Soar
is a
cognitive architecture A cognitive architecture refers to both a theory about the structure of the human mind and to a computational instantiation of such a theory used in the fields of artificial intelligence (AI) and computational cognitive science. The formalized mod ...
,
originally created by
John Laird,
Allen Newell
Allen Newell (March 19, 1927 – July 19, 1992) was a 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 Departmen ...
, and
Paul Rosenbloom at
Carnegie Mellon University
Carnegie Mellon University (CMU) is a private research university in Pittsburgh, Pennsylvania. One of its predecessors was established in 1900 by Andrew Carnegie as the Carnegie Technical Schools; it became the Carnegie Institute of Technology ...
. (Rosenbloom continued to serve as co-principal investigator after moving to
Stanford University, then to the
University of Southern California
, mottoeng = "Let whoever earns the palm bear it"
, religious_affiliation = Nonsectarian—historically Methodist
, established =
, accreditation = WSCUC
, type = Private research university
, academic_affiliations =
, endowment = $8. ...
's Information Sciences Institute.) It is no
maintained and developedby John Laird's research group at the
University of Michigan
, mottoeng = "Arts, Knowledge, Truth"
, former_names = Catholepistemiad, or University of Michigania (1817–1821)
, budget = $10.3 billion (2021)
, endowment = $17 billion (2021)As o ...
.
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 (IA) is anything which perceives its environment, takes actions autonomously in order to achieve goals, and may improve its performance with learning or may use knowledge. They may be simple or c ...
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 refers to "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, thoug ...
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 an approximation 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 set ...
s of different aspects of
human behavior
Human behavior is the potential and expressed capacity ( mentally, physically, and socially) of human individuals or groups to respond to internal and external stimuli throughout their life. Kagan, Jerome, Marc H. Bornstein, and Richard ...
. The most current and comprehensive description of Soar is the 2012 book, ''The Soar Cognitive Architecture.''
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 (psychologist), John Robert Anderson and Christian Lebiere at Carnegie Mellon University. Li ...
, which was created by
John R. Anderson, and
LIDA
Lida ( be, Лі́да ; russian: Ли́да ; lt, Lyda; lv, Ļida; pl, Lida ; yi, לידע, Lyde) is a city 168 km (104 mi) west of Minsk in western Belarus in Grodno Region.
Etymology
The name ''Lida'' arises from its Lithuan ...
, 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 an approximation 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 set ...
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 a 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 Departmen ...
's book, ''
Unified Theories of Cognition''.
and dates back to one of the first AI systems created, Newell,
Simon, and
Shaw
Shaw may refer to:
Places Australia
*Shaw, Queensland
Canada
* Shaw Street, a street in Toronto
England
* Shaw, Berkshire, a village
* Shaw, Greater Manchester, a location in the parish of Shaw and Crompton
*Shaw, Swindon, a suburb of Swindon
...
's
Logic Theorist, first presented in 1955. 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. The evolution of forethought, the capacity to think ahead, is c ...
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 consists of words whose letters are taken from an alphabet and are well-formed according to a specific set of rules.
The alphabet of a formal language consists of sy ...
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 the a ...
is known as the ''
physical symbol system
A physical symbol system (also called a formal system) takes physical patterns (symbols), combining them into structures (expressions) and manipulating them (using processes) to produce new expressions.
The physical symbol system hypothesis (PSSH ...
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 perfor ...
(its knowledge about how to do things) and
working memory
Working memory is a cognitive system with a limited capacity that can 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 memory, ...
(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:
Education
* Royal University of Law and Economics (RULE), a university in Cambodia
Human activity
* The exercise of political or personal control by someone with authority or power
* Business rule, a rule pert ...
(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 area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine ...
, 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 (word meanings, concepts, facts, and ideas) is intertwined in experience and dependent on culture. We can learn about ...
(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 Spreading activation is a method for searching associative networks, biological and artificial neural networks, or semantic networks. The search process is initiated by labeling a set of source nodes (e.g. concepts in a semantic network) with weigh ...
'', 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 maintained and extended by John Laird's research group at the University of Michigan. The current architecture is written in a combination of C and C++, and is freely available (BSD license) at the research group'
website
Soar can interface with external language environments including C++, Java, Tcl, and Python through the Soar Markup Language (SML). SML is a primary mechanism for creating instances of Soar agents and interacting with their I/O links.
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, 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 if� ...
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, Nancy Green, 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 U. S. military tactical missions (such as close-air support, strikes,
CAPs
Caps are flat headgear.
Caps or CAPS may also refer to:
Science and technology Computing
* CESG Assisted Products Service, provided by the U.K. Government Communications Headquarters
* Composite Application Platform Suite, by Java Caps, a Ja ...
, 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 Ad ...
’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 agency of the US federal government responsible for the civil space program, aeronautics research, and space research.
NASA was established in 1958, succeedi ...
Space Shuttle
The Space Shuttle is a retired, partially 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. Its official program na ...
before launch. It was an integrated cognitive model that incorporated many different complex cognitive capabilities including
natural-language processing,
attention
Attention is the behavioral and cognitive process of selectively concentrating on a discrete aspect of information, whether considered subjective or objective, while ignoring other perceivable information. William James (1890) wrote that "Att ...
and
visual search
Visual search is a type of 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 search can ta ...
, 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 system, ...
,
natural-language understanding,
emotions
Emotions are mental states brought on by neurophysiology, neurophysiological changes, variously associated with thoughts, feelings, behavioral responses, and a degree of pleasure or suffering, displeasure. There is currently no scientific ...
, body control, and action, among others.
Game AIs and mobile apps
Game AI agents have been built using Soar for games such as
StarCraft
''StarCraft'' is a military science fiction media franchise created by Chris Metzen and James Phinney and owned by Blizzard Entertainment. The series, set in the beginning of the 26th century, centers on a galactic struggle for dominance am ...
,
Quake II
''Quake II'' is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the ''Quake'' series, but not a direct sequel to '' Quake''. The game's storyline is continued in its e ...
,
Descent 3
''Descent 3'' (stylized as ''Descent³'') is a first-person shooter video game developed by Outrage Entertainment and published by Interplay Entertainment. It was originally released for Microsoft Windows in North America on June 17, 1999. ''Des ...
,
Unreal Tournament
''Unreal Tournament'' is a first-person arena shooter video game developed by Epic Games and Digital Extremes. The second installment in the '' Unreal'' series, it was first published by GT Interactive in 1999 for Microsoft Windows, and lat ...
,
and
Minecraft
''Minecraft'' is a sandbox game developed by Mojang Studios. The game was created by Markus "Notch" Persson in the Java programming language. Following several early private testing versions, it was first made public in May 2009 before bein ...
, supporting capabilities such as
spatial reasoning,
real-time strategy
Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to pla ...
, and opponent
anticipation. AI agents have also been created for video games including Infinite
Mario
is a character created by Japanese video game designer Shigeru Miyamoto. He is the title character of the '' Mario'' franchise and the mascot of Japanese video game company Nintendo. Mario has appeared in over 200 video games since his c ...
which used reinforcement learning, and
Frogger II
''Frogger II: ThreeeDeep!'' is a video game released in 1984 by Parker Brothers for the Apple II, Atari 8-bit computers, Atari 2600, Atari 5200, ColecoVision, Commodore 64, and IBM PC compatibles. It is a sequel to the 1981 Konami '' Frogger ...
,
Space Invaders
is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. ''Space Invaders'' was the first fixed shooter and ...
, and Fast Eddie, which used both reinforcement learning and
mental image
A mental image is an experience that, on most occasions, significantly resembles the experience of 'perceiving' some object, event, or scene, but occurs when the relevant object, event, or scene is not actually present to the senses. There are ...
ry.
Soar can run natively on
mobile device
A mobile device (or handheld computer) is a computer small enough to hold and operate in the hand. Mobile devices typically have a flat LCD or OLED screen, a touchscreen interface, and digital or physical buttons. They may also have a physical ...
s. A mobil
applicationfor the game
Liar’s Dice has been developed for
iOS
iOS (formerly iPhone OS) is a mobile operating system created and developed by Apple Inc. exclusively for its hardware. It is the operating system that powers many of the company's mobile devices, including the iPhone; the term also include ...
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
REEM is the latest prototype humanoid robot built by PAL Robotics in Spain. It is a 1.70 m high humanoid robot with 22 degrees of freedom, with a mobile base with wheels, allowing it to move at 4 km/hour. The upper part of the robot consists of a t ...
robots,
taskable robotic mules
and
unmanned underwater vehicle
Unmanned underwater vehicles (UUV), sometimes known as underwater drones, are submersible vehicles that can operate underwater without a human occupant. These vehicles may be divided into two categories: remotely operated underwater vehicles (RO ...
s.
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.
See also
*
Cognitive Architecture A cognitive architecture refers to both a theory about the structure of the human mind and to a computational instantiation of such a theory used in the fields of artificial intelligence (AI) and computational cognitive science. The formalized mod ...
*
ACT-R
ACT-R (pronounced /ˌækt ˈɑr/; short for "Adaptive Control of Thought—Rational") is a cognitive architecture mainly developed by John Robert Anderson (psychologist), John Robert Anderson and Christian Lebiere at Carnegie Mellon University. Li ...
References
{{Reflist , refs=
[{{cite book, last=Laird, first=John E., date=2012, url=https://mitpress.mit.edu/books/soar-cognitive-architecture, title=The Soar Cognitive Architecture , publisher=]MIT Press
The MIT Press is a university press affiliated with the Massachusetts Institute of Technology (MIT) in Cambridge, Massachusetts (United States). It was established in 1962.
History
The MIT Press traces its origins back to 1926 when MIT publ ...
, isbn= 978-0262122962
[{{cite journal, last1=Laird, first1=John, last2=Newell, first2=Allen, date=1983, title= A Universal Weak Method: Summary of results, journal=IJCAI, volume=2, pages=771–772, url=http://dl.acm.org/citation.cfm?id=1623558]
[{{cite journal, last1=Rosenbloom, first1=Paul, last2=Laird, first2=John, last3=Mcdermott, first3=John, title=R1-Soar: An Experiment in Knowledge-Intensive Programming in a Problem-Solving Architecture, journal=IEEE Transactions on Pattern Analysis and Machine Intelligence, date=27 January 2009, volume=PAMI-7, issue=5, pages=561–569, doi=10.1109/TPAMI.1985.4767703, pmid=21869293, s2cid=16133794]
[{{cite book , last=Newell , first=Allen , date=December 1990 , title=Unified Theories of Cognition , publisher=Harvard University Press , isbn=978-0674920996 , url-access=registration , url=https://archive.org/details/unifiedtheorieso0000newe ]
[{{cite journal, last1=Cohen, first1=Philip, last2=Levesque, first2=Hector, title=Confirmations and joint action, journal=IJCAI, date=1991, volume=2, pages=951–957, url=http://dl.acm.org/citation.cfm?id=1631603]
[{{cite journal, last1=Rubinoff, first1=Robert, last2=Lehman, first2=Jill, title=Real-time natural language generation in NL-Soar, journal=INLG, volume=Proceedings of the Seventh International Workshop on Natural Language Generation, date=1994, pages=199–206, doi=10.3115/1641417.1641440, s2cid=13885938, url=http://dl.acm.org/citation.cfm?id=1641440, doi-access=free]
[{{cite journal, last1=Nelson, first1=G, last2=Lehman, first2=J, last3=John, first3=B, title=Integrating cognitive capabilities in a real-time task, journal=Proceedings of the 16th Annual Conference of the Cognitive Science Society, date=1994, pages=658–663, url=https://www.bibsonomy.org/bibtex/d8033d7496b2f034268d170b45686fb7]
[{{cite journal, last1=Tambe, first1=Milind, title=Agent Architectures for Flexible, Practical Teamwork, journal=AAAI, volume=Proceedings of the fourteenth national conference on artificial intelligence and ninth conference on Innovative applications of artificial intelligence, date=1997, pages=22–28, url=http://dl.acm.org/citation.cfm?id=1867410]
[{{cite journal, last1=van Lent, first1=Michael, last2=Laird, first2=John, title=Developing an artificial intelligence engine, date=1991, url=https://www.researchgate.net/publication/243763189]
[{{cite book, last1=Laird, first1=John, title=It Knows What You'Re Going to Do: Adding Anticipation to a Quakebot, journal=Agents, date=2001, volume=Proceedings of the Fifth International Conference on Autonomous Agents, pages=385–392, doi=10.1145/375735.376343, isbn=978-1581133264, s2cid=3509100]
[{{cite journal, last1=Laird, first1=John, last2=Yager, first2=Eric, last3=Hucka, first3=Michael, last4=Tuck, first4=Christopher, title=Robo-Soar: An integration of external interaction, planning, and learning using Soar, journal=Robotics and Autonomous Systems, date=November 1991, volume=8, issue=1–2, pages=113–129, doi=10.1016/0921-8890(91)90017-f, citeseerx=10.1.1.726.7247, hdl=2027.42/29045]
[{{cite journal, last1=Lieto, first1=Antonio, last2=Perrone, first2=Federico, last3=Pozzato, first3=Gian Luca, last4=Chiodino, first4=Eleonora, date=2019, title= Beyond Subgoaling: A Dynamic Knowledge Generation Framework for Creative Problem Solving in Cognitive Architectures, journal=Cognitive Systems Research, volume=58, pages=305–316, doi=10.1016/j.cogsys.2019.08.005, hdl=2318/1726157, s2cid=201127492, hdl-access=free]
[{{cite journal, last1=Wray, first1=Robert, display-authors=etal, title=Intelligent opponents for virtual reality trainers, journal=I/Itsec, date=December 2002, volume=Proceedings of the Interservice/Industry Training, Simulation and Education Conference, citeseerx=10.1.1.549.2187]
[{{cite journal, last1=Mohan, first1=Shiwali, last2=Laird, first2=John, title=Learning to Play Mario, journal=Technical Report, date=2009, volume=CCA-TR-2009-03, citeseerx=10.1.1.387.5972]
[{{cite journal, last1=Wintermute, title=Imagery in Cognitive Architecture: Representation and Control at Multiple Levels of Abstraction, journal=Cognitive Systems Research, date=September 2012, volume=19-20, pages=1–29, doi=10.1016/j.cogsys.2012.02.001, url=http://dl.acm.org/citation.cfm?id=2619015, citeseerx=10.1.1.387.5894, s2cid=15399199]
[{{cite journal, last1=Turner, first1=Alex, title=Soar-SC: A Platform for AI Research in StarCraft, date=2013, url=https://github.com/bluechill/Soar-SC]
[{{cite journal, date=February 2013, journal=Office of Naval Research, volume=11, title=The Mystery of Artificial Intelligence, url=https://www.onr.navy.mil/Science-Technology/Directorates/office-innovation/~/media/Files/03I/DoI-News-FEB2014-Vol11pdf]
[{{cite journal, date=2014, last1=Laird, first1=John, title=NSF Report: Interactive Task Learning, url=http://web.eecs.umich.edu/~soar/sitemaker/docs/pubs/ITL_Report_NSF_1419590.pdf]
[{{cite journal, last1=Kirk, first1=James, last2=Laird, first2=John, title=Learning General and Efficient Representations of Novel Games Through Interactive Instruction, journal=Advanced Cognitive Systems, date=2016, volume=4, url=http://www.cogsys.org/papers/ACS2016/Papers/Kirk_Laird-ACS-2016.pdf]
[{{cite journal, last1=Mininger, first1=Aaron, last2=Laird, first2=John, title=Interactively Learning Strategies for Handling References to Unseen or Unknown Objects, journal=Advanced Cognitive Systems, date=2016, url=http://www.cogsys.org/papers/ACS2016/Papers/Mininger_Laird-ACS-2016.pdf]
[{{cite journal, date=2001, last1=van Lent, first1=Mike, display-authors=etal, url=http://web.eecs.umich.edu/~soar/sitemaker/workshop/22/vanLentMRE-S22.PDF, title=ICT Mission Rehearsal Exercise]
[{{cite journal, last1=Jones, display-authors=etal, title=Automated Intelligent Pilots for Combat Flight Simulation, journal=AAAI, date=1999, volume=20, issue=1, url=http://www.aaai.org/ojs/index.php/aimagazine/article/view/1438]
[{{cite journal, last1=Puigbo, first1=Jordi-Ysard, display-authors=etal, title=Controlling a General Purpose Service Robot By Means Of a Cognitive Architecture, journal=AIC, date=2013, volume=45, citeseerx=10.1.1.402.5541]
[{{cite journal, last1=Talor, first1=Glen, display-authors=etal, title=Multi-Modal Interaction for Robotic Mules, journal=Soar Technology Inc., date=February 2014]
[{{cite journal, last1=Jones, first1=Steven, display-authors=etal, title=Efficient Computation of Spreading Activation Using Lazy Evaluation, journal=ICCM, date=2016, volume=Proceedings of the 14th International Conference on Cognitive Modeling, pages=182–187, url=http://acs.ist.psu.edu/iccm2016/proceedings/jones2016iccm.pdf]
[''SoarTech: JSoar''](_blank)
/ref>
Bibliography
* Laird, 201
The Soar Cognitive Architecture
* Lehman, Laird, and Rosenbloom, 200
A Gentle Introduction to Soar: 2006 update
* Rosenbloom, Laird, and Newell, 199
Information Sciences Institute
The USC Information Sciences Institute (ISI) is a component of the University of Southern California (USC) Viterbi School of Engineering, and specializes in research and development in information processing, computing, and communications techno ...
External links
Soar Homepage
on University of Michigan
, mottoeng = "Arts, Knowledge, Truth"
, former_names = Catholepistemiad, or University of Michigania (1817–1821)
, budget = $10.3 billion (2021)
, endowment = $17 billion (2021)As o ...
Soar: Frequently Asked Questions List
Soar Tech Homepage
Paul Rosenbloom
Agent-based programming languages
Cognitive architecture