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

Jan 05, 2016

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

Soar: Soar: An Architecture forAn Architecture for

Human Behavior RepresentationHuman Behavior Representation

Randall W. Hill, Jr.

Information Sciences Institute

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

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

What is Soar?What is Soar?

Artificial Intelligence Architecture– System for building intelligent agents

– Learning system

Cognitive Architecture– A candidate Unified Theory of Cognition

(Allen Newell, 1990)

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

HistoryHistory

Inventors– Allen Newell, John Laird, Paul Rosenbloom

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

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

In the public domain

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

User CommunityUser Community

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

International– Britain, Europe, Japan

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

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

Objectives of ArchitectureObjectives of Architecture

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

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

Interact with the outside world Learn about all aspects of tasks

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

Cognitive Behavior:Cognitive Behavior:Underlying AssumptionsUnderlying Assumptions

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

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

Soar ArchitectureSoar Architecture

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

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

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

[ ][ ][ ]

[ ][ ][ ]

Match Changes

Perception / Motor Interface

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

Soar Decision CycleSoar Decision CyclePerception Cognition Motor

Input Phase

Elaboration Phase

Output Phase

Decision Phase

• Fire rules

• Generate preferences

• Update working memory

• Evaluate operator preferences

• Select new operator OR

• Create new state

• Sense world

• Perceptual pre-processing

• Assert to WM

• Command effectors

• Adjust perception

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

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

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

– Provides trace of behavior comparable to human actions

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

– Apply: modify the current situation, send motor commands

– Terminate: determine that operator is finished

Inp

ut

Elaboration(propose operators)

Decide(select operator)

Elaboration(apply operator)

Ou

tpu

t

Inp

ut

Dec

ide

Ou

tpu

t

Inp

ut

Dec

ide

Elaboration(terminate operator & propose)

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

Example RulesExample Rules

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

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

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

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

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

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

Goal Driven BehaviorGoal Driven Behavior

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

– Decomposition is dynamic and situation dependent

– Over 90 operators in RWA-Soar

Execute-Mission

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

Fly-control-route Select-point

Select-route

High-level

Low-level

Contour NOE

Mask Unmask Employ-weapons

Initialize-hover

Return-to-control-point

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

Coordination of Coordination of Behavior & ActionBehavior & Action

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

– Generate preferences for operators

– Terminate operators

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

Other possible approaches– Multiple goal hierarchies

– Flush and re-build goal hierarchies when needed

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

ModelingModelingPerceptual Perceptual

AttentionAttention

Problem

• Naïve vision model— Entity-level resolution

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

• No focus of attention— Perceptual overload often occurs

— Pilot crashes helicopter

Approach

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

— Multi-resolution focus

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

— Stimulus-driven: abrupt onset, contrast

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

Model of Attention• Gestalt grouping

• Zoom lens effect

• Goal and stimulus driven

Naïve Vision Model• Entity-oriented

• Stimulus-driven

• No perceptual control

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

Underlying Underlying Technologies/AlgorithmsTechnologies/Algorithms

Optimized RETE algorithm– Enables efficient matching in large rule sets

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

Learning algorithm– Chunking mechanism

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

Soar ApplicationsSoar Applications

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

– Fixed Wing Aircraft Pilots (UM, Soar Technology)

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

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

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

Intelligent Synthetic ForcesIntelligent Synthetic Forces

Helicopter pilots Teamwork C3I Modeling

– Planning– Execution– Re-planning– Collaboration

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

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

3D agent that interacts with students in virtual environments

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

Multiple trainees and agents work together in virtual teams

Intelligent tutoring in the context of a shared team environment

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

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

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

U. of Michigan, Laird and van Lent

InterfaceDLL

Soar/QuakeAI

AI Engine(Soar)

KnowledgeFiles

Actions

Sensor Data

Socket

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

Validation EffortsValidation Efforts

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

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

Better models for validating integrated models of human behavior needed

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

Summary of Summary of Capabilities/LimitationsCapabilities/Limitations

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

models of human behavior Limitations

– Learning mechanism not easily used

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

Future Development /Future Development /Application PlansApplication Plans

Integrate emotion with cognition Learn from experience

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

in complex decision-making– Extend the current C3I models