Cognitive Capabilities
Andrew Nuxoll
24 May 2007
Outline
2
Long Term Memory
Memory
Declarative Procedural
Memory Memory
Semantic
Memory
Episodic
Memory
Episodic Memory
Memories of
specific events in
your past
3
Current Implementation
Long-term Procedural Memory
Encoding Production Rules
Initiation?
Storage
Retrieval
Output Working Memory Cue
Input Retrieved
Retrieval
Output Working Memory Cue
Input Retrieved
Episodic
Learning
Input Retrieved
Episodic
Learning
Input Retrieved
Retrieval
Episodic
Learning
Input Retrieved
9
Cognitive Capabilities:
How do we use Episodic Memory?
Sensing Learning
Detecting Repetition Retroactive Learning
Virtual Sensing Reanalyzing with new
Noticing Unusual Input Knowledge
Sense of Identity Explaining Behavior
Reasoning “Boosting” other Learning
Mechanisms
Action Modeling
Recording Previous
Successes/Failures
Modeling the Environment
Managing Long Term
Goals
10
TankSoar Domain
Tanks in a maze
Sub-goals
Shoot other tanks
Don’t get shot
Don’t run out of
Energy
Missiles
Multiple sensors
and actions
11
Action Modeling
Cognitive Capability: Action Modeling
Action Modeling
Definition: Learning the
immediate effect of an action
Analog: Case-Based
Reasoning
Task: Conserve Energy
Selecting proper radar setting
to minimize energy
consumption
13
Agent Implementation
Radar Setting: 1
Radar Setting: 2 Evaluation Result:
X=11 … Radar Setting: 5
Y=3
Dir=south
Radar Setting: max
Agent
Confirms
Agent’s te y Location
a
State re r and
C mo e
e Direction
M Cu
Match
Episodic
Retrieval
X=11 X=11
Y=3 Y=3
Dir=south Dir=south
14
Initial Performance
Radar Tank Performance
1
0.9
0.8
Fraction Correct
0.7
0.6
0.5
0.4
0.3
0.2
0.1 Random
0
1 101 201 301 401 501 601 701 801 901
Radar Settings (time)
15
Nuggets Coal
16
Virtual Sensors
Cognitive Capability: Virtual Sensors
Virtual Sensors
Definition: Retrieving past
?
sensing that is relevant to the
current task
Task: Locate the Battery
Using episodic memories to
construct a path
18
Agent Implementation
Move North
Evaluation Result:
Move West
Move North
Move East
a te y
Agent’s e r
Cr mo e
State e
M Cu
Episodic
Retrieval
19
Performance
Energy Search Time
1000
Number of Moves
100
Random
Ep. Mem.
10
1
1 2 3 4 5 6 7 8 9 10 11 12
Searches
20
Paths to Battery
21
Nuggets Coal
22
Learning from Past Success
and Failure
Cognitive Capability: Learning from Past
Success and Failure
Learning from Past
Success and Failure
Definition: Using past
performance to guide future
behavior
More emphasis on long term
Task: Combat
Using episodic memory to
determine best tactics in the
“attack” subgoal
24
Agent Implementation
Move Forward
Move Forward + Fire Missile Evaluation Result:
… Move Forward + Fire = 2 points
Turn Right
Compare
Memories
Agent’s te In the Sequence
State r ea Cue
C ry
emo
M
25
Performance
20
10
0
1 11 21 31 41 51 61 71 81 91 101 111 121 131 141 151 161
Margin of Victory
-10
-20
-30
-40
-50
-60
Successive Games
26
Tactics Learned
Fight or flight
Back away and shoot
Dodging
27
Without Heuristic Cue
Performance without Heuristic Cue Selection
20
10
Average Margin of Victory
0
1 11 21 31 41 51 61 71 81 91 101 111 121 131 141 151 161
-10
-20
-30
-40
-50
-60
Successive Games
28
Without Discount Factor
No Discount Factor
20
10
Average Margin of Victory
0
1 12 23 34 45 56 67 78 89 100 111 122 133 144 155 166 177
-10
-20
-30
-40
-50
-60
Successive Games
29
Nuggets Coal
30
Summary
31