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Slides for MetaCognition VideoPanel 19 Jun 2011
                                    and EPICS Workshop 27 June 2011


            Varieties of Self-Awareness and Their Uses
                  in Natural and Artificial Systems
                       METACOGNITION AND NATURAL COGNITION
                         TOWARDS A CONCEPTUAL FRAMEWORK

                                        (DRAFT: to be revised)
                                             Aaron Sloman
                                  http://www.cs.bham.ac.uk/∼axs/


                           These slides will be added to my ‘talks’ directory:
                     http://www.cs.bham.ac.uk/research/projects/cogaff/talks/




MetaCog VideoPanel                              Slide 1                          Last revised: June 29, 2011
Do Not Start from Definitions
I have seen huge amounts of effort wasted because researchers
   – assume X is a good feature of systems
   – try to define X
   – try to build systems that satisfy their definition

DON’T START FROM DEFINITIONS:
DON’T ASSUME EXPERTS IN OTHER FIELDS KNOW MUCH ABOUT
THE PROBLEMS
   Most have no expertise in designing, analysing, debugging, explaining complex
   information processing systems.
START FROM REQUIREMENTS!
Arguing about definitions is generally a waste of time, and inventing your own definition,
or even looking for a definition by some “authority” is a guarantee that you are likely to
ignore something important.
There was a lot of that at the 2004 DARPA workshop on self-awareness.
http://www.ihmc.us/users/phayes/DWSAS-statements.html



MetaCog VideoPanel                           Slide 2                        Last revised: June 29, 2011
How can you analyse requirements?
There’s no simple answer – partly because there are so many different
sorts of requirements
One way to identify requirements (of different types) is to look at products
of biological evolution, attempting to understand the design discontinuities
and
   – the pressures that helped to select them
   – including features of the environment
   – their benefits, costs, flaws, limitations
It is often a fatal flaw to assume there is a single utility function
   – i.e. some scalar measure to be optimised.
There are many incommensurable sets of requirements against which designs can be
evaluated and often no right answer to “what is best”?
   Compare consumer reports on products – cars, lawn-mowers, holidays, computers, ...

Herbert Simon and others: satisficing, not optimising is what natural systems do.
Probably that’s all engineers can do, except for very simple classes of problems.

MetaCog VideoPanel                             Slide 3                     Last revised: June 29, 2011
Sources of requirements: I
For artificial systems requirements analysis often involves
   – examining some working or proposed system
   – trying to identify flaws in existing systems
   – interviewing people involved to find out what they like or dislike
   – doing empirical research to find correlations between design features and results
   – often you don’t understand requirements until you’ve built working systems and found
   out what’s wrong with them




MetaCog VideoPanel                         Slide 4                         Last revised: June 29, 2011
Sources of requirements: II
For natural systems we can try to understand trajectories in “niche space”
and in “design space”
and how changes in both spaces interact.


  • Niche space: space of possible sets of
    requirements to be satisfied by working
    designs.
  • Design space: space of possible sets of
    designs for working systems.
One approach is to try to identify design
discontinuities in biological evolution and the
factors that influenced them.
It’s not easy – partly because there are no fossil
records of behaviour or information processing.
Observing actual behaviour does not necessarily tell
you what’s going on.




MetaCog VideoPanel                              Slide 5       Last revised: June 29, 2011
All organisms are information-processors
   but the information to be processed has changed
                and so have the means




From microbes to hook-making crows:
How many transitions in information-processing powers were required?
Contrast these transitions:
  • transitions in physical shape, size and sensory motor subsystems
  • transitions in information processing capabilities.

Fossil records don’t necessarily provide clues.
MetaCog VideoPanel                         Slide 6                     Last revised: June 29, 2011
Environments have agent-relative structure
 The environments in which animals evolve, develop, compete, and
reproduce, vary widely in the information-processing requirements.
If we ignore that environmental richness and diversity, our theories will be
shallow and of limited use.
   In simple environments everything can be represented numerically, e.g. using numbers
   for location coordinates, orientations, velocity, size, distances, etc.
   In more complex environment things to be represented include:
    • Structures and structural relationships, e.g. what is inside, adjacent to, connected
      with, flush with, in line with, obstructing, supporting...
    • Different sorts of processes, e.g. bending, twisting, flowing, pouring, scratching,
      rubbing, being compressed.
    • Plans for future actions in which locations and arrangements and combinations of
      things are altered (e.g. while building a shelter).
    • Intentions and actions of others.
    • Past and future events and generalisations.
   How can all those be represented?
But: simple environments are an unavoidable starting point for newcomers to the field, as
long as they are treated as educational stepping stones to the real research.
MetaCog VideoPanel                         Slide 7                            Last revised: June 29, 2011
Varied environments produce varied demands
Types of environment with different information-processing requirements
  • Chemical soup
  • Soup with detectable gradients
  • Soup plus some stable structures (places with good stuff, bad stuff, obstacles,
    supports, shelters – requiring enduring location maps.)
  • Things that have to be manipulated to be eaten (disassembled)
  • Controllable manipulators
  • Things that try to eat you
  • Food that tries to escape
  • Mates with preferences
  • Competitors for food and mates
  • Collaborators that need, or can supply, information.
  • and so on .....

How do the information-processing requirements
change across these cases?
MetaCog VideoPanel                        Slide 8                           Last revised: June 29, 2011
Design space and Niche space
                         Reactive architectures
We can’t just think up ONE good design (any more than chemistry can make progress by
studying just one molecule): biological evolution must have encountered many different
problems that led to design modifications.
So we need to understand the space of requirements (niche space) and the space of possible designs
(design space) and how those spaces relate, including what sorts of design transitions and
niche/requirements transitions there are.
   [Compare using the periodic table of the elements to impose some system on the basis of chemistry?]
That led (with help from Luc Beaudoin, PhD 1994 (Beaudoin, 1994) (Beaudoin & Sloman, 1993)) to a crude
draft schema for architectures (CogAff).
The idea was built up in layers:
Earliest organisms had sensors and effectors and internal processing of various kinds of complexity, but
could only react to the information currently available, without considering alternative possible states of
affairs, past, present (e.g. remote), or future.

                         sensing < −− > internal processing < −− > behaving

That might suffice for micro-organisms in a chemical soup with perhaps detectable chemical gradients and
items floating around that are either food (nutrients) or noxious.




MetaCog VideoPanel                                Slide 9                                   Last revised: June 29, 2011
Adding new architectural layers
                          Deliberative mechanisms
As the environment became more complex it became useful to store information beyond the instant of use
(e.g. terrain maps and learnt generalisations).
This made it useful to add another layer of processing using different forms of representation including
making use of more abstract ways of chunking information so that useful generalisations could be
discovered and deployed.
These capabilities did not replace the old ones, which were still needed.
The new capabilties were added, providing two different “layers” of control: reactive and deliberative.

                     Deliberative: sensing < −− > internal processing < −− > behaving

                           many connections linking the layers
                        upwards, downwards, diagonally and sideways
                     Reactive:   sensing < −− > internal processing < −− > behaving


For more on this see
   Requirements for a Fully Deliberative Architecture (Or component of an architecture)
   http://www.cs.bham.ac.uk/research/projects/cosy/papers/#dp0604,




MetaCog VideoPanel                                Slide 10                                  Last revised: June 29, 2011
There are different kinds of self-awareness in
           different information-processing “layers”
Even examination of the value of a variable in a conditional instruction
uses a kind of self-awareness.
Many varieties of feedback and feedforward control
many other cases (Minsky, McCarthy, and others)




MetaCog VideoPanel                Slide 11                      Last revised: June 29, 2011
The CogAff Schema includes Meta-Management
The added complexity of information processing systems produced pressures for yet more abstract and
sophisticated information processing capabilities referring not just to physical states and processes in the
environment but also referring inwards to the forms of processing and types of information and types of
goals and preferences that might or might not be useful or dangerous or ...
This added a third layer of processing called by some “reflective” and by us “meta-management”, to
emphasise that it does much more than passive contemplation and analysis, but also actively manages
things going on internally.




That required new ontologies and new forms of representation (i.e. for representing things that represent).
Those meta-semantic competences would also prove useful for perceiving, thinking about, interacting with,
communicating with other organisms with or without similar capabilities.

MetaCog VideoPanel                                Slide 12                                  Last revised: June 29, 2011
The CogAff Schema covers a large variety of cases
With nine categories of components (boxes) generating a large variety of possible
architectures depending on what sorts of mechanisms were in each box and which were
connected with which others, etc.
   [I think Minsky’s six layers, in The Emotion Machine, can be viewed as sub-divisions in this framework.]
   (Minsky, 2006)

The CogAff schema leaves out lots of detail about types of motivation generation, and
types of processing of motives of different sorts, many of which can be construed as
metacognitive –
   e.g. trying to determine which should be adopted, which rejected, which reconsidered later, etc. etc.
   It also over-simplifies the subdivisions and overlaps between layers and boxes.




MetaCog VideoPanel                                Slide 13                                 Last revised: June 29, 2011
Another picture of the schema
Another (more messy) way of representing those boxes, emphasising overlaps between perception and
action (as in J.J.Gibson 1966) is this (also showing a reactive alarm mechanism connected to non-reactive
parts):




There are many special cases of this schema, shown below.

MetaCog VideoPanel                              Slide 14                                Last revised: June 29, 2011
Insect-like reactive architecture
                             with alarm mechanism




                     Insect-like reactive architecture with alarm mechanism

REACTIVE: not considering anything that does not exist in the immediate
present, nor options apart from those immediately present.
Contrast: DELIBERATIVE mechanisms of varying complexity.

MetaCog VideoPanel                          Slide 15                    Last revised: June 29, 2011
Brooks-like subsumption




Brooks-type subsumption (purely reactive)




MetaCog VideoPanel              Slide 16       Last revised: June 29, 2011
Shallice and Cooper Contention Scheduling
An “Omega” architecture – because of similarity to the Greek capital Omega.




Shallice and Cooper (and Norman?) ”Contention Scheduling”
(more cross-links would make it subsumptive, but not reactive)




MetaCog VideoPanel                              Slide 17                      Last revised: June 29, 2011
H-CogAff: Human-like CogAff architecture
NB This is unacceptably vague and conjectural: not definitive theory




                         Sloman et. al. HCogaff (Human Cogaff: much simplified).
                     http://www.cs.bham.ac.uk/research/projects/cogaff/

There’s a VAST collection of possible designs with different amounts and kinds of metacognitive capability
and different connections between the subsystems, requiring different physical mechanisms.
Many things need special treatment: e.g. language mechanisms are scattered around the architecture with
their own special connections.
MetaCog VideoPanel                               Slide 18                                 Last revised: June 29, 2011
Architectures vs Architecture Schemas
CogAff is a schema H-Cogaff is a special case.
I suspect many of the architectures proposed by AI theorists, and also some proposed by
neuroscientists, can fit into the CogAff framework, but they all use different diagrammatic
and notational conventions, making comparisons difficult.
   (Compare the BICA project: http://bicasociety.org/cogarch/ )

Moreover, CogAff leaves open very many implementation details where others make
choices.

I am mainly interested in trying to understand the subset of designs explored and used by
biological evolution, as a way of understanding what the functions and constituents of
human information processing might be, along with some other intelligent species
(including elephants, corvids, primates, hunting mammals, octopuses, ...).
   [
   I don’t know if all the possible designs can be implemented on digital computers.
       Current physical machinery may not support all the required forms of causal interaction in virtual
       machinery. It’s an open question, requiring much clarification.
   ]




MetaCog VideoPanel                                  Slide 19                                 Last revised: June 29, 2011
Beware of confusions about embodiment and its
                     importance
It’s not just a matter of what the organism is directly interacting with.

Compare:
what am I doing?
   what else could I be doing, and what difference did it make?

what did I just do?
   What didn’t I do?
   Why didn’t I do it?
   What else could I have done?
what am I going to do?
   What other things could I do?
   What would the consequences be?
   e.g. what would I then need to consider doing?
   (compare planning)

MetaCog VideoPanel                  Slide 20                       Last revised: June 29, 2011
Warnings
NB: DO NOT ASSUME ALL RELEVANT STATE INFORMATION (OR
CONSTRAINTS, etc) CAN BE EXPRESSED IN NUMBERS, VECTORS,
ARRAYS, or EQUATIONS LINKING THEM.
What else is there?

descriptions of structures, relationships, relationships between
relationships, rules, grammars, trees, graphs,...
logical forms, collections of logical formulae, theories, deductions,
semantic relationships, epistemic relationships




MetaCog VideoPanel                 Slide 21                      Last revised: June 29, 2011
The dynamical systems view 1
Another way to view the same sets of possibilities involves collections of interacting
dynamical systems, e.g. simple versions dealing only with the agent/environment
interface (the short-sighted emphasis of most work on so-called ”embodied cognition”):




MetaCog VideoPanel                      Slide 22                          Last revised: June 29, 2011
The dynamical systems view 2
... and more complex multi-layered dynamical systems, grown by individual exploration and learning, some
of them referring far beyond the immediate environment (e.g. studying history, or astronomy, or transfinite
set theory – referring even beyond the physical universe).




We have barely scratched the surface of this exploration, but some interesting things have been learnt.
MetaCog VideoPanel                               Slide 23                                 Last revised: June 29, 2011
Epigenesis: Individual developmental trajectories
Routes from genome to behaviour : the direct model.




The vast majority of organisms (including micro-organisms) are like this.
Many don’t live long enough to learn much – they have to make do with
innate reflexes. Other organisms have more “inside the box”.
MetaCog VideoPanel                Slide 24                     Last revised: June 29, 2011
Individual developmental trajectories
Routes from genome to behaviour : the two-stage model.




Some more complex organisms, instead of having only rigid (reflex)
behaviours, also have competences that allow them to respond in fairly
flexible ways to the environment: adapting behaviours to contexts.
MetaCog VideoPanel                   Slide 25                Last revised: June 29, 2011
Individual developmental trajectories
Routes from genome to behaviour : stages added by learning.




Genetically determined meta-competences allow individuals to respond to
the environment by producing new types of competence, increasing
flexibility and generality.
MetaCog VideoPanel                   Slide 26                 Last revised: June 29, 2011
Individual developmental trajectories
Routes from genome to behaviour : the multi-stage model.




Some can also develop new meta-competences, on the basis of
meta-meta competences.
Humans seem to be able to go on developing meta-meta-competences until late in life.
MetaCog VideoPanel                     Slide 27                         Last revised: June 29, 2011
Implications of the Multi-stage Model for education
  • Children build their own information processing architectures
     (Every now and again adding major new layers or subsystems.)
  • Teachers merely help (but sometimes hinder) the process
      by providing building materials – along with challenges and opportunities.
        (Ideas from Jean Piaget, Ivan Illich, John Holt, Seymour Papert, Mitchel Resnick and others...)
  • Learning by exploring and playing is a crucial aspect of human development.
        (And development in some other species.)
  • Previous individual history limits what’s learnable (e.g. when is a child ready for a new layer?)
  • There cannot be a single learning trajectory followed by all children.
  • We must find ways to let children (possibly in collaboration) build their own trajectories.
  • Vygotsky: Zone of proximal development: what a child can learn at any stage is
    limited – but deep learning happens near the limits.
  • Bruner and others: “Scaffolding” may be needed to support (and limit) the process.
  • Only trivial things can be taught without generating confusion.
        Like building a map of terrain as you explore it – you will inevitably get things wrong at first and have
        to correct them later – as happens in the development of science and engineering.
        We need to understand that that’s a feature of all deep education (e.g. learning a first language).
  • Computers provide new opportunities for children and teachers to learn together.
        (Use of networks can extend the collaboration.)
MetaCog VideoPanel                                  Slide 28                                  Last revised: June 29, 2011
Reminder: 1

Don’t start
from definitions.
Instead:
Try to understand
sets of requirements
possible designs
and their relationships
BigDog and LittleBoy are different.
MetaCog VideoPanel                Slide 29   Last revised: June 29, 2011
Reminder: 2
If you want to do science:

Don’t present solutions
Without presenting
 sets of requirements
And alternative
 possible designs
and their trade-offs.
Merely showing something that works does not inform
as much as showing things that nearly work, and
explaining the differences.
MetaCog VideoPanel              Slide 30   Last revised: June 29, 2011
References
References

Beaudoin, L. (1994). Goal processing in autonomous agents. Unpublished doctoral dissertation, School of Computer Science, The University of
         Birmingham, Birmingham, UK.
Beaudoin, L., & Sloman, A. (1993). A study of motive processing and attention. In A. Sloman, D. Hogg, G. Humphreys, D. Partridge, & A. Ramsay (Eds.),
         Prospects for artificial intelligence (pp. 229–238). Amsterdam: IOS Press.
Karmiloff-Smith, A. (1992). Beyond Modularity: A Developmental Perspective on Cognitive Science. Cambridge, MA: MIT Press.
Minsky, M. L. (2006). The Emotion Machine. New York: Pantheon.



to be extended




MetaCog VideoPanel                                                  Slide 31                                                 Last revised: June 29, 2011

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Varieties of Self-Awareness and Their Uses in Natural and Artificial Systems Metacognition and natural cognition

  • 1. Slides for MetaCognition VideoPanel 19 Jun 2011 and EPICS Workshop 27 June 2011 Varieties of Self-Awareness and Their Uses in Natural and Artificial Systems METACOGNITION AND NATURAL COGNITION TOWARDS A CONCEPTUAL FRAMEWORK (DRAFT: to be revised) Aaron Sloman http://www.cs.bham.ac.uk/∼axs/ These slides will be added to my ‘talks’ directory: http://www.cs.bham.ac.uk/research/projects/cogaff/talks/ MetaCog VideoPanel Slide 1 Last revised: June 29, 2011
  • 2. Do Not Start from Definitions I have seen huge amounts of effort wasted because researchers – assume X is a good feature of systems – try to define X – try to build systems that satisfy their definition DON’T START FROM DEFINITIONS: DON’T ASSUME EXPERTS IN OTHER FIELDS KNOW MUCH ABOUT THE PROBLEMS Most have no expertise in designing, analysing, debugging, explaining complex information processing systems. START FROM REQUIREMENTS! Arguing about definitions is generally a waste of time, and inventing your own definition, or even looking for a definition by some “authority” is a guarantee that you are likely to ignore something important. There was a lot of that at the 2004 DARPA workshop on self-awareness. http://www.ihmc.us/users/phayes/DWSAS-statements.html MetaCog VideoPanel Slide 2 Last revised: June 29, 2011
  • 3. How can you analyse requirements? There’s no simple answer – partly because there are so many different sorts of requirements One way to identify requirements (of different types) is to look at products of biological evolution, attempting to understand the design discontinuities and – the pressures that helped to select them – including features of the environment – their benefits, costs, flaws, limitations It is often a fatal flaw to assume there is a single utility function – i.e. some scalar measure to be optimised. There are many incommensurable sets of requirements against which designs can be evaluated and often no right answer to “what is best”? Compare consumer reports on products – cars, lawn-mowers, holidays, computers, ... Herbert Simon and others: satisficing, not optimising is what natural systems do. Probably that’s all engineers can do, except for very simple classes of problems. MetaCog VideoPanel Slide 3 Last revised: June 29, 2011
  • 4. Sources of requirements: I For artificial systems requirements analysis often involves – examining some working or proposed system – trying to identify flaws in existing systems – interviewing people involved to find out what they like or dislike – doing empirical research to find correlations between design features and results – often you don’t understand requirements until you’ve built working systems and found out what’s wrong with them MetaCog VideoPanel Slide 4 Last revised: June 29, 2011
  • 5. Sources of requirements: II For natural systems we can try to understand trajectories in “niche space” and in “design space” and how changes in both spaces interact. • Niche space: space of possible sets of requirements to be satisfied by working designs. • Design space: space of possible sets of designs for working systems. One approach is to try to identify design discontinuities in biological evolution and the factors that influenced them. It’s not easy – partly because there are no fossil records of behaviour or information processing. Observing actual behaviour does not necessarily tell you what’s going on. MetaCog VideoPanel Slide 5 Last revised: June 29, 2011
  • 6. All organisms are information-processors but the information to be processed has changed and so have the means From microbes to hook-making crows: How many transitions in information-processing powers were required? Contrast these transitions: • transitions in physical shape, size and sensory motor subsystems • transitions in information processing capabilities. Fossil records don’t necessarily provide clues. MetaCog VideoPanel Slide 6 Last revised: June 29, 2011
  • 7. Environments have agent-relative structure The environments in which animals evolve, develop, compete, and reproduce, vary widely in the information-processing requirements. If we ignore that environmental richness and diversity, our theories will be shallow and of limited use. In simple environments everything can be represented numerically, e.g. using numbers for location coordinates, orientations, velocity, size, distances, etc. In more complex environment things to be represented include: • Structures and structural relationships, e.g. what is inside, adjacent to, connected with, flush with, in line with, obstructing, supporting... • Different sorts of processes, e.g. bending, twisting, flowing, pouring, scratching, rubbing, being compressed. • Plans for future actions in which locations and arrangements and combinations of things are altered (e.g. while building a shelter). • Intentions and actions of others. • Past and future events and generalisations. How can all those be represented? But: simple environments are an unavoidable starting point for newcomers to the field, as long as they are treated as educational stepping stones to the real research. MetaCog VideoPanel Slide 7 Last revised: June 29, 2011
  • 8. Varied environments produce varied demands Types of environment with different information-processing requirements • Chemical soup • Soup with detectable gradients • Soup plus some stable structures (places with good stuff, bad stuff, obstacles, supports, shelters – requiring enduring location maps.) • Things that have to be manipulated to be eaten (disassembled) • Controllable manipulators • Things that try to eat you • Food that tries to escape • Mates with preferences • Competitors for food and mates • Collaborators that need, or can supply, information. • and so on ..... How do the information-processing requirements change across these cases? MetaCog VideoPanel Slide 8 Last revised: June 29, 2011
  • 9. Design space and Niche space Reactive architectures We can’t just think up ONE good design (any more than chemistry can make progress by studying just one molecule): biological evolution must have encountered many different problems that led to design modifications. So we need to understand the space of requirements (niche space) and the space of possible designs (design space) and how those spaces relate, including what sorts of design transitions and niche/requirements transitions there are. [Compare using the periodic table of the elements to impose some system on the basis of chemistry?] That led (with help from Luc Beaudoin, PhD 1994 (Beaudoin, 1994) (Beaudoin & Sloman, 1993)) to a crude draft schema for architectures (CogAff). The idea was built up in layers: Earliest organisms had sensors and effectors and internal processing of various kinds of complexity, but could only react to the information currently available, without considering alternative possible states of affairs, past, present (e.g. remote), or future. sensing < −− > internal processing < −− > behaving That might suffice for micro-organisms in a chemical soup with perhaps detectable chemical gradients and items floating around that are either food (nutrients) or noxious. MetaCog VideoPanel Slide 9 Last revised: June 29, 2011
  • 10. Adding new architectural layers Deliberative mechanisms As the environment became more complex it became useful to store information beyond the instant of use (e.g. terrain maps and learnt generalisations). This made it useful to add another layer of processing using different forms of representation including making use of more abstract ways of chunking information so that useful generalisations could be discovered and deployed. These capabilities did not replace the old ones, which were still needed. The new capabilties were added, providing two different “layers” of control: reactive and deliberative. Deliberative: sensing < −− > internal processing < −− > behaving many connections linking the layers upwards, downwards, diagonally and sideways Reactive: sensing < −− > internal processing < −− > behaving For more on this see Requirements for a Fully Deliberative Architecture (Or component of an architecture) http://www.cs.bham.ac.uk/research/projects/cosy/papers/#dp0604, MetaCog VideoPanel Slide 10 Last revised: June 29, 2011
  • 11. There are different kinds of self-awareness in different information-processing “layers” Even examination of the value of a variable in a conditional instruction uses a kind of self-awareness. Many varieties of feedback and feedforward control many other cases (Minsky, McCarthy, and others) MetaCog VideoPanel Slide 11 Last revised: June 29, 2011
  • 12. The CogAff Schema includes Meta-Management The added complexity of information processing systems produced pressures for yet more abstract and sophisticated information processing capabilities referring not just to physical states and processes in the environment but also referring inwards to the forms of processing and types of information and types of goals and preferences that might or might not be useful or dangerous or ... This added a third layer of processing called by some “reflective” and by us “meta-management”, to emphasise that it does much more than passive contemplation and analysis, but also actively manages things going on internally. That required new ontologies and new forms of representation (i.e. for representing things that represent). Those meta-semantic competences would also prove useful for perceiving, thinking about, interacting with, communicating with other organisms with or without similar capabilities. MetaCog VideoPanel Slide 12 Last revised: June 29, 2011
  • 13. The CogAff Schema covers a large variety of cases With nine categories of components (boxes) generating a large variety of possible architectures depending on what sorts of mechanisms were in each box and which were connected with which others, etc. [I think Minsky’s six layers, in The Emotion Machine, can be viewed as sub-divisions in this framework.] (Minsky, 2006) The CogAff schema leaves out lots of detail about types of motivation generation, and types of processing of motives of different sorts, many of which can be construed as metacognitive – e.g. trying to determine which should be adopted, which rejected, which reconsidered later, etc. etc. It also over-simplifies the subdivisions and overlaps between layers and boxes. MetaCog VideoPanel Slide 13 Last revised: June 29, 2011
  • 14. Another picture of the schema Another (more messy) way of representing those boxes, emphasising overlaps between perception and action (as in J.J.Gibson 1966) is this (also showing a reactive alarm mechanism connected to non-reactive parts): There are many special cases of this schema, shown below. MetaCog VideoPanel Slide 14 Last revised: June 29, 2011
  • 15. Insect-like reactive architecture with alarm mechanism Insect-like reactive architecture with alarm mechanism REACTIVE: not considering anything that does not exist in the immediate present, nor options apart from those immediately present. Contrast: DELIBERATIVE mechanisms of varying complexity. MetaCog VideoPanel Slide 15 Last revised: June 29, 2011
  • 16. Brooks-like subsumption Brooks-type subsumption (purely reactive) MetaCog VideoPanel Slide 16 Last revised: June 29, 2011
  • 17. Shallice and Cooper Contention Scheduling An “Omega” architecture – because of similarity to the Greek capital Omega. Shallice and Cooper (and Norman?) ”Contention Scheduling” (more cross-links would make it subsumptive, but not reactive) MetaCog VideoPanel Slide 17 Last revised: June 29, 2011
  • 18. H-CogAff: Human-like CogAff architecture NB This is unacceptably vague and conjectural: not definitive theory Sloman et. al. HCogaff (Human Cogaff: much simplified). http://www.cs.bham.ac.uk/research/projects/cogaff/ There’s a VAST collection of possible designs with different amounts and kinds of metacognitive capability and different connections between the subsystems, requiring different physical mechanisms. Many things need special treatment: e.g. language mechanisms are scattered around the architecture with their own special connections. MetaCog VideoPanel Slide 18 Last revised: June 29, 2011
  • 19. Architectures vs Architecture Schemas CogAff is a schema H-Cogaff is a special case. I suspect many of the architectures proposed by AI theorists, and also some proposed by neuroscientists, can fit into the CogAff framework, but they all use different diagrammatic and notational conventions, making comparisons difficult. (Compare the BICA project: http://bicasociety.org/cogarch/ ) Moreover, CogAff leaves open very many implementation details where others make choices. I am mainly interested in trying to understand the subset of designs explored and used by biological evolution, as a way of understanding what the functions and constituents of human information processing might be, along with some other intelligent species (including elephants, corvids, primates, hunting mammals, octopuses, ...). [ I don’t know if all the possible designs can be implemented on digital computers. Current physical machinery may not support all the required forms of causal interaction in virtual machinery. It’s an open question, requiring much clarification. ] MetaCog VideoPanel Slide 19 Last revised: June 29, 2011
  • 20. Beware of confusions about embodiment and its importance It’s not just a matter of what the organism is directly interacting with. Compare: what am I doing? what else could I be doing, and what difference did it make? what did I just do? What didn’t I do? Why didn’t I do it? What else could I have done? what am I going to do? What other things could I do? What would the consequences be? e.g. what would I then need to consider doing? (compare planning) MetaCog VideoPanel Slide 20 Last revised: June 29, 2011
  • 21. Warnings NB: DO NOT ASSUME ALL RELEVANT STATE INFORMATION (OR CONSTRAINTS, etc) CAN BE EXPRESSED IN NUMBERS, VECTORS, ARRAYS, or EQUATIONS LINKING THEM. What else is there? descriptions of structures, relationships, relationships between relationships, rules, grammars, trees, graphs,... logical forms, collections of logical formulae, theories, deductions, semantic relationships, epistemic relationships MetaCog VideoPanel Slide 21 Last revised: June 29, 2011
  • 22. The dynamical systems view 1 Another way to view the same sets of possibilities involves collections of interacting dynamical systems, e.g. simple versions dealing only with the agent/environment interface (the short-sighted emphasis of most work on so-called ”embodied cognition”): MetaCog VideoPanel Slide 22 Last revised: June 29, 2011
  • 23. The dynamical systems view 2 ... and more complex multi-layered dynamical systems, grown by individual exploration and learning, some of them referring far beyond the immediate environment (e.g. studying history, or astronomy, or transfinite set theory – referring even beyond the physical universe). We have barely scratched the surface of this exploration, but some interesting things have been learnt. MetaCog VideoPanel Slide 23 Last revised: June 29, 2011
  • 24. Epigenesis: Individual developmental trajectories Routes from genome to behaviour : the direct model. The vast majority of organisms (including micro-organisms) are like this. Many don’t live long enough to learn much – they have to make do with innate reflexes. Other organisms have more “inside the box”. MetaCog VideoPanel Slide 24 Last revised: June 29, 2011
  • 25. Individual developmental trajectories Routes from genome to behaviour : the two-stage model. Some more complex organisms, instead of having only rigid (reflex) behaviours, also have competences that allow them to respond in fairly flexible ways to the environment: adapting behaviours to contexts. MetaCog VideoPanel Slide 25 Last revised: June 29, 2011
  • 26. Individual developmental trajectories Routes from genome to behaviour : stages added by learning. Genetically determined meta-competences allow individuals to respond to the environment by producing new types of competence, increasing flexibility and generality. MetaCog VideoPanel Slide 26 Last revised: June 29, 2011
  • 27. Individual developmental trajectories Routes from genome to behaviour : the multi-stage model. Some can also develop new meta-competences, on the basis of meta-meta competences. Humans seem to be able to go on developing meta-meta-competences until late in life. MetaCog VideoPanel Slide 27 Last revised: June 29, 2011
  • 28. Implications of the Multi-stage Model for education • Children build their own information processing architectures (Every now and again adding major new layers or subsystems.) • Teachers merely help (but sometimes hinder) the process by providing building materials – along with challenges and opportunities. (Ideas from Jean Piaget, Ivan Illich, John Holt, Seymour Papert, Mitchel Resnick and others...) • Learning by exploring and playing is a crucial aspect of human development. (And development in some other species.) • Previous individual history limits what’s learnable (e.g. when is a child ready for a new layer?) • There cannot be a single learning trajectory followed by all children. • We must find ways to let children (possibly in collaboration) build their own trajectories. • Vygotsky: Zone of proximal development: what a child can learn at any stage is limited – but deep learning happens near the limits. • Bruner and others: “Scaffolding” may be needed to support (and limit) the process. • Only trivial things can be taught without generating confusion. Like building a map of terrain as you explore it – you will inevitably get things wrong at first and have to correct them later – as happens in the development of science and engineering. We need to understand that that’s a feature of all deep education (e.g. learning a first language). • Computers provide new opportunities for children and teachers to learn together. (Use of networks can extend the collaboration.) MetaCog VideoPanel Slide 28 Last revised: June 29, 2011
  • 29. Reminder: 1 Don’t start from definitions. Instead: Try to understand sets of requirements possible designs and their relationships BigDog and LittleBoy are different. MetaCog VideoPanel Slide 29 Last revised: June 29, 2011
  • 30. Reminder: 2 If you want to do science: Don’t present solutions Without presenting sets of requirements And alternative possible designs and their trade-offs. Merely showing something that works does not inform as much as showing things that nearly work, and explaining the differences. MetaCog VideoPanel Slide 30 Last revised: June 29, 2011
  • 31. References References Beaudoin, L. (1994). Goal processing in autonomous agents. Unpublished doctoral dissertation, School of Computer Science, The University of Birmingham, Birmingham, UK. Beaudoin, L., & Sloman, A. (1993). A study of motive processing and attention. In A. Sloman, D. Hogg, G. Humphreys, D. Partridge, & A. Ramsay (Eds.), Prospects for artificial intelligence (pp. 229–238). Amsterdam: IOS Press. Karmiloff-Smith, A. (1992). Beyond Modularity: A Developmental Perspective on Cognitive Science. Cambridge, MA: MIT Press. Minsky, M. L. (2006). The Emotion Machine. New York: Pantheon. to be extended MetaCog VideoPanel Slide 31 Last revised: June 29, 2011