algorithms and data structures to fulfill each of the func- tions identified in the cognitive architecture (e.g. visual perception, audition, episodic mem- ory, language generation, analogy,...) 3. Ensuring that these algorithms and structures, within the chosen cognitive architecture, are able to cooperate in such a way as to provide appropriate coordinated, synergetic intelligent behavior (a critical aspect since childlike cognition is an integrated functional response to the world, rather than a loosely coupled collection of capabilities.) 4. Embedding one's system in an environment that provides sufficiently rich stimuli and interactions to enable the system to use this cooperation to ongoingly, creatively develop an intelligent internal world-model and self-model. We argue that CogPrime provides a viable way to address these challenges. EFTA00623807 32 2 What Is Human-Like General Intelligence? Fig. 2.1: The Nao humanoid robot EFTA00623808 2.5 Integrative and Synergetic Approaches to Artificial Ceneral Intelligence 33 Fig. 2.2: The Nao humanoid robot EFTA00623809 EFTA00623810 Chapter 3 A Patternist Philosophy of Mind 3.1 Introduction In the last chapter we discussed human intelligence from a fairly down-to-earth perspective, looking at the particular intelligent functions that human beings carry out in their everyday lives. And we strongly feel this practical perspective is important: Without this concreteness, it's too easy for AGI research to get distracted by appealing (or frightening) abstractions of various sorts. However, it's also important to look at the nature of mind and intelligence from a more general and conceptual perspective, to avoid falling into an approach that follows the particulars of human capability but ignores the deeper structures and dynamics of mind that ultimately allow human minds to be so capable. In this chapter we very briefly review some ideas from the patternist philosophy of mind, a general conceptual framework on intelligence which has been inspirational for many key aspects of the CogPrime design, and which has been ongoingly developed by one of the authors (Ben Goertzel) during the last two decades (in a series of publications beginning in 1991, most recently The Hidden Pattern [Goe(Xial). Some of the ideas described are quite broad and conceptual, and are related to CogPrime only via serving as general inspirations; others are more concrete and technical, and are actually utilized within the design itself. CogPrime is an integrative design formed via the combination of a number of different philosophical, scientific and engineering ideas. The success or failure of the design doesn't depend on any particular philosophical understanding of intelligence. In that sense, the more abstract notions presented in this chapter should be considered "optional" rather than critical in a CogPrime context. However, due to the core role patternism has played in the development of CogPrime, understanding a few things about general patternist philosophy will be helpful for understanding CogPrime, even for those readers who are not philosophically inclined. Those readers who are philosophically inclined, on the other hand, are urged to read The Hidden Pattern and then interpret the particulars of CogPrime in this light. 3.2 Some Patternist Principles The patternist philosophy of mind is a general approach to thinking about intelligent systems. It is based on the very simple premise that mind is made of pattern - and that a mind is a 35 EFTA00623811 36 3 A Patternist Philosophy of Mind system for recognizing patterns in itself and the world, critically including patterns regarding which procedures are likely to lead to the achievement of which goals in which contexts. Pattern as the basis of mind is not in itself is a very, novel idea; this concept is present. for instance, in the 19th-century philosophy of Charles Peirce IPei:341, in the writings of contempo- rary philosophers Daniel Dennett [Den91J and Douglas Hofstadter 1110179, I lo1961, in Benjamin Whorl's tj linguistic philosophy and Gregory Bateson's lam 79] systems theory of mind and nature. Bateson spoke of the Metapattern: "that it is pattern which connects." In Goertzel's writings on philosophy of mind, an effort has been made to pursue this theme more thoroughly than has been done before, and to articulate in detail how various aspects of human mind and mind in general can be well-understood by explicitly adopting a patternist perspective. In the patternist perspective, "pattern" is generally defined as "representation as something simpler." Thus, for example, if one measures simplicity in terms of bit-count, then a program compressing an image would be a pattern in that image. But if one uses a simplicity measure incorporating run-time as well as bit-count, then the compressed version may or may not be a pattern in the image, depending on how one's simplicity measure weights the two factors. This definition encompasses simple repeated patterns, but also much more complex ones. While pattern theory has typically been elaborated in the context of computational theory, it is not intrinsically tied to computation; rather, it can be developed in any context where there is a notion of "representation" or "production" and a way of measuring simplicity. One just needs to be able to assess the extent to which f represents or produces X, and then to compare the simplicity of f and X; and then one can assess whether f is a pattern in X. A formalization of this notion of pattern is given in roeutial and briefly summarized at the end of this chapter. Next, in patternism the mind of an intelligent system is conceived as the (fuzzy) set of patterns in that system, and the set of patterns emergent between that system and other systems with which it interacts. The latter clause means that the patternist perspective is inclusive of notions of distributed intelligence illut961. Basically, the mind of a system is the fuzzy set of different simplifying representations of that system that may be adopted. Intelligence is conceived, similarly to in Marcus Hutter's 1Hut05i recent work (and as elabo- rated informally in Chapter 2 above, and formally in Chapter 7 below), as the ability to achieve complex goals in complex environments; where complexity itself may be defined as the pos- session of a rich variety of patterns. A mind is thus a collection of patterns that is associated with a persistent dynamical process that achieves highly-patterned goals in highly-patterned environments. An additional hypothesis made within the patternist philosophy of mind is that reflection is critical to intelligence. This lets us conceive an intelligent system as a dynamical system that recognizes patterns in its environment and itself, as part of its quest to achieve complex goals. While this approach is quite general, it is not vacuous; it gives a particular structure to the tasks of analyzing and synthesizing intelligent systems. About any would-be intelligent system, we are led to ask questions such as: • How are patterns represented in the system? That is, how does the underlying infrastructure of the system give rise to the displaying of a particular pattern in the system's behavior? • What kinds of patterns are most compactly represented within the system? • What kinds of patterns are most simply learned? I In some prior writings the term "psynet model of mind" has been used to refer to the application of patternist philosophy to cognitive theory, but this term has been •deprecated• in recent publications as it seemed to introduce more confusion than clarification. EFTA00623812 3.2 Sonic Patternist Principles 37 • What learning processes are utilized for recognizing patterns? • What mechanisms are used to give the system the ability to introspect (so that it can recognize patterns in itself)? Now, these same sorts of questions could be asked if one substituted the word "pattern" with other words like "knowledge" or "information". However, we have found that asking these ques- tions in the context of pattern leads to more productive answers, avoiding unproductive byways and also tying in very nicely with the details of various existing formalisms and algorithms for knowledge representation and learning. Among the many kinds of patterns in intelligent systems, semiotic patterns are particularly interesting ones. Peirce decomposed these into three categories: • iconic patterns, which are patterns of contextually important internal similarity between two entities (e.g. an iconic pattern binds a picture of a person to that person) • indexical patterns, which are patterns of spatiotemporal co-occurrence (e.g. an indexical pattern binds a wedding dress and a wedding) • symbolic patterns, which are patterns indicating that two entities are often involved in the same relationships (e.g. a symbolic pattern between the number "5" (the symbol) and various sets of 5 objects (the entities that the symbol is taken to represent)) Of course, some patterns may span more than one of these semiotic categories; and there are also some patterns that don't fall neatly into any of these categories. But the semiotic patterns are particularly important ones; and symbolic patterns have played an especially large role in the history of AI, because of the radically different approaches different researchers have taken to handling them in their Al systems. Mathematical logic and related formalisms provide sophisticated mechanisms for combining and relating symbolic patterns ("symbols"), and some AI approaches have focused heavily on these, sometimes more so than on the identification of symbolic patterns in experience or the use of them to achieve practical goals. We will look fairly carefully at these differences in Chapter 4. Pursuing the patternist philosophy in detail leads to a variety of particular hypotheses and conclusions about the nature of mind. Following from the view of intelligence in terms of achieving complex goals in complex environments, comes a view in which the dynamics of a cognitive system are understood to be governed by two main forces: • self-organization, via which system dynamics cause existing system patterns to give rise to new ones • goal-oriented behavior, which will be defined more rigorously in Chapter 7, but basically amounts to a system interacting with its environment in a way that appears like an attempt to maximize some reasonably simple function Self-organized and goal-oriented behavior mast be understood as cooperative aspects. If an agent is asked to build a surprising structure out of blocks and does so, this is goal-oriented. But the agent's ability to carry out this goal-oriented task will be greater if it has previously played around with blocks a lot in an unstructured, spontaneous way. And the "nudge toward creativity" given to it by asking it to build a surprising blocks structure may cause it to explore some novel patterns, which then feed into its future unstructured blocks play. Based on these concepts, as argued in detail in V;oeetial, several primary dynamical principles may be posited, including: EFTA00623813 38 3 A Patternist Philosophy of Mind • Evolution , conceived as a general process via which patterns within a large population thereof are differentially selected and used as the basis for formation of new patterns, based on some "fitness function" that is generally tied to the goals of the agent - Example: If trying to build a blocks structure that will surprise Bob, an agent may simulate several procedures for building blocks structures in its "mind's eye", assessing for each one the expected degree to which it might surprise Bob. The search through procedure space could be conducted as a form of evolution, via an algorithm such as MOSES. • Autopoiesis: the process by which a system of interrelated patterns maintains its integrity, via a dynamic in which whenever one of the patterns in the system begins to decrease in intensity, some of the other patterns increase their intensity in a manner that causes the troubled pattern to increase in intensity again - Example: An agent's set of strategies for building the base of a tower, and its set of strategies for building the middle part of a tower, are likely to relate autopoietically. If the system partially forgets how to build the base of a tower, then it may regenerate this missing knowledge via using its knowledge about how to build the middle part (i.e., it knows it needs to build the base in a way that will support good middle parts). Similarly if it partially forgets how to build the middle part, then it may regenerate this missing knowledge via using its knowledge about how to build the base (i.e. it knows a good middle part should fit in well with the sorts of base it knows are good). - This same sort of interdependence occurs between pattern-sets containing more than two elements - Sometimes (as in the above example) autopoietic interdependence in the mind is tied to interdependencies in the physical world, sometimes not. • Association. Patterns, when given attention, spread some of this attention to other pat- terns that they have previously been associated with in some way. Furthermore, there is Peirce's law of mind [Pci3-11, which could be paraphrased in modern terms as stating that the mind is an associative memory network, whose dynamics dictate that every idea in the memory is an active agent, continually acting on those ideas with which the memory associates it. - Example: Building a blocks structure that resembles a tower, spreads attention to mem- ories of prior towers the agents has seen, and also to memories of people the agent knows have seen towers, and structures it has built at the same time as towers, structures that resemble towers in various respects, etc. • Differential attention allocation / credit assignment. Patterns that have been valu- able for goal-achievement are given more attention, and are encouraged to participate in giving rise to new patterns. - Example: Perhaps in a prior instance of the task "build me a surprising structure out of blocks," searching through memory for non-blocks structures that the agent has played with has proved a useful cognitive strategy. In that case, when the task is posed to the agent again, it should tend to allocate disproportionate resources to this strategy. • Pattern creation. Patterns that have been valuable for goal-achievement are mutated and combined with each other to yield new patterns. EFTA00623814 3.2 Sonic Patternist Principles 39 - Example: Building towers has been useful in a certain context, but so has building structures with a large number of triangles. Why not build a tower out of triangles? Or maybe a vaguely tower-like structure that uses more triangles than a tower easily could? - Example: Building an elongated block structure resembling a table was successful in the past, as was building a structure resembling a very flat version of a chair. Generalizing, maybe building distorted versions of furniture Ls good. Or maybe it is building distorted version of any previously perceived objects that is good. Or maybe both, to different degrees.... Next, for a variety of reasons outlined in EGoeoGal it becomes appealing to hypothesize that the network of patterns in an intelligent system must give rise to the following large-scale emergent structures • Hierarchical network. Patterns are habitually in relations of control over other patterns that represent more specialized aspects of themselves. - Example: The pattern associated with "tall building" has some control over the pattern associated with "tower", as the former represents a more general concept ... and "tower" has some control over "Eiffel tower", etc. • Heterarchical network. The system retains a memory of which patterns have previously been associated with each other in any way. - Example: `Tower" and "snake" are distant in the natural pattern hierarchy, but may be associatively/heterarchically linked due to having a common elongated structure. This heterarchical linkage may be used for many things, e.g. it might inspire the creative construction of a tower with a snake's head. • Dual network. Hierarchical and heterarchical structures are combined, with the dynamics of the two structures working together harmoniously. Among many possible ways to hier- archically organize a set of patterns, the one used should be one that causes hierarchically nearby patterns to have many meaningful heterarchical connections; and of course, there should be a tendency to search for heterarchical connections among hierarchically nearby patterns. - Example: While the set of patterns hierarchically nearby "tower" and the set of patterns heterarchically nearby "tower" will be quite different, they should still have more overlap than random pattern-sets of similar sizes. So, if looking for something else heterarchically near "tower", using the hierarchical information about "tower" should be of some use, and vice versa. - In PLN, hierarchical relationships correspond to Atoms A and B so that InheritanceAB and InheritanceBA have highly dissimilar strength; and heterarchical relationships cor- respond to IntensionalSimilarity relationships. The dual network structure then arises when intensional and extensional inheritance approximately correlate with each other, so that inference about either kind of inheritance assists with figuring out about the other kind. • Self structure. A portion of the network of patterns forms into an approximate image of the overall network of patterns. EFTA00623815 40 3 A Patternist Philosophy of Mind — Example: Each time the agent builds a certain structure, it observes itself building the structure, and its role as "builder of a tall tower" (or whatever the structure is) becomes part of its self-model. Then when it is asked to build something new, it may consult its self-model to see if it believes itself capable of building that sort of thing (for instance, if it is asked to build something very large, its self-model may tell it that it lacks persistence for such projects, so it may reply "I can try, but I may wind up not finishing it"). As we proceed through the CogPrime design in the following pages, we will see how each of these abstract concepts arises concretely from CogPrime's structures and algorithms. If the theory of roe0Gal is correct, then the success of CogPrime as a design will depend largely on whether these high-level structures and dynamics can be made to emerge from the synergetic interaction of CogPrime's representation and algorithms, when they are utilized to control an appropriate agent in an appropriate environment. 3.3 Cognitive Synergy Now we dig a little deeper and present a different sort of "general principle of feasible general intelligence", already hinted in earlier chapters: the cognitive synergy principle 2, which is both a conceptual hypothesis about the structure of generally intelligent systems in certain classes of environments, and a design principle used to guide the design of CogPrime. Chapter 8 presents a mathematical formalization of the notion of cognitive synergy; here we present the conceptual idea informally, which makes it more easily digestible but also more vague-sounding. We will focus here on cognitive synergy specifically in the case of "multi-memory systems," which we define as intelligent systems whose combination of environment, embodiment and motivational system make it important for them to possess memories that divide into partially but not wholly distinct components corresponding to the categories of: • Declarative memory — Examples of declarative knowledge: Towers on average are taller than buildings. I gener- ally am better at building structures I imagine, than at imitating structures I'm shown in pictures. • Procedural memory (memory about how to do certain things) - Examples of procedural knowledge: Practical know-how regarding how to pick up an elongated rectangular block, or a square one. Know-how regarding when to approach a problem by asking "What would one of my teachers do in this situation" versus by thinking through the problem from first principles. • Sensory and episodic memory - Example of sensory knowledge: memory of Bob's face; memory of what a specific tall blocks tower looked like 2 While these points are implicit in the theory of mind given in IGoeOlial, they are not articulated in this specific form there. So the material presented in this section is a new development within patternist philosophy, developed since rocO6al in a series of conference papers such as V:csaM)al. EFTA00623816 3.3 Cognitive Synergy 41 — Example of episodic knowledge: memory of the situation in which the agent first met Bob; memory of a situation in which a specific tall blocks tower was built • Attentional memory (knowledge about what to pay attention to in what contexts) — Example of attention! knowledge: When involved with a new person, it's useful to pay attention to whatever that person looks at • Intentional memory (knowledge about the system's own goals and subgoals) - Example of intentional knowledge: If my goal is to please some person whom I don't know that well, then a subgoal may be figuring out what makes that person smile. In Chapter 9 below we present a detailed argument as to how the requirement for a multi- memory underpinning for general intelligence emerges from certain underlying assumptions regarding the measurement of the simplicity of goals and environments. Specifically we argue that each of these memory types corresponds to certain modes of communication, so that intel- ligent agents which have to efficiently handle a sufficient variety of types of communication with other agents, are going to have to handle all these types of memory. These types of communi- cation overlap and are often used together, which implies that the different memories and their associated cognitive processes need to work together. The points made in this section do not rely on that argument regarding the relation of multiple memory, types to the environmental situation of multiple communication types. What they do rely on is the assumption that, in the intelligence agent in question, the different components of memory are significantly but not wholly distinct. That is, there are significant "family resemblances" between the memories of a single type, yet there are also thoroughgoing connections between memories of different types. Repeating the above points in a slightly more organized manner and then extending them, the essential idea of cognitive synergy, in the context of multi-memory systems, may be expressed in terms of the following points 1. Intelligence, relative to a certain set of environments, may be understood as the capability to achieve complex goals in these environments. 2. With respect to certain classes of goals and environments, an intelligent system requires a "multi-memory" architecture, meaning the possession of a number of specialized yet inter- connected knowledge types, including: declarative, procedural, attentions], sensory, episodic and intentional (goal-related). These knowledge types may be viewed as different sorts of patterns that a system recognizes in itself and its environment. 3. Such a system mast possess knowledge creation (i.e. pattern recognition / formation) mech- anisms corresponding to each of these memory types. These mechanisms are also called "cognitive processes." 4. Each of these cognitive processes, to be effective, must have the capability to recognize when it lacks the information to perform effectively on its own; and in this case, to dynamically and interactively draw information from knowledge creation mechanisms dealing with other types of knowledge 5. This cross-mechanism interaction must have the result of enabling the knowledge creation mechanisms to perform much more effectively in combination than they would if operated non-interactively. This is "cognitive synergy." Interactions as mentioned in Points 4 and 5 in the above list are the real conceptual meat of the cognitive synergy idea. One way to express the key idea here, in an Al context, is that EFTA00623817 42 3 A Patternist Philosophy of Mind most AI algorithms suffer from combinatorial explosions: the number of possible elements to be combined in a synthesis or analysis is just too great, and the algorithms are unable to filter through all the possibilities, given the lack of intrinsic constraint that comes along with a "general intelligence" context (as opposed to a narrow-Al problem like chess-playing, where the context is constrained and hence restricts the scope of possible combinations that needs to be considered). In an AGI architecture based on cognitive synergy, the different learning mechanisms must be designed specifically to interact in such a way as to palliate each others' combinatorial explosions - so that, for instance, each learning mechanism dealing with a certain sort of knowledge, must synergize with learning mechanisms dealing with the other sorts of knowledge, in a way that decreases the severity of combinatorial explosion. One prerequisite for cognitive synergy to work is that each learning mechanism must rec- ognize when it is "stuck," meaning it's in a situation where it has inadequate information to make a confident judgment about what steps to take next. Then, when it does recognize that it's stuck, it may request help from other, complementary cognitive mechanisms. 3.4 The General Structure of Cognitive Dynamics: Analysis and Synthesis We have discussed the need for synergetic interrelation between cognitive processes correspond- ing to different types of memory ... and the general high-level cognitive dynamics that a mind must possess (evolution, autopoiesis). The next step is to dig further into the nature of the cog- nitive processes associated with different memory types and how they give rise to the needed high-level cognitive dynamics. In this section we present a general theory of cognitive processes based on a decomposition of cognitive processes into the two categories of analysis and synthesis, and a general formulation of each of these categories 3. Specifically we focus here on what we call focused cognitive processes; that is, cognitive processes that selectively focus attention on a subset of the patterns making up a mind. In general these are not the only kind, there may also be global cognitive processes that act on every pattern in a mind. An example of a global cognitive process in CogPrime is the basic attention allocation process, which spreads "importance" among all knowledge in the system's memory. Global cognitive processes are also important, but focused cognitive processes are subtler to understand which is why we spend more time on them here. 3.4.1 Component-Systems and Self-Generating Systems We begin with autopoesis - and, more specifically, with the concept of a "component-system", as described in George Kampis's book Self-Modifying Systems in Biology and Cognitive Science IlCam” i j. and as modified into the concept of a "self-generating system" or SGS in Goertzel's book Chaotic Logic roe9-11. Roughly speaking, a Kampis-style component-system consists of a set of components that combine with each other to form other compound components. The 3 While these points are highly compatible with theory of mind given in they are not articulated there. The material presented in this section is a new development within patternist philosophy, presented previously only in the article IC EFTA00623818 3.4 The General Structure of Cognitive Dynamics: Analysis and Synthesis 43 metaphor Kampis uses is that of Lego blocks, combining to form bigger Lego structures. Com- pound structures may in turn be combined together to form yet bigger compound structures. A self-generating system is basically the same concept as a component-system, but understood to be computable, whereas Kampis claims that component-systems are =computable. Next, in SGS theory there is also a notion of reduction (not present in the Lego metaphor): sometimes when components are combined in a certain way, a "reaction" happens, which may lead to the elimination of some of the components. One relevant metaphor here is chemistry. Another is abstract algebra: for instance, if we combine a component f with its "inverse" com- ponent r 1, both components are eliminated. Thus, we may think about two stages in the interaction of sets of components: combination, and reduction. Reduction may be thought of as algebraic simplification, governed by a set of rules that apply to a newly created compound component, based on the components that are assembled within it. Formally, suppose C1, C2, ••• is the set of components present in a discrete-time component- system at time t. Then, the components present at time t+1 are a subset of the set of components of the form Reduce(Join(Ci(1), Ci(r))) where Join is a joining operation, and Reduce is a reduction operator. The joining operation is assumed to map tuples of components into components, and the reduction operator is assumed to map the space of components into itself. Of course, the specific nature of a component system is totally dependent on the particular definitions of the reduction and joining operators; in following chapters we will specify these for the CogPrime system, but for the purpose of the broader theoretical discussion in this section they may be left general. What is called the "cognitive equation" in Chaotic Logic roc941 is the case of a SGS where the patterns in the system at time t have a tendency to correspond to components of the system at future times t + s. So, part of the action of the system is to transform implicit knowledge (patterns among system components) into explicit knowledge (specific system components). We will see one version of this phenomenon in Chapter 14 where we model implicit knowledge using mathematical structures called "derived hypergraphs"; and we will also later review several ways in which CogPrime's dynamics explicitly encourage cognitive-equation type dynamics, e.g.: • inference, which takes conclusions implicit in the combination of logical relationships, and makes them implicit by deriving new logical relationships from them • map formation, which takes concepts that have often been active together, and creates new concepts grouping them • association learning, which creates links representing patterns of association between entities • probabilistic procedure learning, which creates new models embodying patterns regarding which procedures tend to perform well according to particular fitness functions 5.4.2 Analysis and Synthesis Now we move on to the main point of this section: the argument that all or nearly all focused cognitive processes are expressible using two general process-schemata we call synthesis and EFTA00623819 44 3 A Patternist Philosophy of Mind analysis 4. The notion of "focused cognitive process" will be exemplified more thoroughly below, but in essence what is meant is a cognitive process that begins with a small number of items (drawn from memory) as its focus, and has as its goal discovering something about these items, or discovering something about something else in the context of these items or in a way strongly biased by these items. This is different from a global cognitive process whose goal is more broadly-based and explicitly involves all or a large percentage of the knowledge in an intelligent system's memory store. Among the focused cognitive processes are those governed by the so-called cognitive schematic implication Context A Procedure —> Goal where the Context involves sensory, episodic and/or declarative knowledge; and attentional knowledge is used to regulate how much resource is given to each such schematic implication in memory. Synergy among the learning processes dealing with the context, the procedure and the goal is critical to the adequate execution of the cognitive schematic using feasible computational resources. This sort of explicitly goal-driven cognition plays a significant though not necessarily dominant role in CogPrime, and is also related to production rules systems and other traditional AI systems, as will be articulated in Chapter 4. The synthesis and analysis processes as we conceive them, in the general framework of SGS theory, are as follows. First, synthesis, as shown in Figure 3.1, is defined as synthesis: Iteratively build compounds from the initial component pool using the combinators, greedily seeking compounds that seem likely to achieve the goal. Or in more detail: 1. Begin with some initial components (the initial "current pool"), an additional set of com- ponents identified as "combinators" (combination operators), and a goal function 2. Combine the components in the current pool, utilizing the combinators, to form product components in various ways, carrying out reductions as appropriate, and calculating relevant quantities associated with components as needed 3. Select the product components that seem most promising according to the goal function, and add these to the current pool (or else simply define these as the current pool) 4. Return to Step 2 And analysis, as shown in Figure 3.2, is defined as analysis: Iteratively search (the system's long-term memory) for component-sets that com- bine using the combinators to form the initial component pool (or subsets thereof), greedily seeking component-sets that seem likely to achieve the goal or in more detail: 1. Begin with some components (the initial "current poor) and a goal function 2. Seek components so that, if one combines them to form product components using the combinators and then performs appropriate reductions, one obtains (as many as possible of) the components in the current pool 4 In laPPG061, what is here called "analysis" was called "backward synthesis", a name which has some advantages since it indicated that what's happening is a form of creation; but here we have opted for the more traditional analysis/synthesis terminology EFTA00623820 3.4 The General Structure of Cognitive Dynamics: Analysis and Synthesis 45 initial focus (concepts, procedures, inference rules, etc.) combinations of items in initial focus... combinations of combinations... Fig. 3.1: The General Process of Synthesis 3. Use the newly found constructions of the components in the current pool, to update the quantitative properties of the components in the current pool, and also (via the current pool) the quantitative properties of the components in the initial pool 4. Out of the components found in Step 2, select the ones that seem most promising according to the goal function, and add these to the current pool (or else simply define these as the current pool) 5. Return to Step 2 More formally, synthesis may be specified as follows. Let X denote the set of combinators, and let Yo denote the initial pool of components (the initial focus of the cognitive process). Given K, let 21 denote the set ReducePoin(Ci(1),...,a(r))) where the Ci are drawn from Y1 or from X. We may then say Yi÷1 = Filter(Z) where Filter is a function that selects a subset of its arguments. Analysis, on the other hand, begins with a set W of components, and a set X of combinators, and tries to find a series Y so that according to the process of synthesis, Y„=W. In practice, of course, the implementation of a synthesis process need not involve the explicit construction of the full set Z. Rather, the filtering operation takes place implicitly during the construction of The result, however, is that one gets some subset of the compounds pro- ducible via joining and reduction from the set of components present in Y; plus the combinators X. EFTA00623821 46 3 A Patternist Philosophy of Mind initial focus (concepts, procedures, inference rules, etc.) set of items set of items that that combine to yield combine to yield Items in initial focus Fig. 3.2: The General Process of Analysis Conceptually one may view synthesis as a very generic sort of "growth process," and analysis as a very generic sort of "figuring out how to grow something." The intuitive idea underlying the present proposal is that these forward-going and backward-going "growth processes" are among the essential foundations of cognitive control, and that a conceptually sound design for cognitive control should explicitly make use of this fact. To abstract away from the details, what these processes are about is: • taking the general dynamic of compound-formation and reduction as outlined in Kampis and Chaotic Logic • introducing goal-directed pruning ("filtering") into this dynamic so as to account for the limitations of computational resources that are a necessary part of pragmatic intelligence 543 The Dynamic of Iterative Analysis and Synthesis While synthesis and analysis are both very, useful on their own, they achieve their greatest power when harnessed together. It is my hypothesis that the dynamic pattern of alternating synthesis and analysis has a fundamental role in cognition. Put simply, synthesis creates new mental forms by combining existing ones. Then, analysis seeks simple explanations for the forms in the mind, including the newly created ones; and, this explanation itself then comprises additional new forms in the mind, to be used as fodder for the next round of synthesis. Or, to put it yet more simply: EFTA00623822 3.4 The General Structure of Cognitive Dynamics: Analysis and Synthesis 47 Combine Explain Combine a Explain a Combine It is not hard to express this alternating dynamic more formally, as well. • Let X denote any set of components. • Let F(X) denote a set of components which is the result of synthesis on X. • Let I3(X) denote a set of components which is the result of analysis of X. We assume also a heuristic biasing the synthesis process toward simple constructs. • Let S(t) denote a set of components at time t, representing part of a system's knowledge base. • Let 1(t) denote components resulting from the external environment at time t. Then, we may consider a dynamical iteration of the form S(t +1). B(MM+ 1(t))) This expresses the notion of alternating synthesis and analysis formally, as a dynamical iteration on the space of sets of components. We may then speak about attractors of this iteration: fixed points, limit cycles and strange attractors. One of the key hypotheses I wish to put forward here is that some key emergent cognitive structures are strange attractors of this equation. The iterative dynamic of combination and explanation leads to the emergence of certain complex structures that are, in essence, maintained when one recombines their parts and then seeks to explain the recombinations. These structures are built in the first place through iterative recombination and explanation, and then survive in the mind because they are conserved by this process. They then ongoingly guide the construction and destruction of various other temporary mental structures that are not so conserved. :1.4.4 Self and Focused Attention as Approximate Attractors of the Dynamic of Iterated Forward-Analysis As noted above, patternist philosophy argues that two key aspects of intelligence are emergent structures that may be called the "self" and the "attentional focus." These, it is suggested, are aspects of intelligence that may not effectively be wired into the infrastructure of an intelligent system, though of course the infrastructure may be configured in such a way as to encourage their emergence. Rather, these aspects, by their nature, are only likely to be effective if they emerge from the cooperative activity of various cognitive processes acting within a broad base of knowledge. Above we have described the pattern of ongoing habitual oscillation between synthesis and analysis as a kind of "dynamical iteration." Here we will argue that both self and attentional focus may be viewed as strange attractors of this iteration. The mode of argument is relatively informal. The essential processes under consideration are ones that are poorly understood from an empirical perspective, due to the extreme difficulty involved in studying them experimentally. For understanding self and attentional focus, we are stuck in large part with introspection, which is famously unreliable in some contexts, yet still dramatically better than having no information at all. So, the philosophical perspective on self and attentional focus given here is a synthesis of empirical and introspective notions, drawn largely from the published thinking and research of EFTA00623823 48 3 A Patternist Philosophy of Mind others but with a few original twists. From a CogPrime perspective, its use has been to guide the design process, to provide a grounding for what otherwise would have been fairly arbitrary, choices. 3.4.4.1 Self Another high-level intelligent system pattern mentioned above is the "self", which we here will tie in with analysis and synthesis processes. The term "self" as used here refers to the "phenomenal self" INI0041 or "self-model". That is, the self is the model that a system builds internally, reflecting the patterns observed in the (external and internal) world that directly pertain to the system itself. As is well known in everyday human life, self-models need not be completely accurate to be u.seful; and in the presence of certain psychological factors, a more accurate self-model may not necessarily be advantageous. But a self-model that is too badly inaccurate will lead to a badly-functioning system that is unable to effectively act toward the achievement of its own goals. The value of a self-model for any intelligent system carrying out embodied agentive cognition is obvious. And beyond this, another primary, use of the self is as a foundation for metaphors and analogies in various domains. Patterns recognized pertaining to the self are analogically extended to other entities. In some cases this leads to conceptual pathologies, such as the an- thropomorphization of trees, rocks and other such objects that one sees in some precivilized cultures. But in other cases this kind of analogy leads to robust sorts of reasoning - for instance, in reading Lakoff and Nunez's ILN00] intriguing explorations of the cognitive foundations of mathematics, it is pretty easy to see that most of the metaphors on which they hypothesize mathematics to be based, are grounded in the mind's conceptualization of itself as a spatiotem- porally embedded entity, which in turn is predicated on the mind's having a conceptualization of itself (a self) in the first place. A self-model can in many cases form a self-fulfilling prophecy (to make an obvious double- entendre'!). Actions are generated based on one's model of what sorts of actions one can and or should take; and the results of these actions are then incorporated into one's self-model. If a self-model proves a generally bad guide to action selection, this may never be discovered, unless said self-model includes the knowledge that semi-random experimentation is often useful. In what sense, then, may it be said that self is an attractor of iterated analysis? Analysis infers the self from observations of system behavior. The system asks: What kind of system might I be, in order to give rise to these behaviors that I observe myself carrying out? Based on asking itself this question, it constructs a model of itself, i.e. it constructs a self. Then, this self guides the system's behavior: it builds new logical relationships its self-model and various other entities, in order to guide its future actions oriented toward achieving its goals. Based on the behaviors newly induced via this constructive, forward-synthesis activity, the system may then engage in analysis again and ask: What mast I be now, in order to have carried out these new actions? And so on. Our hypothesis is that after repeated iterations of this sort, in infancy, finally during early childhood a kind of self-reinforcing attractor occurs, and we have a self-model that is resilient and doesn't change dramatically when new instances of action- or explanation-generation occur. This is not strictly a mathematical attractor, though, because over a long period of time the self may well shift significantly. But, for a mature self, many hundreds of thousands or millions of forward-analysis cycles may occur before the self-model is dramatically modified. For relatively EFTA00623824 3.4 The General Structure of Cognitive Dynamics: Analysis and Synthesis 49 long periods of time, small changes within the context of the existing self may suffice to allow the system to control itself intelligently. Humans can also develop what are known as subselves Iliow901. A subself is a partially autonomous self-network focused on particular tasks, environments or interactions. It contains a unique model of the whole organism. and generally has its own set of episodic memories, consisting of memories of those intervals during which it was the primary dynamic mode con- trolling the organism. One common example is the creative subself - the subpersonality that takes over when a creative person launches into the process of creating something. In these times. a whole different personality sometimes emerges, with a different sort of relationship to the world. Among other factors, creativity requires a certain open-ness that is not always productive in an everyday life context, so it's natural for the self-system of a highly creative person to bifurcate into one self-system for everyday life, and another for the protected context of creative activity. This sort of phenomenon might emerge naturally in CogPrime systems as well if they were exposed to appropriate environments and social situations. Finally, it is interesting to speculate regarding how self may differ in future AI systems as opposed to in humans. The relative stability we see in human selves may not exist in AI systems that can self-improve and change more fundamentally and rapidly than humans can. There may be a situation in which, as soon as a system has understood itself decently, it radically modifies itself and hence violates its existing self-model. Thus: intelligence without a long-term stable self. In this case the "attractor-ish" nature of the self holds only over much shorter time scales than for human minds or human-like minds. But the alternating process of synthesis and analysis for self-construction is still critical, even though no reasonably stable self-constituting attractor ever emerges. The psychology of such intelligent systems will almost surely be beyond human beings' capacity for comprehension and empathy. 3.4.4.2 Attentions' Focus Finally, we turn to the notion of an "attentional focus" similar to Baars' [13aa97j notion of a Global Workspace, which will be reviewed in more detail in Chapter 4: a collection of mental entities that are, at a given moment, receiving far more than the usual share of an intelligent system's computational resources. Due to the amount of attention paid to items in the atten- tional focus, at any given moment these items are in large part driving the cognitive processes going on elsewhere in the mind as well - because the cognitive processes acting on the items in the attentional focus are often involved in other mental items, not in attentional focus, as well (and sometimes this results in pulling these other items into attentional focus). An intelligent system must constantly shift its attentional focus from one set of entities to another based on changes in its environment and based on its own shifting discoveries. In the human mind, there is a self-reinforcing dynamic pertaining to the collection of entities in the attentional focus at any given point in time, resulting from the observation that: If A is in the attentional focus, and A and B have often been associated in the past, then odds are increased that B will soon be in the attentional focus. This basic observation has been refined tremendously via a large body of cognitive psychology work; and neurologically it follows not only from Hebb's I11ebd91 classic work on neural reinforcement learning, but also from numerous more modern refinements N13981. But it implies that two items A and B, if both in the attentional focus, can reinforce each others' presence in the attentional focus, hence forming a kind of conspiracy to keep each other in the limelight. But of course, this kind of dynamic EFTA00623825 50 3 A Patternist Philosophy of Mind must be counteracted by a pragmatic tendency to remove items from the attentional focus if giving them attention is not providing sufficient utility in terms of the achievement of system goals. The synthmis and analysis perspective provides a more systematic perspective on this self- reinforcing dynamic. Synthesis occurs in the attentional focus when two or more items in the focus are combined to form new items, new relationships, new ideas. This happens continually, as one of the main purposes of the attentional focus Ls combinational. On the other hand, Analysis then occurs when a combination that has been speculatively formed is then linked in with the remainder of the mind (the "unconscious", the vast body of knowledge that is not in the attentional focus at the given moment in time). Analysis basically checks to see what support the new combination has within the existing knowledge store of the system. Thus, forward-analysis basically comes down to "generate and test", where the testing takes the form of attempting to integrate the generated structures with the ideas in the unconscious long- term memory. One of the most obvious examples of this kind of dynamic is creative thinking (Boden, 2003: Goertzel, 1997), where the attentional focus continually combinationally creates new ideas, which are then tested via checking which ones can be validated in terms of (built up from) existing knowledge. The analysis stage may result in items being pushed out of the attentional focus, to be replaced by others. Likewise may the synthesis stage: the combinations may overshadow and then replace the things combined. However, in human minds and functional AI minds, the attentional focus will not be a complete chaos with constant turnover: Sometimes the same set of ideas - or a shifting set of ideas within the same overall family of ideas - will remain in focus for a while. When this occurs it Ls because this set or family of ideas forms an approximate attractor for the dynamics of the attentional focus. in particular for the forward-analysis dynamic of speculative combination and integrative explanation. Often, for instance, a small "core set" of ideas will remain in the attentional focus for a while, but will not exhaust the attentional focus: the rest of the attentional focus will then, at any point in time, be occupied with other ideas related to the ones in the core set. Often this may mean that, for a while, the whole of the attentional focus will move around quasi-randomly through a "strange attractor" consisting of the set of ideas related to those in the core set. 3.4.5 Conclusion The ideas presented above (the notions of synthesis and analysis, and the hypothesis of self and attentional focus as attractors of the iterative forward-analysis dynamic) are quite generic and are hypothetically proposed to be applicable to any cognitive system, natural or artificial. Later chapters will discuss the manifestation of the above ideas in the context of CogPrime. We have found that the analysis/synthesis approach is a valuable tool for conceptualizing CogPrime's cognitive dynamics, and we conjecture that a similar utility may be found more generally. Next, so a S not to end the section on too blasé of a note, we will also make a stronger hypothesis: that. in order for a physical or software system to achieve intelligence that Ls roughly human-level in both capability and generality, using computational resources on the same order of magnitude as the human brain, this system must • manifest the dynamic of iterated synthesis and analysis, as modes of an underlying "self- generating system" dynamic EFTA00623826 3.5 Perspectives ott Machine Consciousness 51 • do so in such a way as to lead to self and attentional focus as emergent structures that serve as approximate attractors. of this dynamic, over time periods that are long relative to the basic "cognitive cycle time" of the system's forward-analysis dynamics To prove the truth of a hypothesis of this nature would seem to require mathematics fairly far beyond anything that currently exists. Nonetheless, however, we feel it is important to formulate and discuss such hypotheses, so as to point the way for future investigations both theoretical and pragmatic. 3.5 Perspectives on Machine Consciousness Finally, we can't let a chapter on philosophy - even a brief one - end without some discussion of the thorniest topic in the philosophy of mind: consciousness. Rather than seeking to resolve or comprehensively review this most delicate issue, we will restrict ourselves to giving it in Appendix ?? an overview of many of the common views on the subject; and here in the main text discussing the relationship between consciousness theory, and patternist philosophy of cognition, the practical work of designing and building AGI. One fairly concrete idea about consciousness, that relates closely to certain aspects of the CogPrime design, is that the subjective experience of being conscious of some entity X, is corre- lated with the presence of a very intense pattern in one's overall mind-state, corresponding to X. This simple idea is also the essence of neuroscientist Susan Greenfield's theory of consciousness 'Cre01 (but in her theory, "overall mind-state" is replaced with "brain-state"), and has much deeper historical roots in philosophy of mind which we shall not venture to unravel here. This observation relates to the idea of "moving bubbles of awareness" in intelligent systems. If an intelligent system consists of multiple processing or data elements, and during each (suf- ficiently long) interval of time some of these elements get much more attention than others, then one may view the system as having a certain "attentional focus" during each interval. The attentional focus is itself a significant pattern in the system (the pattern being "these elements habitually get more processor and memory", roughly speaking). As the attentional focus shifts over time one has a "moving bubble of pattern" which then corresponds experientially to a "moving bubble of awareness." This notion of a "moving bubble of awareness" ties in very closely to global workspace theory II3aa97] (briefly mentioned above), a cognitive theory that has broad support from neuroscience and cognitive science and has also served as the motivation for Stan Franklin's LIDA AI system 113I:091, to be discussed in Chapter rt. The global workspace theory views the mind as consisting of a large population of small, specialized processes - a society of agents. These agents organize themselves into coalitions, and coalitions that are relevant to contextually novel phenomena, or contextually important goals, are pulled into the global workspace (which is identified with consciousness). This workspace broadcasts the message of the coalition to all the unconscious agents, and recruits other agents into consciousness. Various sorts of contexts - e.g. goal contexts, perceptual contexts, conceptual contexts and cultural contexts - play a role in determining which coalitions are relevant, and form the unconscious "background" of the conscious global workspace. New perceptions are often, but not necessarily, pushed into the workspace. Some of the agents in the global workspace are concerned with action selection, i.e. with controlling and passing parameters to a population of possible actions. The contents of the workspace at any given time have a certain cohesiveness and interdependency, the so-called EFTA00623827 52 3 A Patternist Philosophy of Mind "unity of consciousness." In essence the contents of the global workspace form a moving bubble of attention or awareness. In CogPrime, this moving bubble is achieved largely via economic attention network (SCAN) equations IGPI+ 101 that propagate virtual currency between nodes and links representing el- ements of memories, so that the attentional focus consists of the wealthiest nodes and links. Figures 3.3 and 3.4 illustrate the existence and flow of attentional focus in OpenCog. On the other hand, in Hameroff's recent model of the brain 'Hamill], the brain's moving bubble of attention is achieved through dendro-dendritic connections and the emergent dendritic web. Perception Action Feeling Nodes pnced m(100.50) n'• %Watt* Sea • • Sect IS, Specific Objects, Composite Actions, (some corresponding to Complex Feelings named concepts, some not) able _7 tab!* raise drrn CD Fig. 3.3: Graphical depiction of the momentary bubble of attention in the memory of an OpenCog Al system. Circles and lines represent nodes and links in OpenCogPrimes mem- ory, and stars denote those nodes with a high level of attention (represented in OpenCog by the ShortTermlmportance node variable) at the particular point in time. In this perspective, self, free will and reflective consciousness are specific phenomena occur- ring within the moving bubble of awareness. They are specific ways of experiencing awareness, corresponding to certain abstract types of physical structures and dynamics, which we shall endeavor to identify in detail in Appendix ??. EFTA00623828 3.6 Postscript: Formalizing Pattern 53 Perception Action Feeling Nodes pixel at (100,50) is RED at 1:42:01.• Secs 15,2006 p Specific Objects, Composite Actions, (some corresponding to Complex Feelings named concepts, some not) table ter raise arm Fig. 3.4: Graphical depiction of the momentary bubble of attention in the memory of an OpenCog AI system, a few moments after the bubble shown in Figure 3.3, indicating the mov- ing of the bubble of attention. Depictive conventions are the same as in Figure 1. This shows an idealized situation where the declarative knowledge remains invariant from one moment to the next but only the focus of attention shifts. In reality both will evolve together. 3.6 Postscript: Formalizing Pattern Finally, before winding up our very brief tour through patternist philosophy of mind, we will briefly visit patternism's more formal side. Many of the key aspects of patternism have been rigorously formalized. Here we give only a few very basic elements of the relevant mathematics, which will be used later on in the exposition of CogPrime. (Specifically, the formal definition of pattern emerges in the CogPrime design in the definition of a fitness function for "pattern min- ing" algorithms and Occam-based concept creation algorithms, and the definition of intensional inheritance within PLN.) We give some definitions, drawn from Appendix 1 of V;oe06al: Definition 1 Given a metric space (Al, d), and two functions c : M r [0, co] (the "simplicity measure) and F : M (the 'reduction relationship"), we say that P E ell is a pattern in X E M to the degree EFTA00623829 54 3 A Patternist Philosophy of Mind 17; (( i d(Pc(r)iX))c(Xc)(—x ;(72)) ÷ (X) This degree is called the pattern intensity of P in X. It quantifies the extent to which P is a pattern in X. Supposing that F(P) = X, then the first factor in the definition equals 1, and we are left with only the second term, which measures the degree of compression obtained via representing X as the result of P rather than simply representing X directly% The greater the compression ratio obtained via using P to represent X, the greater the intensity of P as a pattern in X. The first time, in the case F(P) 0 X, adjusts the pattern intensity downwards to account for the amount of error with which F(P) approximates 0 X. If one holds the second factor fixed and thinks about varying the first factor, then: The greater the error, the lossier the compression, and the lower the pattern intensity. For instance, if one wishes one may take c to denote algorithmic information measured on some reference Turing machine, and F(X) to denote what appears on the second tape of a two-tape Turing machine t time-steps after placing X on its first tape. Other more naturalistic computational models are also possible here and are discussed extensively in Appendix 1 of roential. Definition 2 The structure of X E M is the fuzzy set Stx defined via the membership function XSix(P)= tX This lets us fornialize our definition of "mind" alluded to above: the mind of X as the set of patterns associated with X. We can formalize this, for instance, by considering P to belong to the mind of X if it is a pattern in some Y that includes X. There are then two numbers to look at: tlie and P(YIX) (the percentage of Y that is also contained in X). To define the degree to which P belongs to the mind of X we can then combine these two numbers using some function f that is monotone increasing in both arguments. This highlights the somewhat arbitrary, semantics of "of" in the phrase "the mind of X." Which of the patterns binding X to its environment are part of X's mind, and which are part of the world? This isn't necessarily a good question, and the answer seems to depend on what perspective you choose, represented formally in the present framework by what combination function f you choose (for instance if f (a, b) = or62' then it depends on the choice of 0 < r < 1). Next, we can formalize the notion of a "pattern space" by positing a metric on patterns, thus making pattern space a metric space, which will come in handy in some places in later chapters: Definition 3 Assuming Al is a countable space, the structural distance is a metric ds, defined on M via dst(X,Y)=T(XStx,Xsiy) where T is the Tanimoto distance. The Tanimoto distance between two real vectors A and B is defined as T(A, B) HAH2 A • B +11B112 — A • B and since M is countable this can be applied to fuzzy sets such as Stx via considering the latter as vectors. (As an aside, this can be generalized to uncountable Al as well, but we will not require this here.) EFTA00623830 3.6 Postscript: Formalizing Pattern 55 Using this definition of pattern, combined with the formal theory of intelligence given in Chapter 7, one may formalize the various hypotheses made in the previous section, regarding the emergence of different kinds of networks and structures as patterns in intelligent systems. However, it appears quite difficult to prove the formal versions of these hypotheses given current mathematical tools, which renders such formalizations of limited use. Finally, consider the case where the metric space Al has a partial ordering < on it; we may then define Definition 3.1. R E Al is a subpattern in X E Al to the degree fpem true(R < P)dej:, Kx L'em dt37 This degree is called the subpattern intensity of P in X. Roughly speaking, the subpattern intensity measures the percentage of patterns in X that contain R (where "containment" is judged by the partial ordering c). But the percentage is measured using a weighted average, where each pattern is weighted by its intensity as a pattern in X. A subpattern may or may not be a pattern on its own. A nonpattern that happens to occur within many patterns may be an intense subpattern. Whether the subpatterns in X are to be considered part of the "mind" of X is a somewhat superfluous question of semantics. Here we choose to extend the definition of mind given in rocOtial to include subpatterns as well as patterns, because this makes it simpler to describe the relationship between hypersets and minds, as we will do in Appendix ??. EFTA00623831 EFTA00623832 Chapter 4 Brief Survey of Cognitive Architectures 4.1 Introduction While we believe CogPrime is the most thorough attempt at an architecture for advanced AGI, to date, we certainly recognize there have been many valuable attempts in the past with similar aims; and we also have great respect for other AGI efforts occurring in parallel with Cog- Prime development, based on alternative, sometimes overlapping, theoretical presuppositions and practical choices. In most of this book we will ignore these other current and historical efforts except where they are directly useful for CogPrime - there are many literature reviews already published, and this is a research treatise not a textbook. In this chapter, however, we will break from this pattern and give a rough high-level overview of the various AGI archi- tectures at play in the field today. The overview definitely has a bias toward other work with some direct relevance to CogPrime, but not an overwhelming bias; we also discuss a number of approaches that are unrelated to, and even in some cases conceptually orthogonal to, our own. CogPrime builds on prior AI efforts in a variety of ways. Most of the specific algorithms and structures in CogPrime have their roots in prior Al work; and in addition, the CogPrime cognitive architecture has been heavily inspired by some other holistic cognitive architectures, especially (but not exclusively) MicroPsi Ilkkenpl, LIDA 1131:091 and DeSTIN IARK09a, ARC09J. In this chapter we will briefly review some existing cognitive architectures, with especial but not exclusive emphasis on the latter three. We will articulate some rough mappings between elements of these other architectures and elements of CogPrime - some in this chapter, and some in Chapter 5. However, these mappings will mostly be left informal and very incompletely specified. The articulation of detailed inter- architecture mappings is an important project, but would be a substantial additional project going well beyond the scope of this book. We will not give a thorough review of the similarities and differences between CogPrime and each of these architectures, but only mention some of the highlights. The reader desiring a more thorough review of cognitive architectures is referred to Wlodek Duch's review paper from the AGI-08 conference IDOP081; and also to Alexei Samsonovich's review paper [SamIOj, which compares a number of cognitive architectures in terms of a feature checklist, and was created collaboratively with the creators of the architectures. Duch, in his survey of cognitive architectures IDOP081, divides existing approaches into three paradigms - symbolic, emergentist and hybrid - as broadly indicated in Figure 4.1. Drawing on his survey and updating slightly, we give here some key examples of each, and then explain why 57 EFTA00623833 58 4 Brief Survey of Cognitive Architectures CogPrime represents a significantly more effective approach to embodied human-like general intelligence. In our treatment of emergentist architectures, we pay particular attention to devel- opmental robotics architectures, which share considerably with CogPrime in terms of underlying philosophy, but differ via not integrating a symbolic "language and inference" component such as CogPrime includes. In brief, we believe that the hybrid approach Ls the most pragmatic one given the current state of AI technology, but that the emergentist approach gets something fundamentally right, by focusing on the emergence of complex dynamics and structures from the interactions of simple components. So CogPrime is a hybrid architecture which (according to the cognitive synergy principle) binds its components together very tightly dynamically, allowing the emergence of complex dynamics and structures in the integrated system. Most other hybrid architectures are less tightly coupled and hence seem ill-suited to give rise to the needed emergent complexity. The other hybrid architectures that do possess the needed tight coupling, such as MicroPsi 1Bac09], strike us as underdeveloped and founded on insufficiently powerful learning algorithms. Mao* Amory Rule-based memory Globabse memory lizabst memory Localunchambuted Symbolic -comedienne Graph-baud memory r Learning Learning Learning Indecent leammg Analytical learning Anocutive 'taming Competence learning Bence:I-up kneeing Top-down kneeing Fig. 4.1: Duch's simplified taxonomy of cognitive architectures. CogPrime falls into the "hy- brid" category, but differs from other hybrid architectures in its focus on synergetic interactions between components and their potential to give rise to appropriate system-wide emergent struc- tures enabling general intelligence. 4.2 Symbolic Cognitive Architectures A venerable tradition in Al focuses on the physical symbol system hypothesis INew901, which states that minds exist mainly to manipulate symbols that represent aspects of the world or themselves. A physical symbol system has the ability to input, output, store and alter symbolic entities, and to execute appropriate actions in order to reach its goals. Generally, symbolic cognitive architectures focus on "working memory" that draws on long-term memory as needed, and utilize a centralized control over perception, cognition and action. Although in principle such architectures could be arbitrarily capable (since symbolic systems have universal repre- EFTA00623834 4.2 Symbolic Cognitive Architectures 59 sentational and computational power, in theory), in practice symbolic architectures tend to be weak in learning, creativity, procedure learning, and episodic and associative memory. Decades of work in this tradition have not resolved these issues, which has led many researchers to explore other options. A few of the more important symbolic cognitive architectures are: • SOAR II.RN81, a classic example of expert rule-based cognitive architecture designed to model general intelligence. It has recently been extended to handle sensorimotor functions, though in a somewhat cognitively unnatural way; and is not yet strong in areas such as episodic memory, creativity, handling uncertain knowledge, and reinforcement learning. • ACT-R IA1.031 is fundamentally a symbolic system, but Duch classifies it as a hybrid sys- tem because it incorporates connectionist-style activation spreading in a significant role; and there is an experimental thoroughly connectionist implementation to complement the pri- mary mainly-symbolic implementation. Its combination of SOAR-style "production rules" with large-scale connectionist dynamics allows it to simulate a variety of human psycholog- ical phenomena, but abstract reasoning, creativity and transfer learning are still missing. • EPIC IRM0'', a cognitive architecture aimed at capturing human perceptual, cognitive and motor activities through several interconnected processors working in parallel. The system is controlled by production rules for cognitive processors and a set of perceptual (visual, auditory, tactile) and motor processors operating on symbolically coded features rather than raw sensory, data. It has been connected to SOAR for problem solving, planning and learning, • ICARUS ILan051, an integrated cognitive architecture for physical agents, with knowledge specified in the form of reactive skills, each denoting goal-relevant reactions to a class of problems. The architecture includes a number of modules: a perceptual system, a planning system, an execution system, and several memory systems. Concurrent processing is absent, attention allocation is fairly crude, and uncertain knowledge is not thoroughly handled. • SNePS (Semantic Network Processing System) [SE07J is a logic, frame and network-based knowledge representation, reasoning, and acting system that has undergone over three decades of development. While it has been used for some interesting prototype experi- ments in language processing and virtual agent control, it has not yet been used for any large-scale or real-world application. • Cyc [I,C901 is an AGI architecture based on predicate logic as a knowledge representation, and using logical reasoning techniques to answer questions and derive new knowledge from old. It has been connected to a natural language engine, and designs have been created for the connection of Cyc with Albus's 4D-RCS Cyc's most unique aspect is the large datah•so of commonsense knowledge that Cycorp has accumulated (millions of pieces of knowledge, entered by specially trained humans in predicate logic format); part of the philosophy underlying Cyc is that once a sufficient quantity of knowledge is accumulated in the knowledge base, the problem of creating human-level general intelligence will become much less difficult due to the ability to leverage this knowledge. While these architectures contain many valuable ideas and have yielded some interesting results, we feel they are incapable on their own of giving rise to the emergent structures and dynamics required to yield humanlike general intelligence using feasible computational resources. However, we are more sanguine about the possibility of ideas and components from symbolic architectures playing a role in human-level AGI via incorporation in hybrid architectures. We now review a few symbolic architectures in slightly more detail. EFTA00623835 60 4 Brief Survey of Cognitive Architectures 4.2.1 SOAR The cognitive architectures best known among AI academics are probably Soar and ACT-R, both of which are explicitly being developed with the dual goals of creating human-level AGI and modeling all aspects of human psychology. Neither the Soar nor ACT-R communities feel themselves particularly near these long-term goals, yet they do take them seriously. Soar is based on IF-THEN rules, otherwise known as "production rules." On the surface this makes it similar to old-style expert systems, but Soar is much more than an expert system; it's at minimum a sophisticated problem-solving engine. Soar explicitly conceives problem solving as a search through solution space for a "goal state" representing a (precise or approximate) problem solution. It uses a methodology of incremental search, where each step is supposed to move the system a little closer to its problem-solving goal, and each step involves a potentially complex "decision cycle." In the simplest case, the decision cycle has two phases: • Gathering appropriate information from the system's long-term memory (LTM) into its working memory (WM) • A decision procedure that uses the gathered information to decide an action If the knowledge available in LTM isn't enough to solve the problem, then the decision procedure invokes search heuristics like hill-climbing, which try to create new knowledge (new production rules) that will help move the system closer to a solution. If a solution is found by chaining together multiple production rules, then a chunking mechanism is used to combine these rules together into a single rule for future use. One could view the chunking mechanism as a way of converting explicit knowledge into implicit knowledge, similar to "map formation" in CogPrime (see Chapter 42 of Part 2), but in the current Soar design and implementation it is a fairly crude mechanism. In recent years Soar has acquired a number of additional methods and modalities, including some visual reasoning methods and some mechanisms for handling episodic and procedural knowledge. These expand the scope of the system but the basic production rule and chunking mechanisms as briefly described above remain the core "cognitive algorithm" of the system. From a CogPrime perspective, what Soar offers is certainly valuable, e.g. • heuristics for transferring knowledge from LTM into WM • chaining and chunking of implications • methods for interfacing between other forms of knowledge and implications However, a very short and very partial list of the major differences between Soar and Cog- Prime would include • CogPrime contains a variety of other core cognitive mechanisms beyond the management and chunking of implications • the variety of "chunking" type methods in CogPrime goes far beyond the sort of localized chunking done in Soar • CogPrime is committed to representing uncertainty at the base level whereas Soar's pro- duction rules are crisp • The mechanisms for LTM-WM interaction are rather different in CogPrime, being based on complex nonlinear dynamics as represented in Economic Attention Allocation (ECAN) • Currently Soar does not contain creativity-focused heuristics like blending or evolutionary, learning in its core cognitive dynamic. EFTA00623836 4.2 Symbolic Cognitive Architectures 61 4.2.2 ACT-R In the grand scope of cognitive architectures, ACT-R is quite similar to Soar, but there are many micro-level differences. ACT-R is defined in terms of declarative and procedural knowl- edge, where procedural knowledge takes the form of Soar-like production rules. and declarative knowledge takes the form of chunks. It contains a variety of mechanisms for learning new rules and chunks from old; and also contains sophisticated probabilistic equations for updating the activation levels associated with items of knowledge (these equations being roughly analogous in function to, though quite different from, the ECAN equations in CogPrime). Figure 4.2 displays the current architecture of ACT-R. The flow of cognition in the system is in response to the current goal, currently active information from declarative memory, informa- tion attended to in perceptual modules (vision and audition are implemented), and the current state of motor modules (hand and speech are implemented). The early work with ACT-R was based on comparing system performance to human behavior, using only behavioral measures, such as the timing of keystrokes or patterns of eye movements. Using such measures, it was not possible to test detailed assumptions about which modules were active in the performance of a task. More recently the ACT-R community has been engaged in a process of using imaging data to provide converging data on module activity. Figure 4.3 illustrates the assnriations they have made between the modules in Figure 4.2 and brain regions. Coordination among all of these components occurs through actions of the procedural module, which is mapped to the basal ganglia. miggaii Mirka 'NNW Fig. 4.2: High-level architecture of ACT-II In practice ACT-R, even more so than Soar, seems to be used more as a programming framework for cognitive modeling than as an Al system. One can fairly easily use ACT-II to program models of specific human mental behaviors, which may then be matched against EFTA00623837 62 4 Brief Survey of Cognitive Architectures Fig. 4.3: Conjectured Mapping Between ACT-It and the Brain psychological data. Opinions differ as to whether this sort of modeling is valuable for achieving AGI goals. CogPrime is not designed to support this kind of modeling, as it intentionally does many things very differently from humans. ACT-I1 in its original form did not say much about perceptual and motor operations, but recent versions have incorporated EPIC, an independent cognitive architecture focused on mod- eling these aspects of human behavior. 4.2.5 Cyc and Texai Our review of cognitive architectures would be incomplete without mentioning Cyc ILG90], one of the best known and best funded AGI-oriented projects in history. While the main focus of the Cyc project has been on the hand-coding of large amounts of declarative knowledge, there is also a cognitive architecture of sorts there. The center of Cyc is an engine for logical deduction, acting on knowledge represented in predicate logic. A natural language engine has been associated with the logic engine, which enables one to ask English questions and get English replies. Stephen Reed, while an engineer at Cycorp, designed a perceptual-motor front end for Cyc based on James Albus' Reference Model Architecture; the ensuing system, called Cognitive- Cyc, would have been the first full-fledged cognitive architecture based on Cyc, but was not implemented. Reed left Cycorp and is now building a system called Texai, which has many similarities to Cyc (and relies upon the OpenCyc knowledge base, a subset of Cyc's overall knowledge base), but incorporates a CognitiveCyc style cognitive architecture. EFTA00623838 4.2 Symbolic Cognitive Architectures 63 4.2.4 NA RS Pei Wang's NARS logic tWati061 played a large role in the development of PLN, CogPrime's uncertain logic component, a relationship that is discussed in depth in IC11111081 and won't be re-emphasized here. However, NARS is more than just an uncertain logic, it is also an overall cognitive architecture (which is centered on NARS logic, but also includes other aspects). CogPrime bears little relation to NARS except in the specific similarities between PLN logic and NARS logic, but, the other aspects of NARS are worth briefly recounting here. NARS is formulated as a system for processing tasks, where a task consists of a question or a piece of new knowledge. The architecture is focused on declarative knowledge, but some pieces of knowledge may be associated with executable procedures, which allows NARS to carry out control activities (in roughly the same way that a Prolog program can). At any given time a NARS system contains • working memory: a small set of tasks which are active, kept for a short time, and closely related to new questions and new knowledge • long-term memory: a huge set of knowledge which is passive, kept for a long time, and not necessarily related to current questions and knowledge The working and long term memory spaces of NARS may each be thought of as a set of chunks, where each chunk consists of a set of tasks and a set of knowledge. NARS's basic cognitive process is: 1. choose a chunk 2. choose a task from that chunk 3. choose a piece of knowledge from that chunk 4. use the task and knowledge to do inference 5. send the new tasks to corresponding chunks Depending on the nature of the task and knowledge, the inference involved may be one of the following: • if the task is a question, and the knowledge happens to be an answer to the question, a copy of the knowledge is generated as a new task • backward inference • revision (merging two pieces of knowledge with the same form but different truth value) • forward inference • execution of a procedure associated with a piece of knowledge Unlike many other systems, NARS doesn't decide what type of inference is used to process a task when the task is accepted, but works in a data-driven way - that is, it is the task and knowledge that dynamically determine what type of inference will be carried out The "choice" processes mentioned above are done via assigning relative priorities to • chunks (where they are called activity) • tasks (where they are called urgency) • knowledge (where they are called importance) EFTA00623839 64 4 Brief Survey of Cognitive Architectures and then distributing the system's resources accordingly, based on a probabilistic algorithm. (It's interesting to note that while NARS uses probability theory as part of its control mecha- nism, the logic it uses to represent its own knowledge about the world is nonprobabilistic. This is considered conceptually consistent, in the context of NARS theory, because system control is viewed as a domain where the system's knowledge is more complete, thus more amenable to probabilistic reasoning.) 4.2.5 GLAIR and SNePS Another logic-focused cognitive architecture, very different from NARS in detail, is Stuart Shapiro's GLAIR cognitive architecture, which is centered on the SNePS paraconsistent logic ISE071. Like NAM the core "cognitive loop" of GLAIR is based on reasoning: either thinking about some percept (e.g. linguistic input, or sense data from the virtual or physical world), or answer- ing some question. This inference based cognition process is turned into an intelligent agent control process via coupling it with an acting component, which operates according to a set of policies, each one of which tells the system when to take certain internal or external actions (including internal reasoning actions) in response to its observed internal and external situation. GLAIR contains multiple layers: • the Knowledge Layer (KL), which contains the beliefs of the agent, and is where reasoning, planning, and act selection are performed • the Sensori-Actuator Layer (SAL), contains the controllers of the sensors and effectors of the hardware or software robot. • the Perceptuo-Motor Layer (PML), which grounds the KL symbols in perceptual structures and subconscious actions, contains various registers for providing the agent's sense of situ- atedness in the environment, and handles translation and communication between the KL and the SAL. The logical Knowledge Layer incorporates multiple memory types using a common represen- tation (including declarative, procedural, episodic, attentions] and intentional knowledge, and meta-knowledge). To support this broad range of knowledge types, a broad range of logical in- ference mechanisms are used, so that the KL may be variously viewed as predicate logic based, frame based. semantic network based, or from other perspectives. What makes GLAIR more robust than most logic based Al approaches is the novel pars- consistent logical formalism used in the knowledge base, which means (among other things) that uncertain, speculative or erroneous knowledge may exist in the system's memory without leading the system to create a broadly erroneous view of the world or carry out egregiously unintelligent actions. CogPrime is not thoroughly logic-focused like GLAIR is, but in its logical aspect it seeks a similar robustness through its use of PLN logic, which embodies properties related to paraconsistency. Compared to CogPrime, we see that GLAIR has a similarly integrative approach, but that the integration of different sorts of cognition is done more strictly within the framework of logical knowledge representation. EFTA00623840 4.3 Emergentist Cognitive Architectures 65 4.3 Emergentist Cognitive Architectures Another species of cognitive architecture expects abstract symbolic processing to emerge from lower-level "subsymbolic" dynamics, which sometimes (but not always) are designed to simu- late neural networks or other aspects of human brain function. These architectures are typically strong at recognizing patterns in high-dimensional data, reinforcement learning and associative memory; but no one has yet shown how to achieve high-level functions such as abstract reason- ing or complex language processing using a purely subsymbolic approach. A few of the more important subsymbolic, emergentist cognitive architectures are: • DeSTIN IARK09a, ARCO9], which is part of CogPrime, may also be considered as an autonomous AGI architecture, in which case it Ls emergentist and contains mechanisms to encourage language, high-level reasoning and other abstract aspects of intelligent to emerge from hierarchical pattern recognition and related self-organizing network dynamics. In CogPrime DeSTIN is used as part of a hybrid architecture, which greatly reduces the reliance on DeSTIN's emergent properties. • Hierarchical Temporal Memory (HTM) [11130(;J is a hierarchical temporal pattern recognition architecture, presented as both an AI approach and a model of the cortex. So far it has been used exclusively for vision processing and we will discuss its shortcomings later in the context of our treatment of DeSTIN. • SAL I.I1.081, based on the earlier and related IBCA (Integrated Biologically-based Cog- nitive Architecture) is a large-scale emergent architecture that seeks to model distributed information processing in the brain, especially the posterior and frontal cortex and the hippocampus. So far the architectures in this lineage have been used to simulate various human psychological and psycholinguistic behaviors, but haven't been shown to give rise to higher-level behaviors like reasoning or subgoaling. • NOMAD (Neurally Organized Mobile Adaptive Device) automata and its successors [K EMI are based on Edelman's "Neural Darwinism" model of the brain, and feature large numbers of simulated neurons evolving by natural selection into configurations that carry out sensorimotor and categorization tasks. The emergence of higher-level cognition from this approach seems rather unlikely. • Ben Kuipers and his colleagues INIK07, MKOS, NIKOalhave pursued an extremely innovative research program which combines qualitative reasoning and reinforcement learning to enable an intelligent agent to learn how to act, perceive and model the world. Kuipers' notion of "bootstrap learning" involves allowing the robot to learn almost everything about its world, including for instance the structure of 3D space and other things that humans and other animals obtain via their genetic endowments. Compared to Kuipers' approach, CogPrime falls in line with most other approaches which provide more "hard-wired" structure, following the analogy to biological organisms that are born with more innate biases. There is also a set of emergentist architectures focused specifically on developmental robotics, which we will review below in a separate subsection, as all of these share certain common characteristics. Our general perspective on the emergentist approach is that it is philosophically correct but currently pragmatically inadequate. Eventually, some emergentist approach could surely succeed at giving rise to humanlike general intelligence - the human brain, after all, is plainly an emergentist system. However, we currently lack understanding of how the brain gives rise to abstract reasoning and complex language, and none of the existing emergentist systems EFTA00623841 66 4 Brief Survey of Cognitive Architectures seem remotely capable of giving rise to such phenomena. It seems to us that the creation of a successful emergentist ACT will have to wait for either a detailed understanding of how the brain gives rise to abstract thought, or a much more thorough mathematical understanding of the dynamics of complex self-organizing systems. The concept of cognitive synergy is more relevant to emergentist than to symbolic archi- tectures. In a complex emergentist architecture with multiple specialized components, much of the emergence is expected to arise via synergy between different richly interacting components. Symbolic systems, at least in the forms currently seen in the literature, seem less likely to give rise to cognitive synergy as their dynamics tend to be simpler. And hybrid systems, as we shall see, are somewhat diverse in this regard: some rely heavily on cognitive synergies and others consist of more loosely coupled components. We now review the DeSTIN emergentist architecture in more detail, and then turn to the developmental robotics architectures. 44.1 DeSTIN: A Deep Reinforcement Learning Approach to AGI The DeSTIN architecture, created by hamar Arel and his colleagues, addresses the problem of general intelligence using hierarchical spatiotemporal networks designed to enable scalable perception, state inference and reinforcement-learning-guided action in real-world environments. DeSTIN has been developed with the plan of gradually extending it into a complete system for humanoid robot control, founded on the same qualitative information-processing principles as the human brain (though without striving for detailed biological realism). However, the practical work with DeSTIN to date has focused on visual and auditory processing; and in the context of the present proposal, the intention is to utilize DeSTIN for perception and actuation oriented processing, hybridizing it with CogPrime which will handle abstract cognition and language. Here we will discuss DeSTIN primarily in the perception context, only briefly mentioning the application to actuation which is conceptually similar. In DeSTIN (see Figure 4.4), perception is carried out by a deep spatiotemporal inference network, which is connected to a similarly architected critic network that provides feedback on the inference network's performance, and an action network that controls actuators based on the activity in the inference network (Figure 4.5 depicts a standard action hierarchy, of which the hierarchy in DeSTIN is an example). The nodes in these networks perform probabilistic pattern recognition according to algorithms to be described below; and the nodes in each of the networks may receive states of nodes in the other networks as inputs, providing rich intercormectivity and synergetic dynamics. 4.3.1.1 Deep versus Shallow Learning for Perceptual Data Processing The most critical feature of DeSTIN is its uniquely robust approach to modeling the world based on perceptual data. Mimicking the efficiency and robustness by which the human brain analyzes and represents information has been a core challenge in Al research for decades. For instance, humans are exposed to massive amounts of visual and auditory data every second of every day, and are somehow able to capture critical aspects of it in a way that allows for appropriate future recollection and action selection. For decades, it has been known that the EFTA00623842 4.3 Emergentist Cognitive Architectures 67 Inferred state Action/ Correction Actor Actions Rewards Deep Learning System (state inference) 1 Observations Environment Fig. 4.4: High-level architecture of DeSTIN brain is a massively parallel fabric, in which computation processes and memory, storage are highly distributed. But massive parallelism is not in itself a solution - one also needs the right architecture; which DeSTIN provides, building on prior work in the area of deep learning. Humanlike intelligence is heavily adapted to the physical environments in which humans evolved; and one key aspect of sensory data coming from our physical environments is its hierarchical structure. However, most machine learning and pattern recognition systems are "shallow" in structure, not explicitly incorporating the hierarchical structure of the world in their architecture. In the context of perceptual data processing, the practical result of this is the need to couple each shallow learner with a pre-processing stage, wherein high-dimensional sensory signals are reduced to a lower-dimension feature space that can be understood by the shallow learner. The hierarchical structure of the world is thus crudely captured in the hierarchy of "preprocessor plus shallow learner." In this sort of approach, much of the intelligence of the system shifts to the feature extraction process, which is often imperfect and always application- domain specific. Deep machine learning has emerged as a more promising framework for dealing with complex, high-dimensional real-world data. Deep learning systems possess a hierarchical structure that intrinsically biases them to recognize the hierarchical patterns present in real-world data. Thus, they hierarchically form a feature space that is driven by regularities in the observations, rather than by hand-crafted teclmiques. They also offer robustness to many of the distortions and transformations that characterize real-world signals, such as noise, displacement, scaling, etc. Deep belief networks IHOT0GI and Convolutional Neural Networks II,BDE901 have been demonstrated to successfully address pattern inference in high dimensional data (e.g. images). They owe their success to their underlying paradigm of partitioning large data structures into smaller, more manageable units, and discovering the dependencies that may or may not exist EFTA00623843 68 4 Brief Survey of Cognitive Architectures Hierarchical control system top level node sensations. results actuator sensation nsoriaetuator Controlled system, contro led process, or environment Fig. 4.5: A standard, general-purpose hierarchical control architecture. DeSTIN's control hi- erarchy exemplifies this architecture, with the difference lying mainly in the DeSTIN control hierarchy's tight integration with the state inference (perception) and critic (reinforcement) hierarchies. between such units. However, this paradigm has its limitations; for instance, these approaches do not represent temporal information with the same ease as spatial structure. Moreover, some key constraints are imposed on the learning schemes driving these architectures, namely the need for layer-by-layer training, and oftentimes pre-training. DeSTIN overcomes the limitations of prior deep learning approaches to perception processing, and also extends beyond perception to action and reinforcement learning. 4.3.1.2 DeSTIN for Perception Processing The hierarchical architecture of DeSTIN's spatiotemporal inference network comprises an ar- rangement into multiple layers of "nodes" comprising multiple instantiations of an identical cortical circuit. Each node corresponds to a particular spatiotemporal region, and uses a sta- tistical learning algorithm to characterize the sequences of patterns that are presented to it by nodes in the layer beneath it. More specifically, • At the very lowest layer of the hierarchy nodes receive as input raw data (e.g. pixels of an image) and continuously construct a belief state that attempts to characterize the sequences of patterns viewed. EFTA00623844 4.3 Emergentist Cognitive Architectures 69 • The second layer, and all those above it, receive as input the belief states of nodes at their corresponding lower layers, and attempt to construct belief states that capture regularities in their inputs. • Each node also receives as input the belief state of the node above it in the hierarchy (which constitutes "contextual" information) Feedback (contextual) signals P(S' S.C) P(S" S,C) P(O1 S') P(O1 5') P(S' s,c) I' C P(S' PLC) P(C)IS j P(S' S.C) P(O I V) P(S" IS P(O I V) Observation (e.g. 32x32 image) Fig. 4.6: Small-scale instantiation of the DeSTIN perceptual hierarchy. Each box represents a node, which corresponds to a spatiotemporal region (nodes higher in the hierarchy corresponding to larger regions). 0 denotes the current observation in the region, C is the state of the higher- layer node, and S and S' denote state variables pertaining to two subsequent time steps. In each node, a statistical learning algorithm is used to predict subsequent states based on prior states, current observations, and the state of the higher-layer node. More specifically, each of the DeSTIN nodes, referring to a specific spacetime region, contains a set of state variables conceived as clusters, each corresponding to a set of previously-observed sequences of events. These clusters are characterized by centroids (and are hence assumed roughly spherical in shape), and each of them comprises a certain "spatiotemporal form" recog- nized by the system in that region. Each node then contains the task of predicting the likelihood of a certain centroid being most apropos in the near future, based on the past history of ob- servations in the node. This prediction may be done by simple probability tabulation, or via EFTA00623845 70 4 Brief Survey of Cognitive Architectures application of supervised learning algorithms such as recurrent neural networks. These cluster- ing and prediction processes occur separately in each node, but the nodes are linked together via bidirectional dynamics: each node feeds input to its parents, and receives "advice" from its parents that is used to condition its probability calculations in a contextual way. These processes are executed formally by the following basic belief update rule, which governs the learning process and is identical for every node in the architecture. The belief state is a probability mass function over the sequences of stimuli that the nodes learns to represent. Consequently, each node is allocated a predefined number of state variables each denoting a dynamic pattern, or sequence, that is autonomously learned. The DeSTIN update rule maps the current observation (o), belief state (b), and the belief state of a higher-layer node or context (c), to a new (updated) belief state (Y), such that b' (s') = Pr (slo, b , c) — Pr(s'nonbnc) Pr(onbnc) alternatively expressed as (41) Pr(ols', b, c) Pr (gib, c) Pr (b, c) 9(1) — (4.2) Pr (olb, c) Pr (b, c) Under the assumption that observations depend only on the true state, or Pr(ols', b, c) = Pr(ols"), we can further simplify the expression such that 9 (1) - Pr(ols') Pr (alb, c) (4.3) Pr (olb, c) where Pr (116, c) = E Pr (893,06 (s), yielding the belief update rule sES Pr (old) 5 Pr (s'is, c) b (s) b' (8') sES E Profs") 5 Pr (sills, c) b (s) s" ES sES (4.4) where S denotes the sequence set (i.e. belief dimension) such that the denominator term is a normalization factor. One interpretation of eq. (4.4) would be that the static pattern similarity metric, Pr (old) , is modulated by a construct that reflects the system dynamics, Pr (s'is,c). As such, the belief state inherently captures both spatial and temporal information. In our implementation, the belief state of the parent node, c, is chosen using the selection rule c = arg max b p(s), (4.5) where by is the belief distribution of the parent node. A close look at eq. (4.4) reveals that there are two core constructs to be learned, Pr(ols') and Pr(s'is,c). In the current DeSTIN design, the former is learned via online clustering while the latter is learned based on experience by inductively learning a rule that predicts the next state s' given the prior state s and c. The overall result is a robust framework that autonomously (i.e. with no human engineered pre-processing of any type) learns to represent complex data patterns, and thus serves the EFTA00623846 4.3 Emergentist Cognitive Architectures 71 critical role of building and maintaining a model of the state of the world. In a vision processing context, for example, it allows for powerful unsupervised classification. If shown a variety of real-world scenes, it will automatically form internal structures corresponding to the various natural categories of objects shown in the scenes, such as trees, chairs, people, etc.; and also the various natural categories of events it sees, such as reaching, pointing, falling. And, as will be discussed below, it can use feedback from DeSTIN's action and critic networks to further shape its internal world-representation based on reinforcement signals. Benefits of DeSTIN for Perception Processing DeSTIN's perceptual network offers multiple key attributes that render it more powerful than other deep machine learning approaches to sensory data processing: 1. The belief space that is formed across the layers of the perceptual network inherently captures both spatial and temporal regularities in the data. Given that many applications require that temporal information be discovered for robust inference, this is a key advantage over existing schemes. 2. Spatiotemporal regularities in the observations are captured in a coherent manner (rather than being represented via two separate mechanisms) 3. All processing is both top-down and bottom-up, and both hierarchical and heterarchical, based on nonlinear feedback connections directing activity and modulating learning in mul- tiple directions through DeSTIN's cortical circuits 4. Support for multi-modal fusing is intrinsic within the framework, yielding a powerful state inference system for real-world, partially-observable settings. 5. Each node is identical, which makes it easy to map the design to massively parallel platforms, such as graphics processing units. Points 2-4 in the above list describe how DeSTIN's perceptual network displays its own "cognitive synergy" in a way that fits naturally into the overall synergetic dynamics of the overall CogPrime architecture. Using this cognitive synergy, DeSTIN's perceptual network addresses a key aspect of general intelligence: the ability to robustly infer the state of the world, with which the system interacts, in an accurate and timely manner. 4.3.1.3 DeSTIN for Action and Control DeSTIN's perceptual network performs unsupervised world-modeling, which is a critical aspect of intelligence but of course is not the whole story. DeSTIN's action network, coupled with the perceptual network, orchestrates actuator commands into complex movements, but also carries out other functions that are more cognitive in nature. For instance, people learn to distinguish between cups and bowls in part via hearing other people describe some objects as cups and others as bowls. 'lb emulate this kind of learning, DeSTIN's critic network provides positive or negative reinforcement signals based on whether the action network has correctly identified a given object as a cup or a bowl, and this signal then impacts the nodes in the action network. The critic network takes a simple external "degree of success or failure" signal and turns it into multiple reinforcement signals to be fed into the multiple layers of the action network. The result Ls that the action network self-organizes so EFTA00623847 72 4 Brief Survey of Cognitive Architectures as to include an implicit "cup versus bowl" classifier, whose inputs are the outputs of some of the nodes in the higher levels of the perceptual network. This classifier belongs in the action network because it is part of the procedure by which the DeSTIN system carries out the action of identifying an object as a cup or a bowl. This example illustrates how the learning of complex concepts and procedures is divided fluidly between the perceptual network, which builds a model of the world in an unsupervised way, and the action network, which learns how to respond to the world in a manner that will receive positive reinforcement from the critic network. 4.5.2 Developmental Robotics Architectures A particular subset of emergentist cognitive architectures are sufficiently important that we consider them separately here: these are developmental robotics architectures, focused on con- trolling robots without significant "hard-wiring" of knowledge or capabilities, allowing robots to learn (and learn how to learn, etc.) via their engagement with the world. A significant focus is often placed here on "intrinsic motivation," wherein the robot explores the world guided by internal goals like novelty or curiosity, forming a model of the world as it goes along, based on the modeling requirements implied by its goals. Many of the foundations of this research area were laid by Juergen Schmidhuber's work in the 1990s ifich9lb, Sch91a, Sch95, Schq, but now with more powerful computers and robots the area is leading to more impressive practical demonstrations. We mention here a handful of the important initiatives in this area: • Juyang Weng's Day [Hz-p-021 and SAIL INVIIZ+001 projects involve mobile robots that explore their environments autonomously, and learn to carry, out simple tasks by building up their own world-representations through both unsupervised and teacher-driven processing of high-dimensional sensorimotor data The underlying philosophy is based on human child development IWII061, the knowledge representations involved are neural network based, and a number of novel learning algorithms are involved, especially in the area of vision processing. • FLOWERS [13O09j, an initiative at the French research institute INRIA, led by Pierre- Yves Oudeyer, is also based on a principle of trying to reconstruct the processes of devel- opment of the human child's mind, spontaneously driven by intrinsic motivations. Kaplan [Kap0sj has taken this project in a direction closely related to our own via the creation of a "robot playroom." Experiential language learning has also been a focus of the project 1OK061, driven by innovations in speech understanding. • IM-CLEVER', a new European project coordinated by Gianluca Baldassarre and con- ducted by a large team of researchers at different institutions, is focused on creating software enabling an iCub IMSV+081 humanoid robot to explore the environment and learn to carry out human childlike behaviors based on its own intrinsic motivations. As this project is the closest to our own we will discuss it in more depth below. Like CogPrime, IM-CLEVER is a humanoid robot intelligence architecture guided by intrin- sic motivations, and using hierarchical architectures for reinforcement learning and sensory ab- http //im-clever noze it/project/project-description EFTA00623848 4.4 Hybrid Cognitive Architectures 73 stract ion. IM-CLEVER's motivational structure is based in part on Schmidhuber's information- theoretic model of curiosity [SeIi061; and CogPrime's Psi-based motivational structure utilizes probabilistic measures of novelty, which are mathematically related to Schmidhuber's mea- sures. On the other hand, IM-CLEVER's use of reinforcement learning follows Schmidhuber's earlier work RL for cognitive robotics IBS04, 13ZGS06], Barto's work on intrinsically motivated reinforcement learning ISB06, SM051, and Lee's ILMC07b, LMCO7aJ work on developmental reinforcement learning; whereas CogPrime's assemblage of learning algorithms is more diverse, including probabilistic logic, concept blending and other symbolic methods (in the OCP compo- nent) as well as more conventional reinforcement learning methods (in the DeSTIN component). In many respects IM-CLEVER bears a moderately strong resemblance to DeSTIN, whose integration with CogPrime is discussed in Chapter 26 of Part 2 (although IM-CLEVER has much more focus on biological realism than DeSTIN). Apart from numerous technical differ- ences, the really big distinction between IM-CLEVER and CogPrime is that in the latter we are proposing to hybridize a hierarchical-abstraction/reinforcement-learning system (such as DeSTIN) with a more abstract symbolic cognition engine that explicitly handles probabilistic logic and language. IM-CLEVER lacks the aspect of hybridization with a symbolic system, tak- ing more of a pure emergentist strategy. Like DeSTIN considered as a standalone architecture IM-CLEVER does entail a high degree of cognitive synergy, between components dealing with perception, world-modeling, action and motivation. However, the "emergentist versus hybrid" is a large qualitative difference between the two approaches. In all, while we largely agree with the philosophy underlying developmental robotics, our intuition is that the learning and representational mechanisms underlying the current systems in this area are probably not powerful enough to lead to human child level intelligence. We expect that these systems will develop interesting behaviors but fall short of robust preschool level competency, especially in areas like language and reasoning where symbolic systems have typically proved more effective. This intuition is what impels us to pursue a hybrid approach, such as CogPrime. But we do feel that eventually, once the mechanisms underlying brains are better understood and robotic bodies are richer in sensation and more adept in actuation, some sort of emergentist, developmental-robotics approach can be successful at creating humanlike, human-level AGI. 4.4 Hybrid Cognitive Architectures In response to the complementary strengths and weaknesses of the symbolic and emergentist approaches. in recent years a number of researchers have turned to integrative, hybrid archi- tectures. which combine subsystems operating according to the two different paradigms. The combination may be done in many different ways, e.g. connection of a large symbolic subsystem with a large subsymbolic system, or the creation of a population of small agents each of which is both symbolic and subsymbolic in nature. Nils Nilsson expressed the motivation for hybrid AGI systems very clearly in his article at the AI-50 conference (which celebrated the 50'th anniversary, of the AI field) INi100]. While affirming the value of the Physical Symbol System Hypothesis that underlies symbolic AI, he argues that "the PSSH explicitly assumes that, whenever necessary, symbols will be grounded in objects in the environment through the perceptual and effector capabilities of a physical symbol system." Thus, he continues, EFTA00623849 74 4 Brief Survey of Cognitive Architectures "I grant the need for non-symbolic processes in some intelligent systems, but I think they sup- plement rather than replace symbol systems. I know of no examples of reasoning, understanding language, or generating complex plans that are best understood as being performed by systems using exclusively non-symbolic processes.... AI systems that achieve human-level intelligence will involve a combination of symbolic and non-symbolic processing." A few of the more important hybrid cognitive architectures are: • CLARION ISZNI is a hybrid architecture that combines a symbolic component for reason- ing on "explicit knowledge" with a connectionist component for managing "implicit knowl- edge." Learning of implicit knowledge may be done via neural net, reinforcement learning, or other methods. The integration of symbolic and subsymbolic methods is powerful, but a great deal is still missing such as episodic knowledge and learning and creativity. Learning in the symbolic and subsymbolic portions is carried out separately rather than dynamically coupled, minimizing "cognitive synergy" effects. • DUAL INICO II is the mast impressive system to come out of Marvin Minsky's "Society of Mind" paradigm. It features a population of agents, each of which combines symbolic and connectionist representation, self-organizing to collectively carry out tasks such as percep- tion, analogy and associative memory. The approach seems innovative and promising, but it is unclear how the approach will scale to high-dimensional data or complex reasoning problems due to the lack of a more structured high-level cognitive architecture. • LIDA [13F0!9 is a comprehensive cognitive architecture heavily based on Bernard Baars' "Global Workspace Theory". It articulates a "cognitive cycle" integrating various forms of memory and intelligent processing in a single processing loop. The architecture ties in well with both neuroscience and cognitive psychology, but it deals most thoroughly with "lower level" aspects of intelligence, handling more advanced aspects like language and reasoning only somewhat sketchily. There is a clear mapping between LIDA structures and processes and corresponding structures and processing in OCP; so that it's only a mild stretch to view CogPrime as an instantiation of the general LIDA approach that extends further both in the lower level (to enable robot action and sensation via DeSTIN) and the higher level (to enable advanced language and reasoning via OCP mechanisms that have no direct LIDA analogues). • MicroPsi 113ac091 is an integrative architecture based on Dietrich Dorner's Psi model of mo- tivation, emotion and intelligence. It has been tested on some practical control applications, and also on simulating artificial agents in a simple virtual world. MicroPsi's comprehen- siveness and basis in neuroscience and psychology are impressive, but in the current version of MicroPsi, learning and reasoning are carried out by algorithms that seem unlikely to scale. OCP incorporates the Psi model for motivation and emotion, so that MicroPsi and CogPrime may be considered very closely related systems. But similar to LIDA, MicroPsi currently focuses on the "lower level" aspects of intelligence, not yet directly handling ad- vanced processes like language and abstract reasoning. • PolyScheme lea$071 integrates multiple methods of representation, reasoning and infer- ence schemes for general problem solving. Each Polyscheme "specialist" models a different aspect of the world using specific representation and inference techniques, interacting with other specialists and learning from them. Polyscheme has been used to model infant rea- soning including object identity, events, causality, and spatial relations. The integration of EFTA00623850 4.4 Hybrid Cognitive Architectures 75 reasoning methods is powerful, but the overall cognitive architecture is simplistic compared to other systems and seems focused more on problem-solving than on the broader problem of intelligent agent control. • Shruti ISA93I is a fascinating biologically-inspired model of human reflexive inference, which represents in connectionist architecture relations, types, entities and causal rules using focal-clusters. However, much like Hofstadter's earlier Copycat architecture lof95], Shruti seems more interesting a S a prototype exploration of ideas than as a practical AGI system; at least, after a significant time of development it has not proved significantly effective in any applications • James Albus's 4D/RCS robotics architecture shares a great deal with some of the emer- gentist architectures discussed above, e.g. it has the same hierarchical pattern recognition structure as DeSTIN and HTM, and the same three cross-connected hierarchies as DeSTIN, and shares with the developmental robotics architectures a focus on real-time adaptation to the structure of the world. However, 4D/RCS is not foundationally learning-based but relies on hard-wired architecture and algorithms, intended to mimic the qualitative structure of relevant parts of the brain (and intended to be augmented by learning, which differentiates it front emergentist approaches. As our own CogPrime approach is a hybrid architecture, it will come as no surprise that we believe several of the existing hybrid architectures are fundamentally going in the right direction. However, nearly all the existing hybrid architectures have severe shortcomings which we feel will prevent them from achieving robust humanlike AGI. Many of the hybrid architectures are in essence "multiple, disparate algorithms carrying out separate functions, encapsulated in black boxes and communicating results with each other." For instance, PolyScheme, ACT-R and CLARION all display this "modularity" property to a significant extent. These architectures lack the rich, real-time interaction between the intents/ dynamics of various memory and learning processes that we believe is critical to achieving humanlike general intelligence using realistic computational resources. On the other hand, those architectures that feature richer integration - such as DUAL, Shruti, LIDA and MicroPsi - have the flaw of relying (at least in their current versions) on overly simplistic learning algorithms, which drastically limits their scalability. It does seem plausible to us that some of these hybrid architectures could be dramatically extended or modified so as to produce humanlike general intelligence. For instance, one could replace LIDA's learning algorithms with others that interrelate with each other in a nuanced synergetic way; or one could replace MicroPsi's simple learning and reasoning methods with much more powerful and scalable ones acting on the same data structures. However, making these changes would dramatically alter the cognitive architectures in question on multiple levels. 4.4.1 Neural versus Symbolic; Global versus Local The "symbolic versus emergentist" dichotomy that we have used to structure our review of cogni- tive architectures is not absolute nor fully precisely defined; it is more of a heuristic distinction. In this section, before plunging into the details of particular hybrid cognitive architectures, we review two other related dichotomies that are useful for understanding hybrid systems: neural versus symbolic systems, and globalist versus localist knowledge representation. EFTA00623851 76 4 Brief Survey of Cognitive Architectures 4.4.1.1 Neural-Symbolic Integration The distinction between neural and symbolic systems has gotten fuzzier and fuzzier in recent years, with developments such as • Logic-based systems being used to control embodied agents (hence using logical terms to deal with data that is apparently perception or actuation-oriented in nature, rather than being symbolic in the semiotic sense), see ISSO3al and IGMIH081. • Hybrid systems combining neural net and logical parts, or using logical or neural net com- ponents interchangeably in the same role ILAonj. • Neural net systems being used for strongly symbolic tasks such as automated grammar learning (1E1m011, 1E11119 1 1, plus more recent work.) Figure 4.7 presents a schematic diagram of a generic neural-symbolic system, generalizing from [131101, a paper that gives an elegant categorization of neural-symbolic AI systems. Figure 4.8 depicts several broad categories of neural-symbolic architecture. Interaction Representation Interaction Symbolic ). Neural Learning ( (Localist) (Globalist) ) Learning System System Fig. 4.7: Generic neural-symbolic architecture Bader and Hitzler categorize neural-symbolic systems according to three orthogonal axes: interrelation, language and usage. "Language" refers to the type of language used in the symbolic component, which may be logical, automata-based, formal grammar-based, etc. "Usage" refers to the purpose to which the neural-symbolic interrelation is put. We tend to use "learning" as an encompassing term for all forms of ongoing knowledge-creation, whereas Bader and Hitzler distinguish learning from reasoning. Of Bader and Hitzler's three axes the one that interests us most here is "interrelation", which refers to the way the neural and symbolic components of the architecture intersect with each other. They distinguish "hybrid" architectures which contain separate but equal, interacting neural and symbolic components; versus "integrative" architectures in which the symbolic com- ponent essentially rides piggyback on the neural component, extracting information from it and helping it carry out its learning, but playing a clearly derived and secondary role. We prefer Sun's (2001) term "monolithic" to Bader and Hitzler's "integrative" to describe this type of system, as the latter term seems best preserved in its broader meaning. EFTA00623852 4.4 Hybrid Cognitive Architectures 77 Monolithic:symbolic component "sits on top or neural component and helps it do abstraction World 4i-20 Neural Symbolic Hybrid:neural and symbolic components confront the world side by side, interacting World Neural 4 Symbolic Tightly interactive hybrid:neural and ymbolic components interact frequently, on the same time scale as their internal learning operations Fig. 4.8: Broad categories of neural-symbolic architecture Within the scope of hybrid neural-symbolic systems, there is another axis which Bader and Hitzler do not focus on, because the main interest of their review is in monolithic systems. We call this axis "interactivity", and what we are referring to is the frequency of high-information- content, high-influence interaction between the neural and symbolic components in the hybrid system. In a low-interaction hybrid system, the neural and symbolic components don't exchange large amounts of mutually influential information all that frequently, and basically act like independent system components that do their learning/reasoning/thinking periodically sending each other their conclusions. In some cases, interaction may be asymmetric: one component may frequently send a lot of influential information to the other, but not vice versa. However, our hypothesis is that the most capable neural-symbolic systems are going to be the symmetrically highly interactive ones. In a symmetric high-interaction hybrid neural-symbolic system, the neural and symbolic components exchange influential information sufficiently frequently that each one plays a major role in the other one's learning/reasoning/thinking processes. Thus, the learning processes of each component mast be considered as part of the overall dynamic of the hybrid system. The two components aren't just feeding their outputs to each other as inputs, they're mutually guiding each others' internal processing. One can make a speculative argument for the relevance of this kind of architecture to neuro- science. It seems plausible that this kind of neural-symbolic system roughly emulates the kind of interaction that exists between the brain's neural subsystems implementing localist symbolic processing, and the brain's neural subsystems implementing globalist, classically "connection- ist" processing. It seems most likely that, in the brain, symbolic functionality emerges from an underlying layer of neural dynamics. However, it is also reasonable to conjecture that this symbolic functionality is confined to a functionally distinct subsystem of the brain, which then EFTA00623853 78 4 Brief Survey of Cognitive Architectures interacts with other subsystems in the brain much in the manner that the symbolic and neural components of a symmetric high-interaction neural-symbolic system interact. Neuroscience speculations aside, however, our key conjecture regarding neural-symbolic in- tegration is that this sort of neural-symbolic system presents a promising direction for artificial general intelligence research. In Chapter 26 of Volume 2 we will give a more concrete idea of what a symmetric high-interaction hybrid neural-symbolic architecture might look like, explor- ing the potential for this sort of hybridization between the OpenCogPrime AGI architecture (which is heavily symbolic in nature) and hierarchical attractor neural net based architectures such as DeSTIN. 4.5 Globalist versus Localist Representations Another interesting distinction, related to but different from "symbolic versus emergentist" and "neural versus symbolic", may be drawn between cognitive systems (or subsystems) where memory is essentially global, and those where memory Ls essentially local. In this section we will pursue this distinction in various guises, along with the less familiar notion of glocal memory. This globalist/localist distinction is most easily conceptualized by reference to memories corresponding to categories of entities or events in an external environment. In an Al system that has an internal notion of "activation" - i.e. in which some of its internal elements are more active than others, at any given point in time — one can define the internal image of an external event or entity as the fuzzy set of internal elements that tend to be active when that event or entity is presented to the system's sensors. If one has a particular set S of external entities or events of interest, then, the degree of memory localization of such an AI system relative to S may be conceived as the percentage of the system's internal elements that have a high degree of membership in the internal image of an average element of S. Of course, this characterization of localization has its limitations, such as the possibility of ambiguity regarding what are the "system elements" of a given Al system; and the exclusive focus on internal images of external phenomena rather than representation of internal abstract concepts. However, our goal here is not to formulate an ultimate, rigorous and thorough ontology of memory systems, but only to pose a "rough and ready" categorization so as to properly frame our discussion of some specific AGI issues relevant to CogPrime. Clearly the ideas pursued here will benefit from further theoretical exploration and elaboration. In this sense, a Hopfield neural net lAmi89] would be considered "globalist" since it has a low degree of memory localization (most internal images heavily involve a large number of system elements); whereas Cyc would be considered "localist" as it has a very high degree of memory localization (most internal images are heavily focused on a small set of system elements). However, although Hopfield nets and Cyc form handy examples, the "globalist vs. localist" distinction as described above is not identical to the "neural vs. symbolic" distinction. For it is in principle quite possible to create localist systems using formal neurons, and also to create globalist systems using formal logic. And "globalist-localist" is not quite identical to "symbolic vs emergentist" either, because the latter is about coordinated system dynamics and behavior not just about knowledge representation. CogPrime combines both symbolic and (loosely) neural representations, and also combines globalist and localist representations in a way that we will call "glocal" and analyze more deeply in Chapter 13; but there are many other ways these various EFTA00623854 4.5 Globslist versus Localist Representations 79 properties could be manifested by Al systems. Rigorously studying the corpus of existing (or hypothetical!) cognitive architectures using these ideas would be a large task, which we do not undertake here. In the next sections we review several hybrid architectures in more detail, focusing most deeply on LIDA and MicroPsi which have been directly inspirational for CogPrime. 4.5.1 CLARION Ron Sun's CLARION architecture (see Figure 4.9) is interesting in its combination of symbolic and neural aspects - a combination that is used in a sophisticated way to embody the distinction and interaction between implicit and explicit mental processes. From a CLARION perspective, architectures like Soar and ACT-R are severely limited in that they deal only with explicit knowledge and associated learning processes. CLARION consists of a number of distinct subsystems, each of which contains a dual rep- resentational structure, including a "rulm and chunks" symbolic knowledge store somewhat similar to ACT-R, and a neural net knowledge store embodying implicit knowledge. The main subsystems are: • An action-centered subsystem to control actions; • A non-action-centered subsystem to maintain general knowledge; • A motivational subsystem to provide underlying motivations for perception, action, and cognition: • A meta-cognitive subsystem to monitor, direct, and modify the operations of all the other subsystems. Tap Level anemia-Metal nonixcitienicciaefed ex li a aptexentatice explicit itreientatioe < 7 I A . C------ A I Y I .L----- ----4. l T actemicemeredienplicit representicalon a ni xi:non-unwed implicit iepreientatton i•te--•—,- I I I I I I I I I I I 1 Beam Level Fig. 4.9: The CLARION cognitive architecture. EFTA00623855 80 4 Brief Survey of Cognitive Architectures 4-5.2 The Society of Mind and the Emotion Machine In his influential but controversial book The Society of Mind jMin88J, Marvin Minsky described a model of human intelligence as something that is built up from the interactions of numerous simple agents. He spells out in great detail how various particular cognitive functions may be achieved via agents and their interactions. He leaves no room for any central algorithms or structures of thought, famously arguing: "What magical trick makes us intelligent? The trick is that there is no trick. The power of intelligence stems from our vast diversity, not from any single, perfect principle." This perspective was extended in the more recent work The Emotion Machine IMM071, where Minsky argued that emotions are "ways to think" evolved to handle different "problem types" that exist in the world. The brain is posited to have rule-based mechanisms (selectors) that turns on emotions to deal with various problems. Overall, both of these works serve better as works of speculative cognitive science than as works of AI or cognitive architecture per se. As neurologist Richard Restak said in his review of Emotion Machine, "Minsky does a marvelous job parsing other complicated mental activities into simpler elements. ... But he is less effective in relating these emotional functions to what's going on in the brain." As Restak added, he is also not so effective at relating these emotional functions to straightforwardly implementable algorithms or data structures. Push Singh, in his PhD thesis and followup work ISI3C051, did the best job so far of creating a concrete AI design based on Minsky's ideas. While Singh's system was certainly interesting, it was also noteworthy for its lack of any learning mechanisms, and its exclusive focus on explicit rather than implicit knowledge. Due to Singh's tragic death, his work was never brought anywhere near completion. It seems fair to say that there has not yet been a serious cognitive architecture posed based closely on Minsky's ideas. 4.5.5 DUAL The closest thing to a Minsky-ish cognitive architecture is probably DUAL, which takes the Society of Mind concept and adds to it a number of other interesting ideas. DUAL integrates symbolic and connectionist approaches at a deeper level than CLARION, and has been used to model various cognitive functions such as perception, analogy and judgment. Computations in DUAL emerge from the self-organized interaction of many micro-agents, each of which is a hybrid symbolic/connectionist device. Each DUAL agent plays the role of a neural network node, with an activation level and activation spreading dynamics; but also plays the role of a symbol, manipulated using formal rules. The agents exchange messages and activation via links that can be learned and modified, and they form coalitions which collectively represent concepts, episodes, and facts. The structure of the model is sketchily depicted in Figure 4.10, which covers the application of DUAL to a toy environment called TextWorld. The visual input corresponding to a stim- ulus is presented on a two-dimensional visual array representing the front end of the system. Perceptual primitives like blobs and terminations are immediately generated by cheap parallel computations. Attention is controlled at each time by an object which allocates it selectively to some area of the stimulus. A detailed symbolic representation is constructed for this area which tends to fade away as attention is withdrawn from it and allocated to another one. Cate- EFTA00623856 4.5 Globalist versus Localist Representations 81 gorization of visual memory contents takes place by retrieving object and scene categories from DUAL's semantic memory and mapping them onto current visual memory representations. RVA B VWM DUAL Semantic Memory Fig. 4.10: The three main components of the DUAL model: the retinotopic visual array (RVA), the visual working memory (VWM) and DUAL's semantic memory. Attention is allocated to an area of the visual array by the object in VWM controlling attention, while scene and object categories corresponding to the contents of VWM are retrieved from the semantic memory. In principle the DUAL framework seems quite powerful; using the language of CogPrime, however, it seems to us that the learning mechanisms of DUAL have not been formulated in such a way as to give rise to powerful, scalable cognitive synergy. It would likely be possible to create very powerful AGI systems within DUAL, and perhaps some very CogPrime -like systems as well. But the systems that have been created or designed for use within DUAL so far seem not to be that powerful in their potential or scope. 4.5.4 4D/RCS In a rather different direction, James Albus, while at the National Bureau of Standards, de- veloped a very thorough and impressive architecture for intelligent robotics called 4D/RCS, which was implemented in a number of machines including unmanned automated vehicles. This architecture lacks critical aspects of intelligence such as learning and creativity, but combines perception, action, planning and world-modeling in a highly effective and tightly-integrated fashion. The architecture has three hierarchies of memory/processing units: one for perception, one for action and one for modeling and guidance. Each unit has a certain spatiotemporal scope, EFTA00623857 82 4 Brief Survey of Cognitive Architectures and (except for the lowest level) supervenes over children whose spatiotemporal scope is a sub- set of its own. The action hierarchy takes care of decomposing tasks into subtasks; whereas the sensation hierarchy takes care of grouping signals into entities and events. The modeling/guid- ance hierarchy mediates interactions between perception and action based on its understanding of the world and the system's goals. In his book [AAIOIJ Albers describes methods for extending 4D/RCS into a complete cognitive architecture, but these extensions have not been elaborated in full detail nor implemented. SOO harp SO harp Slams 10) asap rhos ix oat 24 loon DO, deal. daub =SOGAT. SATTALIOW PSI for me 2 ban liC000Alt MOWN TM, lehline 10 Mal *en SIMIOGATZ frail Eur ma 10 so TAW nimbi. Arm limb aro It sad' Talk sob don **eh of Minh= ILSTA =atm valT5ILM 5 woad gas 04 ' fur darecrunixt- obasele.Oet pit Ss OS phes Same. wad sop t i t es, ucessii.; _ SIMMS Ake AC11, A I the, Fig. 4.11: Albus's 4D-RCS architecture for a single vehicle 4.5.5 PolyScheme 5 B Nick Cassimatis's PolyScheme architecture ras07] shares with GLAIR the use of multiple logical reasoning methods on a common knowledge store. While its underlying ideas are quite general, currently PolyScheme is being developed in the context of the "object tracking" domain (construed very, broadly). As a logic framework PolyScheme is fairly conventional (unlike GLAIR or NARS with their novel underlying formalisms), but PolyScheme has some unique conceptual aspects, for instance its connection with Cassimatis's theory of mind, which holds that the same core set of logical concepts and relationships underlies both language and physical reasoning I]. This ties in with the use of a common knowledge store for multiple cognitive processes; for instance it suggests that • the same core relationships can be used for physical reasoning and parsing, but that each of these domains may involve some additional relationships. • language processing may be done via physical-reasoning-based cognitive processes, plus the additional activity of some language-specific processes EFTA00623858 WORLD MODELING VALUE JUDGMENT FRAMES Rea Rallo Parbas ENNA 4.5 Globalist versus Localist Representations 83 SENSORY PROCESSING Mks Almilimiat pANIAPIERNEN EINE eeppla ••••••• 001•100 5 RES ONO -AGES usaie A/REAss SYS NN MAPS tames Ft.."... &eta Ws oxen* INSINnalana MN NANDOED Now RJR Cantle ads WS Puna ein e towili Nis EARS Cow RN fM '500 m MOP fril•CMON Se nay BEHAVIOR GENERATION Setts Tmi CORMS SEEM,. WW PLANNER ID PIA late IIRICVICR NSA IEOM Tr Sad PLANO I NE ban MMa !IRO IDECUTOR Tisk VA. OROS NEI SERVO RANIER 50—hoia VICEID Fig. 4.12: Albus's perceptual, motor and modeling hierarchies 4.5.6 Joshua Blue Sam Adams and his colleagues at IBM have created a cognitive architecture called Joshua Blue IAABL02], which has some significant similarities to CogPrime. Similar to our current research direction with CogPrime, Joshua Blue was created with loose emulation of child cognitive development in mind; and, also similar to CogPrime, it features a number of cognitive processes acting on a common neural-symbolic knowledge store. The specific cognitive processes involved in Joshua Blue and CogPrime are not particularly similar, however. At time of writing (2012) EFTA00623859 84 4 Brief Survey of Cognitive Architectures Joshua Blue is not under active development and has not been for some time; however, the project may be reanimated in future. Joshua Blue's core knowledge representation is a semantic network of nodes connected by links along which activation spreads. Although many of the nodes have specific semantic refer- ents, as in a classical semantic net, the spread of activation through the network is designed to lead to the emergence of "assemblies" (which could also be thought of as dynamical attractors) in a manner more similar to an attractor neural network. A major difference from typical semantic or neural network models is the central role that affect plays in the system's dynamics. The weights of the links in the knowledge base are adjusted dynamically based on the emotional context - a very direct way of ensuring that cognitive processes and mental representations are continuously influenced by affect. Qualitatively, this mimics the way that particular emotions in the human brain correlate with the dissemination throughout the brain of particular neurotransmitters, which then affect synaptic activity. A result of this architecture is that in Joshua Blue, emotion directs attention in a very direct way: affective weighting is important in determining which associated objects will become part of the focus of attention, or will be retained from memory. A notable similarity between CogPrime and Joshua Blue is that in both systems, nodes are assigned two quantitative attention values, one governing allocation of current system resources (mainly processor time; this is CogPrime's ShortTermImportance) and one governing the long-term allocation of memory (CogPrime's LongTermlmportance). The concrete work done with Joshua Blue involved using it to control a simple agent in a sim- ulated world, with the goal that via human interaction, the agent would develop a complex and humanlike emotional and motivational structure from its simple in-built emotions and drives, and would then develop complex cognitive capabilities as part of this development process. 4.5.7 LIDA The LIDA architecture developed by Stan Franklin and his colleagues [13F09] is based on the concept of the "cognitive cycle" - a notion that is important to nearly every BICA (Biologically Inspired Cognitive Architectures) and also to the brain, but that plays a particularly central role in LIDA. As Franklin says, "as a matter of principle, every autonomous agent, be it human, animal, or artificial, must frequently sample (sense) its environment, process (make sense of) this input, and select an appropriate response (action). The agent's "life" can be viewed as consisting of a continual sequence of iterations of these cognitive cycles. Such cycles constitute the indivisible elements of attention, the least sensing and acting to which we can attend. A cognitive cycle can be thought of as a moment of cognition, a cognitive "moment"." 4.5.8 The Global Workspace LIDA is heavily based on the "global workspace" concept developed by Bernard Baars. As this concept is also directly relevant to CogPrime it is worth briefly describing here. In essence Baars' Global Workspace Theory (GWT) is a particular hypothesis about how working memory works and the role it plays in the mind. Baars conceives working memory as the EFTA00623860 4.5 Globslist versus Localist Representations 85 "inner domain in which we can rehearse telephone numbers to ourselves or, more interestingly, in which we carry on the narrative of our lives. It is usually thought to include inner speech and visual imagery." Baars uses the term "consciousness" to refer to the contents of working memory - a theoretical commitment that is not part of the CogPrime design. In this section we will use the term "consciousness" in Baars' way, but not throughout the rest of the book. Baars conceives working memory and consciousness in terms of a "theater metaphor" - ac- cording to which, in the "theater of consciousness" a "spotlight of selective attention" shines a bright spot on stage. The bright spot reveals the global workspace - the contents of con- sciousness. which may be metaphorically considered as a group of actors moving in and out of consciousness, making speeches or interacting with each other. The unconscious is represented by the audience watching the play ... and there is also a role for the director (the mind's ex- ecutive processes) behind the scenes, along with a variety of helpers like stage hands, script writers, scene designers, etc. GWT describes a fleeting memory, with a duration of a few seconds. This is much shorter than the 10-30 seconds of classical working memory - according to GWT there is a very brief "cognitive cycle" in which the global workspace is refreshed, and the time period an item remains in working memory generally spans a large number of these elementary "refresh" actions. GWT contents are proposed to correspond to what we are conscious of, and are said to be broadcast to a multitude of unconscious cognitive brain processes. Unconscious processes, operating in parallel, can form coalitions which can act as input processes to the global workspace. Each unconscious process is viewed as relating to certain goals, and seeking to get involved with coalitions that will get enough importance to become part of the global workspace - because once they're in the global workspace they'll be allowed to broadcast out across the mind as a whole, which include broadcasting to the internal and external actuators that allow the mind to do things. Getting into the global workspace is a process's best shot at achieving its goals. Obviously, the theater metaphor used to describe the GWT is evocative but limited; for instance, the unconscious in the mind does a lot more than the audience in a theater. The unconscious conies up with complex creative ideas sometimes, which feed into consciousness - almost as if the audience is also the scriptwriter. Baars' theory, with its understanding of uncon- scious dynamics in terms of coalition-building, fails to describe the subtle dynamics occurring within the various forms of long-term memory, which result in subtle nonlinear interactions between long term memory and working memory. But nevertheless, GWT successfully models a number of characteristics of consciousness, including its role in handling novel situations, its limited capacity, its sequential nature, and its ability to trigger a vast range of unconscious brain processes. It is the framework on which LIDA's theory of the cognitive cycle is built. 4.5.9 The LIDA Cognitive Cycle The simplest cognitive cycle is that of an animal, which senses the world, compares sensation to memory, and chooses an action, all in one fluid subjective moment. But the same cognitive cycle structure/process applies to higher-level cognitive processes as well. The LIDA architecture is based on the LIDA model of the cognitive cycle, which posits a particular structure underlying the cognitive cycle that possess the generality to encompass both simple and complex cognitive moments. EFTA00623861 86 4 Brief Survey of Cognitive Architectures The LIDA cognitive cycle itself is a theoretical construct that can be implemented in many ways, and indeed other BICAs like CogPrime and Psi also manifest the LIDA cognitive cycle in their dynamics, though utilizing different particular structures to do so. Figure 4.13 shows the cycle pictorially, starting in the upper left corner and proceeding clockwise. At the start of a cycle, the LIDA agent perceives its current situation and allocates attention differentially to various parts of it. It then broadcasts information about the most important parts (which constitute the agent's consciousness), and this information gets features extracted from it, when then get passed along to episodic and semantic memory, that interact in the "global workspace" to create a model for the agent's current situation. This model then, in interaction with procedural memory, enables the agent to choose an appropriate action and execute it - the critical "action-selection" phase! Fig. 4.13: The LIDA Cognitive Cycle The LIDA Cognitive Cycle in More Depth 2 We now nm through the cognitive cycle in more detail. It begins with sensory stimuli from the agent's external internal environment. Low-level feature detectors in sensory memory begin the process of making sense of the incoming stimuli. These low-level features are passed to perceptual memory where higher-level features, objects, categories, relations, actions, situations, 2 This section paraphrases heavily from IFta061 EFTA00623862 4.5 Globslist versus Localist Representations 87 etc. are recognized. These recognized entities, called percepts, are passed to the workspace, where a model of the agent's current situation is assembled. Workspace structures serve as cues to the two forms of episodic memory, yielding both short and long term remembered local associations. In addition to the current percept, the workspace contains recent percepts that haven't yet decayed away, and the agent's model of the then- current situation previously assembled from them. The model of the agent's current situation is updated from the previous model using the remaining percepts and associations. This updating process will typically require looking back to perceptual memory and even to sensory memory, to enable the understanding of relations and situations. This assembled new model constitutes the agent's understanding of its current situation within its world. Via constructing the model, the agent has made sense of the incoming stimuli. Now attention allocation comes into play, because a real agent lacks the computational re- sources to work with all parts of its world-model with maximal mental focus. Portions of the model compete for attention. These competing portions take the form of (potentially overlap- ping) coalitions of structures comprising parts the model. Once one such coalition wins the competition, the agent has decided what to focus its attention on. And now comes the purpose of all this processing: to help the agent to decide what to do next. The winning coalition passes to the global workspace, the namesake of Global Workspace Theory, from which it is broadcast globally. Though the contents of this conscious broadcast are available globally, the primary recipient is procedural memory, which stores templates of possible actions including their context and possible results. Procedural memory also stores an activation value for each such template - a value that attempts to measure the likelihood of an action taken within its context producing the ex- pected result. It's worth noting that LIDA makes a rather specific assumption here. LIDA's "activation" values are like the probabilistic truth values of the implications in CogPrime's Context A Procedure -> Good triples. However, in CogPrime this probability is not the same as the ShortTermlmportance "attention value" associated with the Implication link representing that implication. Here LIDA merges together two concepts that in CogPrime are separate. Templates whose contexts intersect sufficiently with the contents of the conscious broadcast instantiate copies of themselves with their variables specified to the current situation. These instantiations are passed to the action selection mechanism, which chooses a single action from these instantiations and those remaining from previous cycles. The chosen action then goes to sensorimotor memory, where it picks up the appropriate algorithm by which it is then executed. The action so taken affects the environment, and the cycle is complete. The LIDA model hypothesizes that all human cognitive processing is via a continuing iter- ation of such cognitive cycles. It acknowledges that other cognitive processes may also occur, refining and building on the knowledge used in the cognitive cycle (for instance, the cognitive cycle itself doesn't mention abstract reasoning or creativity). But the idea is that these other processes occur in the context of the cognitive cycle, which is the main loop driving the internal and external activities of the organism. 4.5.9.1 Avoiding Combinatorial Explosion via Adaptive Attention Allocation LIDA avoids combinatorial explosions in its inference processes via two methods, both of which are also important in CogPrime : • combining reasoning via association with reasoning via deduction EFTA00623863 88 4 Brief Survey of Cognitive Architectures • foundational use of uncertainty in reasoning One can create an analogy between LIDA's workspace structures and codelets and a logic- based architecture's assertions and functions. However, LIDA's codelets only operate on the structures that are active in the workspace during any given cycle. This includes recent percep- tions, their closest matches in other types of memory, and structures recently created by other codelets. The results with the highest estimate of success, i.e. activation, will then be selected. Uncertainty plays a role in LIDA's reasoning in several ways, most notably through the base activation of its behavior codelets, which depend on the model's estimated probability of the codelet's success if triggered. LIDA observes the results of its behaviors and updates the base activation of the responsible codelets dynamically. We note that for this kind of uncertain inference/activation interplay to scale well, some level of cognitive synergy must be present; and based on our understanding of LIDA it is not clear to us whether the particular inference and association algorithms used in LIDA possess the requisite synergy. 4.5.9.2 LIDA versus CogPrime The LIDA cognitive cycle, broadly construed, exists in CogPrime as in other cognitive archi- tectures. To see how, it suffices to map the key LIDA structures into corresponding CogPrime structures, as is done in Table 4.1. Of course this table does not cover all CogPrime processes, as LIDA does not constitute a thorough explanation of CogPrime structure and dynamics. And in most cases the corresponding CogPrime and LIDA processes don't work in exactly the same way; for instance, as noted above, LIDA's action selection relies solely on LIDA's "activation" values, whereas CogPrime's action selection process is more complex, relying on aspects of CogPrime that lack LIDA analogues. 4.5.10 Psi and MicroPsi We have saved for last the architecture that has the most in common with CogPrime : .Icecha Bach's MicroPsi architecture, closely based on Dietrich Dorner's Psi theory. CogPrime has borrowed substantially from Psi in its handling of emotion and motivation; but Psi also has other aspects that differ considerably from CogPrime. Here we will focus more heavily on the points of overlap, but will mention the key points of difference as well. The overall Psi cognitive architecture, which is centered on the Psi model of the motivational system, is roughly depicted in Figure 4.14. Psi's motivational system begins with Demands, which are the basic factors that motivate the agent. For an animal these would include things like food, water, sex, novelty, socialization, protection of one's children, and so forth. For an intelligent robot they might include things like electrical power, novelty, certainty, socialization, well-being of others and mental growth. Psi also specifies two fairly abstract demands and posits them as psychologically fundamental (see Figure 415): • competence, the effectiveness of the agent at fulfilling its Urges • certainty, the confidence of the agent's knowledge EFTA00623864 4.5 Globalist versus Localist Representations 89 LIDA Declarative memory Atomspace attentional codelets Schema that adjust importance of Atoms explicitly coalitions maps global workspace attentional focus behavior codelets schema procedural memory (scheme net) procedures in ProcedureRepository; and network of Schemallodes in the Atomspace action selection (behavior net) propagation of STICurrency front goals to actions, and action selection process transient episodic memory• perceptual atoms entering AT with high STI., which rapidly decreases in meet cases local workspaces bubbles of interlinked Atoms with moderate impor- tance, focused on by a subset of MindAgents (defined in Chapter 19 of Part 2) for a period of time perceptual associative memory HebbianLinks in the AT sensory memory spaceserver/timeserver, plus auxiliary• stores for other senses sensorimotor memory Atoms storing record of actions taken, linked in with Atoms indexed in sensory memory CogPrime Table 4.1 CogPrime Analogues of Key LIDA Features Each demand is assumed to come with a certain "target level" or "target range" (and these may fluctuate over time, or may change as a system matures and develops). An Urge is said to develop when a demand deviates from its target range: the urge then seeks to return the demand to its target range. For instance, in an animal-like agent the demand related to food is more clearly described as "fullness," and there is a target range indicating that the agent is neither too hungry nor too full of food. If the agent's fullness deviates from this range, an Urge to return the demand to its target range arises. Similarly, if an agent's novelty deviates from its target range, this means the agent's life has gotten either too boring or too disconcertingly weird, and the agent gets an Urge for either more interesting activities (in the case of below-range novelty) or more familiar ones (in the case of above-range novelty). There is also a primitive notion of Pleasure (and its opposite, displeasure), which is consid- ered as different from the complex emotion of "happiness." Pleasure is understood as associated with Urges: pleasure occurs when an Urge is (at least partially) satisfied, whereas displeasure occurs when an urge gets increasingly severe. The degree to which an Urge is satisfied is not necessarily defined instantaneously; it may be defined, for instance, as a time-decaying weighted average of the proximity of the demand to its target range over the recent past. So, for instance if an agent is bored and gets a lot of novel stimulation, then it experiences some pleasure. If it's bored and then the monotony of its stimulation gets even more extreme, then it experiences some displeasure. Note that, according to this relatively simplistic approach, any decrease in the amount of dissatisfaction causes some pleasure; whereas if everything always continues within its accept- able range, there isn't any pleasure. This may seem a little counterintuitive, but it's important to understand that these simple definitions of "pleasure" and "displeasure" are not intended to fully capture the natural language concepts assnriated with those words. The natural language terms are used here simply as heuristics to convey the general character of the processes in- EFTA00623865 90 4 Brief Survey of Cognitive Architectures Protocol and Situation Memory Perception Ii Modulators Action selection Planning Currently active motive Motive selection Urges (Drives) Adion execution Fig. 4.14: High-Level Architecture of the Psi Model volved. These are very low level processes whose analogues in human experience are largely below the conscious level. A Goal is considered as a statement that the system may strive to make true at some future time. A Motive is an (urge, goal) pair, consisting of a goal whose satisfaction is predicted to imply the satisfaction of some urge. In fact one may consider Urges as top-level goals, and the agent's other goals as their subgoals. In Psi an agent has one "ruling motive" at any point in time, but this seems an oversimpli- fication more applicable to simple animals than to human-like or other advanced Al systems. In general one may think of different motives having different weights indicating the amount of resources that will be spent on pursuing them. Emotions in Psi are considered as complex systemic response-patterns rather than explicitly constructed entities. An emotion is the set of mental entities activated in response to a certain set of urges. Dorner conceived theories about how various common emotions emerge from the dynamics of urges and motives as described in the Psi model. "Intentions" are also considered as composite entities: an intention at a given point in time consists of the active motives, together with their related goals. behavior programs and so forth. EFTA00623866 4.5 Globalist versus Locolist Representations 91 The basic logic of action in Psi is carried out by "triples" that are very similar to CogPrime's Context A Procedure -> Goal triples. However, an important role is played by four modulators that control how the processes of perception, cognition and action selection are regulated at a given time: • activation, which determines the degree to which the agent is focused on rapid, intensive activity versus reflective, cognitive activity • resolution level, which determines how accurately the system tries to perceive the world • certainty, which determines how hard the system tries to achieve definite, certain knowledge • selection threshold, which determines how willing the system is to change its choice of which goals to focus on These modulators characterize the system's emotional and cognitive state at a very abstract level; they axe not emotions per se, but they have a large effect on the agent's emotions. Their intended interaction is depicted in Figure 4.15. Eacency annals Satan Exiaccalcs Inefficercy Sgrels Securing aoluvior Acciuston ci On:isnot Struts Cortanty Uncortstnty Signals &gnats (COnfkrrellen IDSCOcifinnatbn of Expectabons) of Expoctabon) Monadic eraattkin %whom/ We Bsb *. lhadaillan tea caw lAciavalors Fig. 4.15: Primary Interrelationships Between Psi Modulators 4.5.11 The Emergence of Emotion in the Psi Model We now briefly review the specifics of how Psi models the emergence of emotion. The basic idea is to define a small set of proto-emotional dimensions in terms of basic Urges and modulators. Then, emotions are identified with regions in the space spanned by these dimensions. The simplest approach uses a six-dimensional continuous space: 1. pleasure EFTA00623867 92 4 Brief Survey of Cognitive Architectures 2. arousal 3. resolution level 4. selection threshold (i.e. degree of dominance of the leading motive) 5. level of background checks (the rate of the securing behavior) 6. level of goal-directed behavior Figure 4.16 shows how the latter 5 of these dimensions are derived from underlying urges and modulators. Note that these dimensions are not orthogonal; for instance resolution is mainly in- versely related to arousal. Additional dimensions are also discussed, for instance it is postulated that to deal with social emotions one may wish to introduce two more demands corresponding to inner and outer obedience to social norms, and then define dimensions in terms of these. Importance: leaning Melva) al Motives Fig. 4.16: Five Proto-Emotional Dimensions Implicit in the Psi Model Specific emotions are then characterized in terms of these dimensions. According to [Baal% for instance, "Anger ... is characterized by high arousal, low resolution, strong motive dominance, few background checks and strong goal-orientedness; sadness by low arousal, high resolution, strong dominance, few background-checks and low goal-orientedness." I'm a bit skeptical of the contention that these dimensions fully characterize the relevant emotions. Anger for instance seems to have some particular characteristics not implied by the above list of dimensional values. The list of dimensional values associated with anger doesn't tell us that an angry person is more likely to punch someone than to bounce up and down, for example. However, it does seem that the dimensional values associated with an emotion are EFTA00623868 4.5 Globslist versus Localist Representations 93 informative about the emotion, so that positioning an emotion on the given dimensions tells one a lot. 4.5.12 Knowledge Representation, Action Selection and Planning in Psi In addition to the basic motivation/emotion architecture of Psi, which has been adopted (with some minor changes) for use in CogPrime, Psi has a number of other aspects that are somewhat different from their CogPrime analogues. First of all, on the micro level, Psi represents knowledge using structures called "quads." Each quad is a cluster of 5 neurons containing a core neuron, and four other neurons representing before/after and part-of/has-part relationships in regard to that core neuron. Quads are natu- rally assembled into spatiotemporal hierarchies, though they are not required to form part of such a structure. Psi stores knowledge using quads arranged in three networks, which are conceptually similar to the networks in Albus's 4D/RCS and Arel's DeSTIN architectures: • A sensory network, which stores declarative knowledge: schemas representing images, ob- jects, events and situations as hierarchical structures. • A motor network, which contains procedural knowledge by way of hierarchical behavior programs • A motivational network handling demands Perception in Psi, which is centered in the sensory, network, follows principles similar to DeSTIN (which are shared also by other systems), for instance the principle of perception as prediction. Psi's "HyPercept" mechanism performs hypothesis-basal perception: it attempts to predict what is there to be perceived and then attempts to verify these predictions using sen- sation and memory. Furthermore HyPercept is intimately coupled with actions in the external world, according to the concept of "Neisser's perceptual cycle," the cycle between exploration and representation of reality. Perceptually acquired information is translated into schemas ca- pable of guiding behaviors, and these are enacted (sometimes affecting the world in significant ways) and in the process used to guide further perception. Imaginary perceptions are handled via a "mental stage" analogous to CogPrime's internal simulation world. Action selection in Psi works based on what are called "triplets," each of which consists of • a sensor schema (pre-conditions, "condition schema"; like CogPrime's "context") • a subsequent motor schema (action, effector; like CogPrime's "procedure") • a final sensor schema (post-conditions, expectations; like an CogPrime predicate or goal) What distinguishes these triplets from classic production rules as used in (say) Soar and ACT-R is that the triplets may be partial (some of the three elements may be missing) and may be uncertain. However, there seems no fundamental difference between these triplets and CogPrime's concept/procedure/goal triplets, at a high level; the difference lies in the underlying knowledge representation used for the schemata, and the probabilistic logic used to represent the implication. The work of figuring out what schema to execute to achieve the chosen goal in the current context is done in Psi using a combination of processes called the "Rasmussen ladder" (named EFTA00623869 94 4 Brief Survey of Cognitive Architectures after Danish psychologist Jens Rasmussen). The Rasmussen ladder describes the organization of action as a movement between the stages of skill-based behavior, rule-based behavior and knowledge-based behavior, as follows: • If a given task amounts to a trained routine, an automatism or skill is activated; it can usually be executed without conscious attention and deliberative control. • If there is no automatism available, a course of action might be derived from rules; before a known set of strategies can be applied, the situation has to be analyzed and the strategies have to be adapted. • In those cases where the known strategics are not applicable, a way of combining the available manipulations (operators) into reaching a given goal has to be explored at first. This stage usually requires a recomposition of behaviors, that is, a planning process. The planning algorithm used in the Psi and MicroPsi implementations is a fairly simple hill-climbing planner. While it's hypothesized that a more complex planner may be needed for advanced intelligence, part of the Psi theory is the hypothesis that most real-life planning an organism needs to do is fairly simple, once the organism has the right perceptual representations and goals. 4.5.13 Psi versus CogPrime On a high level, the similarities between Psi and CogPrime are quite strong: • interlinkecl declarative, procedural and intentional knowledge structures, represented using neural-symbolic methods (though, the knowledge structures have somewhat different high- level structures and low-level representational mechanisms in the two systems) • perception via prediction and perception/action integration • action selection via triplets that resemble uncertain, potentially partial production rules • similar motivation/emotion framework, since CogPrime incorporates a variant of Psi for this On the nitty-gritty level there are many differences between the systems, but on the big- picture level the main difference lies in the way the cognitive synergy principle is pursued in the two different approaches. Psi and MicroPsi rely on very simple learning algorithms that are closely tied to the "quad" neurosymbolic knowledge representation, and hence interoperate in a fairly natural way without need for subtle methods of "synergy engineering." CogPrime uses much more diverse and sophisticated learning algorithms which thus require more sophisticated methods of interoperation in order to achieve cognitive synergy. EFTA00623870 Chapter 5 A Generic Architecture of Human-Like Cognition 5.1 Introduction When writing the first draft of this book, some years ago, we had the idea to explain CogPrime by aligning its various structures and processes with the ones in the "standard architecture diagram" of the human mind. After a bit of investigation, though, we gradually came to the realization that no such thing existed. There was no standard flowchart or other sort of di- agram explaining the modern consensus on how human thought works. Many such diagrams existed, but each one seemed to represent some particular focus or theory, rather than an overall integrative understanding. Since there are multiple opinions regarding nearly every aspect of human intelligence, it would be difficult to get two cognitive scientists to fully agree on every aspect of an overall human cognitive architecture diagram. Prior attempts to outline detailed mind architectures have tended to follow highly specific theories of intelligence, and hence have attracted only moderate interest from researchers not adhering to these theories. An example is Minsky's work presented in The Emotion Machine IM MOM which arguably does constitute an architecture diagram for the human mind, but which is only loosely grounded in current empirical knowledge and stands more as a representation of Minsky's own intuitive understanding. But nevertheless, it scented to us that a reasonable attempt at an integrative, relatively theory-neutral "human cognitive architecture diagram" would be better than nothing. So nat- urally, we took it on ourselves to create such a diagram. This chapter is the result - it draws on the thinking of a number of cognitive science and AGI researchers, integrating their perspectives in a coherent, overall architecture diagram for human, and human-like, general intelligence. The specific architecture diagram of CogPrime, given in Chapter 6 below, may then be understood as a particular instantiation of this generic architecture diagram of human-like cognition. There is no getting around the fact that, to a certain extent, the diagram presented here reflects our particular understanding of how the mind works. However, it was intentionally constructed with the goal of not being just an abstracted version of the CogPrime architecture diagram! It does not reflect our own idiosyncratic understanding of human intelligence, as much as a combination of understandings previously presented by multiple researchers (including ourselves), arranged according to our own taste in a manner we find conceptually coherent. With this in mind, we call it the "Integrative Human-Like Cognitive Architecture Diagram," or for short "the integrative diagram." We have made an effort to ensure that as many pieces of the integrative diagram as possible are well grounded in psychological and even neuroscientific 95 EFTA00623871 96 5 A Ceneric Architecture of Human-Like Cognition data, rather than mainly embodying speculative notions; however, given the current state of knowledge, this could not be done to a complete extent, and there is still some speculation involved here and there. While based on understandings of human intelligence, the integrative diagram is intended to serve as an architectural outline for human-like general intelligence more broadly. For example, CogPrime is explicitly not intended as a precise emulation of human intelligence, and does many things quite differently than the human mind, yet can still fairly straightforwardly be mapped into the integrative diagram. The integrative diagram focuses on structure, but this should not be taken to represent a valuation of structure over dynamics in our approach to intelligence. Following chapters treat various dynamical phenomena in depth. 5.2 Key Ingredients of the Integrative Human-Like Cognitive Architecture Diagram The main ingredients we've used in assembling the integrative diagram are as follows: • Our own views on the various types of memory critical for human-like cognition, and the need for tight, "synergetic" interactions between the cognitive processes focused on these • Aaron Sloman's high-level architecture diagram of human intelligence ISIO0 II, drawn from his CogAff architecture, which strikes me as a particularly clear embodiment of "modern common sense" regarding the overall architecture of the human mind. We have added only a couple items to Sloman's high-level diagram, which we felt deserved an explicit high-level role that he did not give them: emotion, language and reinforcement. • The LIDA architecture diagram presented by Stan Franklin and Bernard Ikuirs [13F09J. We think LIDA is an excellent model of working memory and what Sloman calls "reactive processes", with well-researched grounding in the psychology and neuroscience literature. We have adapted the LIDA diagram only very slightly for use here, changing some of the terminology on the arrows, and indicating where parts of the LIDA diagram indicate processes elaborated in more detail elsewhere in the integrative diagram. • The architecture diagram of the Psi model of motivated cognition, presented by Jcscha Bach in [Bac091 based on prior work by Dietrich Dorner [Diir02]. This diagram is presented without significant modification; however it should be noted that Bach and Dorner present this diagram in the context of larger and richer cognitive models, the other aspects of which are not all incorporated in the integrative diagram. • James Albus's three-hierarchy model of intelligence IAM011, involving coupled perception, action and reinforcement hierarchies. Albus's model, utilized in the creation of intelligent unmanned automated vehicles, is a crisp embodiment of many ideas emergent from the field of intelligent control systems. • Deep learning networks as a model of perception (and action and reinforcement learning), as embodied for example in the work of Itamar Arel EARC09] and Jeff Hawkins 11113061. The integrative diagram adopts this as the basic model of the perception and action subsystems of human intelligence. Language understanding and generation are also modeled according to this paradigm. EFTA00623872 5.3 An Architecture Diagram for Human-Like General Intelligence 97 One possible negative reaction to the integrative diagram might be to say that it's a kind of Frankenstein monster diagram, piecing together aspects of different theories in a way that violates the theoretical notions underlying all of them! For example, the integrative diagram takes LIDA as a model of working memory and reactive processing, but from the papers on LIDA it's unclear whether the creators of LIDA construe it more broadly than that. The deep learning community tends to believe that the architecture of current deep learning networks, in itself, is close to sufficient for human-level general intelligence - whereas the integrative diagram appropriates the ideas from this community mainly for handling perception, action and language, etc. On the other hand, in a more positive perspective, one could view the integrative diagram as consistent with LIDA, but merely providing much more detail on some of the boxes in the LIDA diagram (e.g. dealing with perception and long-term memory). And one could view the integrative diagram as consistent with the deep learning paradigm - via viewing it, not as a description of components to be explicitly implemented in an AGI system, but rather as a description of the key structures and processes that must emerge in deep learning network, based on its engagement with the world, in order for it to achieve human-like general intelligence. Our own view, underlying the creation of the integrative diagram, is that different commu- nities of cognitive science researchers have focused on different aspects of intelligence, and have thus each created models that are more fully fleshed out in some aspects than others. But these various models all link together fairly cleanly, which is not surprising as they are all grounded in the same data regarding human intelligence. Many judgment calls mast be made in fusing multiple models in the way that the integrative diagram does, but we feel these can be made without violating the spirit of the component models. In assembling the integrative diagram, we have made these judgment calls as best we can, but we're well aware that different judgments would also be feasible and defensible. Revisions are likely as time goes on, not only due to new data about human intelligence but also to evolution of understanding regarding the best approach to model integration. Another possible argument against the ideas presented here is that there's nothing new - all the ingredients presented have been given before elsewhere. To this our retort is to quote Pascal: "Let no one say that I have said nothing new ... the arrangement of the subject is new." The various architecture diagrams incorporated into the integrative diagram are either extremely high level (Sloman's diagram) or focus primarily on one aspect of intelligence, treating the others very concisely by summarizing large networks of distinction structures and processes in small boxes. The integrative diagram seeks to cover all aspects of human-like intelligence at a roughly equal granularity - a different arrangement. This kind of high-level diagramming exercise is not precise enough, nor dynamics-focused enough, to serve as a guide for creating human-level or more advanced AGI. But it can be a useful tool for explaining and interpreting a concrete AGI design, such as CogPrime. 5.3 An Architecture Diagram for Human-Like General Intelligence The integrative diagram is presented here in a series of seven Figures. Figure 5.1 gives a high-level breakdown into components, based on Sloman's high-level cognitive-architectural sketch iffio0 1 I. This diagram represents, roughly speaking, "modern com- mon sense" about how a human-like mind is architected. The separation between structures EFTA00623873 98 5 A Generic Architecture of Human-Like Cognition HIGH LEVEL MIND ARCHITECTURE E C e p T b N $ U $ Y T E META COGNITIVE 4.-12. PROCESSES f SELF/SOCIAL REACTIVE PROCESSES ENVIRONMENT REINFORCEMENT A C N $ E N U Fig. 5.1: High-Level Architecture of a Human-Like Mind and processes, embodied in having separate boxes for Working Memory vs. Reactive Processes, and for Long Term Memory vs. Deliberative Processes, could be viewed as somewhat artificial, since in the human brain and most AGI architectures, memory and processing are closely inte- grated. However, the tradition in cognitive psychology is to separate out Working Memory and Long Term Memory from the cognitive processes acting thereupon, so we have adhered to that convention. The other changes from Sloman's diagram are the explicit inclusion of language, representing the hypothesis that language processing is handled in a somewhat special way in the human brain; and the inclusion of a reinforcement component parallel to the perception and action hierarchies, as inspired by intelligent control systems theory (e.g. Albus as mentioned above) and deep learning theory. Of course Sloman's high level diagram in its original form is intended as inclusive of language and reinforcement, but we felt it made sense to give them more emphasis. Figure 5.2, modeling working memory and reactive processing, is essentially the LIDA di- agram as given in prior papers by Stan Franklin, Bernard Baars and colleagues IBF091. The boxes in the upper left corner of the LIDA diagram pertain to sensory, and motor processing, which LIDA does not handle in detail, and which are modeled more carefully by deep learning theory. The bottom left corner box refers to action selection, which in the integrative diagram is modeled in more detail by Psi. The top right corner box refers to Long-Term Memory, which the integrative diagram models in more detail as a synergetic multi-memory system (Figure 5.4). The original LIDA diagram refers to various "codelets", a key concept in LIDA theory. We have replaced "attention codelets" here with "attention flow", a more generic term. We suggest one can think of an attention codelet as: a piece of information stating that, for a certain group of items, it's currently pertinent to pay attention to this group as a collective. EFTA00623874 5.3 An Architecture Diagram for Human-Like General Intelligence 99 LOWER LEVEL PORTIONS OF PERCEPTION/ACTION SUBSYSTEMS SENSORNOTOR MEMORY ACTION SELECTION SENSORY MEMORY PERCEPTUAL ASSOCIATIVE MEMORY TRANSIENT EINSOO1 MEMORY ACTIVE PROCEMPAL MEMORY consoidation LONG TUIM MEMORY GLOBAL WORKSPACE Fig. 5.2: Architecture of Working Memory and Reactive Processing, closely modeled on the LIDA architecture Figure 5.3, modeling motivation and action selection, is a lightly modified version of the Psi diagram from Joscha Bach's book Principles of Synthetic Intelligence taac091. The main difference from Psi is that in the integrative diagram the Psi motivated action framework is embedded in a larger, more complex cognitive model. Psi comes with its own theory of working and long-term memory, which is related to but different from the one given in the integrative diagram - it views the multiple memory types distinguished in the integrative diagram as emergent from a common memory substrate. Psi comes with its own theory of perception and action, which seems broadly consistent with the deep learning approach incorporated in the integrative diagram. Psi's handling of working memory lacks the detailed, explicit workflow of LIDA, though it seems broadly conceptually consistent with LIDA. In Figure 5.3, the box labeled "Other portions of working memory" is labeled "Protocol and situation memory" in the original Psi diagram. The Perception, Action Execution and Action Selection boxes have fairly similar semantics to the similarly labeled boxes in the LIDA-like Figure 5.2, so that these diagrams may be viewed as overlapping. The LIDA model doesn't explain action selection and planning in as much detail as Psi, so the Psi-like Figure 5.3 could be viewed as an elaboration of the action-selection portion of the LIDA-like Figure 5.2. In Psi, reinforcement is considered as part of the learning process involved in action selection and planning; in Figure 5.3 an explicit "reinforcement box" has been added to the original Psi diagram, to emphasize this. Figure 5.4, modeling long-term memory, and deliberative processing, is derived from our own prior work studying the "cognitive synergy" between different cognitive processes associated with different types of memory. The division into types of memory is fairly standard. Declarative, procedural, episodic and sensorimotor memory are routinely distinguished: we like to distinguish attentional memory, and intentional (goal) memory as well, and view these as the interface between long-term memory and the mind's global control systems. One focus of our AGI design work has been on designing learning algorithms, corresponding to these various types of memory, EFTA00623875 100 5 A Ceneric Architecture of Human-Like Cognition ocher portions of working memory I Perception Cisloduistors Action selection Planning =on Motive selection Urges (Drives) reinforcement Fig. 5.3 Architecture of Motivated Action ALL DIE DELIBERATIVE PROCESSES ARE REGOLATE0 BY EMOTION, ATTENTION WOOXIYG MEMORY Fig. 5.4: Architecture of Long-Term Memory and Deliberative and Metacognitive Thinking that interact with each other in a synergetic way roe09cl, helping each other to overcome their intrinsic combinatorial explosions. There is significant evidence that these various types of long-term memory are differently implemented in the brain, but the degree of structure and dynamical commonality underlying these different implementations remains unclear. EFTA00623876 5.3 An Architecture Diagram for Human-Like General Intelligence 101 Each of these long-term memory types has its analogue in working memory as well. In some cognitive models, the working memory and long-term memory versions of a memory type and corresponding cognitive processes, are basically the same thing. CogPrime is mostly like this - it implements working memory as a subset of long-term memory consisting of items with particularly high importance values. The distinctive nature of working memory is enforced via using slightly different dynamical equations to update the importance values of items with importance above a certain threshold. On the other hand, many cognitive models treat working and long term memory as more distinct than this, and there is evidence for significant functional and anatomical distinctness in the brain in some cases. So for the purpose of the integrative diagram, it seemed best to leave working and long-term memory subcomponents as parallel but distinguished. Figure 5.4 also encompasses metacognition, under the hypothesis that in human beings and human-like minds, metacognitive thinking is carried out acing basically the same processes as plain ordinary deliberative thinking, perhaps with various tweaks optimizing them for thinking about thinking. If it turns out that humans have, say, a special kind of reasoning faculty exclusively for metacognition, then the diagram would need to be modified. Modeling of self and others is understood to occur via a combination of metacognition and deliberative thinking, as well as via implicit adaptation based on reactive processing. PERCEPTUAL SUBSYSTEMS MORE ABS1PACT ASPECTS Of SENSORIMOTOR MEMORY Fig. 5.5: Architecture for Multimodal Perception Figure 5.5 models perception, according to the basic ideas of deep learning theory. Vision and audition are modeled as deep learning hierarchies. with bottom-up and top-down dynamics. The lower layers in each hierarchy refer to more localized patterns recognized in, and abstracted from, sensory data. Output from these hierarchies to the rest of the mind is not just through the top layers, but via some sort of sampling from various layers, with a bias toward the top layers. The different hierarchies cross-connect, and are hence to an extent dynamically coupled together. It is also recognized that there are some sensory modalities that aren't strongly hierarchical, e.g EFTA00623877 102 5 A Generic Architecture of Human-Like Cognition touch and smell (the latter being better modeled as something like an asymmetric Hopfield net, prone to frequent chaotic dynamics ILIAV*051) - these may also cross-connect with each other and with the more hierarchical perceptual subnetworks. Of course the suggested architecture could include any number of sensory modalities; the diagram is restricted to four just for simplicity. The self-organized patterns in the upper layers of perceptual hierarchies may become quite complex and may develop advanced cognitive capabilities like episodic memory, reasoning, lan- guage learning, etc. A pure deep learning approach to intelligence argues that all the aspects of intelligence emerge from this kind of dynamics (among perceptual, action and reinforcement hierarchies). Our own view is that the heterogeneity of human brain architecture argues against this perspective, and that deep learning systems are probably better as models of perception and action than of general cognition. However, the integrative diagram is not committed to our perspective on this - a deep-learning theorist could accept the integrative diagram, but argue that all the other portions besides the perceptual, action and reinforcement hierarchies should be viewed as descriptions of phenomena that emerge in these hierarchies due to their interaction. ACTION AND REINFORCFMFNT CI niSYSIEM MORE ABSTRACT ASPECTS OF SENSORY-MOTOR MEMORY MOTOR PLANNING MOTIVATION/ HIGHER LEVEL ACTION SELECTION RIGHT ARM RIGHT LEG HIERARCHY HIERARCHY REINFORCEMENT HIERARCHY PERCEPTION HIERARCHY Fig. 5.6: Architecture for Action and Reinforcement Figure 5.6 shows an action subsystem and a reinforcement subsystem, parallel to the per- ception subsystem. Two action hierarchies, one for an arm and one for a leg, are shown for EFTA00623878 5.3 An Architecture Diagram for Human-Like General Intelligence 103 concreteness, but of course the architecture is intended to be extended more broadly. In the hierarchy corresponding to an arm, for example, the lowest level would contain control patterns corresponding to individual joints, the next level up to groupings of joints (like fingers), the next level up to larger parts of the arm (hand, elbow). The different hierarchies corresponding to different body parts cross-link, enabling coordination among body parts; and they also con- nect at multiple levels to perception hierarchies, enabling sensorimotor coordination. Finally there is a module for motor planning, which links tightly with all the motor hierarchies. and also overlaps with the more cognitive, inferential planning activities of the mind, in a manner that is modeled different ways by different theorists. Albus EANI011 has elaborated this kind of hierarchy quite elaborately. The reward hierarchy in Figure 5.6 provides reinforcement to actions at various levels on the hierarchy, and includes dynamics for propagating information about reinforcement up and down the hierarchy. LANGLIAit froJef EEE tl 0141/4 01.4 COMMA. (VIA MtIOIOIA Dtlail0.0 ,4 PeOCentS) Fig. 5.7: Architecture for Language Processing Figure 5.7 deals with language, treating it as a special case of coupled perception and action. The traditional architecture of a computational language comprehension system is a pipeline NMI !Coe lOdl, which is equivalent to a hierarchy with the lowest-level linguistic features (e.g. sounds, words) at the bottom, and the highest level features (semantic abstractions) at the top, and syntactic features in the middle. Feedback connections enable semantic and cognitive mod- ulation of lower-level linguistic processing. Similarly, language generation is commonly modeled hierarchically, with the top levels being the ideas needing verbalization. and the bottom level corresponding to the actual sentence produced. In generation the primary flow is top-down, with bottom-up flow providing modulation of abstract concepts by linguistic surface forms. So, that's it - an integrative architecture diagram for human-like general intelligence, split among seven different pictures, formed by judiciously merging together architecture diagrams produced via a number of cognitive theorists with different, overlapping foci and research paradigms. Is anything critical left out of the diagram? A quick perusal of the table of contents of cognitive psychology textbooks suggests to me that if anything major is left out, it's also unknown to current cognitive psychology. However, one could certainly make an argument for explicit inclusion of certain other aspects of intelligence, that in the integrative diagram are EFTA00623879 104 5 A Ceneric Architecture of Human-Like Cognition left as implicit emergent phenomena. For instance, creativity is obviously very important to intelligence, but, there is no "creativity" box in any of these diagrams - because in our view, and the view of the cognitive theorists whose work we've directly drawn on here, creativity is best viewed as a process emergent from other processes that are explicitly included in the diagrams. 5.4 Interpretation and Application of the Integrative Diagram A tongue-partly-in-cheek definition of a biological pathway is "a subnetwork of a biological network, that fits on a single journal page." Cognitive architecture diagrams have a similar property - they are crude abstractions of complex structures and dynamics, sculpted in ac- cordance with the size of the printed page, and the tolerance of the human eye for absorbing diagrams, and the tolerance of the human author for making diagrams. However, sometimes constraints - even arbitrary ones - are useful for guiding creative ef- forts, due to the fact that they force choices. Creating an architecture for human-like general intelligence that fits in a few (okay, seven) fairly compact diagrams, requires one to make many choices about what features and relationships are most essential. In constructing the integrative diagram, we have sought to make these choices, not purely according to our own tastes in cog- nitive theory or AGI system de-sign, but according to a sort of blend of the taste and judgment of a number of scientists whose views we respect, and who seem to have fairly compatible, complementary perspectives. What is the use of a cognitive architecture diagram like this? It can help to give newcomers to the field a basic idea about what is known and suspected about the nature of human-like general intelligence. Also, it could potentially be used as a tool for cross-correlating different AGI architectures. If everyone who authored an AGI architecture would explain how their archi- tecture accounts for each of the structures and processes identified in the integrative diagram, this would give a means of relating the various AGI designs to each other. The integrative diagram could also be used to help connect AGI and cognitive psychology to neuroscience in a more systematic way. In the case of LIDA, a fairly careful correspondence has been drawn up between the LIDA diagram nodes and links and various neural structures and processes IFI308]. Similar knowledge exists for the rest of the integrative diagram, though not organized in such a systematic fashion. A systematic curation of links between the nodes and links in the integrative diagram and current neuroscience knowledge, would constitute an interesting first approximation of the holistic cognitive behavior of the human brain. Finally (and harking forward to later chapters), the big omission in the integrative diagram is dynamics. Structure alone will only get you so far, and you could build an AGI system with reasonable-looking things in each of the integrative diagram's boxes, interrelating according to the given arrows, and yet still fail to make a viable AGI system. Given the limitations the real world places on computing resources, it's not enough to have adequate representations and algorithms in all the boxes, communicating together properly and capable doing the right things given sufficient resources. Rather, one needs to have all the boxes filled in properly with structures and processes that, when they act together using feasible computing resources, will yield appropriately intelligent behaviors via their cooperative activity. And this has to do with the complex interactive dynamics of all the processes in all the different boxes - which is EFTA00623880 5.4 Interpretation and Application of the Integrative Diagram 105 something the integrative diagram doesn't touch at all. This brings us again to the network of ideas we've discussed under the name of "cognitive synergy," to be discussed later on. It might be possible to make something similar to the integrative diagram on the level of dynamics rather than structures, complementing the structural integrative diagram given here; but this would seem significantly more challenging, because we lack a standard set of tools for depicting system dynamics. Most cognitive theorists and AGI architects describe their structural ideas using boxes-and-lines diagrams of some sort, but there is no standard method for depicting complex system dynamics. So to make a dynamical analogue to the integrative diagram, via a similar integrative methodology, one would first need to create appropriate diagrammatic formalizations of the dynamics of the various cognitive theories being integrated - a fascinating but onerous task. When we first set out to make an integrated cognitive architecture diagram, via combining the complementary insights of various cognitive science and AGI theorists, we weren't sure how well it would work. But now we feel the experiment was generally a success - the resultant integrated architecture seems sensible and coherent, and reasonably complete. It doesn't come close to telling you everything you need to know to understand or implement a human-like mind — but it tells you the various processes and structures you need to deal with, and which of their interrelations are most critical. And, perhaps just as importantly, it gives a concrete way of understanding the insights of a specific but fairly diverse set of cognitive science and AGI theorists as complementary rather than contradictory. In a CogPrime context, it provides a way of tying in the specific structures and dynamics involved in CogPrime, with a more generic portrayal of the structures and dynamics of human-like intelligence. EFTA00623881 EFTA00623882 Chapter 6 A Brief Overview of CogPrime 6.1 Introduction Just as there are many different approaches to human flight - airplanes, helicopters, balloons, spacecraft, and doubtless many methods no person has thought of yet - similarly, there are likely many different approaches to advanced artificial general intelligence. All the different approaches to flight exploit the same core principles of aerodynamics in different ways; and similarly, the various different approaches to AGI will exploit the same core principles of general intelligence in different ways. In the chapters leading up to this one, we have taken a fairly broad view of the project of engineering AGI. We have presented a conception and formal model of intelligence, and described environments, teaching methodologies and cognitive and developmental pathways that we believe are collectively appropriate for the creation of AGI at the human level and ultimately beyond, and with a roughly human-like bias to its intelligence. These ideas stand alone and may be compatible with a variety of approaches to engineering AGI systems. However, they also set the stage for the presentation of CogPrime, the particular AGI design on which we are currently working. The thorough presentation of the CogPrime design is the job of Part 2 of this book - where, not only are the algorithms and structures involved in CogPrime reviewed in more detailed, but their relationship to the theoretical ideas underlying CogPrime is pursued more deeply. The job of this chapter is a smaller one: to give a high-level overview of some key aspects the CogPrime architecture at a mostly nontechnical level, so as to enable you to approach Part 2 with a little more idea of what to expect. The remainder of Part 1, following this chapter, will present various theoretical notions enabling the particulars, intent and consequences of the CogPrime design to be more thoroughly understood. 6.2 High-Level Architecture of CogPrime Figures 6.1, 6.2 , 6.4 and 6.5 depict the high-level architecture of CogPrime, which involves the use of multiple cognitive processes associated with multiple types of memory to enable an intelligent agent to execute the procedures that it believes have the best probability of working toward its goals in its current context. In a robot preschool context, for example, the 107 EFTA00623883 108 6 A Brief Overview of CogPrime top-level goals will be simple things such as pleasing the teacher, learning new information and skills, and protecting the robot's body. Figure 6.3 shows part of the architecture via which cognitive processes interact with each other, via commonly acting on the AtomSpace knowledge repository. Comparing these diagrams to the integrative human cognitive architecture diagrams given in Chapter 5, one sees the main difference is that the CogPrime diagrams commit to specific structures (e.g. knowledge representations) and processes, whereas the generic integrative archi- tecture diagram refers merely to types of structures and processes. For instance, the integrative diagram refers generally to declarative knowledge and learning, whereas the CogPrime diagram refers to PLN, as a specific system for reasoning and learning about declarative knowledge. Ta- ble 6.1 articulates the key connections between the components of the CogPrime diagram and those of the integrative diagram, thus indicating the general cognitive functions instantiated by each of the CogPrime components. 6.3 Current and Prior Applications of OpenCog Before digging deeper into the theory, and elaborating sonic of the dynamics underlying the above diagrams, we pause to briefly discuss some of the practicalities of work done with the OpenCog system currently implementing parts of the CogPrime architecture. OpenCog, the open-source software framework underlying the "OpenCogPrime" (currently partial) implementation of the CogPrime architecture, has been used for commercial applica- tions in the area of natural language processing and data mining; for instance, see ICPPG061 where OpenCogPrime's PLN reasoning and RelEx language processing are combined to do automated biological hypothesis generation based on information gathered from PubMed ab- stracts. Most relevantly to the present work, it has also been used to control virtual agents in virtual worlds IGEA081. Prototype work done during 2007-2008 involved using an OpenCog variant called the Open- PetBrain to control virtual dogs in a virtual world (see Figure 6.6 for a screenshot of an OpenPetBrain-controlled virtual dog). While these OpenCog virtual dogs did not display in- telligence closely comparable to that of real dogs (or human children), they did demonstrate a variety of interesting and relevant functionalities including: • learning new behaviors based on imitation and reinforcement • responding to natural language commands and questions, with appropriate actions and natural language replies • spontaneous exploration of their world, remembering their experiences and using them to bias future learning and linguistic interaction One current OpenCog initiative involves extending the virtual dog work via using OpenCog to control virtual agents in a game world inspired by the game Minecraft. These agents are initially specifically concerned with achieving goals in a game world via constructing structures with blocks and carrying out simple English communications. Representative example tasks would be: • Learning to build steps or ladders to get desired objects that are high up • Learning to build a shelter to protect itself from aggressors EFTA00623884 6.3 Current and Prior Applications of OpenCog 109 rut Malik MOUNIACt ilOWVORIt 01-0 1.44 PM:C*OwII. MM SION' In 1,0040 ATOMS In WACIPOILV 1 -410C0711tir , 1 y . 1 t " , a n t - . Unit AWNS MANI * MIL INC TRION VAVAS MOMS ATOM) 40MIVIINIMISO 14•10.4.04T 163W-C.Cti MOM /Mt Fig. 6.1: High-Level Architecture of CogPrime. This is a conceptual depiction, not a detailed flowchart (which would be too complex for a single image). Figures 6.2 , 6.4 and 6.5 highlight specific aspects of this diagram. • Learning to build structures resembling structures that it's shown (even if the available materials are a bit different) • Learning how to build bridges to cross chasms Of course, the AI significance of learning tasks like this all depends on what kind of feedback the system is given, and how complex its environment is. It would be relatively simple to make an Al system do things like this in a trivial and highly specialized way, but that is not the intent of the project the goal is to have the system learn to carry out tasks like this using general learning mechanisms and a general cognitive architecture, based on embodied experience and EFTA00623885 110 6 A Brief Overview of CogPrime only scant feedback from human teachers. If successful, this will provide an outstanding platform for ongoing AGI development, as well as a visually appealing and immediately meaningful demo for OpenCog. Specific, particularly simple tasks that are the focus of this project team's current work at time of writing include: • Watch another character build steps to reach a high-up object • Figure out via imitation of this that, in a different context, building steps to reach a high up object may be a good idea • Also figure out that, if it wants a certain high-up object but there are no materials for building steps available, finding some other way to get elevated will be a good idea that may help it get the object 6.3.1 lb-ansitioning from Virtual Agents to a Physical Robot Preliminary experiments have also been conducted using OpenCog to control a Nao robot as well as a virtual dog HIG081. This involves hybridizing OpenCog with a separate (but interlinked) subsystem handling low-level perception and action. In the experiments done so far, this has been accomplished in an extremely simplistic way. How to do this right is a topic treated in detail in Chapter 26 of Part 2. We suspect that reasonable level of capability will be achievable by simply interposing DeS- TIN (or some other system in its place) as a perception/action "black box" between OpenCog and a robot. Some preliminary experiments in this direction have already been carried out, con- necting the OpenPetBrain to a Nao robot using simpler, less capable software than DeSTIN in the intermediary role (off-the-shelf speech-to-text, text-to-speech and visual object recognition software). However. we also suspect that to achieve robustly intelligent robotics we mast go beyond this approach. and connect robot perception and actuation software with OpenCogPrime in a "white box" manner that allows intimate dynamic feedback between perceptual, motoric, cognitive and linguistic functions. We will achieve this via the creation and real-time utilization of links between the nodes in CogPrime's and DeSTIN's internal networks (a topic to be explored in more depth Inter in this chapter). 6.4 Memory Types and Associated Cognitive Processes in CogPrime Now we return to the basic description of the CogPrime approach, turning to aspects of the relationship between structure and dynamics. Architecture diagrams are all very well, but, ultimately it is dynamics that makes an architecture come alive. Intelligence is all about learning, which is by definition about change, about dynamical response to the environment and internal self-organizing dynamics. CogPrime relies on multiple memory, types and, as discussed above, is founded on the premise that the right course in architecting a pragmatic, roughly human-like AGI system is to handle different types of memory differently in terms of both structure and dynamics. EFTA00623886 6.4 Memory Types and Associated Cognitive Processes in CogPrime 111 CogPrime's memory types are the declarative, procedural, sensory, and episodic memory types that are widely discussed in cognitive neuroscience urcom, plus attentional memory for allocating system resources generically, and intentional memory for allocating system resources in a goal-directed way. Table 6.2 overviews these memory types, giving key references and indi- cating the corresponding cognitive processes, and also indicating which of the generic patternist cognitive dynamics each cognitive process corresponds to (pattern creation, association, etc.). Figure 6.7 illustrates the relationships between several of the key memory types in the context of a simple situation involving an OpenCogPrime-controlled agent in a virtual world. In terms of patternist cognitive theory, the multiple types of memory in CogPrime should be considered as specialized ways of storing particular types of patterns, optimized for spacetime efficiency. The cognitive processes associated with a certain type of memory deal with creating and recognizing patterns of the type for which the memory is specialized. While in principle all the different sorts of pattern could be handled in a unified memory and processing architecture, the sort of specialization used in CogPrime is necvsbary in order to achieve acceptable efficient general intelligence using currently available computational resources. And as we have argued in detail in Chapter 7, efficiency is not a side-issue but rather the essence of real-world AGI (since as Hutter has shown, if one casts efficiency aside, arbitrary levels of general intelligence can be achieved via a trivially simple program). The essence of the CogPrime design lies in the way the structures and processes associated with each type of memory are designed to work together in a closely coupled way, yielding coop- erative intelligence going beyond what could be achieved by an architecture merely containing the same structures and processes in separate "black boxes." The inter-cognitive-process interactions in OpenCog are designed so that • conversion between different types of memory is possible, though sometimes computation- ally costly (e.g. an item of declarative knowledge may with some effort be interpreted procedurally or episodically, etc.) • when a learning process concerned centrally with one type of memory encounters a situation where it learns very slowly, it can often resolve the issue by converting some of the relevant knowledge into a different type of memory: i.e. cognitive synergy 6.4.1 Cognitive Synergy in PLN To put a little meat on the bones of the "cognitive synergy" idea, discussed repeatedly in prior chapters and more extensively in latter chapters, we now elaborate a little on the role it plays in the interaction between procedural and declarative learning. While MOSES handles much of CogPrime's procedural learning, and CogPrime's internal simulation engine handles most episodic knowledge, CogPrime's primary tool for handling declarative knowledge is an uncertain inference framework called Probabilistic Logic Networks (PLN). The complexities of PLN are the topic of a lengthy technical monograph IGNIIH08], and are summarized in Chapter 34; here we will eschew most details and focus mainly on pointing out how PLN seeks to achieve efficient inference control via integration with other cognitive processes. As a logic, PLN is broadly integrative: it combines certain term logic rules with more standard predicate logic rules, and utilizes both fuzzy truth values and a variant of imprecise probabilities called indefinite probabilities. PLN mathematics tells how these uncertain truth values propagate EFTA00623887 112 6 A Brief Overview of CogPrime through its logic rules, so that uncertain premises give rise to conclusions with reasonably accurately estimated uncertainty values. This careful management of uncertainty is critical for the application of logical inference in the robotics context, where most knowledge is abstracted from experience and is hence highly uncertain. PLN can be used in either forward or backward chaining mode; and in the language intro- duced above, it can be used for either analysis or synthesis. As an example, we will consider backward chaining analysis, exemplified by the problem of a robot preschool-student trying to determine whether a new playmate -Bob" is likely to be a regular visitor to is preschool or not (evaluating the truth value of the implication Bob —> regular _visitor). The basic backward chaining process for PLN analysis looks like: 1. Given an implication L A —> B whose truth value must be estimated (for instance L E Concept A Procedure Coal as discussed above), create a list (A1, ..., An) of (inference rule, stored knowledge) pairs that might be used to produce L 2. Using analogical reasoning to prior inferences. assign each A; a probability of success • If some of the A; are estimated to have reasonable probability of success at generating reasonably confident estimates of L's truth value, then invoke Step 1 with A; in place of L (at this point the inference process becomes recursive) • If none of the Ai looks sufficiently likely to succeed, then inference has "gotten stuck" and another cognitive process should be invoked, e.g. — Concept creation may be used to infer new concepts related to A and B, and then Step 1 may be revisited, in the hope of finding a new, more promising Ai involving one of the new concepts — MOSES may be invoked with one of several special goals, e.g. the goal of finding a procedure P so that P(X) predicts whether X -t B. If MOSES finds such a procedure P then this can be converted to declarative knowledge understandable by PLN and Step 1 may be revisited.... — Simulations may be run in CogPrime's internal simulation engine, so as to observe the truth value of A r B in the simulations; and then Step 1 may be revisited.... The combinatorial explosion of inference control is combatted by the capability to defer to other cognitive processes when the inference control procedure is unable to make a sufficiently confident choice of which inference steps to take next. Note that just as MOSES may rely on PLN to model its evolving populations of procedures, PLN may rely on MOSES to create complex knowledge about the terms in its logical implications. This is just one example of the multiple ways in which the different cognitive processes in CogPrime interact synergetically; a more thorough treatment of these interactions is given in [Goe09a1. In the "new playmate" example, the interesting case is where the robot initially seems not to know enough about Bob to make a solid inferential judgment (so that none of the Ai seem particularly promising). For instance, it might carry out a number of possible inferences and not come to any reasonably confident conclusion, so that the reason none of the A; seem promising is that all the decent-looking ones have been tried already. So it might then recourse to MOSES, simulation or concept creation. For instance, the PLN controller could make a list of everyone who has been a regular visitor, and everyone who has not been, and pose MOSES the task of figuring out a procedure for distinguishing these two categories. This procedure could then be used directly to make the needed assessment, or else be translated into logical rules to be used within PLN inference. For EFTA00623888 6.5 Coal-Oriented Dynamics in CogP 113 example, perhaps MOSES would discover that older males wearing ties tend not to become regular visitors. If the new playmate is an older male wearing a tie, this is directly applicable. But if the current playmate is wearing a tuxedo, then PLN may be helpful via reasoning that even though a tuxedo is not a tie, it's a similar form of fancy dress - so PLN may extend the MOSES-learned rule to the present case and infer that the new playmate is not likely to be a regular visitor. 6.5 Goal-Oriented Dynamics in CogPrime CogPrime's dynamics has both goal-oriented and "spontaneous" aspects; here for simplicity's sake we will focus on the goal-oriented ones. The basic goal-oriented dynamic of the CogPrime system, within which the various types of memory are utilized, is driven by implications known as "cognitive schematics", which take the form Context A Procedure —> Goal < p > (summarized C A P G). Semi-formally, this implication may be interpreted to mean: "If the context C appears to hold currently, then if I enact the procedure P, I can expect to achieve the goal G with certainty p." Cognitive synergy means that the learning processes corresponding to the different types of memory actively cooperate in figuring out what procedures will achieve the system's goals in the relevant contexts within its environment. CogPrime's cognitive schematic is significantly similar to production rules in classical ar- chitectures like SOAR and ACT-R (as reviewed in Chapter 4; however, there are significant differences which are important to CogPrime's functionality. Unlike with classical production rules systems, uncertainty is core to CogPrime's knowledge representation, and each CogPrime cognitive schematic is labeled with an uncertain truth value, which is critical to its utilization by CogPrime's cognitive processes. Also, in CogPrime, cognitive schematics may be incomplete, missing one or two of the terms, which may then be filled in by various cognitive processes (generally in an uncertain way). A stronger similarity is to MicroPsi's triplets; the differences in this case are more low-level and technical and have already been mentioned in Chapter 4. Finally, the biggest difference between CogPrime's cognitive schematics and production rules or other similar constructs, is that in CogPrime this level of knowledge representation is not the only important one. CLARION ISZ0-1], as reviewed above, is an example of a cognitive architecture that uses production rules for explicit knowledge representation and then uses a totally separate subsymbolic knowledge store for implicit knowledge. In CogPrime both explicit and implicit knowledge are stored in the same graph of nodes and links, with • explicit knowledge stored in probabilistic logic based nodes and links such as cognitive schematics (see Figure 6.8 for a depiction of some explicit linguistic knowledge.) • implicit knowledge stored in patterns of activity among these same nodes and links, defined via the activity of the "importance" values (see Figure 6.9 for an illustrative example thereof) associated with nodes and links and propagated by the ECAN attention allocation process The meaning of a cognitive schematic in CogPrime is hence not entirely encapsulated in its explicit logical form, but resides largely in the activity patterns that ECAN causes its activation or exploration to give rise to. And this fact is important because the synergetic interactions of system components are in large part modulated by ECAN activity. Without the real-time EFTA00623889 114 6 A Brief Overview of CogPrime combination of explicit and implicit knowledge in the system's knowledge graph, the synergetic interaction of different cognitive processes would not work so smoothly, and the emergence of effective high-level hierarchical, heterarchical and self structures would be less likely. 6.6 Analysis and Synthesis Processes in CogPrime We now return to CogPrime's fundamental cognitive dynamics, using examples from the "virtual dog" application to motivate the discussion. The cognitive schematic Context A Procedure —> Goal leads to a conceptualization of the internal action of an intelligent system as involving two key categories of learning: • Analysis: Estimating the probability p of a posited C A P G relationship • Synthesis: Filling in one or two of the variables in the cognitive schematic, given as- sumptions regarding the remaining variables, and directed by the goal of maximizing the probability of the cognitive schematic More specifically, where synthesis Ls concerned, • The MOSES probabilistic evolutionary program learning algorithm is applied to find P, given fixed C and G. Internal simulation Ls also used, for the purpose of creating a simulation embodying C and seeing which P lead to the simulated achievement of G. - Example: A virtual dog learns a procedure P to please its owner (the goal G) in the context C where there is a ball or stick present and the owner is saying "fetch". • PLN inference, acting on declarative knowledge, is used for choosing C, given fixed P and G (also incorporating sensory and episodic knowledge as appropriate). Simulation may also be used for this purpose. - Example: A virtual dog wants to achieve the goal G of getting food, and it knows that the procedure P of begging has been successful at this before, so it seeks a context C where begging can be expected to get it food. Probably this will be a context involving a friendly person. • PLN-based goal refinement is used to create new subgoals C to sit on the right hand side of instances of the cognitive schematic. - Example: Given that a virtual dog has a goal of finding food, it may learn a subgoal of following other dogs, due to observing that other dogs are often heading toward their food. • Concept formation heuristics are used for choosing G and for fueling goal refinement, but especially for choosing C (via providing new candidates for C). They are also used for choosing P, via a process called "predicate schematization" that turns logical predicates (declarative knowledge) into procedures. - Example: At first a virtual dog may have a hard time predicting which other dogs are going to be mean to it But it may eventually observe common features among a number of mean dogs, and thus form its own concept of "sit bull," without anyone ever teaching it this concept explicitly. EFTA00623890 6.6 Analysis and Synthesis Processes in CogP 115 Where analysis is concerned: • PLN inference, acting on declarative knowledge, is used for estimating the probability of the implication in the cognitive schematic, given fixed C, P and G. Episodic knowledge is also used in this regard, via enabling estimation of the probability via simple similarity matching against past experience. Simulation is also used: multiple simulations may be run, and statistics may be captured therefrom. - Example: To estimate the degree to which asking Bob for food (the procedure P is "asking for food", the context C is "being with Bob") will achieve the goal G of getting food, the virtual dog may study its memory to see what happened on previous occasions where it or other dogs asked Bob for food or other things, and then integrate the evidence from these occasions. • Procedural knowledge, mapped into declarative knowledge and then acted on by PLN in- ference, can be useful for estimating the probability of the implication CAP G, in cases where the probability of C A Pi r G is known for some Pi related to P. - Example: knowledge of the internal similarity between the procedure of asking for food and the procedure of asking for toys, allows the virtual dog to reason that if asking Bob for toys has been successful, maybe asking Bob for food will be successful too. • Inference, acting on declarative or sensory knowledge, can be useful for estimating the probability of the implication C A P G, in cases where the probability of C1 AP —)G is known for some CI related to C. - Example: if Bob and Jim have a lot of features in common, and Bob often responds positively when asked for food, then maybe Jim will too. • Inference can be used similarly for estimating the probability of the implication CAP 0, in cases where the probability of C A P GI is known for some G1 related to G. Concept creation can be useful indirectly in calculating these probability estimates, via providing new concepts that can be used to make useful inference trails more compact and hence easier to construct. - Example: The dog may reason that because Jack likes to play, and Jack and Jill are both children, maybe Jill likes to play too. It can carry out this reasoning only if its concept creation process has invented the concept of "child" via analysis of observed data. In these examples we have focused on cases where two terms in the cognitive schematic are fixed and the third must be filled in; but just as often, the situation is that only one of the terms is fixed. For instance, if we fix G, sometimes the best approach will be to collectively learn C and P. This requires either a procedure learning method that works interactively with a declarative-knowledge-focused concept learning or reasoning method; or a declarative learning method that works interactively with a procedure learning method. That is, it requires the sort of cognitive synergy built into the CogPrime design. EFTA00623891 116 6 A Brief Overview of CogPrime 6.7 Conclusion To thoroughly describe a comprehensive, integrative AGI architecture in a brief chapter would be an impossible task; all we have attempted here is a brief overview, to be elaborated on in the 800-odd pages of Part 2 of this book. We do not expect this brief summary to be enough to convince the skeptical reader that the approach described here has a reasonable odds of success at achieving its stated goals, or even of fulfilling the conceptual notions outlined in the preceding chapters. However, we hope to have given the reader at least a rough idea of what sort of AG1 design we are advocating, and why and in what sense we believe it can lead to advanced artificial general intelligence. For more details on the structure, dynamics and underlying concepts of CogPrime, the reader is encouraged to proceed to Part 2- after completing Part 1, of course. Please be patient - building a thinking machine is a big topic, and we have a lot to say about it! EFTA00623892 6.7 Conclusion 117 IrISOOK c (atHIPSITIOITAI) 00400IIK KAAIOCIATIVt) I OILY eliNCITY VOA %PAC( ("It...X""" 00.1 ITA,OSSTOI. 040"4.! Ai." CLITOSLAC 0.0(1.0•04 •TOTIUT siTHAATIOTT OKTIMA 4.01.10DIC IIITCGOING 'aka 0.1.0•01.1011• INALOOING —t [ A u rt tolitio. (KATI.'" LAYKLIK ("AAR.late •U• INIOSANT.STK IliortaINAS ea( AAAAA Iv./ KHAKI IC •TOITI. 4 4 TATOCIOuott moon NoTOR 0.000 ,Leit ATOMS III Mal "TONS x MW ATOMS •sa Toitono ("Ors An "ALEC VVVVVV u yi..•TONS, DIATOCATO (V • PITOCtOote sae TOTAHIAN ATOMS , IleettANCE vAtITIS ` I 05` d MONS "TOM fame ATOMS NAvr On( Saw VAIN" I ONIA Pal MUSS "ATTAIN THATIOcila ATOM SPAR /c\ /c\ / \ /c\ /c\ PITKrintOis siiitiactv \=-1-% i l l < 1 3 0 1 \ 4 , 1 4 - . ` / \Toori..yo. 'Cr \ le ICITSOTIS ACTuATOTTS Fig. 6.2: Key Explicitly Implemented Processes of CogPrime . The large box at the center is the Atomspace, the system's central store of various forms of (long-term and working) memory, which contains a weighted labeled hypergraph whose nodes and links are "Atoms" of various sorts. The hexagonal boxes at the bottom denote various hierarchies devoted to recog- nition and generation of patterns: perception, action and linguistic. Intervening between these recognition/generation hierarchies and the Atomspace, we have a pattern mining/imprinting component (that recognizes patterns in the hierarchies and passes them to the Atomspace; and imprints patterns from the Atomspace on the hierarchies); and also OpenPsi, a special dynam- ical framework for choosing actions based on motivations. Above the Atomspace we have a host of cognitive processes, which act on the Atomspace, some continually and some only as context dictates, carrying out various sorts of learning and reasoning (pertinent to various sorts of memory) that help the system fulfill its goals and motivations. EFTA00623893 118 6 A Brief Overview of CogPrime Atom %QM C Mind Agents Mind Agents Mind Agents Fig. 6.3: MindAgents al d AtomSpace in OpenCog. This is a conceptual depiction of one way cognitive processes may interact in OpenCog - they may be wrapped in MindAgent objects, which interact via cooperatively acting on the AtomSpace. EFTA00623894 6.7 Conclusion 119 ( [11101:::, affIX.IATIVE) 1 ( @AAUP ha s 1 ( 1•0•11.4 srylitClOttit litAPIMIC it IIIIAMOOD3 CWYILCIRG POI KKL •Nodialkil C =I %\ce.ROIPIP):::/ /' I 4 (AWL.%) aligre44004) Man 1 e•11140011.4 WW2 NIS IOWA/ION =s ' i• I 4 DICILANAtIvt/ SINAMIC•10/t) A PlkaCtOuitt LION V MOMS L L MONS M=1 V DIMON, AV . Nan 5,10.0 4 iiI40 LON* II.. % 134•001Inna VALANS ,' Unit 51044$ MANI IIMCI* 1•OO fieLINO TIMM %MARS LIONS ATOM) l= 40..4•10n IS= Fig. 6.4: Links Between Cognitive Processes and the Atomspace. The cognitive pro- cessm depicted all act on the Atomspace, in the sense that they operate by observing certain Atoms in the Atomspace and then modifying (or in rare cases deleting) them, and potentially adding new Atoms as well. Atoms represent all forms of knowledge, but sonic forms of knowl- edge are additionally represented by external data stores connected to the Atomspace, such as the Procedure Repository; these are also shown as linked to the Atomspace. EFTA00623895 120 6 A Brief Overview of CogPrime \ PEOCIPTIOls sItalaCiat Xi:Fr :Vow SCIPPZIDS KASSOCLUIVt) EPISODIC -MCAT IIIPOS/104, ATOM SPACi I CIPIM Pal PATTED% INOIIIMEN• /c\ \ ( O.00 INSESSIOIIIA4) 6400IIK SPACE /c\ \e/ / \ aCISLEIOSS Fig. 6.5: Invocation of Atom Operations By Cognitive Processes. This diagram depicts some of the Atom modification, creation and deletion operations carried out by the abstract cognitive processes in the CogPrime architecture. EFTA00623896 6.7 Conclusion 121 CogPrime Component Int. Diag. Sub-Diagram Int. Diag. Component Procedure Repository Long-Term Memory Procedural Procedure Repository Working Memory Active Procedural Associative Episodic Memory Long-Term Memory Episodic Associative Episodic Memory Working Memory Transient Episodic Backup Store Long-Term Memory no correlate: a function not necessarily possessed by the human mind Spacetime Server Long-Term Memory Declarative and Sensorimotor Dimensional Embedding Space no clear correlate: a tool for helping multiple types of LThf Dimensional Embedding Agent no clear correlate Blending Long-Term and Working Memory Concept Formation Clustering Long-Term and Working Memory Concept Formation PLN Probabilistic Inference Long-Term and Working Memory Reasoning and Plan Learning/Optimization MOSES / Hillclimbing Long-Term and Working Memory Procedure Learning World Simulation Long-Term and Working Memory Simulation Episodic Encoding / Recall Long-Term g Memory Story-telling Episodic Encoding / Recall Working Memory Consolidation Forgetting / Fkeezing / Defrosting Long-Term and Working Memory no correlate: a function not necessarily possessed by the human mind Map Formation Long-Term Memory Concept Formation and Pattern Mining Attention Allocation Long-Term and Working Memory Hebbian/Attentional Learning Attention Allocation High-Level Mind Architecture Reinforcement Attention Allocation Working Memory Perceptual Associative Memory and Local Association AtomSpace High-Level Mind Architecture no clear correlate: a general tool for representing memory including long-term and working, plus some of perception and action AtomSpace Working Memory Global Workspace (the high-STI portion of AtomSpace) & other Workspaces Declarative Atoms Long-Term and Working Memory Declarative and Sensorimotor Procedure Atoms Long-Term and Working Memory Procedural Hebbian Atoms Long-Term and Working Memory Attentional Goal Atoms Long-Term and Working Memory Intentional Feeling Atoms Long-Term and Working Memory spanning Declarative, Intentional and Soma r i ttt otor OpenPsi High-Level Mind Architecture Motivation / Action Selection OpenPsi Working Memory Action Selection Pattern Miner High-Level Mind Architecture arrows between perception and working and long-term memory Pattern Miner Working Memory arrows between sensory memory and perceptual associative and transient episodic memory arrows between action selection and EFTA00623897 6 A Brief Overview of CogPrime • ha. local PitsAy COMM. I yc too, moon° you. ted hail Dem to the tree? Ido): Yei rsallYI: Is the bone next to the tounlabi? likM: No ItsIYI: What h the solos ol the ball? [VIEW): 'he ball It ted ISaltYl: What Is next to the tree? liklol: The ted ball Is next in the nee as Fig. 6.6: Screenshot of OpenCog-controlled virtual dog Fig. 6.7: Relationship Between Multiple Memory Types. The bottom left corner shows a program tree, constituting procedural knowledge. The upper left shows declarative nodes and links in the Atomspace. The upper right corner shows a relevant system goal. The lower right corner contains an image symbolizing relevant episodic and sensory knowledge. All the various types of knowledge link to each other and can be approximatively converted to each other. EFTA00623898 6.7 Conclusion 123 Memory Type Specific Cognitive Processes General Cognitive Functions Declarative Probabilistic Logic Networks (PLN) IGMIIIOSI; conceptual blending IV1 021 pattern creation Procedural MOSES (a novel probabilistic evolutionary program learning algorithm) [1.<,0061 pattern creation Episodic internal simulation engine V:1,.. N.01 ation, pattern assoc i creation on Attentional Economic Attention Networks ECAN :1'1' In association, credit assignment Intentional probabilistic goal hierarchy refined by PLN and ECAN, structured according to MicroPsi Phi( MI credit assignment, pattern creation Sensory In CogBot, this will be supplied by the DeSTIN component association, attention allocation, pattern creation, credit assignment Table 6.2: Memory Types and Cognitive Processes in CogPrime. The third colmm indicates the general cognitive function that each specific cognitive process carries out, according to the patternist theory of cognition. EFTA00623899 124 6 A Brief Overview of CogPrime We'd Mode Fig. 6.8: Example of Explicit Knowledge in the Atomspace. One simple example of explicitly represented knowledge in the Atomspace is linguistic knowledge, such as words and the concepts directly linked to them. Not all of a CogPrime system's concepts correlate to words, but some do. EFTA00623900 6.7 Conclusion 125 <Nato Map Fig. 6.9: Example of Implicit Knowledge in the Atomspace. A simple example of implicit knowledge in the Atomspace. The "chicken" and "food" concepts are represented by "maps" of ConceptNodes interconnected by HebbianLinks, where the latter tend to form between Con- ceptNodes that are often simultaneously important. The bundle of links between nodes in the chicken map and nodes in the food map. represents an "implicit, emergent link" between the two concept maps. This diagram also illustrates "glocal" knowledge representation, in that the chicken and food concepts are each represented by individual nodes, but also by distributed maps. The "chicken" ConceptNode, when important, will tend to make the rest of the map important - and vice versa. Part of the overall chicken concept possessed by the system is ex- pressed by the explicit links coming out of the chicken ConceptNode, and part is represented only by the distributed chicken map as a whole. EFTA00623901 EFTA00623902 Section II Toward a General Theory of General Intelligence EFTA00623903 EFTA00623904 Chapter 7 A Formal Model of Intelligent Agents 7.1 Introduction The artificial intelligence field is full of sophisticated mathematical models and equations, but most of these are highly specialized in nature - e.g. formalizations of particular logic systems, analyzes of the dynamics of specific sorts of neural nets, etc. On the other hand, a number of highly general models of intelligent systems also exist, including Hutter's recent formalization of universal intelligence illuM51 and a large body of work in the disciplines of systems science and cybernetics - but these have tended not to yield many specific lessons useful for engineering AGI systems, serving more as conceptual models in mathematical form. It would be fantastic to have a mathematical theory bridging these extremes - a real "general theory of general intelligence," allowing the derivation and analysis of specific structures and processes playing a role in practical AGI systems, from broad mathematical models of general intelligence in various situations and under various constraints. However, the path to such a theory is not entirely clear at present; and, as valuable as such a theory would be, we don't believe such a thing to be necessary for creating advanced AGI. One possibility is that the development of such a theory will occur contemporaneously and synergetically with the advent of practical AGI technology. Lacking a mature, pragmatically useful "general theory of general intelligence," however, we have still found it valuable to articulate certain theoretical ideas about the nature of general intelligence, with a level of rigor a bit greater than the wholly informal discussions of the previous chapters. The chapters in this section of the book articulate some ideas we have developed in pursuit of a general theory of general intelligence; ideas that, even in their current relatively undeveloped form, have been very helpful in guiding our concrete work on the CogPrime design. This chapter presents a more formal version of the notion of intelligence as "achieving complex goals in complex environments," based on a formal model of intelligent agents. These formal- izations of agents and intelligence will be used in later chapters as a foundation for formalizing other concepts like inference and cognitive synergy. Chapters 8 and 9 pursue the notion of cog- nitive synergy a little more thoroughly than was done in previous chapters. Chapter 10 sketches a general theory of general intelligence using tools from category theory — not bringing it to the level where one can use it to derive specific AGI algorithms and structures; but still, presenting ideas that will be helpful in interpreting and explaining specific aspects of the CogPrime design in Part 2. Finally, Appendix ?? explores an additional theoretical direction, in which the mind of an intelligent system Ls viewed in terms of certain curved spaces - a novel way of thinking 129 EFTA00623905 130 7 A Formal Model of Intelligent Agents about the dynamics of general intelligence, which has been useful in guiding development of the ECAN component of CogPrime, and we expect will have more general value in future. Despite the intermittent use of mathematical formalism, the ideas presented in this section are fairly speculative, and we do not propose them as constituting a well-demonstrated theory of general intelligence. Rather, we propose them as an interesting way of thinking about general intelligence, which appears to be consistent with available data, and which has proved inspira- tional to us in conceiving concrete structures and dynamics for AGL as manifested for example in the CogPrime design. Understanding the way of thinking described in these chapters is valu- able for understanding why the CogPrime design is the way it is, and for relating CogPrime to other practical and intellectual systems, and extending and improving CogPrime. 7.2 A Simple Formal Agents Model (SRAM) We now present a formalization of the concept of "intelligent agents" - beginning with a for- malization of "agents" in general. Drawing on Ilitit05, LHO7aJ, we consider a class of active agents which observe and explore their environment and also take actions in it, which may affect the environment. Formally, the agent sends information to the environment by sending symbols from some finite alphabet called the action space E; and the environment sends signals to the agent with symbols from an alphabet called the perception space, denoted P. Agents can also experience rewards, which lie in the reward space, denoted R, which for each agent is a subset of the rational unit interval. The agent and environment are understood to take turns sending signals back and forth, yielding a history, of actions, observations and rewards, which may be denoted aioiria2o2r2... or else auxua2x2... if x is introduced as a single symbol to denote both an observation and a reward. The complete interaction history up to and including cycle t is denoted axid; and the history before cycle t is denoted ax<t = The agent is represented as a function tr which takes the current history as input, and pro- duces an action as output. Agents need not be deterministic, an agent may for instance induce a probability distribution over the space of possible actions, conditioned on the current history. In this case we may characterize the agent by a probability distribution a(arlax<t)• Similarly, the environment may be characterized by a probability distribution p(xklax<kak). Taken together, the distributions r and p define a probability measure over the space of interaction sequences. Next, we extend this model in a few ways, intended to make it better reflect the realities of intelligent computational agents. The first modification is to allow agents to maintain memories (of finite size), via adding memory actions drawn from a set M into the history of actions, observations and rewards. The second modification is to introduce the notion of goals. EFTA00623906 7.2 A Simple FOrmal Agents Model (SRAM) 131 7.2.1 Goals We define goals as mathematical functions (to be specified below) associated with symbols drawn from the alphabet g; and we consider the environment as sending goal-symbols to the agent along with regular observation-symbols. (Note however that the presentation of a goal- symbol to an agent does not necessarily entail the explicit communication to the agent of the contents of the goal function. This must be provided by other, correlated observations.) We also introduce a conditional distribution l(g, µ) that gives the weight of a goal g in the context of a particular environment it. In this extended framework, an interaction sequence looks like atolgina20292r2... or else yia23/2••• where gi are symbols corresponding to goals, and y is introduced as a single symbol to denote the combination of an observation, a reward and a goal. Each goal function maps each finite interaction sequence ays,t with 9, to gt corre- sponding to g, into a value rg (4,84 E [0, II indicating the value or "raw reward" of achieving the goal during that interaction sequence. The total reward ri obtained by the agent is the sum of the raw rewards obtained at time t from all goals whose symbols occur in the agent's history, before t. This formalism of goal-seeking agents allows us to formalize the notion of intelligence as "achieving complex goals in complex environments" - a direction that is pursued in Section 7.3 below. Note that this is an external perspective of system goals, which is natural from the perspective of formally defining system intelligence in terms of system behavior, but is not necessarily very natural in terms of system design. From the point of view of AGI design, one is generally more concerned with the (implicit or explicit) representation of goals inside an AGI system, as in CogPrime's Goal Atoms to be reviewed in Chapter 22 below. Further, it is important to also consider the case where an AGI system has no explicit goals, and the system's environment has no immediately identifiable goals either. But in this case, we don't see any clear way to define a system's intelligence, except via approximating the system in terms of other theoretical systems which do have explicit goals. This approximation approach is developed in Section 7.3.5 below. The awkwardness of linking the general formalism of intelligence theory presented here, with the practical business of creating and designing AGI systems, may indicate a shortcoming on the part of contemporary intelligence theory or AGI designs. On the other hand, this sort of situation often occurs in other domains as well - e.g. the leap from quantum theory, to the analysis of real-world systems like organic molecules involves a lot of awkwardness and large leaps a well. EFTA00623907 132 7 A Formal Model of Intelligent Agents 7.2.2 Memory Stores As well as goals, we introduce into the model a long-term memory and a workspace. Regarding long-term memory we assume the agent's memory consists of multiple memory stores corre- sponding to various types of memory, e.g.: procedural (Kproc), declarative (A-Dec), episodic (Ksj,), attentional (KAII) and Intentional (King). In Appendix ?? a category-theoretic model of these memory stores is introduced; but for the moment, we need only assume the existence of • an injective mapping 9s : ICDF, i 71 where 7i is the space of fuzzy sets of subhistories (subhistories being "episodes" in this formalism) • an injective mapping eproc IfProcxMxW A, where M is the set of memory states, W is the set of (observation, goal, reward) triples, and A is the set of actions (this maps each procedure object into a function that enacts actions in the environment or memory, based on the memory state and current world-state) • an injective mapping ebe, : ICD" C, where G is the set of expressions in some formal lan- guage (which may for example be a logical language), which possesses words corresponding to the observations, goals, reward values and actions in our agent formalism • an injective mapping ern, : Q, where g is the space of goals mentioned above • an injective mapping Bette : Kta1 U C Dp U Kproo U KEc -> V, where V is the space of "attention values" (structures that gauge the importance of paying attention to an item of knowledge over various time-scales or in various contexts) We also assume that the vocabulary of actions contains memory-actions corresponding to the operations of inserting the current observation, goal, reward or action into the episodic and/or declarative memory store. And, we assume that the activity of the agent, at each time-step, includes the enaction of one or more of the procedures in the procedural memory, store. If several procedures are enacted at once, then the end result is still formally modeled as a single action a = a111 * * rein where * is an operator on action-space that composes multiple actions into a single one. Finally, we assume that, at each time-step, the agent may carry out an external action ai on the environment, a memory action nut on the (long-term) memory, and an action bi on its internal workspace. Among the actions that can be carried out on the workspace, are the ability to insert or delete observations, goals, actions or reward-values from the workspace. The workspace can be thought of as a sort of short-term memory or else in terms of Baars' "global workspace" concept mentioned above. The workspace provides a medium for interaction between the different memory types. The workspace provides a mechanism by which declarative, episodic and procedural memory may interact with each other. For this mechanism to work, we must assume that there are actions corresponding to query operations that allow procedures to look into declarative and episodic memory. The nature of these query operations will vary, among different agents, but we can assume that in general an agent has • one or more procedures Qpec(x) serving as declarative queries, meaning that when QD" is enacted on some x that is an ordered set of items in the workspace, the result is that one or more items from declarative memory is entered into the workspace • one or more procedures QEp(x) serving as episodic queries, meaning that when Qsp is enacted on some x that is an ordered set of items in the workspace, the result is that one or more items from episodic memory is entered into the workspace EFTA00623908 7.2 A Simple FOrmel Agents Model (SRAM) 133 One additional aspect of CogPrime's knowledge representation that is important to PLN is the attachment of nonnegative weights 9nt corresponding to elementary observations These weights denote the amount of evidence contained in the observation. For instance, in the context of a robotic agent, one could use these values to encode the assumption that an elementary, visual observation has more evidential value than an elementary olfactory observation. We now have a model of an agent with long-term memory comprising procedural, declarative and episodic aspects, an internal cognitive workspace, and the capability to use procedures to drive actions based on items in memory and the workspace, and to move items between long- term memory and the workspace. 7.2.2.1 Modeling CogPrime Of course, this formal model may be realized differently in various real-world AGI systems. In CogPrime we have • a weighted, labeled hypergraph structure called the AtomSpace used to store declarative knowledge (this is the representation used by PLN) • a collection of programs in a LISP-like language called Combo, stored in a ProcedureRepos- itory data structure, used to store procedural knowledge • a collection of partial "movies" of the system's experience, played back using an internal simulation engine, used to store episodic knowledge • AttentionValue objects, minimally containing ShortTermlmportance (STI) and LongTer- mImportance (LTI) values used to store attentional knowledge • Goal Atoms for intentional knowledge, stored in the same format as declarative knowledge but whose dynamics involve a special form of artificial currency that is used to govern action selection The AtomSpace is the central repcsitory, and procedures and episodes are linked to Atoms in the AtomSpace which serve as their symbolic representatives. The "workspace" in CogPrime exists only virtually: each item in the AtomSpace has a "short term importance" (STI) level, and the workspace consists of those items in the AtomSpace with highest STI, and those procedures and episodes whose symbolic representatives in the AtomSpace have highest STI. On the other hand, as we saw above, the LIDA architecture uses separate representations for procedural, declarative and episodic memory, but also has an explicit workspace component, where the mast currently contextually relevant items from all different types of memory are gathered and used together in the course of actions. However, compared to CogPrime, it lacks comparably fine-grained methods for integrating the different types of memory. Systematically mapping various existing cognitive architectures, or human brain structure, into this formal agents model would be a substantial though quite plausible exercise; but we will not undertake this here. 7.2.3 The Cognitive Schematic Next we introduce an additional specialization into SRAM: the cognitive schematic, written informally as EFTA00623909 134 7 A Formal Model of Intelligent Agents Context & Procedure -, Goal and considered more formally as holds(C) & ex(P)—> hi where h may be an externally specified goal gi or an internally specified goal h derived as a (possibly uncertain) subgoal of one of more th; C is a piece of declarative or episodic knowledge and P is a procedure that the agent can internally execute to generate a series of actions. ex(P) is the proposition that P is successfully executed. If C is episodic then holds(C) may be interpreted as the current context (i.e. some finite slice of the agent's history) being similar to C; if C is declarative then holds(C) may be interpreted as the truth value of C evaluated at the current context. Note that C may refer to some part of the world quite distant from the agent's current sensory observations; but it may still be formally evaluated based on the agent's history. In the standard CogPrinte notation as introduced formally in Chapter 20 (where indentation has function-argument syntax similar to that in Python, and relationship types are prepended to their relata without parentheses), for the case C is declarative this would be written as PredictiveExtensionalImplication AND C Execution P G and in the case C is episodic one replaces C in this formula with a predicate expressing C's similarity to the current context. The semantics of the PredictiveExtensionallnheritance relation will be discussed below. The Execution relation simply denotes the proposition that procedure P has been executed. For the class of SRAM agents who (like CogPrime) use the cognitive schematic to govern many or all of their actions, a significant fragment of agent intelligence boils down to estimating the truth values of PredictiveExtensionalImplication relationships. Action selection procedures can be used, which choose procedures to enact based on which ones are judged most likely to achieve the current external goals th in the current context. Rather than enter into the particularities of action selection or other cognitive architecture issues, we will restrict ourselves to PLN inference, which in the context of the present agent model is a method for handling Predictivelmplication in the cognitive schematic. Consider an agent in a virtual world, such as a virtual dog, one of whose external goals is to please its owner. Suppose its owner has asked it to find a cat, and it can translate this into a subgoal "find cat?' If the agent operates according to the cognitive schematic, it will search for P so that PredictiveExtensionalImplication AND C Execution P Evaluation found cat holds. EFTA00623910 7.3 Toward a Formal Characterization of Real-World Ceneral Intelligence 135 7.3 Toward a Formal Characterization of Real-World General Intelligence Having defined what we mean by an agent acting in an environment, we now turn to the question of what it means for such an agent to be "intelligent." As we have reviewed extensively in Chapter 2 above, "intelligence" is a commonsense, "folk psychology" concept, with all the imprecision and contextuality that this generally entails. One cannot expect any compact, elegant formalism to capture all of its meanings. Even in the psychology and AI research communities, divergent definitions abound; Legg and Hater ILI I07al lists and organizes 70+ definitions from the literature. Practical study of natural intelligence in humans and other organisms, and practical de- sign, creation and instruction of artificial intelligences, can proceed perfectly well without an agreed-upon formalization of the "intelligence- concept. Some researchers may conceive their own formalisms to guide their own work, others may feel no need for any such thing. But nevertheless, it is of interest to seek formalizations of the concept of intelligence, which capture useful fragments of the commonsense notion of intelligence, and provide guidance for practical research in cognitive science and AI. A number of such formalizations have been given in recent decades, with varying degrees of mathematical rigor. Perhaps the most carefully- wrought formalization of intelligence so far is the theory of "universal intelligence" presented by Shane Legg and Marcus Hater in ILI I0714, which draws on ideas from algorithmic information theory. Universal intelligence captures a certain aspect of the "intelligence" concept very well, and has the advantage of connecting closely with ideas in learning theory, decision theory, and computation theory. However, the kind of general intelligence it captures best, is a kind which is in a sense more general in scope than human-style general intelligence. Universal intelligence does capture the sense in which humans are more intelligent than worms, which are more intelligent than rocks; and the sense in which theoretical AGI systems like Hater's AIXI or A/X/a Nall would be much more intelligent than humans. But it misses essential aspects of the intelligence concept as it is used in the context of intelligent natural systems like humans or real-world Al systems. Our main goal in this section is to present variants of universal intelligence that better capture the notion of intelligence as it is typically understood in the context of real-world natural and artificial systems. The first variant we describe is pragmatic general intelligence, which is inspired by the intuitive notion of intelligence as "the ability to achieve complex goals in complex environments." given in IGoentl. After assuming a prior distribution over the space of possible environments, and one over the space of possible goals, one then defines the pragmatic general intelligence as the expected level of goal-achievement of a system relative to these distributions. Rather than measuring truly broad mathematical general intelligence, pragmatic general intelligence measures intelligence in a way that's specifically biased toward certain environments and goals. Another variant definition is then presented, the efficient pragmatic general intelligence, which takes into account the amount of computational resources utilized by the system in achieving its intelligence. Some argue that making efficient use of available resources is a defining characteristic of intelligence, see e.g. [Wanthil. A critical question left open is the characterization of the prior distributions corresponding to everyday human reality; we give a semi-formal sketch of some ideas on this in Chapter 9 below, where we present the notion of a "communication prior," which assigns a probability EFTA00623911 136 7 A Formal Model of Intelligent Agents weight to a situation S based on the ease with which one agent in a society can communicate S to another agent in that society, using multimodal communication (including verbalization, demonstration, dramatic and pictorial depiction, etc.). Finally, we present a formal measure of the "generality" of an intelligence, which precisiates the informal distinction between "general Al" and "narrow AL" 7.3.1 Biased Universal Intelligence To define universal intelligence, Legg and Hutter consider the class of environments that are reward-summable, meaning that the total amount of reward they return to any agent is bounded by 1. Where r1 denotes the reward experienced by the agent from the environment at time the expected total reward for the agent ir from the environment it is defined as V' =- E(Er i) ≤ 1 To extend their definition in the direction of greater realism, we first introduce a second-order probability distribution v, which is a probability distribution over the space of environments it. The distribution v assigns each environment a probability. One such distribution v is the Solomonoff-Levin universal distribution in which one sets v = 2-1(10); but this is not the only distribution v of interest. In fact a great deal of real-world general intelligence consists of the adaptation of intelligent systems to particular distributions v over environment-space, differing from the universal distribution. We then define Definition 4 The biased universal intelligence of an agent n is its expected performance with respect to the distribution v over the space of all computable reward-summable environ- ments, E, that is, TOO a L v(Ii)1'; PEE Legg and Hutter's universal intelligence is obtained by setting v equal to the universal distribution. This framework is more flexible than it might seem. E.g. suppose one wants to incorporate agents that die. Then one may create a special action, say a665, corresponding to the state of death, to create agents that • in certain circumstances output action 0666 • have the property that if their previous action was a€66, then all of their subsequent actions must be a666 and to define a reward structure so that actions 0666 always bring zero reward. It then follows that death is generally a bad thing if one wants to maximize intelligence. Agents that die will not get rewarded after they're dead; and agents that live only 70 years, say, will be restricted from getting rewards involving long-term patterns and will hence have specific limits on their intelligence. EFTA00623912 7.3 Toward a Formal Characterization of Real-World General Intelligence 137 7.3.2 Connecting Legg and Hutter's Model of Intelligent Agents to the Real World A notable aspect of the Legg and Hutter formalism is the separation of the reward mechanism from the cognitive mechanisms of the agent. While commonplace in the reinforcement learning literature, this seems rcychologically unrealistic in the context of biological intelligences and many types of machine intelligences. Not all human intelligent activity is specifically reward- seeking in nature; and even when it is, humans often pursue complexly constructed rewards, that are defined in terms of their own cognitions rather than separately given. Suppose a certain human's goals are true love, or world peace, and the proving of interesting theorems - then these goals are defined by the human herself, and only she knows if she's achieved them. An externally- provided reward signal doesn't capture the nature of this kind of goal-seeking behavior, which characterizes much human goal-seeking activity (and will presumably characterize much of the goal-seeking activity of advanced engineered intelligences also) ... let alone human behavior that is spontaneous and unrelated to explicit goals, yet may still appear commonsensically intelligent. One could seek to bypass this complaint about the reward mechanisms via a sort of "neo- Freudian" argument, via • associating the reward signal, not with the "external environment" as typically conceived, but rather with a portion of the intelligent agent's brain that is separate from the cognitive component • viewing complex goals like true love, world peace and proving interesting theorems as in- direct ways of achieving the agent's "basic goals", created within the agent's memory via subgoaling mechanisms but it seems to us that a general formalization of intelligence should not rely on such strong assumptions about agents' cognitive architectures. So below, after introducing the pragmatic and efficient pragmatic general intelligence measures, we will propose an alternate interpreta- tion wherein the mechanism of external rewards is viewed as a theoretical test framework for assessing agent intelligence, rather than a hypothesis about intelligent agent architecture. In this alternate interpretation, formal measures like the universal, pragmatic and efficient pragmatic general intelligence are viewed as not directly applicable to real-world intelligences, because they involve the behaviors of agents over a wide variety of goals and environments, whereas in real life the opportunities to observe agents are more limited. However, they are viewed as being indirectly applicable to real-world agents, in the sense that an external intelli- gence can observe an agent's real-world behavior and then infer its likely intelligence according to these measures. In a sense, this interpretation makes our formalized measures of intelligence the opposite of real-world IQ tests. An IQ test is a quantified, formalized test which is designed to approxi- mately predict the informal, qualitative achievement of humans in real life. On the other hand, the formal definitions of intelligence we present here are quantified, formalized tests that are designed to capture abstract notions of intelligence, but which can be approximately evaluated on a real-world intelligent system by observing what it does in real life. EFTA00623913 138 7 A Formal Model of Intelligent Agents 7.3.5 Pragmatic General Intelligence The above concept of biased universal intelligence is perfectly adequate for many purposes, but it is also interesting to explicitly introduce the notion of a goal into the calculation. This allows us to formally capture the notion presented in IGoe93al of intelligence as "the ability to achieve complex goals in complex environments." If the agent is acting in environment µ, and is provided with g, corresponding to g at the start and the end of the time-interval T = {i E (s,...,t)}, then the expected goal-achievement of the agent, relative to g, during the interval is the expectation E( rg(/g.„.;)) J., where the expectation is taken over all interaction sequences 4,,., drawn according to au. We then propose Definition 5 The pragmatic general intelligence of an agent sr, relative to the distribution v over environments and the distribution 7 over goals, is its expected performance with respect to goals drawn from 7 in environments drawn from v, over the time-scales natural to the goals; that is, H(R)— E voimg, IsEE,gECT (in those cases where this stun is convergent). This definition formally captures the notion that "intelligence is achieving complex goals in complex environments," where "complexity" is gauged by the assumed measures v and y. If v is taken to be the universal distribution, and 7 is defined to weight goals according to the universal distribution, then pragmatic general intelligence reduces to universal intelligence. Furthermore, it is clear that a universal algorithmic agent like AIM illut051 would also have a high pragmatic general intelligence, under fairly broad conditions. As the interaction history grows longer, the pragmatic general intelligence of AIXI would approach the theoretical maximum; as AIXI would implicitly infer the relevant distributions via experience. However, if significant reward discounting is involved, so that near-tenn rewards are weighted much higher than long-term rewards, then AIXI might compare very unfavorably in pragmatic general intelligence, to other agents designed with prior knowledge of u, y and r in mind. The most interesting case to consider is where v and y are taken to embody some particular bias in a real-world space of environments and goals, and this bias is appropriately reflected in the internal structure of an intelligent agent. Note that an agent needs not lack universal intelligence in order to possess pragmatic general intelligence with respect to some non-universal distribution over goals and environments. However, in general, given limited resources, there may be a tradeoff between universal intelligence and pragmatic intelligence. Which leads to the next point: how to encompass resource limitations into the definition. One might argue that the definition of Pragmatic General Intelligence is already encompassed by Legg and Hutter's definition because one may bias the distribution of environments within the latter by considering different Turing machines underlying the Kohnogorov complexity. However this is not a general equivalence because the Solomonoff-Levin measure intrinsically EFTA00623914 7.3 Toward a Formal Characterization of Real-World Ceneral Intelligence 139 decays exponentially, whereas an assumptive distribution over environments might decay at some other rate. This issue seems to merit further mathematical investigation. 7.3.4 Incorporating Computational Cost Let 11,,.0,5,2 be a probability distribution describing the amount of computational resources con- sumed by an agent w while achieving goal g over time-scale T. This is a probability distribution because we want to account for the possibility of nondeterministic agents. So. qw,i,,g,T(Q) tells the probability that Q units of resources are consumed. For simplicity we amalgamate space and time resources, energetic resources, etc. into a single number Q, which is assumed to live in some subset of the positive reals. Space resources of course have to do with the size of the system's memory. Then we may define Definition 6 The efficient pragmatic general intelligence of an agent sr with resource consumption 11„,0.9,T, relative to the distribution v over environments and the distribution 7 over gods, is its expected performance with respect to goals drawn fmm 7 in environments drawn from v, over the time-scales natural to the goals, normalized by the amount of computational effort expended to achieve each goal; that is, HEffor) E voL)7(9, t)t/..„,,,T(Q) v. P,LT PEE•gEga.T (in those cases where this sum is convergent). This is a measure that rates an agent's intelligence higher if it uses fewer computational resources to do its business. Roughly, it measures reward achieved per spacetime computation unit. Note that, by abandoning the universal prior, we have also abandoned the proof of conver- gence that comes with it. In general the sums in the above definitions need not converge; and exploration of the conditions under which they do converge is a complex matter. 7.3.5 Assessing the Intelligence of Real-World Agents The pragmatic and efficient pragmatic general intelligence measures are more "realistic" than the Legg and Rutter universal intelligence measure, in that they take into account the innate biasing and computational resource restrictions that characterize real-world intelligence. But as discussed earlier, they still live in "fantasy-land" to an extent - they gauge the intelligence of an agent via a weighted average over a wide variety of goals and environments; and they presume a simplistic relationship between agents and rewards that does not reflect the complexities of real-world cognitive architectures. It is not obvious from the foregoing how to apply these measures to real-world intelligent systems, which lack the ability to exist in such a wide variety of environments within their often brief lifespans, and mostly go about their lives doing things other than pursuing quantified external rewards. In this brief section we describe an approach to bridging this gap. The treatment is left semi-formal in places. EFTA00623915 140 7 A Formal Model of Intelligent Agents We suggest to view the definitions of pragmatic and efficient pragmatic general intelligence in terms of a "possible worlds" semantics - i.e. to view them as asking, counterfactually, how an agent would perform, hypothetically, on a series of tests (the tests being goals, defined in relation to environments and reward signals). Real-world intelligent agents don't normally operate in terms of explicit goals and rewards; these are abstractions that we use to think about intelligent agents. However, this is no objection to characterizing various sorts of intelligence in terms of counterfactuals like: how would system S operate if it were trying to achieve this or that goal, in this or that environment, in order to seek reward? We can characterize various sorts of intelligence in terms of how it can be inferred an agent would perform on certain tests, even though the agent's real life does not consist of taking these tests. This conceptual approach may seem a bit artificial but we don't currently see a better alternative, if one wishes to quantitatively gauge intelligence (which is, in a sense, an "artificial" thing to do in the first place). Given a real-world agent X and a mandate to assess its intelligence, the obvious alternative to looking at possible worlds in the manner of the above definitions, is just looking directly at the properties of the things X has achieved in the real world during its lifespan. But this isn't an easy solution, because it doesn't disambiguate which aspects of X's achievements were due to its own actions versus due to the rest of the world that X was interacting with when it made its achievements. To distinguish the amount of achievement that X "caused" via its own actions requires a model of causality, which is a complex can of worms in itself; and, critically, the standard models of causality also involve counterfactuals (asking "what would have been achieved in this situation if the agent X hadn't been there", etc.) INIWO7]. Regardless of the particulars, it seems impassible to avoid counterfactual realities in assessing intelligence. The approach we suggest - given a real-world agent X with a history of actions in a particular world, and a mandate to assess its intelligence - is to introduce an additional player, an inference agent 8, into the picture. The agent 77 modeled above is then viewed as TX: the model of X that constructs, in order to explore X's inferred behaviors in various counterfactual environments. In the test situations embodied in the definitions of pragmatic and efficient pragmatic general intelligence, the environment gives srx rewards, based on specifically configured goals. In X's real life, the relation between goals, rewards and actions will generally be significantly subtler and perhaps quite different. We model the real world similarly to the "fantasy world" of the previous section, but with the omission of goals and rewards. We define a naturalistic context as one in which all goals and rewards are constant, i.e. th = go and ri = rO for all i. This is just a mathematical convention for stating that there are no precisely-defined external goals and rewards for the agent. In a naturalistic context, we then have a situation where agents create actions based on the past history of actions and perceptions, and if there is any relevant notion of reward or goal, it is within the cognitive mechanism of some agent. A naturalistic agent X is then an agent sr which is restricted to one particular naturalistic context, involving one particular environment p (formally, we may achieve this within the framework of agents described above via dictating that X issues constant "null actions" aO in all environments except p). Next, we posit a metric space (Er, d) of naturalistic agents defined on a naturalistic context involving environment au, and a subspace ,a E El, of inference agents, which are naturalistic agents that output predictions of other agents' behaviors (a notion we will not fully formalize here). If agents are represented as program trees, then d may be taken as edit distance on tree space 113i1051. Then, for each agent d E 4, we may assess EFTA00623916 7.4 Intellectual Breadth: Quantifying the Generality of an Agent's Intelligence 141 • the prior probability 0(8) according to some assumed distribution • the effectiveness p(8, X) of 8 at predicting the actions of an agent X E EN We may then define Definition 7 The inference ability of the agent 6, relative to It and X, is EYE £ SIM(XI Y)P( 5, Y) %,x(6) = e(6) Ey€E.1, nm(x, Y) where sim is a specified decreasing function of d(X,Y), such as sim(X,Y) — l i÷d(x.y). To construct 7rx, we may then use the model of X created by the agent 6 E d with the highest inference ability relative to it and X (using some specified ordering, in case of a tie). Having constructed 7rx, we can then say that Definition 8 The inferred pragmatic general intelligence (relative to v and 'y) of a naturalistic agent X defined relative to an environment µ, is defined as the pragmatic general intelligence of the model wx of X produced by the agent 6 E d with maximal inference ability relative to µ (and in the case of a tie, the first of these in the ordering defined over 4). The inferred efficient pragmatic general intelligence of X relative to p is defined similarly. This provides a precise characterization of the pragmatic and efficient pragmatic intelligence of real-world systems, based on their observed behaviors. It's a bit messy; but the real world tends to be like that. 7.4 Intellectual Breadth: Quantifying the Generality of an Agent's Intelligence We turn now to a related question: How can one quantify the degree of generality that an intelligent agent possesses? Above we have discussed the qualitative distinction between AGI and "Narrow AI", and intelligence as we have formalized it above is specifically intended as a measure of general intelligence. But quantifying intelligence is different than quantifying generality versus narrowness. To make the discussion simpler, we introduce the term "context" as a shorthand for "envi- ronment/interval triple (p, g , T)." Given a context (p, g, T), and a set E of agents, one may construct a fuzzy set Agi" gr gathering those agents that are intelligent relative to the context; and given a set of contexts, one may also define a fuzzy set Con. gathering those contexts with respect to which a given agent if is intelligent. The relevant formulas are: 1 n 1/0.9,TMVpx,g,r (71) = Xcan., (it, T) = N 2_, Q where N = N (p, g,T) is a normalization factor defined appropriately, e.g. via N (p, g,T) = max Vil a . One could make similar definitions leaving out the computational cost factor Q, but we suspect that incorporating Q is a more promising direction. We then propose EFTA00623917 142 7 A Formal Model of Intelligent Agents Definition 9 The intellectual breadth of an agent sr, relative to the distribution v over environments and the distribution ry over goals, is 11(xtc„„ 0;9, T)) where H is the entropy and u0s)7(9, ii)xcon„ 02, g, n xttn. (t, T) E voichs,pcaconw(1t.,90,T.) Gla,geti is the probability distribution formed by normalizing the fuzzy set xa,n,(a, 9, T). A similar definition of the intellectual breadth of a context (µ, g, T), relative to the distri- bution a over agents, may be posited. A weakness of these definitions is that they don't try to account for dependencies between agents or contexts; perhaps more refined formulations may be developed that account explicitly for these dependencies. Note that the intellectual breadth of an agent as defined here is largely independent of the (efficient or not) pragmatic general intelligence of that agent. One could have a rather (efficiently or not) pragmatically generally intelligent system with little breadth: this would be a system very good at solving a fair number of hard problems, yet wholly incompetent on a larger number of hard problems. On the other hand, one could also have a terribly (efficiently or not) pragmatically generally stupid system with great intellectual breadth: i.e a system roughly equally dumb in all contexts! Thus, one can characterize an intelligent agent as "narrow" with respect to distribution v over environments and the distribution 7 over goals, based on evaluating it as having low intellectual breadth. A "narrow AI" relative to v and 7 would then be an AI agent with a relatively high efficient pragmatic general intelligence but a relatively low intellectual breadth. 7.5 Conclusion Our main goal in this chapter has been to push the formal understanding of intelligence in a more pragmatic direction. Much more work remains to be done, e.g. in specifying the environment, goal and efficiency distributions relevant to real-world systems, but we believe that the ideas presented here constitute nontrivial progress. If the line of research suggested in this chapter succeeds, then eventually, one will be able to do AGI research as follows: Specify an AGI architecture formally, and then use the mathematics of general intelligence to derive interesting results about the environments, goals and hardware platforms relative to which the AGI architecture will display significant pragmatic or efficient pragmatic general intelligence, and intellectual breadth. The remaining chapters in this section present further ideas regarding how to work toward this goal. For the time being, such a mode of AGI research remains mainly for the future, but we have still found the formalism given in these chapters useful for formulating and clarifying various aspects of the CogPrime design as will be presented in later chapters. EFTA00623918 Chapter 8 Cognitive Synergy 8.1 Cognitive Synergy As we have seen, the formal theory of general intelligence, in its current form, doesn't really tell us much that's of use for creating real-world AGI systems. It tells us that creating extraor- dinarily powerful general intelligence is almost trivial if one has unrealistically huge amounts of computational resources; and that creating moderately powerful general intelligence using feasible computational resources is all about creating AI algorithms and data structures that (explicitly or implicitly) match the restrictions implied by a certain class of situations, to which the general intelligence is biased. We've also described, in various previous chapters, some non-rigorous, conceptual principles that seem to explain key aspects of feasible general intelligence: the complementary reliance on evolution and autopoiesis, the superposition of hierarchical and heterarchical structures, and so forth. These principles can be considered as broad strategies for achieving general intelligence in certain broad classes of situations. Although, a lot of research needs to be done to figure out nice ways to describe, for instance, in what class of situations evolution is an effective learning strategy, in what class of situations dual hierarchical/heterarchical structure is an effective way to organize memory, etc. In this chapter we'll dig deeper into one of the "general principle of feasible general intel- ligences" briefly alluded to earlier: the cognitive synergy principle, which is both a conceptual hypothesis about the structure of generally intelligent systems in certain classes of environments, and a design principle used to guide the architecting of CogPrime. We will focus here on cognitive synergy specifically in the case of "multi-memory systems," which we define as intelligent systems (like CogPrime) whose combination of environment, embodiment and motivational systems make it important for them to possess memories that divide into partially but not wholly distinct components corresponding to the categories of: • Declarative memory • Procedural memory (memory about how to do certain things) • Sensory and episodic memory • Attentional memory (knowledge about what to pay attention to in what contexts • Intentional memory (knowledge about the system's own goals and subgoals) In Chapter 9 below we present a detailed argument as to how the requirement for a multi- memory underpinning for general intelligence emerges from certain underlying assumptions 143 EFTA00623919 144 8 Cognitive Synergy regarding the measurement of the simplicity of goals and environments; but the points made here do not rely on that argument. What they do rely on is the assumption that, in the intelligence in question, the different components of memory are significantly but not wholly distinct. That is, there are significant "family resemblances" between the memories of a single type, yet there are also thoroughgoing connections between memories of different types. The cognitive synergy principle, if correct, applies to any AI system demonstrating intelli- gence in the context of embodied, social communication. However, one may also take the theory as an explicit guide for constructing AGI systems; and of course, the bulk of this book describes one AGI architecture, CogPrime, designed in such a way. It is possible to cast these notions in mathematical form, and we make some efforts in this direction in Appendix ??, using the languages of category theory and information geometry. However, this formalization has not yet led to any rigorous proof of the generality of cognitive synergy nor any other exciting theorems; with luck this will come as the mathematics is further developed. In this chapter the presentation is kept on the heuristic level, which Ls all that is critically needed for motivating the CogPrime design. 8.2 Cognitive Synergy The essential idea of cognitive synergy, in the context of multi-memory systems, may be ex- pressed in terms of the following points: 1. Intelligence, relative to a certain set of environments, may be understood as the capability to achieve complex goals in these environments. 2. With respect to certain classes of goals and environments (see Chapter 9 for a hypothe- sis in this regard), an intelligent system requires a "multi-memory" architecture, meaning the possession of a number of specialized yet interconnected knowledge types, including: declarative, procedural, attentions', sensory, episodic and intentional (goal-related). These knowledge types may be viewed as different sorts of patterns that a system recognizes in itself and its environment. Knowledge of these various different types must be interlinked, and in some cases may represent differing views of the same content (see Figure ??) 3. Such a system mast possess knowledge creation (i.e. pattern recognition / formation) mech- anisms corresponding to each of these memory types. These mechanisms are also called "cognitive processes." 4. Each of these cognitive processes, to be effective, must have the capability to recognize when it lacks the information to perform effectively on its own; and in this case, to dynamically and interactively draw information from knowledge creation mechanisms dealing with other types of knowledge 5. This cross-mechanism interaction must have the result of enabling the knowledge creation mechanisms to perform much more effectively in combination than they would if operated non-interactively. This is "cognitive synergy." While these points are implicit in the theory of mind given in IGoernial, they are not articulated in this specific form there. Interactions as mentioned in Points 4 and 5 in the above list are the real conceptual meat of the cognitive synergy idea. One way to express the key idea here is that most Al algorithms suffer from combinatorial explosions: the number of possible elements to be combined in a EFTA00623920 8.2 Cognitive Synergy 145 Prelictive Implication ve 14_7 °kern ) labarltaws Lew OM WV ens' Ctorr•nt LOCallecy r ity N", 'Evaluation Is,. 'Fa NM (NNW New t a 9tcreSaa, corn MIOCIOUVLAL leJlOWLIDGI ileltratalta)00.2:0, batten' IMISOOlti SENSORY KNOWUOGI Fig. 8.1: Illustrative example of the interactions between multiple types of knowledge, in repre- senting a simple piece of knowledge. Generally speaking, one type of knowledge can be converted to another, at the cost of some loss of information. The synergy between cognitive processes associated with corresponding pieces of knowledge, possessing different type, is a critical aspect of general intelligence. synthesis or analysis is just too great, and the algorithms are unable to filter through all the possibilities, given the lack of intrinsic constraint that comes along with a "general intelligence" context (as opposed to a narrow-Al problem like chess-playing, where the context is constrained and hence restricts the scope of possible combinations that needs to be considered). In an AGI architecture based on cognitive synergy, the different learning mechanisms mast be designed specifically to interact in such a way as to palliate each others' combinatorial explosions - so that, for instance, each learning mechanism dealing with a certain sort of knowledge, must synergize with learning mechanisms dealing with the other sorts of knowledge, in a way that decreases the severity of combinatorial explosion. One prerequisite for cognitive synergy to work is that each learning mechanism must rec- ognize when it is "stuck," meaning it's in a situation where it has inadequate information to make a confident judgment about what steps to take next. Then, when it does recognize that it's stuck, it may request help from other, complementary cognitive mechanisms. A theoretical notion closely related to cognitive synergy is the cognitive schematic, formalized in Chapter 7 above, which states that the activity of the different cognitive processes involved in an intelligent system may be modeled in terms of the schematic implication Context A Procedure —> Goal EFTA00623921 146 8 Cognitive Synergy where the Context involves sensory, episodic and/or declarative knowledge; and attentional knowledge is used to regulate how much resource is given to each such schematic implication in memory. Synergy among the learning processes dealing with the context, the procedure and the goal is critical to the adequate execution of the cognitive schematic using feasible computational resources. Finally, drilling a little deeper into Point 3 above, one arrives at a number of possible knowl- edge creation mechanisms (cognitive processes) corresponding to each of the key types of knowl- edge. Figure ?? below gives a high-level overview of the main types of cognitive process con- sidered in the current version of Cognitive Synergy Theory, categorized according to the type of knowledge with which each process deals. 8.3 Cognitive Synergy in CogPrime Different cognitive systems will use different processes to fulfill the various roles identified in Figure ?? above. Here we briefly preview the basic cognitive processes that the CogPrime ACT design uses for these roles, and the synergies that exist between these. 8.3.1 Cognitive Processes in CogPrime : a Cognitive Synergy Based Architecture..." from ICCI 2009 Table 8.1: default ITabk will go herel Table 8.2: The OpenCogPrime data structures used to represent the key knowledge types in- volved Table 8.3: default lTabk will go here' Table 8.4: Key cognitive processes, and the algorithms that play their roles in CogPrime Tables 8.1 and 8.3 present the key structures and processes involved in CogPrime, identifying each one with a certain memory/process type as considered in cognitive synergy theory. That is: each of these cognitive structures or processes deals with one or more types of memory - declarative, procedural, sensory, episodic or attentional. Table 8.5 describes the key CogPrime EFTA00623922 8.3 Cognitive Synergy in CogP I Oselownolloon MMOMMold Motto MOMIMMoMmy boob. booby Cogruirve Processes Associated with Types of Memory Alleasul Way WNW CMS Mt efOOMO•Or Memory Ihmliew pea wears" Ile* amp kr hams & bassfella lilismtdal nary fa Sot M. Ilmoldid paws reterIllem Ospos. atall440011 ebooliodoMellm pores my may OMSK CS auto. Dorcas.), earmnni no wag in, tr. maims Mouled b men}, *MA foe moon skeane t ream met morr Map lonoilko Meetkohtm red iyekrico of Moho emeroymo eavory moon* G. W.M. Renomel Sfe.goa OM ItAMOn Ocala, el IMMOOIG MOOMIIIOS Procodural MornOry MOSS. Sow, esprawpwswasig umisq•S ii•••••••• • A MOS Meseiteo Doe no nwersom mow 1 Inland Simulabon a/ Nslorfsal and hypothetical cdernal events : venfulainsim foamy fieesecesersiolhiewlefes Is ese pessise Nal Fig. 8.2: High-level overview of the key cognitive dynamics considered here in the context of cognitive synergy. The cognitive synergy principle describes the behavior of a system as it pursues a set of goals (which in most cases may be assumed to be supplied to the system "a priori", but then refined by inference and other processes). The assumed intelligent agent model is roughly as follows: At each time the system chooses a set of procedures to execute, based on its judgments regarding which procedures will best help it achieve its goals in the current context. These procedures may involve external actions (e.g. involving conversation, or controlling an agent in a simulated world) and/or internal cognitive actions. In order to make these judgments it must effectively manage declarative, procedural, episodic, sensory and attentional memory, each of which is associated with specific algorithms and structures as depicted in the diagram. There are also global processes spanning all the forms of memory, including the allocation of attention to different memory items and cognitive processes, and the identification and reification of system-wide activity patterns (the latter referred to as "map formation") Table 8.5: default ITabk will go here' Table 8.6: Key OpenCogPrime cognitive processes categorized according to knowledge type and process type EFTA00623923 148 8 Cognitive Synergy processes in terms of the "analysis vs. synthesis" distinction. Finally, Tables ?? and ?? exemplify these structures and processes in the context of embodied virtual agent control. In the CogPrime context, a procedure in this cognitive schematic is a program tree stored in the system's procedural knowledge base; and a context is a (fuzzy, probabilistic) logical predicate stored in the AtomSpace, that holds, to a certain extent, during each interval of time. A goal is a fuzzy logical predicate that has a certain value at each interval of time, as well. Attentions] knowledge is handled in CogPrime by the ECAN artificial economics mechanism, that continually updates ShortTermImportance and LongTerm Importance values associated with each item in the CogPrime system's memory, which control the amount of attention other cognitive mechanisms pay to the item, and how much motive the system has to keep the item in memory. HebbianLinks are then created between knowledge items that often possess ShortTermlmportance at the same time; this is CogPrime's version of traditional Hebbian learning. ECAN has deep interactions with other cognitive mechanisms as well, which are essential to its efficient operation; for instance. PLN inference may be used to help ECAN extrapolate conclusions about what is worth paying attention to, and MOSES may be used to recognize subtle attentional patterns. ECAN also handles "assignment of credit", the figuring-out of the causes of an instance of successful goal-achievement, drawing on PLN and MOSES as needed when the causal inference involved here becomes difficult. The synergies between CogPrime's cognitive processes are well summarized below, which is a 16x16 matrix summarizing a host of interprocess interactions generic to CST. One key aspect of how CogPrime implements cognitive synergy is PLN's sophisticated man- agement of the confidence of judgments. This tics in with the way OpenCogPrime's PLN in- ference framework represents truth values in terms of multiple components (as opposed to the single probability values used in many probabilistic inference systems and formalisms): each item in OpenCogPrime's declarative memory has a confidence value associated with it, which tells how much weight the system places on its knowledge about that memory item. This assists with cognitive synergy as follows: A learning mechanism may consider itself "stuck", generally speaking, when it has no high-confidence estimates about the next step it should take. Without reasonably accurate confidence assessment to guide it, inter-component interaction could easily lead to increased rather than decreased combinatorial explosion. And of course there is an added recursion here, in that confidence assessment is carried out partly via PLN inference, which in itself relies upon these same synergies for its effective operation. To illustrate this point further, consider one of the synergetic aspects described in ?? below: the role cognitive synergy plays in deductive inference. Deductive inference is a hard problem in general - but what is hard about it is not carrying out inference steps, but rather "inference control" (i.e., choosing which inference steps to carry out). Specifically, what must happen for deduction to succeed in CogPrime is: 1. the system must recognize when its deductive inference process is "stuck", i.e. when the PLN inference control mechanism carrying out deduction has no clear idea regarding which inference step(s) to take next, even after considering all the domain knowledge at is disposal 2. in this case, the system must defer to another learning mechanism to gather more informa- tion about the different choices available - and the other learning mechanism chosen must, a reasonable percentage of the time, actually provide useful information that helps PLN to get "unstuck" and continue the deductive process EFTA00623924 8.4 Some Critical Synergies 149 For instance, deduction might defer to the "attentions' knowledge" sulmystem, and make a judgment as to which of the many possible next deductive steps are most associated with the goal of inference and the inference steps taken so far. according to the HebbianLinks con- structed by the attention allocation subsystem, based on observed associations. Or, if this fails, deduction might ask MOSES (running in supervised categorization mode) to learn predicates characterizing some of the terms involving the possible next inference steps. Once MOSES pro- vides these new predicates, deduction can then attempt to incorporate these into its inference process, hopefully (though not necesbarily) arriving at a higher-confidence next step. 8.4 Some Critical Synergies Referring back to Figure ??, and summarizing many of the ideas in the previous section, Table ?? enumerates a number of specific ways in which the cognitive processes mentioned in the Figure may synergize with one another, potentially achieving dramatically greater efficiency than would be possible on their own. Of course, realizing these synergies on the practical algorithmic level requires significant inventiveness and may be approached in many different ways. The specifics of how CogPrime manifests these synergies are discussed in many following chapters. 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OCCW.«•• ~AA EWA», "bib< lb ri• 00 . ithp tat ~II lb %bib.« Prep/ fyr•egy WM 1171.~ Int st • ( in f ill,, uAt paii rrApnret t .9' ne."...a onuw fl oe M ~Mink', "hap saipAalli Opl•nues. ~ph tiara 90~4 ~AA ~9 NAPPAPI Co...01 opasp (an ei 'surd AU ponb• Cab PS AY p). rub•inAP 09 • A** ~5~ MP SSA ~WM° big•••••• b ANN 10 linebb bee kw been up linAPPub Supra el cowl Y ~OS AP ApaIWP IIPPI burp, ~Men lobtatan libi ankh pinata ~Sued b LP ....nri was 0~ IS iirlIcavallal bbelY Saaarkter 0 IIC•I IAN.« SPACUbb• SPAN NS II 0 MA b Ab~ PAO ITOC•b• Inmvp Uri OP v.« • SW ~a WA* p APINCalato Os ØØ ~II WPM ~ I.". «bang SA ~AS bubo SP paw% PM le li• ~mil Nib COUPS Pep t• nal NM be vs OM tO APAP PI lertalni pbmii n ~nob data sptsaMp EFTA00623926 8.5 The Cognitive Schematic 151 Noe ...ft fa. I W Se Sallie IFNI Oran SIMilata Sedelflia•lef nom IIKOOMM. lift tentitast HA 1.4O10O,11fIn Nay ...... CM "el", ...Ps Iffl 4 40140. Ind NO S9W.N din, .....v. ••••11.11 NO .q.ae. (Ma plegy gcos -goal v•neneereOli no.. Mw fl ea COADY" i.e.... *own IMF, My DI. •••41 MO Nieleilal la %Meng *MOS MA N. urea anr CIITC1 irlOrt, NO ...tan/ "VW el•NOISII No apArsil dna WWII NO Wnreart OnCe trInpy NA Plnrea CO Niar.rod SMICeIVICe I.Ifine My Os won tO 1•49* •••••••• • I. M.acefity 1154,160 •a•••••••• ISM of forpltla Carageli ',mei. /*In sof soy ulnae. Cbrilairq psalm torn into. plow mania entirsia as aa. us Mr ISOM Porn ....fora. ft ihna:10,4 na, th. oe °mow for reoffnce ft toSMONOrill•••• OM NA pas SillINSIIIIII MINS Wadi 8.5 The Cognitive Schematic Now we return to the "cognitive schematic" notion, according to which various cognitive pro- cesses involved in intelligence may be understood to work together via the implication Context A Procedure —> Goal < p (summarized C A P -, G). Semi-formally, this implication may be interpreted to mean: "If the context C appears to hold currently, then if I enact the procedure P, I can expect to achieve the goal G with certainty p." The cognitive schematic leads to a conceptualization of the internal action of an intelligent system as involving two key categories of learning: • Analysis: Estimating the probability p of a posited CAP —)Grelationship • Synthesis: Filling in one or two of the variables in the cognitive schematic, given as- sumptions regarding the remaining variables, and directed by the goal of maximizing the probability of the cognitive schematic More specifically, where synthesis is concerned, some key examples are: • The MOSES probabilistic evolutionary program learning algorithm is applied to find P, given fixed C and G. Internal simulation is also used, for the purpose of creating a simulation embodying C and seeing which P lead to the simulated achievement of G. - Example: A virtual dog learns a procedure P to please its owner (the goal C) in the context C where there is a ball or stick present and the owner is saying "fetch". • PLN inference, acting on declarative knowledge, is used for choosing C, given fixed P and G (also incorporating sensory and episodic knowledge as appropriate). Simulation may also be used for this purpose. EFTA00623927 152 8 Cognitive Synergy - Example: A virtual dog wants to achieve the god G of getting food, and it knows that the procedure P of begging has been successful at this before, so it seeks a context C where begging can be expected to get it food. Probably this will be a context involving a friendly person. • PLN-based goal refinement is used to create new subgoals C to sit on the right hand side of instances of the cognitive schematic. - Example: Given that a virtual dog has a goal of finding food, it may learn a subgoal of following other dogs, due to observing that other dogs are often heading toward their food. • Concept formation heuristics are used for choosing G and for fueling goal refinement, but especially for choosing C (via providing new candidates for C). They are also used for choosing P, via a process called "predicate schematization" that turns logical predicates (declarative knowledge) into procedures. - Example: At first a virtual dog may have a hard time predicting which other dogs are going to be mean to it. But it may eventually observe common features among a number of mean dogs, and thus form its own concept of "pit bull," without anyone ever teaching it this concept explicitly. Where analysis is concerned: • PLN inference, acting on declarative knowledge, is used for estimating the probability of the implication in the cognitive schematic, given fixed C, P and G. Episodic knowledge is also used this regard, via enabling estimation of the probability via simple similarity matching against past experience. Simulation is also used: multiple simulations may be run, and statistics may be captured therefrom. - Example: To estimate the degree to which asking Bob for food (the procedure P is "asking for food", the context C is "being with Bob") will achieve the goal G of getting food, the virtual dog may study its memory to see what happened on previous occasions where it or other dogs asked Bob for food or other things, and then integrate the evidence from these occasions. • Procedural knowledge, mapped into declarative knowledge and then acted on by PLN in- ference, can be useful for estimating the probability of the implication CAP G, in cases where the probability of C A Pi G is known for some Pi related to P. - Example: knowledge of the internal similarity between the procedure of asking for food and the procedure of asking for toys, allows the virtual dog to reason that if asking Bob for toys has been successful, maybe asking Bob for food will be successful too. • Inference, acting on declarative or sensory knowledge, can be useful for estimating the probability of the implication CAP —> G, in cases where the probability of C1 AP —)G is known for some C1 related to C. - Example: if Bob and Jim have a lot of features in common, and Bob often responds positively when asked for food, then maybe Jim will too. • Inference can be used similarly for estimating the probability of the implication CAP G, in cases where the probability of C A P GI is known for some G1 related to G. Concept EFTA00623928 8.6 Cognitive Synergy for Procedural and Declarative Learning 153 creation can be useful indirectly in calculating these probability estimates, via providing new concepts that can be used to make useful inference trails more compact and hence easier to construct. - Example: The dog may reason that because Jack likes to play, and Jack and Jill are both children, maybe Jill likes to play too. It can carry out this reasoning only if its concept creation process has invented the concept of "child" via analysis of observed data. In these examples we have focused on cases where two terms in the cognitive schematic are fixed and the third must be filled in; but just as often, the situation is that only one of the terms is fixed. For instance, if we fix G, sometimes the best approach will be to collectively learn C and P. This requires either a procedure learning method that works interactively with a declarative-knowledge-focused concept learning or reasoning method; or a declarative learning method that works interactively with a procedure learning method. That is, it requires the sort of cognitive synergy built into the CogPrime design. 8.6 Cognitive Synergy for Procedural and Declarative Learning We now present a little more algorithmic detail regarding the operation and synergetic in- teraction of CogPrime's two most sophisticated components: the MOSES procedure learning algorithm (see Chapter 33), and the PLN uncertain inference framework (see Chapter 34). The treatment is necessarily quite compact, since we have not yet reviewed the details of either MOSES or PLN; but as well as illustrating the notion of cognitive synergy more concretely, perhaps the high-level discussion here will make clearer how MOSES and PLN fit into the big picture of CogPrime. 8.6.1 Cognitive Synergy in MOSES MOSES, CogPrime's primary algorithm for learning procedural knowledge, has been tested on a variety of application problems including standard GP test problems, virtual agent control, biological data analysis and text classification ELoo061. It represents procedures internally as program trees. Each node in a MOSES program tree is supplied with a "knob," comprising a set of values that may potentially be chosen to replace the data item or operator at that node. So for instance a node containing the number 7 may be supplied with a knob that can take on any integer value. A node containing a while loop may be supplied with a knob that can take on various possible control flow operators including conditionals or the identity. A node containing a procedure representing a particular robot movement, may be supplied with a knob that can take on values corresponding to multiple possible movements. Following a metaphor suggested by Douglas Hofstadter MOSES learning covers both "knob twiddling" (setting the values of knobs) and "knob creation." MOSES is invoked within CogPrime in a number of ways, but most commonly for finding a procedure P satisfying a probabilistic implication C&P r G as described above, where C is an observed context and G is a system goal. In this case the probability value of the implication provides the "scoring function" that MOSES uses to assess the quality of candidate procedures. EFTA00623929 154 8 Cognitive Synergy 1 Representation-Building Randomscoring fp a ling) Optimization Fig. 8.4: High-Level Control Flow of MOSES Algorithm For example, suppose an CogPrime -controlled robot is trying to learn to play the game of "tag." (I.e. a multi-agent game in which one agent is specially labeled "it", and runs after the other player agents, trying to touch them. Once another agent is touched, it becomes the new "it" and the previous "it" becomes just another player agent.) Then its context C is that others are trying to play a game they call "tag" with it; and we may assume its goals are to please them and itself, and that it has figured out that in order to achieve this goal it should learn some procedure to follow when interacting with others who have said they are playing "tag." In this case a potential tag-playing procedure might contain nodes for physical actions like step_forward(speed s), as well as control flow nodes containing operators like if else (for instance, there would probably be a conditional telling the robot to do something different depending on whether someone seems to be chasing it). Each of these program tree nodes would have an appropriate knob assigned to it. And the scoring function would evaluate a procedure P in terms of how successfully the robot played tag when controlling its behaviors according to P (noting that it may also be using other control procedures concurrently with P). It's worth noting here that evaluating the scoring function in this case involves some inference already. because in order to tell if it is playing tag successfully, in a real-world context, it must watch and understand the behavior of the other players. MOSES follows the high-level control flow depicted in Figure 8.4, which corresponds to the following process for evolving a metapopulation of "denies" of programs (each dome being a set of relatively similar programs, forming a sort of island in program space): 1. Construct an initial set of knobs based on some prior (e.g., based on an empty program; or more interestingly, using prior knowledge supplied by PLN inference based on the system's memory) and use it to generate an initial random sampling of programs. Add this deme to the metapopulation. 2. Select a deme from the metapopulation and update its sample, as follows: EFTA00623930 8.6 Cognitive Synergy for Procedural and Declarative Learning 155 a. Select some promising programs from the deme's existing sample to use for modeling, according to the scoring function. b. Considering the promising programs as collections of knob settings, generate new collec- tions of knob settings by applying some (competent) optimization algorithm. For best performance on difficult problems, it is important to use an optimization algorithm that makes use of the system's memory in its choices, consulting PLN inference to help estimate which collections of knob settings will work best. c. Convert the new collections of knob settings into their corresponding programs, re- duce the programs to normal form, evaluate their scores. and integrate them into the dome's sample, replacing less promising programs. In the case that scoring is expensive, score evaluation may be preceded by score estimation, which may use PLN inference, enaction of procedures in an internal simulation environment, and/or similarity matching against episodic memory. 3. For each new program that meet the criterion for creating a new demo, if any: a. Construct a new set of knobs (a process called "representation-building") to define a region centered around the program (the deme's exemplar), and use it to generate a new random sampling of programs, producing a new dome. b. Integrate the new deme into the metapopulation, possibly displacing less promising domes. 4. Repeat from step 2. MOSES is a complex algorithm and each part plays its role; if any one part is removed the performance suffers significantly I1Am06I. However, the main point we want to highlight here is the role played by synergetic interactions between MOSES and other cognitive components such as PLN, simulation and episodic memory, as indicated in boldface in the above cceudocode. MOSES is a powerful procedure learning algorithm, but used on its own it nuts into scalability problems like any other such algorithm; the reason we feel it has potential to play a major role in a human-level AI system is its capacity for productive interoperation with other cognitive components. Continuing the "tag" example, the power of MOSES's integration with other cognitive pro- cesses would come into play if, before learning to play tag, the robot has already played simpler games involving chasing. If the robot already has experience chasing and being chased by other agents, then its episodic and declarative memory will contain knowledge about how to pursue and avoid other agents in the context of running around an environment full of objects, and this knowledge will be deployable within the appropriate parts of MOSES's Steps 1 and 2. Cross- process and cross-memory-type integration make it tractable for MOSES to act as a "transfer learning" algorithm, not just a task-specific machine-learning algorithm. 8.6.2 Cognitive Synergy in PLN While MOSES handles much of CogPrime's procedural learning, and OpenCogPrimes inter- nal simulation engine handles most episodic knowledge. CogPrime's primary tool for handling declarative knowledge is an uncertain inference framework called Probabilistic Logic Networks (PLN). The complexities of PLN are the topic of a lengthy technical monograph IGMIHOSI, and EFTA00623931 156 8 Cognitive Synergy here we will eschew most details and focus mainly on pointing out how PLN seeks to achieve efficient inference control via integration with other cognitive processes. As a logic, PLN is broadly integrative: it combines certain term logic rules with more standard predicate logic rules, and utilizes both fuzzy truth values and a variant of imprecise probabilities called indefinite probabilities. PLN mathematics tells how these uncertain truth values propagate through its logic rules, so that uncertain premises give rise to conclusions with reasonably accurately estimated uncertainty values. This careful management of uncertainty is critical for the application of logical inference in the robotics context, where most knowledge is abstracted from experience and is hence highly uncertain. PLN can be used in either forward or backward chaining mode; and in the language intro- duced above, it can be used for either analysis or synthesis. As an example, we will consider backward chaining analysis, exemplified by the problem of a robot preschool-student trying to determine whether a new playmate "Bob" is likely to be a regular visitor to its preschool or not (evaluating the truth value of the implication Bob —> regular _visitor). The basic backward chaining process for PLN analysis looks like: 1. Given an implication L A —> B whose truth value must be estimated (for instance L a C&P C as discussed above), create a list A„) of (inference rule, stored knowledge) pairs that might be used to produce L 2. Using analogical reasoning to prior inferences, assign each A; a probability of success • If some of the A; are estimated to have reasonable probability of success at generating reasonably confident estimates of L's truth value, then invoke Step 1 with A; in place of L (at this point the inference process becomes recursive) • If none of the Ai looks sufficiently likely to succeed, then inference has "gotten stuck" and another cognitive process should be invoked, e.g. — Concept creation may be used to infer new concepts related to A and B, and then Step 1 may be revisited, in the hope of finding a new, more promising Ai involving one of the new concepts — MOSES may be invoked with one of several special goals, e.g. the goal of finding a procedure P so that P(X) predicts whether X r B. If MOSES finds such a procedure P then this can be converted to declarative knowledge understandable by PLN and Step 1 may be revisited.... — Simulations may be run in CogPrime's internal simulation engine, so as to observe the truth value of A r B in the simulations; and then Step 1 may be revisited.... The combinatorial explosion of inference control is combatted by the capability to defer to other cognitive processes when the inference control procedure is unable to make a sufficiently confident choice of which inference steps to take next. Note that just as MOSES may rely on PLN to model its evolving populations of procedures, PLN may rely on MOSES to create complex knowledge about the terms in its logical implications. This is just one example of the multiple ways in which the different cognitive processes in CogPrime interact synergetically; a more thorough treatment of these interactions is given in Chapter 49. In the "new playmate" example, the interesting case is where the robot initially seems not to know enough about Bob to make a solid inferential judgment (so that none of the Ai seem particularly promising). For instance, it might carry out a number of possible inferences and not come to any reasonably confident conclusion, so that the reason none of the A; seem promising is that all the decent-looking ones have been tried already. So it might then recourse to MOSES, simulation or concept creation. EFTA00623932 8.7 Is Cognitive Synergy Tricky? 157 For instance, the PLN controller could make a list of everyone who has been a regular visitor, and everyone who has not been, and pose MOSES the task of figuring out a procedure for distinguishing these two categories. This procedure could then used directly to make the needed assessment, or else be translated into logical rules to be used within PLN inference. For example, perhaps MOSES would discover that older males wearing ties tend not to become regular visitors. If the new playmate is an older male wearing a tie, this is directly applicable. But if the current playmate is wearing a tuxedo, then PLN may be helpful via reasoning that even though a tuxedo is not a tie, it's a similar form of fancy dress - so PLN may extend the MOSES-learned rule to the present case and infer that the new playmate is not likely to be a regular visitor. 8.7 Is Cognitive Synergy Tricky? In this section we use the notion of cognitive synergy to explore a question that arises frequently in the AGI community: the well-known difficulty of measuring intermediate progress toward human-level AGI. We explore some potential reasons underlying this, via extending the notion of cognitive synergy to a more refined notion of "tricky cognitive synergy." These ideas are particularly relevant to the problem of creating a roadmap toward AGI, as we'll explore in Chapter 17 below. 8.7.1 The Puzzle: Why Is It So Hard to Measure Partial Progress Toward Human-Level AGI? It's not entirely straightforward to create tests to measure the final achievement of human-level AGI, but there are some fairly obvious candidates here. There's the Turing Test (fooling judges into believing you're human, in a text chat), the video Turing Test, the Robot College Student test (passing university, via being judged exactly the same way a human student would), etc. There's certainly no agreement on which is the most meaningful such goal to strive for, but there's broad agreement that a number of goals of this nature basically make sense. On the other hand, how does one measure whether one is, say, 50 percent of the way to human-level AGI? Or, say, 75 or 25 percent? It's possible to pose many "practical tests" of incremental progress toward human-level AGI, with the property that if a proto-AGI system passes the test using a certain sort of architecture and/or dynamics, then this implies a certain amount of progress toward human-level AGI based on particular theoretical assumptions about AOL However, in each case of such a practical test, it seems intuitively likely to a significant percentage of AGI researchers that there is some way to "game" the test via designing a system specifically oriented toward passing that test, and which doesn't constitute dramatic progress toward AGI. Some examples of practical tests of this nature would be This section co-authored with Jared Wigntore EFTA00623933 158 8 Cognitive Synergy • The Wozniak "coffee test": go into an average American house and figure out how to make coffee, including identifying the coffee machine, figuring out what the buttons do, finding the coffee in the cabinet, etc. • Story understanding - reading a story, or watching it on video, and then answering questions about what happened (including questions at various levels of abstraction) • Graduating (virtual-world or robotic) preschool • Passing the elementary school reading curriculum (which involves reading and answering questions about some picture books as well as purely textual ones) • Learning to play an arbitrary video game based on experience only, or based on experience plus reading instructions One interesting point about tests like this is that each of them seems to some AGI researchers to encapsulate the crux of the AGI problem, and be unsolvable by any system not far along the path to human-level AGI - yet seems to other AGI researchers, with different conceptual perspectives, to be something probably game-able by narrow-Al methods. And of course, given the current state of science, there's no way to tell which of these practical tests really can be solved via a narrow-Al approach, except by having a lot of people try really hard over a long period of time. A question raised by these observations is whether there is some fundamental reason why it's hard to make an objective, theory-independent measure of intermediate progress toward advanced AGI. Is it just that we haven't been smart enough to figure out the right test - or is there some conceptual reason why the very notion of such a test is problematic? We don't claim to know for sure - but in the rest of this section we'll outline one possible reason why the latter might be the case. 8.7.2 A Possible Answer: Cognitive Synergy is Tricky! Why might a solid, objective empirical test for intermediate progress toward AGI be an in- feasible notion? One possible reason, we suggest, is precisely cognitive synergy, as discussed above. The cognitive synergy hypothesis, in its simplest form, states that human-level AGI in- trinsically depends on the synergetic interaction of multiple components (for instance, as in CogPrime, multiple memory systems each supplied with its own learning process). In this hy- pothesis, for instance, it might be that there are 10 critical components required for a human- level AGI system. Having all 10 of them in place results in human-level AGI, but having only 8 of them in place results in having a dramatically impaired system - and maybe having only 6 or 7 of them in place results in a system that can hardly do anything at Of course, the reality is almost surely not as strict as the simplified example in the above paragraph suggests. No AGI theorist has really posited a list of 10 crisply-defined subsystems and claimed them necessary and sufficient for AGI. We suspect there are many different routes to AGI, involving integration of different sorts of subsystems. However, if the cognitive synergy hypothesis is correct, then human-level AGI behaves roughly like the simplistic example in the prior paragraph suggests. Perhaps instead of using the 10 components, you could achieve human- level AGI with 7 components, but having only 5 of these 7 would yield drastically impaired functionality - etc. Or the point could be made without any decomposition into a finite set of components, using continuous probability distributions. To mathematically formalize the EFTA00623934 8.7 Is Cognitive Synergy Tricky? 159 cognitive synergy hypothesis becomes complex, but here we're only aiming for a qualitative argument. So for illustrative purposes, we'll stick with the "10 components" example, just for communicative simplicity. Next, let's suppose that for any given task, there are ways to achieve this task using a system that is much simpler than any subset of size 6 drawn from the set of 10 components needed for human-level AGI, but works much better for the task than this subset of 6 components (assuming the latter are used as a set of only 6 components, without the other 4 components). Note that this supposition is a good bit stronger than mere cognitive synergy. For lack of a better name, we'll call it tricky cognitive synergy. The tricky cognitive synergy hypothesis would be true if, for example, the following possibilities were true: • creating components to serve as parts of a synergetic AGI is harder than creating compo- nents intended to serve as parts of simpler AI systems without synergetic dynamics • components capable of serving as parts of a synergetic AGI are necessarily more complicated than components intended to serve as parts of simpler AGI systems. These certainly seem reasonable possibilities, since to serve as a component of a synergetic AGI system, a component must have the internal flexibility to usefully handle interactions with a lot of other components as well as to solve the problems that come its way. In a CogPrime context, these possibilities ring true, in the sense that tailoring an AI process for tight integration with other Al processes within CogPrime, tends to require more work than preparing a conceptually similar Al process for use on its own or in a more task-specific narrow AI system. It seems fairly obvious that, if tricky cognitive synergy really holds up as a property of human-level general intelligence, the difficulty of formulating tests for intermediate progress toward human-level AGI follows as a consequence. Because, according to the tricky cognitive synergy hypothesis, any test is going to be more easily solved by some simpler narrow AI process than by a partially complete human-level AGI system. 8.7.3 Conclusion We haven't proved anything here, only made some qualitative arguments. However, these argu- ments do seem to give a plausible explanation for the empirical observation that positing tests for intermediate progress toward human-level AGI is a very, difficult prospect. If the theoret- ical notions sketched here are correct, then this difficulty is not due to incompetence or lack of imagination on the part of the AGI community, nor due to the primitive state of the AGI field, but is rather intrinsic to the subject matter. And if these notions are correct, then quite likely the future rigorous science of AGI will contain formal theorems echoing and improving the qualitative observations and conjectures we've made here. If the ideas sketched here are true, then the practical consequence for AGI development is, very simply, that one shouldn't worry a lot about producing intermediary results that are compelling to skeptical observers. Just at 2/3 of a human brain may not be of much use, similarly, 2/3 of an AGI system may not be much use. Lack of impressive intermediary results may not imply one is on a wrong development path; and comparison with narrow AI systems on specific tasks may be badly misleading as a gauge of incremental progress toward human-level AGI. EFTA00623935 160 8 Cognitive Synergy Hopefully it's clear that the motivation behind the line of thinking presented here is a desire to understand the nature of general intelligence and its pursuit - not a desire to avoid testing our AGI software! Really, as AGI engineers, we would love to have a sensible rigorous way to test our interniediary progress toward AGI, so as to be able to pass convincing arguments to skeptics, funding sources, potential collaborators and so forth. Our motivation here is not a desire to avoid having the intermediate progress of our efforts measured, but rather a desire to explain the frustrating (but by now rather well-established) difficulty of creating such intermediate goals for human-level AGI in a meaningful way. If we or someone else figures out a compelling way to measure partial progress toward AGI, we will celebrate the occasion. But it seems worth seriously considering the possibility that the difficulty in finding such a measure reflects fundamental properties of general intelligence. Front a practical CogPrime perspective, we are interested in a variety of evaluation and testing methods, including the "virtual preschool" approach mentioned briefly above and more extensively in later chapters. However, our focus will be on evaluation methods that give us meaningful information about CogPrime's progress, given our knowledge of how CogPrime works and our understanding of the underlying theory. We are unlikely to focus on the achieve- ment of intermediate test results capable of convincing skeptics of the reality of our partial progress, because we have not yet seen any credible tests of this nature, and because we suspect the reasons for this lack may be rooted in deep properties of feasible general intelligence, such as tricky cognitive synergy. EFTA00623936 Chapter 9 General Intelligence in the Everyday Human World 9.1 Introduction Intelligence is not just about what happens inside a system, but also about what happens outside that system, and how the system interacts with its environment. Real-world general intelligence is about intelligence relative to some particular class of environments, and human-like general intelligence is about intelligence relative to the particular class of environments that humans evolved in (which in recent millennia has included environments humans have created using their intelligence). In Chapter 2, we reviewed some specific capabilities characterizing human- like general intelligence; to connect these with the general theory of general intelligence from the last few chapters, we need to explain what aspects of human-relevant environments correspond to these human-like intelligent capabilities. We begin with aspects of the environment related to communication, which turn out to tie in closely with cognitive synergy. Then we turn to physical aspects of the environment, which we suspect also connect closely with various human cognitive capabilities. Finally we turn to physical aspects of the human body and their relevance to the human mind. In the following chapter we present a deeper. more abstract theoretical framework encompassing these ideas. These ideas are of theoretical importance, and they're also of practical importance when one turns to the critical area of AG/ environment design. If one is going to do anything besides release one's young AGI into the "wilds" of everyday human life, then one has to put some thought into what kind of environment it will be raised in. This may be a virtual world or it may be a robot preschool or some other kind of physical environment, but in any case some specific choices mast be made about what to include. Specific choices must also be made about what kind of body to give one's AGI system - what sensors and actuators, and so forth. In Chapter 16 we will present some specific suggestions regarding choices of embodiment and environment that we find to be ideal for AGI development - virtual and robot preschools - but the material in this chapter is of more general import, beyond any such particularities. If one has an intuitive idea of what properties of body and world human intelligence is biased for, then one can make practical choices about embodiment and environment in a principled rather than purely ad hoc or opportunistic way. 161 EFTA00623937 162 9 General Intelligence in the Everyday Human World 9.2 Some Broad Properties of the Everyday World That Help Structure Intelligence The properties of the everyday world that help structure intelligence are diverse and span multiple levels of abstraction. Most of this chapter will focus on fairly concrete patterns of this nature, such as are involved in inter-agent communication and naive physics; however, it's also worth noting the potential importance of more abstract patterns distinguishing the everyday world from arbitrary, mathematical environments. The propensity to search for hierarchical patterns is one huge potential example of an ab- stract everyday-world property. We strongly suspect the reason that searching for hierarchical patterns works so well, in so many everyday-world contexts, lies in the particular structure of the everyday world - it's not something that would be true across all passible environments (even if one weights the space of possible environments in some clever way, say using program- length according to some standard computational model). However, this sort of assertion is of course highly "philosophical," and becomes complex to formulate and defend convincingly given the current state of science and mathematics. Going one step further, we recall from Chapter 3 a structure called the "dual network", which consists of superposed hierarchical and heterarchical networks: basically a hierarchy in which the distance between two nodes in the hierarchy is correlated with the distance between the nodes in some metric space. Another high level property of the everyday world may be that dual network structures are prevalent. This would imply that minds biased to represent the world in terms of dual network structure are likely to be intelligent with respect to the everyday world. In a different direction, the extreme commonality of symmetry groups in the (everyday and otherwise) physical world is another example: they occur so often that minds oriented toward recognizing patterns involving symmetry groups are likely to be intelligent with respect to the real world. We suspect that the number of cognitively-relevant properties of the everyday world is huge ... and that the essence of everyday-world intelligence lies in the list of varyingly abstract and concrete properties, which must be embedded implicitly or explicitly in the structure of a natural or artificial intelligence for that system to have everyday-world intelligence. Apart from these particular yet abstract properties of the everyday world, intelligence is just about "finding patterns in which actions tend to achieve which goals in which situations" ... but, the simple meta-algorithm needed to accomplish this universally is, we suggest, only a small percentage what it takes to make a mind. You might say that a sufficiently generally intelligent system should be able to infer the various cognitively-relevant properties of the environment from looking at data about the ev- eryday world. We agree in principle, and in fact Ben Kuipers and his colleagues have done some interesting work in this direction, showing that learning algorithms can infer some basics about the structure of space and time from experience 1M K071. But we suggest that doing this really thoroughly would require a massively greater amount of processing power than an AGI that embodies and hence automatically utilizes these principles. It may be that the problem of inferring these properties is so hard as to require a wildly infeasible Al XI" Godel Machine type system. EFTA00623938 9.3 Embodied Communication 163 9.3 Embodied Communication Next we turn to the potential cognitive implications of seeking to achieve goals in an environ- ment in which multimodal communication with other agents plays a prominent role. Consider a community of embodied agents living in a shared world, and suppose that the agents can communicate with each other via a set of mechanisms including: • Linguistic communication, in a language whose semantics Ls largely (not necessarily wholly) interpretable based on the mutually experienced world • Indicative communication, in which e.g. one agent points to some part of the world or delimits some interval of time, and another agent is able to interpret the meaning • Demonstrative communication, in which an agent carries out a set of actions in the world, and the other agent is able to imitate these actions, or instruct another agent as to how to imitate these actions • Depictive communication, in which an agent creates some sort of (visual, auditory, etc.) construction to show another agent, with a goal of causing the other agent to experience phenomena similar to what they would experience upon experiencing some particular entity in the shared environment • Intentional communication, in which an agent explicitly communicates to another agent what its goal is in a certain situation I It is clear that ordinary everyday communication between humans possesses all these aspects. We define the Embodied Communication Prior (ECP) as the probability distribution in which the probability of an entity (e.g. a goal or environment) is proportional to the difficulty of describing that entity, for a typical member of the community in question, using a particular set of communication mechanisms including the above five modes. We will sometimes refer to the prior probability of an entity under this distribution, as its "simplicity" under the distribution. Next, to further specialize the Embodied Communication Prior, we will assuine that for each of these modes of communication, there are some aspects of the world that are much more easily communicable using that mode than the other modes. For instance, in the human everyday world: • Abstract (declarative) statements spanning large classes of situations are generally much easier to communicate linguistically • Complex, multi-part procedures are much easier to communicate either demonstratively, or using a combination of demonstration with other modes • Sensory or episodic data is often much easier to communicate demonstratively • The current value of attending to some portion of the shared environment is often much easier to communicate indicatively • Information about what goals to follow in a certain situation is often much easier to com- municate intentionally, i.e. via explicitly indicating what one's own goal is These simple observations have significant implications for the nature of the Embodied Com- munication Prior. For one thing they let us define multiple forms of knowledge: • Isolatedly declarative knowledge is that which is much more easily communicable lin- guistically a in Appendix ?? we recount some interesting recent results showing that mirror neurons fire in response to some cases of intentional communication as thus defined EFTA00623939 164 9 Cenral Intelligence in the Everyday Human World • Isolatedly procedural knowledge is that which is much more easily communicable demonstratively • Isolatedly sensory knowledge is that which is much more easily communicable depic- tively • Isolatedly attentive knowledge is that which is much more easily communicable indica- tively • Isolatedly intentional knowledge is that which is much more easily communicable in- tentionally This categorization of knowledge types resembles many ideas from the cognitive theory of memory IT(1)5I, although the distinctions drawn here are a little crisper than any classification currently derivable from available neurological or psychological data. Of course there may be much knowledge, of relevance to systems seeking intelligence accord- ing to the ECP, that does not fall into any of these categories and constitutes "mixed knowledge." There are some very important specific subclasses of mixed knowledge. For instance, episodic knowledge (knowledge about specific real or hypothetical sets of events) will most easily be communicated via a combination of declarative, sensory, and (in some cases) procedural com- munication. Scientific and mathematical knowledge are generally mixed knowledge, as is most everyday commonsense knowledge. Some cases of mixed knowledge are reasonably well decomposable, in the sense that they decompose into knowledge items that individually fall into some specific knowledge type. For instance, an experimental chemistry procedure may be much more easily communicable pro- cedurally, whereas an allied piece of knowledge from theoretical chemistry may be much more easily communicable declaratively; but in order to fully communicate either the experimental procedure or the abstract piece of knowledge, one may ultimately need to communicate both aspects. Also, even when the best way to communicate something is mixed-mode, it may be possible to identify one mode that poses the most important part of the communication. An example would be a chemistry experiment that is best communicated via a practical demonstration together with a running narrative. It may be that the demonstration without the narrative would be vastly more valuable than the narrative without the demonstration. To cover such cases we may make less restrictive definitions such as • Interactively declarative knowledge is that which is much more easily communicable in a manner dominated by linguistic communication and so forth. We call these "interactive knowledge categories," by contrast to the "isolated knowledge categories" introduced earlier. 9.3.0.1 Naturalness of Knowledge Categories Next we introduce an assumption we call NKC, for Naturalness of Knowledge Categories. The NKC assumption states that the knowledge in each of the above isolated and interac- tive communication-modality-focused categories forms a "natural category," in the sense that for each of these categories, there are many different properties shared by a large percentage of the knowledge in the category, but not by a large percentage of the knowledge in the other cat- egories. This means that, for instance, procedural knowledge systematically (and statistically) has different characteristics than the other kinds of knowledge. EFTA00623940 9.3 Embodied Communication 165 The NKC assumption seems commonsensically to hold true for human everyday knowledge, and it has fairly dramatic implications for general intelligence. Suppose we conceive general intelligence as the ability to achieve goals in the environment shared by the communicating agents underlying the Embodied Communication Prior. Then, NKC suggests that the best way to achieve general intelligence according to the Embodied Communication Prior is going to involve • specialized methods for handling declarative, procedural, sensory and attentional knowledge (due to the naturalness of the isolated knowledge categories) • specialized methods for handling interactions between different types of knowledge, includ- ing methods focused on the case where one type of knowledge is primary and the others are supporting (the latter due to the naturalness of the interactive knowledge categories) 9.3.0.2 Cognitive Completeness Suppose we conceive an Al system as consisting of a set of learning capabilities, each one characterized by three features: • One or more knowledge types that it is competent to deal with, in the sense of the two key learning problems mentioned above • At least one learning type: either analysis, or synthesis, or both • At least one interaction type, for each (knowledge type, learning type) pair it handles: "isolated" (meaning it deals mainly with that knowledge type in isolation), or "interactive" (meaning it focuses on that knowledge type but in a way that explicitly incorporates other knowledge types into its process), or "fully mixed" (meaning that when it deals with the knowledge type in question, no particular knowledge type tends to dominate the learning process). Then, intuitively, it seems to follow from the ECP with NKC that systems with high efficient general intelligence should have the following properties, which collectively we'll call cognitive completeness: • For each (knowledge type, learning type, interaction type) triple, there should be a learning capability corresponding to that triple. • Furthermore the capabilities corresponding to different (knowledge type, interaction type) pairs should have distinct characteristics (since according to the NKC the isolated knowledge corresponding to a knowledge type is a natural category, as is the dominant knowledge corresponding to a knowledge type) • For each (knowledge type, learning type) pair (K,L), and each other knowledge type K1 distinct from K, there should be a distinctive capability with interaction type "interactive" and dealing with knowledge that is interactively K but also includes aspects of K1 Furthermore, it seems intuitively sensible that according to the ECP with NKC, if the ca- pabilities mentioned in the above points are reasonably able, then the system possessing the capabilities will display general intelligence relative to the ECP. Thus we arrive at the hypothesis that EFTA00623941 166 9 General Intelligence in the Everyday Human World Under the assumption of the Embodied Communication Prior (with the Natural Knowledge Categories assumption), the property above called "cognitive complete- ness" is necessary and sufficient for efficient general intelligence at the level of an inteligent adult human (e.g. at the Piagetan formal level IP ia531). Of course, the above considerations are very, far from a rigorous mathematical proof (or even precise formulation) of this hypothesis. But we are presenting this here as a conceptual hypothesis, in order to qualitatively guide our practical AGI R&D and also to motivate further, more rigorous theoretical work. 9.8.1 Generalizing the Embodied Communication Prior One interesting direction for further research would be to broaden the scope of the inquiry, in a manner suggested above: instead of just looking at the ECP, look at simplicity measures in general, and attack the question of how a mind must be structured in order to display efficient general intelligence relative to a specified simplicity measure. This problem seems unapproach- able in general, but some special cases may be more tractable. For instance, suppose one has • a simplicity measure that (like the ECP) is approximately decomposable into a set of fairly distinct components, plus their interactions • an assumption similar to NKC, which states that the entities displaying simplicity according to each of the distinct components, are roughly clustered together in entity-space Then one should be able to say that, to achieve efficient general intelligence relative to this decomposable simplicity measure, a system should have distinct capabilities corresponding to each of the components of the simplicity measure interactions between these capabilities, corresponding to the interaction terms in the simplicity measure. With copious additional work, these simple observations could potentially serve as the seed for a novel sort of theory of general intelligence - a theory of how the structure of a system depends on the structure of the simplicity measure with which it achieves efficient general intelligence. Cognitive Synergy Theory would then emerge as a special case of this more abstract theory. 9.4 Naive Physics Multimodal communication is an important aspect of the environment for which human in- telligence evolved - but not the only one. It seems likely that our human intelligence is also closely adapted to various aspects of our physical environment - a matter that is worth carefully attending as we design environments for our robotically or virtually embodied AGI systems to operate in. One interesting guide to the most cognitively relevant aspects of human environments is the subfield of AI known as "naive physics" illw85I - a term that refers to the theories about the physical world that human beings implicitly develop and utilize during their lives. For instance, EFTA00623942 9.4 Naive Physics 167 when you figure out that you need to pressure the knife slightly harder when spreading peanut butter rather than jelly, you're not making this judgment using Newtonian physics or the Navier-Stokes equations of fluid dynamics; you're using heuristic patterns that you figured out through experience. Maybe you figured out these patterns through experience spreading peanut butter and jelly in particular. Or maybe you figured these heuristic patterns out before you ever tried to spread peanut butter or jelly specifically, via just touching peanut butter and jelly to see what they feel like, and then carrying out inference based on your experience manipulating similar tools in the context of similar substances. Other examples of similar "naive physics" patterns are easy to come by, e.g. 1. What goes up must come down. 2. A dropped object falls straight down. 3. A vacuum sucks things towards it. 4. Centrifugal force throws rotating things outwards. 5. An object is either at rest or moving, in an absolute sense. 6. Two events are simultaneous or they are not. 7. When running downhill, one must lift one's knees up high. 8. When looking at something that you just barely can't discern accurately, squint. Attempts to axiomatically formulate naive physics have historically come up short, and we doubt this is a promising direction for AGI. However, we do think the naive physics literature does a good job of identifying the various phenomena that the human mind's naive physics deals with. So, from the point of view of AGI environment design, naive physics is a useful source of requirements. Ideally, we would like an AGI's environment to support all the fundamental phenomena that naive physics deals with. We now describe some key aspects of naive physics in a more systematic manner. Naive physics has many different formulations; in this section we draw heavily on JSC9Ij, who divide naive physics phenomena into 5 categories. Here we review these categories and identify a number of important things that humanlike intelligent agents must be able to do relative to each of them. 9.4.1 Objects, Natural Units and Natural Kinds One key aspect of naive physics involves recognition of various aspects of objects, such as: 1. Recognition of objects amidst noisy perceptual data 2. Recognition of surfaces and interiors of objects 3. Recognition of objects as manipulable units 4. Recognition of objects as potential subjects of fragmentation (splitting, cutting) and of unification (gluing, bonding) 5. Recognition of the agent's body as an object, and as parts of the agent's body as objects 6. Division of universe of perceived objects into "natural kinds", each containing typical and atypical instances EFTA00623943 168 9 General Intelligence in the Everyday Human World 9.4.2 Events, Processes and Causality Specific aspects of naive physics related to temporality and causality are: 1. Distinguishing roughly-subjectively-instantaneous events from extended processes 2. Identifying beginnings, endings and crossings of processes 3. Identifying and distinguishing internal and external changes 4. Identifying and distinguishing internal and external changes relative to one's own body 5. Interrelating body-changes with changes in external entities Notably, these aspects of naive physics involve a different processes occurring on a variety of different time scales, intersecting in complex patterns, and involving processes inside the agent's body, outside the agent's body, and crossing the boundary, of the agent's body. 9.4.5 Stuffs, States of Matter, Qualities Regarding the various states of matter, some important aspects of naive physics are: 1. Perceiving gaps between objects: holes, media, illusions like rainbows, mirages and holo- grams 2. Distinguishing the manners in which different sorts of entities (e.g. smells, sounds, light) fill space 3. Distinguishing properties such as smoothness, roughness, graininess, stickiness, runniness, etc. 4. Distinguishing degrees of elasticity and fragility 5. Assessing separability of aggregates 9.4.4 Surfaces, Limits, Boundaries, Media Gibson IGit)77, Gil)791 has argued that naive physics is not mainly about objects but rather mainly about surfaces. Surfaces have a variety of aspects and relationships that are important for naive physics, such as: 1. Perceiving and reasoning about surfaces as two-sided or one-sided interfaces 2. Inference of the various ecological laws of surfaces 3. Perception of various media in the world as separated by surfaces 4. Recognition of the textures of surfaces 5. Recognition of medium/surface layout relationships such as: ground, open environment, enclosure, detached object, attached object, hollow object, place, sheet, fissure, stick, fibre, dihedral, etc. As a concrete, evocative "toy" example of naive everyday knowledge about surfaces and boundaries, consider Sloman's iSloOSal example scenario, depicted in Figure 9.1 and drawn largely from ISS71] (see also related discussion in )S10081)J, in which "A child can be given one EFTA00623944 9.4 Naive Physics Fig. 9.1: One of Sloman's example test domains for real-world inference. Left: a number of pins and a rubber band to be stretched around them. Right: use of the pins and rubber hand to make a letter T. or more rubber bands and a pile of pins, and asked to use the pins to hold the band in place to form a particular shape)... For example, things to be learnt could include": 1. There is an area inside the band and an area outside the band. 2. The possible effects of moving a pin that is inside the band towards or further away front other pins inside the band. (The effects can depend on whether the band is already stretched.) 3. The passible effects of moving a pin that is outside the band towards or further away front other pins inside the hand. 4. The passible effects of adding a new pin, inside or outside the band, with or without pushing the band sideways with the pin first. 5. The possible effects of removing a pin, from a position inside or outside the band. 6. Patterns of motion/change that can occur and how they affect local and global shape (e.g. introducing a concavity or convexity, introducing or removing symmetry, increasing or decreasing the area enclosed). 7. The possibility of causing the band to cross over itself. (NB: Is an odd number of crosses passible?) 8. How adding a second, or third band can enrich the space of structures, processes and effects of processes. 9.4.5 What Kind of Physics Is Needed to Foster Human-like Intelligence? We stated above that we would like an AGI's environment to support all the fundamental phe- nomena that naive physics deals with; and we have now reviewed a number of these specific phenomena. But it's not entirely clear what the "fundamental" aspects underlying these phe- nomena are. One important question in the environment-design context is how close an AGI environment needs to stick to the particulars of real-world naive physics. Is it important that a young AGI can play with the specific differences between spreading peanut butter versus jelly? Or is it enough that it can play with spreading and smearing various substances of different consistencies? How close does the analogy between an AGI environment's naive physics and EFTA00623945 170 9 Cenral Intelligence in the Everyday Human World real-world naive physics need to be? This is a question to which we have no scientific answer at present. Our own working hypothesis is that the analogy does not need to be extremely close, and with this in mind in Chapter 16 we propose a virtual environment BlocksNBeadsWorld that encompasses all the basic conceptual phenomena of real-world naive physics, but does not attempt to emulate their details. Framed in terms of human psychology rather than environment design, the question be- comes: At what level of detail must one model the physical world to understand the ways in which human intelligence has adapted to the physical world?. Our suspicion, which underlies our BlocksNBeadsWorld design, is that it's approximately enough to have • Newtonian physics, or some close approximation • Matter in multiple phases and forms vaguely similar to the ones we see in the real world: solid, liquid, gas, paste, goo, etc. • Ability to transform some instances of matter from one form to another • Ability to flexibly manipulate matter in various forms with various solid tools • Ability to combine instances of matter into new ones in a fairly rich way: e.g. glue or tie solids togethermix liquids together, etc. • Ability to position instances of matter with respect to each other in a rich way: e.g. put liquid in a solid cavity, cover something with a lid or a piece of fabric, etc. It seems to us that if the above are present in an environment, then an AGI seeking to achieve appropriate goals in that environment will be likely to form an appropriate "human- like physical-world intuition." We doubt that the specifics of the naive physics of different forms of matter are critical to human-like intelligence. But, we suspect that a great amount of unconscious human metaphorical thinking is conditioned on the fact that humans evolved around matter that takes a variety of forms, can be changed from one form to another, and can be fairly easily arranged and composited to form new instances from prior ones. Without many diverse instances of matter transformation, arrangement and composition in its experience, an AGI is unlikely to form an internal "metaphor-base" even vaguely similar to the human one - so that, even if it's highly intelligent, its thinking will be radically non-human-like in character. Naturally this is all somewhat speculative and must be explored via experimentation. Maybe an elaborate blocks-world with only solid objects will be sufficient to create human-level. roughly human-like AGI with rich spatiotemporal and manipulative intuition. Or maybe human intel- ligence is more closely adapted to the specifics of our physical world - with water and dirt and plants and hair and so forth - than we currently realize. One thing that is very clear is that, as we proceed with embodying, situating and educating our AGI systems, we need to pay careful attention to the way their intelligence is conditioned by their environment. 9.5 Folk Psychology Related to naive physics is the notion of "naive psychology" or "folk psychology" IRav041, which includes for instance the following aspects: 1. Mental simulation of other agents 2. Mental theory regarding other agents 3. Attribution of beliefs, desires and intentions (BDI) to other agents via theory, or simulation EFTA00623946 9.6 Body and Mind 171 4. Recognition of emotions in other agents via their physical embodiment 5. Recognition of desires and intentions in other agents via their physical embodiment 6. Analogical and contextual inferences between self and other, regarding BDI and other as- pects 7. Attribute causes and meanings to other agents behaviors 8. Anthropomorphize non-human, including inanimate objects The main special requirement placed on an AGI's embodiment by the above aspects pertains to the ability of agents to express their emotions and intentions to each other. Humans do this via facial expressions, gestures and language. 9.5.1 Motivation, Requiredness, Value Relatedly to folk psychology, Gestalt [Koh:181 and ecological rib77, Gili7S1 psychology suggest that humans perceive the world substantially in terms of the affordances it provides them for goal-directed action. This suggests that, to support human-like intelligence, an AGI must be capable of: 1. Perception of entities in the world as differentially associated with goal-relevant value 2. Perception of entities in the world in terms of the potential actions they afford the agent, or other agents The key point is that entities in the world need to provide a wide variety of ways for agents to interact with them, enabling richly complex perception of affordances. 9.6 Body and Mind The above discussion has focused on the world external to the body of the AGI agent embodied and embedded in the world, but the issue of the AGI's body also merits consideration. There seems little doubt that a human's intelligence is highly conditioned by the particularities of the human body. 9.6.1 The Human Sensorium Here the requirements seem fairly simple: while surely not strictly necessary, it would certainly be preferable to provide an AGI with fairly rich analogues of the human senses of touch, sight, sound, kinesthesia, taste and smell. Each of these senses provides different sorts of cognitive stimulation to the human mind: and while similar cognitive stimulation could doubtless be achieved without analogous senses, the provision of such seems the most straightforward ap- proach. It's hard to know how much of human intelligence is specifically biased to the sorts of outputs provided by human senses. As vision already is accorded such a prominent role in the AI and cognitive science literature - and is discussed in moderate depth in Chapter 26 of Part 2, we won't take time elaborating EFTA00623947 172 9 General Intelligence in the Everyday Human World on the importance of vision processing for humanlike cognition. The key thing an AGI requires to support humanlike "visual intelligence" is an environment containing a sufficiently robust collection of materials that object and event recognition and identification become interesting problems. Audition is cognitively valuable for many reasons, one of which is that it gives a very rich and precise method of sensing the world that is different from vision. The fact that humans can display normal intelligence while totally blind or totally deaf is an indication that, in a sense, vision and audition are redundant for understanding the everyday world. However, it may be important that the brain has evolved to account for both of these senses, because this forced it to account for the presence of two very rich and precise methods of sensing the world - which may have forced it to develop more abstract representation mechanisms than would have been necessary with only one such method. Touch is a sense that is, in our view, generally badly underappreciated within the Al commu- nity. In particular the cognitive robotics community seems to worry too little about the terribly impoverished sense of touch possessed by most current robots (though fortunately there are recent technologies that may help improve robots in this regard; see e.g. [Natal). Touch is how the human infant learns to distinguish self from other, and in this way it is the most essential sense for the establishment of an internal self-model. Touching others' bodies is a key method for developing a sense of the emotional reality and responsiveness of others, and is hence key to the development of theory of mind and social understanding in humans. For this reason, among others, human children lacking sufficient tactile stimulation will generally wind up badly im- paired in multiple ways. A good-quality embodiment should supply an AI agent with a body that possesses skin, which has varying levels of sensitivity on different parts of the skin (so that it can effectively distinguish between reality and its perception thereof in a tactile context); and also varying types of touch sensors (e.g. temperature versus friction), so that it experiences textures as multidimensional entities. Related to touch, kinesthesia refers to direct sensation of phenomena happening inside the body. Rarely mentioned in AI, this sense seems quite critical to cognition, as it underpins many of the analogies between self and other that guide cognition. Again, it's not important that an AGI's virtual body have the same internal body parts as a human body. But it seems valuable to have the AGI's virtual body display some vaguely human-body-like properties, such as feeling internal strain of various sorts after getting exercise, feeling discomfort in certain places when running out of energy, feeling internally different when satisfied versus unsatisfied, etc. Next, taste is a cognitively interesting sense in that it involves the interplay between the internal and external world; it involves the evaluation of which entities from the external world are worthy of placing inside the body. And smell is cognitively interesting in large part because of its relationship with taste. A smell is, among other things, a long-distance indicator of what a certain entity might taste like. So, the combination of taste and smell provides means for conceptualizing relationships between self, world and distance. 9.6.2 The Human Body's Multiple Intelligences While most unique aspect of human intelligence is rooted in what one might call the "cognitive cortex" - the portions of the brain dealing with self-reflection and abstract thought. But the cognitive cortex does its work in close coordination with the body's various more specialized EFTA00623948 9.6 Body and Mind 173 intelligent subsystems, including those associated with the gut, the heart, the liver, the immune and endocrine systems, and the perceptual and motor cortices. In the perspective underlying this book, the human cognitive cortex - or the core cognitive network of any roughly human-like AGI system - should be viewed as a highly flexible, self- organizing network. These cognitive networks are modelable e.g. as a recurrent neural net with general topology, or a weighted labeled hypergraph, and are centrally concerned with recognizing patterns in its environment and itself, especially patterns regarding the achievement of the system's goals in various appropriate contexts. Here we augment this perspective, noting that the human brain's cognitive network is closely coupled with a variety of simpler and more specialized intelligent "body-system networks" which provide it with structural and dynamical inductive biasing. We then discuss the implications of this observation for practical AGI design. One recalls Pascal's famous quote "The heart has its reasons, of which reason knows not." As we now know, the intuitive sense that Pascal and so many others have expressed, that the heart and other body systems have their own reasons, is grounded in the fact that they actually do carry out simple forms of reasoning (i.e. intelligent, adaptive dynamics), in close, sometimes cognitively valuable, coordination with the central cognitive network. 9.6.2.1 Some of the Human Body's Specialized Intelligent Subsystems The human body contains multiple specialized intelligences apart from the cognitive cortex. Here we review some of the most critical. Hierarchies of Visual and Auditory Perception . The hierarchical structure of visual and auditory cortex has been taken by some researchers 'Kuril, II II396] as the generic structure of cognition. While we suspect this is overstated, we agree it is important that these cortices nudge large portions of the cognitive cortex to assume an approximately hierarchical structure. Olfactory Attractors . The process of recognizing a familiar smell is grounded in a neural process similar to con- vergence to an attractor in a nonlinear dynamical system Wre951. There is evidence that the mammalian cognitive cortex evolved in close coordination with the olfactory cortex 'Rowlib and much of abstract cognition reflects a similar dynamic of gradually coming to a conclusion based on what initially "smells right." Physical and Cognitive Action . The cerebellum, a specially structured brain subsystem which controls motor movements, has for some time been understood to also have involvement in attention, executive control, language, working memory, learning, pain, emotion, and addiction IPS1:09]. EFTA00623949 174 9 General Intelligence in the Everyday Human World The Second Brain . The gastrointestinal neural net contains millions of neurons and is capable of operating inde- pendently of the brain. It modulates stress response and other aspects of emotion and motivation based on experience - resulting in so-called "gut feelings" IGer091. The Heart's Neural Network . The heart has its own neural network, which modulates stress response, energy level and relaxation/excitement (factors key to motivation and emotion) based on experience lArm0-11. Pattern Recognition and Memory in the Liver . The liver is a complex pattern recognition system, adapting via experience to better identify toxins [C13061. Like the heart, it seems to store sonic episodic memories as well, resulting in liver transplant recipients sometimes acquiring the tastes in music or sports of the donor EENICP21. Immune Intelligence . The immune network is a highly complex, adaptive self-organizing system, which ongoingly solves the learning problem of identifying antigens and distinguishing them from the body system IIT861. As immune function is highly energetically costly, stress response involves subtle modulation of the energy allocation to immune function, which involves communication between neural and immune networks. The Endocrine System: A Key Bridge Between Mind and Body . The endocrine (hormonal) system regulates (and is related by) emotion, thus guiding all aspects of intelligence (due to the close connection of emotion and motivation) [PH121. Breathing Guides Thinking . As oxygenation of the brain plays a key role in the spread of neural activity, the flow of breath is a key driver of cognition. Forced alternate nostril breathing has been shown to significantly affect cognition via balancing activity of the two brain hemispheres ISKI313911. Much remains unknown, and the totality of feedback loops between the human cognitive cortex and the various specialized intelligences operative throughout the human body, has not yet been thoroughly charted. EFTA00623950 9.6 Body and Mind 175 9.6.2.2 Implications for AGI What lesson should the AGI developer draw from all this? The particularities of the human mind/body should not be taken as general requirements for general intelligence. However, it is worth remembering just how difficult is the computational problem of learning, based on experiential feedback alone, the right way to achieve the complex goal of controlling a system with general intelligence at the human level or beyond. To solve this problem without some sort of strong inductive biasing may require massively more experience than young humans obtain. Appropriate inductive bias may be embedded in an AGI system in many different ways. Some AGI designers have sought to embed it very explicitly, e.g. with hand-coded declarative knowledge as in Cyc, SOAR and other "GOFAI" type systems. On the other hand, the human brain receives its inductive bias much more subtly and implicitly, both via the specifics of the initial structure of the cognitive cortex, and via ongoing coupling of the cognitive cortex with other systems possessing more focused types of intelligence and more specific structures and/or dynamics. In building an AGI system, one has four choices, very broadly speaking: 1. Create a flexible mind-network, as unbiased as feasible, and attempt to have it learn how to achieve its goals via experience 2. Closely emulate key aspects of the human body along with the human mind 3. Imitate the human mind-body, conceptually if not in detail, and create a number of struc- turally and dynamically simpler intelligent systems closely and appropriately coupled to the abstract cognitive mind-network, provide useful inductive bias. 4. Find some other, creative way to guide and probabilistically constrain one's AGI system's mind-network, providing inductive bias appropriate to the tasks at hand, without emulating even conceptually the way the human mind-brain receives its inductive bias via coupling with simpler intelligent systems. Our suspicion is that the first option will not be viable. On the other hand, to do the second option would require more knowledge of the human body than biology currently pmsPsses. This leaves the third and fourth options, both of which seem viable to us. CogPrime incorporates a combination of the third and fourth options. CogPrime's generic dynamic knowledge store, the Atomspace, is coupled with specialized hierarchical networks (DeSTIN) for vision and audition, somewhat mirroring the human cortex. An artificial en- docrine system for OpenCog is also under development, speculatively, as part of a project using OpenCog to control humanoid robots. On the other hand, OpenCog has no gastrointestinal nor cardiological nervous system, and the stress-response-based guidance provided to the human brain by a combination of the heart, gut, immune system and other body systems, is achieved in CogPrime in a more explicit way using the OpenPsi model of motivated cognition, and its integration with the system's attention allocation dynamics. Likely there is no single correct way to incorporate the lessons of intelligent htunan body- system networks into AGI designs. But these are aspects of human cognition that all AGI researchers should be aware of. EFTA00623951 176 9 Cenral Intelligence in the Everyday Human World 9.7 The Extended Mind and Body Finally, Hutchins iihn951, Logan liogun and others have promoted a view of human intelli- gence that views the human mind as extended beyond the individual body, incorporating social interactions and also interactions with inanimate objects, such as tools, plants and animals. This leads to a number of requirements for a humanlike AGI's environment: 1. The ability to create a variety of different tools for interacting with various aspects of the world in various different ways, including tools for making tools and ultimately machinery 2. The existence of other mobile, virtual life-forms in the world, including simpler and less intelligent ones, and ones that interact with each other and with the AGI 3. The existence of organic growing structures in the world, with which the AGI can interact in various ways, including halting their growth or modifying their growth pattern How necessary these requirements are is hard to say - but it is clear that these things have played a major role in the evolution of human intelligence. 9.8 Conclusion Happily, this diverse chapter supports a simple, albeit tentative conclusion. Our suggestion is that, if an AGI is • placed in an environment capable of roughly supporting multimodal communication and vaguely (but not nectsbarily precisely) real-world-ish naive physics • surrounded with other intelligent agents of varying levels of complexity, and other complex, dynamic structures to interface with • given a body that can perceive this environment through some forms of sight, sound and touch; and perceive itself via some form of kinesthesia • given a motivational system that encourages it to make rich use of these aspects of its environment then the AGI is likely to have an experience-base reinforcing the key inductive biases provided by the everyday world for the guidance of humanlike intelligence. EFTA00623952 Chapter 10 A Mind-World Correspondence Principle 10.1 Introduction Real-world minds are always adapted to certain classes of environments and goals. The ideas of the previous chapter, regarding the connection between a human-like intelligence's internals and its environment, result from exploring the implications of this adaptation in the context of the cognitive synergy concept. In this chapter we explore the mind-world connection in a broader and more abstract way - making a more ambitious attempt to move toward a "general theory of general intelligence." One basic premise here, as in the preceding chapters is: Even a system of vast general intelligence, subject to real-world space and time constraints, will necessarily be more efficient at some kinds of learning than others. Thus, one approach to formulating a general theory of general intelligence is to look at the relationship between minds and worlds - where a "world" is conceived as an environment and a set of goals defined in terms of that environment. In this spirit, we here formulate a broad principle binding together worlds and the minds that are intelligent in these worlds. The ideas of the previous chapter constitute specific, concrete instantiations of this general principle. A careful statement of the principle requires introduction of a number of technical concepts, and will be given later on in the chapter. A crude, informal version of the principle would be: MIND-WORLD CORRESPONDENCE-PRINCIPLE For a mind to work intelligently toward certain goats in a certain world, there should be a nice mapping from goal-directed sequences of world-states into sequences of mind-states, where "nice" means that a world-state-sequence IV composed of two parts WI and W2, gets mapped into a mind-state-sequence Al composed of two corresponding parts MI and M2. What's nice about this principle is that it relates the decomposition of the world into parts, to the decomposition of the mind into parts. 177 EFTA00623953 178 10 A Mind-World Correspondence Principle 10.2 What Might a General Theory of General Intelligence Look Like? It's not clear, at this point, what a real "general theory of general intelligence" would look like - but one tantalizing passibility is that it might confront the two questions: • How does one design a world to foster the development of a certain sort of mind? • How does one design a mind to match the particular challenges posed by a certain sort of world? One way to achieve this would be to create a theory that, given a description of an environment and some associated goals, would output a description of the structure and dynamics that a system should possess to be intelligent in that environment relative to those goals, using limited computational resources. Such a theory would serve a different purpose from the mathematical theory of "universal intelligence" developed by Marcus Hither lutOrd and others. For all its beauty and theoreti- cal power, that approach currently gives it useful conclusions only about general intelligences with infinite or infeasibly massive computational resources. On the other hand, the approach suggested here is aimed toward creation of a theory of real-world general intelligences utilizing realistic amounts of computational power, but still possessing general intelligence comparable to human beings or greater. T [truncated]

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