1,247 research outputs found

    Uma comparação entre arquiteturas cognitivas : análise teórica e prática

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    Orientador: Ricardo Ribeiro GudwinDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de ComputaçãoResumo: Este trabalho apresenta uma comparação teórica e prática entre três das mais populares arquiteturas cognitivas: SOAR, CLARION e LIDA. A comparação teórica é realizada com base em um conjunto de funções cognitivas supostamente existentes no ciclo cognitivo humano. A comparação prática é realizada aplicando-se um mesmo experimento em todas as arquiteturas, coletando alguns dados e comparando-as usando como base algumas métricas de qualidade de software. O objetivo é enfatizar semelhanças e diferenças entre os modelos e implementações, com o objetivo de aconselhar um novo usuário a escolher a arquitetura mais apropriada para uma certa aplicaçãoAbstract: This work presents a theoretical and practical comparison of three popular cognitive architectures: SOAR, CLARION, and LIDA. The theoretical comparison is performed based on a set of cognitive functions supposed to exist in the human cognitive cycle. The practical comparison is performed applying the same experiment in all architectures, collecting some data and comparing them using a set of software quality metrics as a basis. The aim is to emphasize similarities and differences among the models and implementations, with the purpose to advise a newcomer on how to choose the appropriated architecture for an applicationMestradoEngenharia de ComputaçãoMestre em Engenharia Elétric

    The use of emotions in the implementation of various types of learning in a cognitive agent

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    Les tuteurs professionnels humains sont capables de prendre en considération des événements du passé et du présent et ont une capacité d'adaptation en fonction d'événements sociaux. Afin d'être considéré comme une technologie valable pour l'amélioration de l'apprentissage humain, un agent cognitif artificiel devrait pouvoir faire de même. Puisque les environnements dynamiques sont en constante évolution, un agent cognitif doit pareillement évoluer et s'adapter aux modifications structurales et aux phénomènes nouveaux. Par conséquent, l'agent cognitif idéal devrait posséder des capacités d'apprentissage similaires à celles que l'on retrouve chez l'être humain ; l'apprentissage émotif, l'apprentissage épisodique, l'apprentissage procédural, et l'apprentissage causal. Cette thèse contribue à l'amélioration des architectures d'agents cognitifs. Elle propose 1) une méthode d'intégration des émotions inspirée du fonctionnement du cerveau; et 2) un ensemble de méthodes d'apprentissage (épisodique, causale, etc.) qui tiennent compte de la dimension émotionnelle. Le modèle proposé que nous avons appelé CELTS (Conscious Emotional Learning Tutoring System) est une extension d'un agent cognitif conscient dans le rôle d'un tutoriel intelligent. Il comporte un module de gestion des émotions qui permet d'attribuer des valences émotionnelles positives ou négatives à chaque événement perçu par l'agent. Deux voies de traitement sont prévues : 1) une voie courte qui permet au système de répondre immédiatement à certains événements sans un traitement approfondis, et 2) une voie longue qui intervient lors de tout événement qui exige la volition. Dans cette perspective, la dimension émotionnelle est considérée dans les processus cognitifs de l'agent pour la prise de décision et l'apprentissage. L'apprentissage épisodique dans CELTS est basé sur la théorie du Multiple Trace Memory consolidation qui postule que lorsque l'on perçoit un événement, l'hippocampe fait une première interprétation et un premier apprentissage. Ensuite, l'information acquise est distribuée aux différents cortex. Selon cette théorie, la reconsolidation de la mémoire dépend toujours de l'hippocampe. Pour simuler de tel processus, nous avons utilisé des techniques de fouille de données qui permettent la recherche de motifs séquentiels fréquents dans les données générées durant chaque cycle cognitif. L'apprentissage causal dans CELTS se produit à l'aide de la mémoire épisodique. Il permet de trouver les causes et les effets possibles entre différents événements. Il est mise en œuvre grâce à des algorithmes de recherche de règles d'associations. Les associations établies sont utilisées pour piloter les interventions tutorielles de CELTS et, par le biais des réponses de l'apprenant, pour évaluer les règles causales découvertes. \ud ______________________________________________________________________________ \ud MOTS-CLÉS DE L’AUTEUR : agents cognitifs, émotions, apprentissage épisodique, apprentissage causal

    A Universal Knowledge Model and Cognitive Architecture for Prototyping AGI

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    The article identified 42 cognitive architectures for creating general artificial intelligence (AGI) and proposed a set of interrelated functional blocks that an agent approaching AGI in its capabilities should possess. Since the required set of blocks is not found in any of the existing architectures, the article proposes a new cognitive architecture for intelligent systems approaching AGI in their capabilities. As one of the key solutions within the framework of the architecture, a universal method of knowledge representation is proposed, which allows combining various non-formalized, partially and fully formalized methods of knowledge representation in a single knowledge base, such as texts in natural languages, images, audio and video recordings, graphs, algorithms, databases, neural networks, knowledge graphs, ontologies, frames, essence-property-relation models, production systems, predicate calculus models, conceptual models, and others. To combine and structure various fragments of knowledge, archigraph models are used, constructed as a development of annotated metagraphs. As components, the cognitive architecture being developed includes machine consciousness, machine subconsciousness, blocks of interaction with the external environment, a goal management block, an emotional control system, a block of social interaction, a block of reflection, an ethics block and a worldview block, a learning block, a monitoring block, blocks of statement and solving problems, self-organization and meta learning block

    A New Constructivist AI: From Manual Methods to Self-Constructive Systems

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    The development of artificial intelligence (AI) systems has to date been largely one of manual labor. This constructionist approach to AI has resulted in systems with limited-domain application and severe performance brittleness. No AI architecture to date incorporates, in a single system, the many features that make natural intelligence general-purpose, including system-wide attention, analogy-making, system-wide learning, and various other complex transversal functions. Going beyond current AI systems will require significantly more complex system architecture than attempted to date. The heavy reliance on direct human specification and intervention in constructionist AI brings severe theoretical and practical limitations to any system built that way. One way to address the challenge of artificial general intelligence (AGI) is replacing a top-down architectural design approach with methods that allow the system to manage its own growth. This calls for a fundamental shift from hand-crafting to self-organizing architectures and self-generated code – what we call a constructivist AI approach, in reference to the self-constructive principles on which it must be based. Methodologies employed for constructivist AI will be very different from today’s software development methods; instead of relying on direct design of mental functions and their implementation in a cog- nitive architecture, they must address the principles – the “seeds” – from which a cognitive architecture can automatically grow. In this paper I describe the argument in detail and examine some of the implications of this impending paradigm shift

    A hybrid data gathering and agent based cognitive architecture for realistic crowd simulations

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    This paper proposes a realistic agent-based framework for crowd simulations that can encompass the input phase, the simulation process phase, and the output evaluation phase. In order to achieve this gathering, the three types of real-world data (physical, mental and visual) need to be considered. However, existing research has not used all the three data types to develop an agent-based framework since current data gathering methods are unable to collect all the three types. This paper introduces anew hybrid data gathering approach using a combination of virtual reality and questionnaires to gather all three data types. The data collected are incorporated into the simulation model to provide realism and flexibility. The performance of the framework is evaluated and benchmarked to prove the robustness and effectiveness of our framework. Various types of settings (self-set parameters and random parameters) are simulated to demonstrate that the framework can produce real-world like simulation
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