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Modeling Social Relationship                                      31

                                social relations  goals          goals        social relations
                                                                                            goals
                                     perceived dispositions            perceived dispositions
                                                  overall plans  overall plans
                                                                                          disposition
                                                                                          and expectation
                                         plan person                  plan person
                                               specific joint plans  specific joint plans
                                 perceived actions and relations       perceived actions and relations
                                                                                           joint plan
                                                                                          execution
                               perceived positions and movements  detailed plans for self  detailed plans for self  perceived positions and movements
                                                                                         detailed action
                                sensor system  motor system     motor system  sensor system
                                                        environment



                                                   Figure 3.1.  Our agent architecture





                              fixed set of connections and each module is only connected to a small number
                              of other modules. A module receives data of given types from modules it is
                              connected to, and it typically creates or computes data of other types. It may or
                              may not also store data of these types in its local store. Processing by a module
                              is described by a set of left-to-right rules which are executed in parallel. The
                              results are then selected competitively depending on the data type. Typically,
                              only the one strongest rule instance is allowed to “express itself”, by sending
                              its constructed data items to other modules and/or to be stored locally. In some
                              cases however all the computed data is allowed through.
                                Perception-action hierarchy. The agent modules are organized as a
                              perception-action hierarchy. This is an abstraction hierarchy, so that modules
                              higher in the hierarchy process data of more abstract data types. We use a fixed
                              number of levels of abstraction.
                                There are plans at different levels of abstraction, so a higher level planning
                              module has a more abstract plan. The goal module has rules causing it to
                              prioritize the set of goals that it has received, and to select the strongest one
                              which is sent to the highest level plan module.
                                Dynamics. We devized a control system that tries all alternatives at each
                              level until a viable plan and action are found. We defined a viable state as
                              one that is driven by the current goal and is compatible with the currently
                              perceived situation at all levels. This is achieved by selecting the strongest
                              rule instance, sending it to the module below and waiting for a confirmation
                              data item indicating that this datum caused activity in the module below. If
                              a confirmation is not received within a given number of cycles then the rule
                              instance is decremented for a given amount of time, allowing the next strongest
                              rule instance to be selected, and so on.
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