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Soar is a cognitive architecture, originally created by John Laird,
Allen Newell Allen Newell (March 19, 1927 – July 19, 1992) was an American researcher in computer science and cognitive psychology at the RAND Corporation and at Carnegie Mellon University's School of Computer Science, Tepper School of Business, and D ...
, and Paul Rosenbloom at
Carnegie Mellon University Carnegie Mellon University (CMU) is a private research university in Pittsburgh, Pennsylvania, United States. The institution was established in 1900 by Andrew Carnegie as the Carnegie Technical Schools. In 1912, it became the Carnegie Institu ...
. The goal of the Soar project is to develop the fixed computational building blocks necessary for general
intelligent agent In artificial intelligence, an intelligent agent is an entity that Machine perception, perceives its environment, takes actions autonomously to achieve goals, and may improve its performance through machine learning or by acquiring knowledge r ...
s – agents that can perform a wide range of tasks and encode, use, and learn all types of knowledge to realize the full range of cognitive capabilities found in humans, such as decision making, problem solving, planning, and natural-language understanding. It is both a theory of what
cognition Cognition is the "mental action or process of acquiring knowledge and understanding through thought, experience, and the senses". It encompasses all aspects of intellectual functions and processes such as: perception, attention, thought, ...
is and a computational implementation of that theory. Since its beginnings in 1983 as John Laird’s thesis, it has been widely used by AI researchers to create intelligent agents and
cognitive model A cognitive model is a representation of one or more cognitive processes in humans or other animals for the purposes of comprehension and prediction. There are many types of cognitive models, and they can range from box-and-arrow diagrams to a se ...
s of different aspects of
human behavior Human behavior is the potential and expressed capacity (Energy (psychological), mentally, Physical activity, physically, and Social action, socially) of human individuals or groups to respond to internal and external Stimulation, stimuli throu ...
. The most current and comprehensive description of Soar is the 2012 book, ''The Soar Cognitive Architecture.'' Rosenbloom continued to serve as co-principal investigator after moving to
Stanford University Leland Stanford Junior University, commonly referred to as Stanford University, is a Private university, private research university in Stanford, California, United States. It was founded in 1885 by railroad magnate Leland Stanford (the eighth ...
, then to the
University of Southern California The University of Southern California (USC, SC, or Southern Cal) is a Private university, private research university in Los Angeles, California, United States. Founded in 1880 by Robert M. Widney, it is the oldest private research university in ...
's Information Sciences Institute. It is no
maintained and developed
by John Laird's research group at the
University of Michigan The University of Michigan (U-M, U of M, or Michigan) is a public university, public research university in Ann Arbor, Michigan, United States. Founded in 1817, it is the oldest institution of higher education in the state. The University of Mi ...
.


Theory

Soar embodies multiple hypotheses about the computational structures underlying general intelligence, many of which are shared with other cognitive architectures, including
ACT-R ACT-R (pronounced /ˌækt ˈɑr/; short for "Adaptive Control of Thought—Rational") is a cognitive architecture mainly developed by John Robert Anderson and Christian Lebiere at Carnegie Mellon University. Like any cognitive architecture, ACT ...
, which was created by John R. Anderson, and LIDA, which was created by Stan Franklin. Recently, the emphasis on Soar has been on general AI (functionality and efficiency), whereas the emphasis on ACT-R has always been on
cognitive model A cognitive model is a representation of one or more cognitive processes in humans or other animals for the purposes of comprehension and prediction. There are many types of cognitive models, and they can range from box-and-arrow diagrams to a se ...
ing (detailed modeling of human cognition). The original theory of cognition underlying Soar is the Problem Space Hypothesis, which is described in
Allen Newell Allen Newell (March 19, 1927 – July 19, 1992) was an American researcher in computer science and cognitive psychology at the RAND Corporation and at Carnegie Mellon University's School of Computer Science, Tepper School of Business, and D ...
's book, '' Unified Theories of Cognition''. and dates back to one of the first AI systems created, Newell, Simon, and Shaw's Logic Theorist, first presented in 1955 and as the
General Problem Solver General Problem Solver (GPS) is a computer program created in 1957 by Herbert A. Simon, J. C. Shaw, and Allen Newell ( RAND Corporation) intended to work as a universal problem solver machine. In contrast to the former Logic Theorist project, ...
in 1957. The Problem Space Hypothesis contends that all goal-oriented behavior can be cast as search through a space of possible states (a ''problem space'') while attempting to achieve a goal. At each step, a single operator is selected, and then applied to the agent’s current state, which can lead to internal changes, such as retrieval of knowledge from long-term memory or modifications or external actions in the world. (Soar’s name is derived from this basic cycle of State, Operator, And Result; however, it is no longer regarded as an acronym.) Inherent to the Problem Space Hypothesis is that all behavior, even a complex activity such as planning, is decomposable into a sequence of selection and application of primitive operators, which when mapped onto human behavior take ~50ms. A second hypothesis of Soar’s theory is that although only a single operator can be selected at each step, forcing a serial bottleneck, the processes of selection and application are implemented through parallel rule firings, which provide context-dependent retrieval of procedural knowledge. A third hypothesis is that if the knowledge to select or apply an operator is incomplete or uncertain, an impasse arises and the architecture automatically creates a substate. In the substate, the same process of problem solving is recursively used, but with the goal to retrieve or discover knowledge so that decision making can continue. This can lead to a stack of substates, where traditional problem methods, such as
planning Planning is the process of thinking regarding the activities required to achieve a desired goal. Planning is based on foresight, the fundamental capacity for mental time travel. Some researchers regard the evolution of forethought - the cap ...
or hierarchical task decomposition, naturally arise. When results created in the substate resolve the impasse, the substate and its associated structures are removed. The overall approach is called Universal Subgoaling. These assumptions lead to an architecture that supports three levels of processing. At the lowest level, is bottom-up, parallel, and automatic processing. The next level is the deliberative level, where knowledge from the first level is used to propose, select, and apply a single action. These two levels implement fast, skilled behavior, and roughly correspond to Kahneman’s System 1 processing level. More complex behavior arises automatically when knowledge is incomplete or uncertain, through a third level of processing using substates, roughly corresponding to System 2. A fourth hypothesis in Soar is that the underlying structure is modular, but not in terms of task or capability based modules, such as planning or language, but instead as task independent modules including: a decision making module; memory modules (short-term spatial/visual and working memories; long-term procedural, declarative, and episodic memories), learning mechanisms associated with all long-term memories; and perceptual and motor modules. There are further assumptions about the specific properties of these memories described below, including that all learning is online and incremental. A fifth hypothesis is that memory elements (except those in the spatial/visual memory) are represented as symbolic, relational structures. The hypothesis that a
symbolic system In logic, mathematics, computer science, and linguistics, a formal language is a set of strings whose symbols are taken from a set called "alphabet". The alphabet of a formal language consists of symbols that concatenate into strings (also c ...
is necessary for general
intelligence Intelligence has been defined in many ways: the capacity for abstraction, logic, understanding, self-awareness, learning, emotional knowledge, reasoning, planning, creativity, critical thinking, and problem-solving. It can be described as t ...
is known as the '' physical symbol system hypothesis''. An important evolution in Soar is that all symbolic structures have associated statistical metadata (such as information on recency and frequency of use, or expected future reward) that influences retrieval, maintenance, and learning of the symbolic structures.


Architecture


Processing cycle – decision procedure

Soar’s main processing cycle arises from the interaction between
procedural memory Procedural memory is a type of implicit memory ( unconscious, long-term memory) which aids the performance of particular types of tasks without conscious awareness of these previous experiences. Procedural memory guides the processes we perform ...
(its knowledge about how to do things) and
working memory Working memory is a cognitive system with a limited capacity that can Memory, hold information temporarily. It is important for reasoning and the guidance of decision-making and behavior. Working memory is often used synonymously with short-term m ...
(its representation of the current situation) to support the selection and application of operators. Information in working memory is represented as a symbolic graph structure, rooted in a ''state.'' The knowledge in procedural memory is represented as if-then
rules Rule or ruling may refer to: Human activity * The exercise of political or personal control by someone with authority or power * Business rule, a rule pertaining to the structure or behavior internal to a business * School rule, a rule tha ...
(sets of conditions and actions), that are continually matched against the contents of working memory. When the conditions of a rule matches structures in working memory, it ''fires'' and performs its actions. This combination of rules and working memory is also called a production system. In contrast to most production systems, in Soar, all rules that match, fire in parallel. Instead of having the selection of a single rule being the crux of decision making, Soar’s decision making occurs through the selection and applications of ''operators'', that are proposed, evaluated, and applied by rules. An operator is proposed by rules that test the current state and create a representation of the operator in working memory as well as an ''acceptable preference'', which indicates that the operator should be considered for selection and application. Additional rules match with the proposed operator and create additional preferences that compare and evaluate it against other proposed operators. The preferences are analyzed by a decision procedure, which selects the preferred operator and installs it as the current operator in working memory. Rules that match the current operator then fire to apply it and make changes to working memory. The changes to working memory can be simple inferences, queries for retrieval from Soar’s long-term semantic or episodic memories, commands to the motor system to perform actions in an environment, or interactions with the Spatial Visual System (SVS), which is working memory’s interface to perception. These changes to working memory lead to new operators being proposed and evaluated, followed by the selection of one and its application.


Reinforcement learning

Soar supports
reinforcement learning Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learnin ...
, which tunes the values of rules that create numeric preferences for evaluating operators, based on reward. To provide maximal flexibility, there is a structure in working memory where reward is created.


Impasses, substates, and chunking

If the preferences for the operators are insufficient to specify the selection of a single operator, or there are insufficient rules to apply an operator, an impasse arises. In response to an impasse, a substate is created in working memory, with the goal being to resolve the impasse. Additional procedural knowledge can then propose and select operators in the substate to gain more knowledge, and either create preferences in the original state or modify that state so the impasse is resolved. Substates provide a means for on-demand complex reasoning, including hierarchical task decomposition, planning, and access to the declarative long-term memories. Once the impasse is resolved, all of the structures in the substate are removed except for any results. Soar’s chunking mechanism compiles the processing in the substate which led to results into rules. In the future, the learned rules automatically fire in similar situations so that no impasse arises, incrementally converting complex reasoning into automatic/reactive processing. Recently, the overall Universal Subgoaling procedure has been extended through a mechanism of goal-directed and automatic knowledge base augmentation that allows to solve an impasse by recombining, in an innovative and problem-oriented way, the knowledge possessed by a Soar agent.


Symbolic input and output

Symbolic input and output occurs through working memory structures attached to the top state called the input-link and the output-link. If structures are created on the output-link in working memory, these are translated into commands for external actions (e.g., motor control).


Spatial visual system and mental imagery

To support interaction with vision systems and non-symbolic reasoning, Soar has its Spatial Visual System (SVS). SVS internally represents the world as a ''scene graph'', a collection of objects and component subobjects each with spatial properties such as shape, location, pose, relative position, and scale. A Soar agent using SVS can create filters to automatically extract features and relations from its scene graph, which are then added to working memory. In addition, a Soar agent can add structures to SVS and use it for mental imagery. For example, an agent can create a hypothetical object in SVS at a given location and query to see if it collides with any perceived objects.


Semantic memory

Semantic Memory Semantic memory refers to general world knowledge that humans have accumulated throughout their lives. This general knowledge (Semantics, word meanings, concepts, facts, and ideas) is intertwined in experience and dependent on culture. New concep ...
(SMEM) in Soar is designed to be a very large long-term memory of fact-like structures. Data in SMEM is represented as directed cyclic graphs. Structures can be stored or retrieved by rules that create commands in a reserved area of working memory. Retrieved structures are added to working memory. SMEM structures have activation values that represent the frequency or recency of usage of each memory, implementing the ''base-level activation'' scheme originally developed for ACT-R. During retrieval, the structure in SMEM that matches the query and has the highest activation is retrieved. Soar also supports '' spreading activation'', where activation spreads from SMEM structures that have been retrieved into working memory to other long-term memories that they are linked to. These memories in turn spread activation to their neighbor memories, with some decay. Spreading activation is a mechanism for allowing the current context to influence retrievals from semantic memory.


Episodic memory

Episodic Memory Episodic memory is the memory of everyday events (such as times, location geography, associated emotions, and other contextual information) that can be explicitly stated or conjured. It is the collection of past personal experiences that occurred ...
(EPMEM) automatically records snapshots of working memory in a temporal stream. Prior episodes can be retrieved into working memory through query. Once an episode has been retrieved, the next (or previous) episode can then be retrieved. An agent may employ EPMEM to sequentially play through episodes from its past (allowing it to predict the effects of actions), retrieve specific memories, or query for episodes possessing certain memory structures.


Learning

Each of Soar’s long-term memories have associated online learning mechanisms that create new structures or modify metadata based on an agent’s experience. For example, Soar learns new rules for procedural memory through a process called ''chunking'' and uses reinforcement learning to tune rules involved in the selection of operators.


Agent development

The standard approach to developing an agent in Soar starts with writing rules that are loaded into procedural memory, and initializing semantic memory with appropriate declarative knowledge. The process of agent development is explained in detail in the official Soar manual as well as in several tutorials which are provided at the research group'
website


Software

The Soar architecture is currently maintained and extended by the Center for Integrated Cognition (CIC), a research group led by John Laird and Robert Wray. The current architecture is written in a combination of C and C++, and is freely available (BSD license) at the project'
website
Soar can interface with external language environments including C++, Java, Tcl, and Python through SWIG-based bindings included with its distribution. The bindings use a communication protocol based on the Soar Markup Language (SML). SML is a primary mechanism for creating instances of Soar agents and interacting with their I/O links. The Soar distribution also includes several Java-based tools, including a debugger, an editor, and several environments used in the Soar tutorial. JSoar is an implementation of Soar written in Java. It is maintained b
SoarTech
an AI research and development company. JSoar closely follows the University of Michigan architecture implementation, although it generally does not reflect the latest developments and changes of that C/C++ version.


Applications

Below is a historical list of different areas of applications that have been implemented in Soar. There have been over a hundred systems implemented in Soar, although the vast majority of them are toy tasks or puzzles.


Puzzles and games

Throughout its history, Soar has been used to implement a wide variety of classic AI puzzles and games, such as Tower of Hanoi, Water Jug, Tic Tac Toe, Eight Puzzle, Missionaries and Cannibals, and variations of the Blocks world. One of the initial achievements of Soar was showing that many different weak methods would naturally arise from the task knowledge that was encoded in it, a property called, the ''Universal Weak Method.''


Computer configuration

The first large-scale application of Soar was R1-Soar, a partial reimplementation by Paul Rosenbloom of the R1 ( XCON)
expert system In artificial intelligence (AI), an expert system is a computer system emulating the decision-making ability of a human expert. Expert systems are designed to solve complex problems by reasoning through bodies of knowledge, represented mainly as ...
John McDermott developed for configuring DEC computers. R1-Soar demonstrated the ability of Soar to scale to moderate-size problems, use hierarchical task decomposition and planning, and convert deliberate planning and problem solving to reactive execution through chunking.


Natural-language understanding

NL-Soar was a natural-language understanding system developed in Soar by Jill Fain Lehman, Rick Lewis, Julie Van Dyke, Nancy Green, Robert Rubinoff, Deryle Lonsdale and Greg Nelson. It included capabilities for natural-language comprehension, generation, and dialogue, emphasizing real-time incremental parsing and generation. NL-Soar was used in an experimental version of TacAir-Soar and in NTD-Soar.


Simulated pilots

The second large-scale application of Soar involved developing agents for use in training in large-scale distributed simulation. Two major systems for flying U.S. tactical air missions were co-developed at the University of Michigan and Information Sciences Institute (ISI) of University of Southern California. The Michigan system was called TacAir-Soar and flew (in simulation)
fixed-wing A fixed-wing aircraft is a heavier-than-air aircraft, such as an airplane, which is capable of flight using Lift (force), aerodynamic lift. Fixed-wing aircraft are distinct from rotorcraft, rotary-wing aircraft (in which a Helicopter rotor, r ...
U. S. military tactical missions (such as close-air support, strikes, CAPs, refueling, and SEAD missions). The ISI system was called RWA-Soar and flew rotary-wing (helicopter) missions. Some of the capabilities incorporated in TacAir-Soar and RWA-Soar were attention, situational awareness and adaptation, real-time planning and dynamic replanning, and complex communication, coordination, and cooperation among combinations of Soar agents and humans. These systems participated in
DARPA The Defense Advanced Research Projects Agency (DARPA) is a research and development agency of the United States Department of Defense responsible for the development of emerging technologies for use by the military. Originally known as the Adva ...
’s Synthetic Theater of War (STOW-97) Advanced Concept Technology Demonstration (ACTD), which at the time was the largest fielding of synthetic agents in a joint battlespace over a 48-hour period, and involved training of active duty personnel. These systems demonstrated the viability of using AI agents for large-scale training.


STEAM

One of the important outgrowths of the RWA-Soar project was the development of STEAM by Milind Tambe, a framework for flexible teamwork in which agents maintained models of their teammates using the joint intentions framework by Cohen & Levesque.


NTD-Soar

NTD-Soar was a simulation of the NASA Test Director (NTD), the person responsible for coordinating the preparation of the
NASA The National Aeronautics and Space Administration (NASA ) is an independent agencies of the United States government, independent agency of the federal government of the United States, US federal government responsible for the United States ...
Space Shuttle The Space Shuttle is a retired, partially reusable launch system, reusable low Earth orbital spacecraft system operated from 1981 to 2011 by the U.S. National Aeronautics and Space Administration (NASA) as part of the Space Shuttle program. ...
before launch. It was an integrated cognitive model that incorporated many different complex cognitive capabilities including natural-language processing,
attention Attention or focus, is the concentration of awareness on some phenomenon to the exclusion of other stimuli. It is the selective concentration on discrete information, either subjectively or objectively. William James (1890) wrote that "Atte ...
and
visual search Visual search is a type of perception, perceptual task requiring attention that typically involves an active scan of the visual environment for a particular object or feature (the target) among other objects or features (the distractors). Visual s ...
, and problem solving in a broad agent model.


Virtual humans

Soar has been used to simulate virtual humans supporting face-to-face dialogues and collaboration within a virtual world developed at the Institute of Creative Technology at USC. Virtual humans have integrated capabilities of
perception Perception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous syste ...
, natural-language understanding,
emotions Emotions are physical and mental states brought on by neurophysiology, neurophysiological changes, variously associated with thoughts, feelings, behavior, behavioral responses, and a degree of pleasure or suffering, displeasure. There is ...
, body control, and action, among others.


Game AIs and mobile apps

Game AI agents have been built using Soar for games such as StarCraft,
Quake II ''Quake II'' is a 1997 first-person shooter, first-person shooter game developed by id Software and published by Activision. It is the second installment of the Quake (series), ''Quake'' series, following ''Quake (video game), Quake''. Develope ...
, Descent 3, Unreal Tournament, and
Minecraft ''Minecraft'' is a 2011 sandbox game developed and published by the Swedish video game developer Mojang Studios. Originally created by Markus Persson, Markus "Notch" Persson using the Java (programming language), Java programming language, the ...
, supporting capabilities such as spatial reasoning,
real-time strategy Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that does not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time." By contrast, in Turn-based strategy, tur ...
, and opponent anticipation. AI agents have also been created for video games including Infinite
Mario Mario (; ) is a Character (arts), character created by the Japanese game designer Shigeru Miyamoto. He is the star of the ''Mario (franchise), Mario'' franchise, a recurring character in the ''Donkey Kong'' franchise, and the mascot of the Ja ...
which used reinforcement learning, and Frogger II,
Space Invaders is a 1978 shoot 'em up video game developed and published by Taito for Arcade video game, arcades. It was released in Japan in April 1978, with the game being released by Midway Manufacturing overseas. ''Space Invaders'' was the first fixed s ...
, and Fast Eddie, which used both reinforcement learning and mental imagery. Soar can run natively on
mobile device A mobile device or handheld device is a computer small enough to hold and operate in hand. Mobile devices are typically battery-powered and possess a flat-panel display and one or more built-in input devices, such as a touchscreen or keypad. ...
s. A mobil
application
for the game Liar’s Dice has been developed for iOS which runs the Soar architecture directly from the phone as the engine for opponent AIs.


Robotics

Many different robotic applications have been built using Soar since the original Robo-Soar was implemented in 1991 for controlling a Puma robot arm. These have ranged from mobile robot control to humanoid service REEM robots, taskable robotic mules and unmanned underwater vehicles.


Interactive task learning

A current focus of research and development in the Soar community is Interactive Task Learning (ITL), the automatic learning of new tasks, environment features, behavioral constraints, and other specifications through natural instructor interaction. Research in ITL has been applied to tabletop game playing and multi-room navigation.


Scheduling

Early on, Merle-Soar demonstrated how Soar could learn a complex scheduling task modeled after the lead human scheduler in a windshield production plant located near Pittsburgh. Later, a generalized version of Merle-Soar (Dispatcher-Soar) was used to demonstrate a symbolic, constraint propagation approach in learning to improve schedules and to define task-independent knowledge metrics of architecture-specific learning -- knowledge efficiency, knowledge utility, and knowledge effectiveness.


Music

Melody-Soar demonstrated how the Soar architecture could explain and demonstrate creativity in simple melody generation using hierarchies of problems spaces that parallel the hierarchical structure of melody, allowing unique melodies to be generated from preferences of existing styles (e.g., Bach).


See also

* Cognitive Architecture *
ACT-R ACT-R (pronounced /ˌækt ˈɑr/; short for "Adaptive Control of Thought—Rational") is a cognitive architecture mainly developed by John Robert Anderson and Christian Lebiere at Carnegie Mellon University. Like any cognitive architecture, ACT ...


References


Bibliography

* Laird, 201
The Soar Cognitive Architecture
* Lehman, Laird, and Rosenbloom, 200
A Gentle Introduction to Soar: 2006 update
* Rosenbloom, Laird, and Newell, 199

{{Webarchive, url=https://web.archive.org/web/20160923193018/http://www.isi.edu/soar/papers/soar-papers-book/soar-papers.html , date=2016-09-23 , Information Sciences Institute


External links


Soar Homepage
on
University of Michigan The University of Michigan (U-M, U of M, or Michigan) is a public university, public research university in Ann Arbor, Michigan, United States. Founded in 1817, it is the oldest institution of higher education in the state. The University of Mi ...

Soar: Frequently Asked Questions ListSoar Tech HomepagePaul Rosenbloom
Agent-based programming languages Cognitive architecture