Icarus (Langley, P.)

A diagram of this architecture
Environment Capabilities Properties Issues

Philosophy

The design of Icarus was motivated by the goal of developing a psychologically plausable information processing system capable of functioning in a complex, physical environment. Therefore many design choices were made on the basis of greater psychological validity. This is especially true of the choice to explicitly organize memory as a heirarcy of probabilistic concepts, which allows for knowledge inconsistency and produces phenomena such as forgetting , learning, basic-level effects (Gluck & Corter 1985), typicality effects (Rosch & Mervis, 1975) and fan effects (Anderson, 1975).

Architecture :

Icarus' architecture is designed around a specific representation of long term memory. Icarus represents all knowledge in a heirarcy of probabilistic concepts. This heirarchy is encapsulated into an independant , asynchronous module called Labrynth. The architecture also includes three other independent, asynchronous modules responsible for perception, planning and effecting -- known as Argus, Daedalus, and Meander respectively.

Labrynth plays the central role in the architecture. It is not only responsible for long term knowledge, but it acts as the central communication facility for Icarus' other modules. Labrynth contains an area, known as the active memory, through which each module can place requests for information from long term memory, and read and operate on the results. The flow of information is best described by following some given perception by Argus through to the resulting reaction by Meander, relating how each component is involved in creating the overall behaviour.

Argus, the perceptual component, parces the environment into qualitative states which it posts in the active memory area of Labrynth. Labrynth is continually monitoring the active area and attemps to classify all new perceptions. If the resulting classificaion is associated with a problem, then Labrynth poses the problem as a pair of qualitative states and places it, with an associated priority, back into the active memory. Daedalus , meanwhile, may be working on solving a previously posed problem, but is also continually monitoring the active memory. If this new problem is associated with a higher priority than the one it is currently working on, Daedalus will interrupt its planning and begin work on the new problem, placing all results in active memory. Once a solution is complete, Daedalus can resume work on the previous problem. Meander, all along, has been monitoring active memory and has the ability to begin executing partial plans if it believes that the probability that Daedalus will not have to backtrack is low (as learned by Labrynth. Argus, then has the ability to complete the loop by montitoring those aspects of the environment that Meander is effecting, and, if the perceptions do not sufficiently match the expected results, posing a new observation which Labrynth can attempt to classify and create a new problem for Daedalus to work on.

Agent Properties :

In Icarus , knowledge is not represented uniformly. For example, Daedalus can not explictly create a plan to change the way Argus is performing the event parsing of the environment. The knowledge on how that is done is seperate. Similaraly, the control knowledge about how to keep statistics of utility (Labrynth) of concepts is unaccessable to the rest of the system. Furthermore, the choice of a heirarchy of probablistic concepts as an explicit memory structure limits accessto the global memory by any individual component to only that knowledge which is requested. Threrefore rules can only examine other rules if they already know about, which limits the inferental ability of the system.

Icarus, can, on the other hand, manage inconsistant knowledge. For example, if icarus were to learn that , first, tables had legs, and then, secondly that tables do not have legs, then (assuming these were the only two facts it was exposed to about tables and legs), Icraus would believe that there was a 50% chance of a table having legs. Furthermore, the more 'tables with legs' it was exposed to, it would learn that there was a better chance of a table having legs than not. Therefore, it can learn contradictory knowledge and has the intersting property of not replacing the old knowledge but empirically determing which is best and eventually forgetting the other. This shows that the learning mechanismsin Icarus are reflexive because learning is always occurring, but deliberative because Icarus reasons (via probabilities) about which knowledge to forget. Icarus does have the ability to be programmed with new knowledge,by simply specifiying a background heirarchy to Labrynth. This heirarcy is also beleived to be very general, in that it does not presuppose a specific type of knowledge. Taskability is also possible by simply specifying a perception, as Argus would have, to Labrynth for it to classify and create a problem for.

Capabilities:

The Icarus architecture is a knowldge based architecture capable of learning (Labrynth), planning (Daedalus) along with sensing and acting (Argus and Meander). The combination of these components are able to produce a varitey of behaviours for dealing with a complex environment. It can perform both single minded and distractable planning by adjusting the priorities placed on certain problems depending on their expected outcome. (As learned by Labrynth) This same property, along with Argus's ability to focus attentionallows Icarus to react to emergencies noticed in the environment. It has the ability to remember past plans and use them again, and the ability to forget them if it turns out they aren't of much utility.It also is able to dynamically increase effeciency by interleaving planning and action when plans are expected to be sufficienlty stable.

Environment and Agent Body:

Icarus was designed with the goals of creating a rational agent capable of navigating through and manipulatingobjets in a complex physical environment . The architecture was designed to be interruptable, to a degree, through its priortizing of problems and can therefore deal with unpredictable emergency situations well. The processing speed required combinatorial natureof such an environment is accounted for in two ways. First, the perception and storgae of actions and events as qualitative states effectively and concisely represents large quantities of knowledge, and allows for efficient processing of such knowledge. And, secondly, efficient retrieval of such knowledge is achieved through the explicit use of a probabilistic heirarchial structure. The authors also claim that some degree of physological validity is furter proof of Icarus' ability to cope in a complex, dynamic environment.

Issues:

Icarus, at this time, is still in modular form, the pieces have not been integrated as described above. This exhibits one of the possible drawbacks to a multi component design. Many bottlenecks occurred in the integration of the components.
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