5 research outputs found
The toy box problem (and a preliminary solution)
The evaluation of incremental progress towards 'Strong AI' or 'AGI' remains a challenging open problem. In this paper, we draw inspiration from benchmarks used in artificial commonsense reasoning to propose a new benchmark problem- the Toy Box Problem-that tests the practical real-world intelligence and learning capabilities of an agent. An important aspect of a benchmark is that it is realistic and plausibly achievable; as such, we outline a preliminary solution based on the Comirit Framework
Autonomous learning of commonsense simulations
Parameter-driven simulations are an effective and efficient method for reasoning about a wide range of commonsense scenarios that can complement the use of logical formalizations. The advantage of simulation is its simplified knowledge elicitation process: rather than building complex logical formulae, simulations are constructed by simply selecting numerical values and graphical structures. In this paper, we propose the application of machine learning techniques to allow an embodied autonomous agent to automatically construct appropriate simulations from its real-world experience. The automation of learning can dramatically reduce the cost of knowledge elicitation, and therefore result in models of commonsense with breadth and depth not possible with traditional engineering of logical formalizations
A generic framework for approximate simulation in commonsense reasoning systems
This paper introduces the Slick architecture and outlines how it may be applied to solve the well known Egg-Cracking Problem. In contrast to other solutions to this problem that are based on formal logics, the Slick architecture is based on general-purpose and low-resolution quantitative simulations. On this benchmark problem, the Slick architecture offers greater elaboration tolerance and allows for faster elicitation of more general axioms
Physical Reasoning for Intelligent Agent in Simulated Environments
Developing Artificial Intelligence (AI) that is capable of
understanding and interacting with the real world in a
sophisticated way has long been a grand vision of AI. There is an
increasing number of AI agents coming into our daily lives and
assisting us with various daily tasks ranging from house cleaning
to serving food in restaurants. While different tasks have
different goals, the domains of the tasks all obey the physical
rules (classic Newtonian physics) of the real world. To
successfully interact with the physical world, an agent needs to
be able to understand its surrounding environment, to predict the
consequences of its actions and to draw plans that can achieve a
goal without causing any unintended outcomes. Much of AI
research over the past decades has been dedicated to specific
sub-problems such as machine learning and computer vision, etc.
Simply plugging in techniques from these subfields is far from
creating a comprehensive AI agent that can work well in a
physical environment. Instead, it requires an integration of
methods from different AI areas that considers specific
conditions and requirements of the physical environment.
In this thesis, we identified several capabilities that are
essential for AI to interact with the physical world, namely,
visual perception, object detection, object tracking, action
selection, and structure planning. As the real world is a highly
complex environment, we started with developing these
capabilities in virtual environments with realistic physics
simulations. The central part of our methods is the combination
of qualitative reasoning and standard techniques from different
AI areas. For the visual perception capability, we developed a
method that can infer spatial properties of rectangular objects
from their minimum bounding rectangles. For the object detection
capability, we developed a method that can detect unknown objects
in a structure by reasoning about the stability of the structure.
For the object tracking capability, we developed a method that
can match perceptually indistinguishable objects in visual
observations made before and after a physical impact. This method
can identify spatial changes of objects in the physical event,
and the result of matching can be used for learning the
consequence of the impact. For the action selection capability,
we developed a method that solves a hole-in-one problem that
requires selecting an action out of an infinite number of actions
with unknown consequences. For the structure planning capability,
we developed a method that can arrange objects to form a stable
and robust structure by reasoning about structural stability and
robustness