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John E. Laird

dblp:l/JohnELaird · also John Edwin Laird · DBLP profile ↗
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57ranked-venue papers
9as first author
4since 2021 · last 2026
0000-0001-7446-3241ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 53 · 8 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 35 · 5 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 since 2021Databases, data management, data science and information retrieval · 2 · 1 first-authorComputer networks · 1Human-computer interaction and ubiquitous computing · 1Theory of computation · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
39 papers
Planning, search and constraint satisfaction · 31% Knowledge representation and reasoning · 30% Reinforcement learning · 16%
Human-computer interaction and pervasive computing
5 papers
Human-robot interaction · 83% Games and playful interaction · 11% Human-AI interaction · 5%

Topics — the 30 heaviest of 53, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning › cognitive modeling
cognitive architecture
1.6152022
A Demonstration of Compositional, Hierarchical Interactive Task Learning · AAAI 2022
Spontaneous Retrieval from Long-Term Memory for a Cognitive Architecture · AAAI 2015
Preemptive Strategies for Overcoming the Forgetting of Goals · AAAI 2013
Machine learning › Reinforcement learning
interactive task learning
1.332022
A Demonstration of Compositional, Hierarchical Interactive Task Learning · AAAI 2022
Learning Hierarchical Symbolic Representations to Support Interactive Task Learning and Knowledge Transfer · IJCAI 2019
Interactively Learning a Blend of Goal-Based and Procedural Tasks · AAAI 2018
Knowledge, reasoning and agents › Knowledge representation and reasoning
normative reasoning
1.012026
Requirements for Aligned, Dynamic Resolution of Conflicts in Operational Constraints · AAAI 2026
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › machine learning for planning
hierarchical task learning
0.822022
A Demonstration of Compositional, Hierarchical Interactive Task Learning · AAAI 2022
Learning Goal-Oriented Hierarchical Tasks from Situated Interactive Instruction · AAAI 2014
Natural language and speech › Language models and text generation › large language model › knowledge in language models
Knowledge extraction from LLMs
0.812024
Improving Knowledge Extraction from LLMs for Task Learning through Agent Analysis · AAAI 2024
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › plan representation
task graph
0.612022
A Demonstration of Compositional, Hierarchical Interactive Task Learning · AAAI 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › domain model learning
action model learning
0.432013
Learning Integrated Symbolic and Continuous Action Models for Continuous Domains · AAAI 2013
Combining Learned Discrete and Continuous Action Models · AAAI 2011
Instance-Based Online Learning of Deterministic Relational Action Models · AAAI 2010
Machine learning › Transfer learning and domain adaptation
knowledge transfer
0.412019
Learning Hierarchical Symbolic Representations to Support Interactive Task Learning and Knowledge Transfer · IJCAI 2019
Knowledge, reasoning and agents › Multi-agent systems
human-agent interaction
0.322014
Learning Goal-Oriented Hierarchical Tasks from Situated Interactive Instruction · AAAI 2014
Exploring Mixed-Initiative Interaction for Learning with Situated Instruction in Cognitive Agents · AAAI 2012
Knowledge, reasoning and agents › Multi-agent systems
autonomous agents
0.322018
Learning Fast and Slow: Levels of Learning in General Autonomous Intelligent Agents · AAAI 2018
Integrating, Execution, Planning, and Learning in Soar for External Environments · AAAI 1990
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning
goal-conditioned planning
0.312018
Interactively Learning a Blend of Goal-Based and Procedural Tasks · AAAI 2018
Knowledge, reasoning and agents › Multi-agent systems
multi-agent decision making
0.312026
Requirements for Aligned, Dynamic Resolution of Conflicts in Operational Constraints · AAAI 2026
Human-robot interaction › robot learning
interactive task learning
0.212016
A Demonstration of Interactive Task Learning · IJCAI 2016
Knowledge, reasoning and agents › Multi-agent systems › agent architecture
cognitive agent
0.212024
Improving Knowledge Extraction from LLMs for Task Learning through Agent Analysis · AAAI 2024
Machine learning › Reinforcement learning › memory architectures
episodic memory
0.222012
A Multi-Domain Evaluation of Scaling in a General Episodic Memory · AAAI 2012
Extending Cognitive Architecture with Episodic Memory · AAAI 2007
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
goal reasoning
0.212022
A Demonstration of Compositional, Hierarchical Interactive Task Learning · AAAI 2022
Knowledge, reasoning and agents › Knowledge representation and reasoning
spatial reasoning
0.222008
Bimodal Spatial Reasoning with Continuous Motion · AAAI 2008
Predicate Projection in a Bimodal Spatial Reasoning System · AAAI 2007
Knowledge, reasoning and agents › Knowledge representation and reasoning › cognitive modeling › cognitive architecture
soar
0.122012
Exploring Mixed-Initiative Interaction for Learning with Situated Instruction in Cognitive Agents · AAAI 2012
Recovery from Incorrect knowledge in Soar · AAAI 1988
Knowledge, reasoning and agents › Knowledge representation and reasoning
memory retrieval
0.112011
A Functional Analysis of Historical Memory Retrieval Bias in the Word Sense Disambiguation Task · AAAI 2011
Natural language and speech › Information extraction and text analysis
word sense disambiguation
0.112011
A Functional Analysis of Historical Memory Retrieval Bias in the Word Sense Disambiguation Task · AAAI 2011
Natural language and speech › Language models and text generation
natural language instructions
0.112019
Learning Hierarchical Symbolic Representations to Support Interactive Task Learning and Knowledge Transfer · IJCAI 2019
Machine learning › Reinforcement learning
relational reinforcement learning
0.112010
Relational Reinforcement Learning in Infinite Mario · AAAI 2010
Human-robot interaction › robot communication
natural language instruction
0.112018
Interactively Learning a Blend of Goal-Based and Procedural Tasks · AAAI 2018
Machine learning › Reinforcement learning
model-based reinforcement learning
0.122013
Learning Integrated Symbolic and Continuous Action Models for Continuous Domains · AAAI 2013
Instance-Based Online Learning of Deterministic Relational Action Models · AAAI 2010
Computing education › learning environment
simulation-based training
0.012004
Synthetic Adversaries for Urban Combat Training · AAAI 2004
Games and playful interaction
interactive gaming
0.012004
AI Characters and Directors for Interactive Computer Games · AAAI 2004
Information retrieval › query understanding
word sense disambiguation
0.012012
Functional Interactions Between Memory and Recognition Judgments · AAAI 2012
Robotics › Robot navigation and mapping
spatial navigation
0.012011
Combining Learned Discrete and Continuous Action Models · AAAI 2011
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.012010
Relational Reinforcement Learning in Infinite Mario · AAAI 2010
Natural language and speech › Language models and text generation
instruction following
0.031994
Learning Procedures from Interactive Natural Language Instructions · ICML 1993
Learning from Highly Flexible Tutorial Instruction · AAAI 1994
Instructo-Soar: Learning from Interactive Natural Language Instructions (Video Abstract) · AAAI 1993

Methods — techniques the papers use, named apart from their topics

case study analysis · 1.0interactive task learning · 0.9prompt engineering · 0.8agent analysis · 0.8LLM · 0.8chunking · 0.6situated natural language instruction · 0.6symbolic representation learning · 0.4one-shot learning · 0.4interactive instruction · 0.4natural language instruction · 0.3recognition judgment · 0.1declarative memory · 0.1AI character control · 0.0observation-based learning · 0.0tutorial instruction learning · 0.0interactive instruction learning · 0.0outside guidance · 0.0
YearPublicationVenuePosition
2026 Requirements for Aligned, Dynamic Resolution of Conflicts in Operational Constraints
abstract
Deployed, autonomous AI systems must often evaluate multiple plausible courses of action (extended sequences of behavior) in novel or under-specified contexts. Despite extensive training, these systems will inevitably encounter scenarios where no available course of action fully satisfies all operational constraints (e.g., operating procedures, rules, laws, norms, and goals). To achieve goals in accordance with human expectations and values, agents must go beyond their trained policies and instead construct, evaluate, and justify candidate courses of action. These processes require contextual ``knowledge'' that may lie outside prior (policy) training. This paper characterizes requirements for agent decision making in these contexts. It also identifies the types of knowledge agents require to make decisions robust to agent goals and aligned with human expectations. Drawing on both analysis and empirical case studies, we examine how agents need to integrate normative, pragmatic, and situational understanding to select and then to pursue more aligned courses of action in complex, real-world environments.
Steven J. Jones, Robert E. Wray, John E. Laird
AAAI3
2024 Improving Knowledge Extraction from LLMs for Task Learning through Agent Analysis
abstract
Large language models (LLMs) offer significant promise as a knowledge source for task learning. Prompt engineering has been shown to be effective for eliciting knowledge from an LLM, but alone it is insufficient for acquiring relevant, situationally grounded knowledge for an embodied agent learning novel tasks. We describe a cognitive-agent approach, STARS, that extends and complements prompt engineering, mitigating its limitations and thus enabling an agent to acquire new task knowledge matched to its native language capabilities, embodiment, environment, and user preferences. The STARS approach is to increase the response space of LLMs and deploy general strategies, embedded within the autonomous agent, to evaluate, repair, and select among candidate responses produced by the LLM. We describe the approach and experiments that show how an agent, by retrieving and evaluating a breadth of responses from the LLM, can achieve 77-94% task completion in one-shot learning without user oversight. The approach achieves 100% task completion when human oversight (such as an indication of preference) is provided. Further, the type of oversight largely shifts from explicit, natural language instruction to simple confirmation/discomfirmation of high-quality responses that have been vetted by the agent before presentation to a user.
James R. Kirk, Robert E. Wray, Peter Lindes, John E. Laird
AAAI4
2022 A Demonstration of Compositional, Hierarchical Interactive Task Learning
abstract
We present a demonstration of the interactive task learning agent Rosie, where it learns the task of patrolling a simulated barracks environment through situated natural language instruction. In doing so, it builds a sizable task hierarchy composed of both innate and learned tasks, tasks formulated as achieving a goal or following a procedure, tasks with conditional branches and loops, and involving communicative and mental actions. Rosie is implemented in the Soar cognitive architecture, and represents tasks using a declarative task network which it compiles into procedural rules through chunking. This is key to allowing it to learn from a single training episode and generalize quickly.
Aaron Mininger, John E. Laird
AAAI2
2021 The Role of The Basal Ganglia in the Human Cognitive Architecture: A Dynamic Causal Modeling Comparison Across Tasks and Individuals
Catherine Sibert, Holly Sue Hake, John E. Laird, Christian Lebiere, Paul S. Rosenbloom, Andrea Stocco 0002
CogSci3
2019 How Does Current AI Stack Up Against Human Intelligence?
Kenneth D. Forbus, Dedre Gentner, John E. Laird, Thomas R. Shultz, Ardavan Salehi Nobandegani, Paul Thagard
CogSci3
2019 Learning Hierarchical Symbolic Representations to Support Interactive Task Learning and Knowledge Transfer
abstract
Interactive Task Learning (ITL) focuses on learning the definition of tasks through online natural language instruction in real time. Learning the correct grounded meaning of the instructions is difficult due to ambiguous words, lack of common ground, and the presence of distractors in the environment and the agent’s knowledge. We present a learning strategy embodied in an ITL agent that interactively learns in one shot the meaning of task concepts for 40 games and puzzles in ambiguous scenarios. Our approach learns hierarchical symbolic representations of task knowledge rather than learning a mapping directly from perceptual representations. These representations enable the agent to transfer and compose knowledge, analyze and debug multiple interpretations, and communicate efficiently with the teacher to resolve ambiguity. We evaluate the efficiency of the learning by examining the number of words required to teach tasks across cases of no transfer, positive transfer, and interference from prior tasks. Our results show that the agent can correctly generalize, disambiguate, and transfer concepts within variations in language descriptions and world representations of the same task, and across variations in different tasks.
James R. Kirk, John E. Laird
IJCAI2
2018 Learning Fast and Slow: Levels of Learning in General Autonomous Intelligent Agents
abstract
We propose two distinct levels of learning for general autonomous intelligent agents. Level 1 consists of fixed architectural learning mechanisms that are innate and automatic. Level 2 consists of deliberate learning strategies that are controlled by the agent's knowledge. We describe these levels and provide an example of their use in a task-learning agent. We also explore other potential levels and discuss the implications of this view of learning for the design of autonomous agents.
John E. Laird, Shiwali Mohan
AAAI1
2018 Interactively Learning a Blend of Goal-Based and Procedural Tasks
abstract
Agents that can learn new tasks through interactive instruction can utilize goal information to search for and learn flexible policies. This approach can be resilient to variations in initial conditions or issues that arise during execution. However, if a task is not easily formulated as achieving a goal or if the agent lacks sufficient domain knowledge for planning, other methods are required. We present a hybrid approach to interactive task learning that can learn both goal-oriented and procedural tasks, and mixtures of the two, from human natural language instruction. We describe this approach, go through two examples of learning tasks, and outline the space of tasks that the system can learn. We show that our approach can learn a variety of goal-oriented and procedural tasks from a single example and is robust to different amounts of domain knowledge.
Aaron Mininger, John E. Laird
AAAI2
2018 Empirical Evidence from Neuroimaging Data for a Standard Model of the Mind
Andrea Stocco 0002, John E. Laird, Christian Lebiere, Paul S. Rosenbloom
CogSci2
2016 A Demonstration of Interactive Task Learning
James R. Kirk, Aaron Mininger, John E. Laird
IJCAI3
2015 Spontaneous Retrieval from Long-Term Memory for a Cognitive Architecture
abstract
This paper presents the first functional evaluation of spontaneous, uncued retrieval from long-term memory in a cognitive architecture. The key insight is that current deliberate cued retrieval mechanisms require the agent to have knowledge of when and what to retrieve --- knowledge that may be missing or incorrect. Spontaneous uncued retrieval eliminates these requirements through automatic retrievals that use the agent's problem solving context as a heuristic for relevance, thus supplementing deliberate cued retrieval. Using constraints derived from this insight, we sketch the space of spontaneous retrieval mechanisms and describe an implementation of spontaneous retrieval in Soar together with an agent that takes advantage of that mechanism. Empirical evidence is provided in the Missing Link word-puzzle domain, where agents using spontaneous retrieval out-perform agents without that capability, leading us to conclude that spontaneous retrieval can be a useful mechanism and is worth further exploration.
Justin Li, John E. Laird
AAAI2
2014 Learning Goal-Oriented Hierarchical Tasks from Situated Interactive Instruction
abstract
Our research aims at building interactive robots and agents that can expand their knowledge by interacting with human users. In this paper, we focus on learning goal-oriented tasks from situated interactive instructions. Learning the structure of novel tasks and how to execute them is a challenging computational problem requiring the agent to acquire a variety of knowledge including goal definitions and hierarchical control information. We frame acquisition of novel tasks as an explanation-based learning (EBL) problem and propose an interactive learning variant of EBL for a robotic agent. We show that our approach can exploit information in situated instructions along with the domain knowledge to demonstrate fast generalization on several tasks. The knowledge acquired transfers across structurally similar tasks. Finally, we show that our approach seamlessly combines agent-driven exploration with instructions for mixed-initiative learning.
Shiwali Mohan, John E. Laird
AAAI2
2013 Preemptive Strategies for Overcoming the Forgetting of Goals
abstract
Maintaining and pursuing multiple goals over varying time scales is an important ability for artificial agents in many cognitive architectures. Goals that remain suspended for long periods, however, are prone to be forgotten. This paper presents a class of preemptive strategies that allow agents to selectively retain goals in memory and to recover forgotten goals. Preemptive strategies work by retrieving and rehearsing goals at triggers, which are either periodic or are predictive of the opportunity to act. Since cognitive architectures contain common hierarchies of memory systems and share similar forgetting mechanisms, these strategies work across multiple architectures. We evaluate their effectiveness in a simulated mobile robot controlled by Soar, and demonstrate how preemptive strategies can be adapted to different environments and agents.
Justin Li, John E. Laird
AAAI2
2013 Learning Integrated Symbolic and Continuous Action Models for Continuous Domains
Joseph Zhen Ying Xu, John E. Laird
AAAI2
2012 A Multi-Domain Evaluation of Scaling in a General Episodic Memory
abstract
Episodic memory endows agents with numerous general cognitive capabilities, such as action modeling and virtual sensing. However, for long-lived agents, there are numerous unexplored computational challenges in supporting useful episodic-memory functions while maintaining real-time reactivity. In this paper, we review the implementation of episodic memory in Soar and present an expansive evaluation of that system. We demonstrate useful applications of episodic memory across a variety of domains, including games, mobile robotics, planning, and linguistics. In these domains, we characterize properties of environments, tasks, and episodic cues that affect performance, and evaluate the ability of Soar’s episodic memory to support hours to days of real-time operation.
Nate Derbinsky, Justin Li, John E. Laird
AAAI3
2012 Functional Interactions Between Memory and Recognition Judgments
abstract
One issue facing agents that accumulate large bodies of knowledge is determining whether they have knowl- edge that is relevant to its current goals. Performing comprehensive searches of long-term memory in every situation can be computationally expensive and disrup- tive to task reasoning. In this paper, we demonstrate that the recognition judgment — a heuristic for whether memory structures have been previously perceived — can serve as a low-cost indicator of the existence of potentially relevant knowledge. We present an approach for computing both context-dependent and context- independent recognition judgments using processes and data shared with declarative memories. We then de- scribe an initial, efficient implementation in the Soar cognitive architecture and evaluate our system in a word sense disambiguation task, showing that it reduces the number of memory searches without degrading agent performance.
Justin Li, Nate Derbinsky, John E. Laird
AAAI3
2012 Exploring Mixed-Initiative Interaction for Learning with Situated Instruction in Cognitive Agents
abstract
Human-agent interaction for learning with instruction canbe viewed on a continuum of instructor/agent control. At one extreme are systems that learn by instructor-driveninteractions, such as learning by demonstration, examples,or imitation. The other extreme of the continuum isoccupied by systems where instructor interaction is limited to responding to the questions posed by the agent or toproviding feedback on agent’s performance. There are advantages to an approach that explores a mixed-initiative instructional dialog. We describe an approach to mixed-initiative interaction based on collaborative discourse theory that allows Soar agents to learn from situated instruction.
Shiwali Mohan, John E. Laird
AAAI2
2011 A Functional Analysis of Historical Memory Retrieval Bias in the Word Sense Disambiguation Task
abstract
Effective access to knowledge within large declarative memory stores is one challenge in the development and understanding of long-living, generally intelligent agents. We focus on a sub-component of this problem: given a large store of knowledge, how should an agent's task-independent memory mechanism respond to an ambiguous cue, one that pertains to multiple previously encoded memories. A large body of cognitive modeling work suggests that human memory retrievals are biased in part by the recency and frequency of past memory access. In this paper, we evaluate the functional benefit of a set of memory retrieval heuristics that incorporate these biases, in the context of the word sense disambiguation task, in which an agent must identify the most appropriate word meaning in response to an ambiguous linguistic cue. In addition, we develop methods to integrate these retrieval biases within a task-independent declarative memory system implemented in the Soar cognitive architecture and evaluate their effectiveness and efficiency in three commonly used semantic concordances.
Nate Derbinsky, John E. Laird
AAAI2
2011 Combining Learned Discrete and Continuous Action Models
abstract
Action modeling is an important skill for agents that must perform tasks in novel domains. Previous work on action modeling has focused on learning STRIPS operators in discrete, relational domains. There has also been a separate vein of work in continuous function approximation for use in optimal control in robotics. Most real world domains are grounded in continuous dynamics but also exhibit emergent regularities at an abstract relational level of description. These two levels of regularity are often difficult to capture using a single action representation and learning method. In this paper we describe a system that combines discrete and continuous action modeling techniques in the Soar cognitive architecture. Our system accepts a continuous state representation from the environment and derives a relational state on top of it using spatial relations. The dynamics over each representation is learned separately using two simple instance-based algorithms. The predictions from the individual models are then combined in a way that takes advantage of the information captured by each representation. We empirically show that this combined model is more accurate and generalizable than each of the individual models in a spatial navigation domain.
Joseph Z. Xu, John E. Laird
AAAI2
2010 Relational Reinforcement Learning in Infinite Mario
abstract
Relational representations in reinforcement learning allow for the use of structural information like the presence of objects and relationships between them in the description of value functions. Through this paper, we show that such representations allow for the inclusion of background knowledge that qualitatively describes a state and can be used to design agents that demonstrate learning behavior in domains with large state and actions spaces such as computer games.
Shiwali Mohan, John E. Laird
AAAI2
2010 Instance-Based Online Learning of Deterministic Relational Action Models
abstract
We present an instance-based, online method for learning action models in unanticipated, relational domains. Our algorithm memorizes pre- and post-states of transitions an agent encounters while experiencing the environment, and makes predictions by using analogy to map the recorded transitions to novel situations. Our algorithm is implemented in the Soar cognitive architecture, integrating its task-independent episodic memory module and analogical reasoning implemented in procedural memory. We evaluate this algorithm’s prediction performance in a modified version of the blocks world domain and the taxi domain. We also present a reinforcement learning agent that uses our model learning algorithm to significantly speed up its convergence to an optimal policy in the modified blocks world domain.
Joseph Z. Xu, John E. Laird
AAAI2
2009 Efficiently Implementing Episodic Memory
Nate Derbinsky, John E. Laird
ICCBR2
2008 Bimodal Spatial Reasoning with Continuous Motion
Samuel Wintermute, John E. Laird
AAAI2
2007 Extending Cognitive Architecture with Episodic Memory
Andrew Nuxoll, John E. Laird
AAAI2
2007 Predicate Projection in a Bimodal Spatial Reasoning System
Samuel Wintermute, John E. Laird
AAAI2
2006 Learning goal hierarchies from structured observations and expert annotations
Tolga Könik, John E. Laird
Mach. Learn.2
2005 Incremental Learning of Procedural Planning Knowledge in Challenging Environments
abstract
Autonomous agents that learn about their environment can be divided into two broad classes. One class of existing learners, reinforcement learners, typically employ weak learning methods to directly modify an agent's execution knowledge. These systems are robust in dynamic and complex environments but generally do not support planning or the pursuit of multiple goals. In contrast, symbolic theory revision systems learn declarative planning knowledge that allows them to pursue multiple goals in large state spaces, but these approaches are generally only applicable to fully sensed, deterministic environments with no exogenous events. This research investigates the hypothesis that by limiting an agent to procedural access to symbolic planning knowledge, the agent can combine the powerful, knowledge-intensive learning performance of the theory revision systems with the robust performance in complex environments of the reinforcement learners. The system, IMPROV, uses an expressive knowledge representation so that it can learn complex actions that produce conditional or sequential effects over time. By developing learning methods that only require limited procedural access to the agent's knowledge, IMPROV's learning remains tractable as the agent's knowledge is scaled to large problems. IMPROV learns to correct operator precondition and effect knowledge in complex environments that include such properties as noise, multiple agents and time-critical tasks, and demonstrates a general learning method that can be easily strengthened through the addition of many different kinds of knowledge.
Douglas J. Pearson, John E. Laird
Comput. Intell.2
2004 AI Characters and Directors for Interactive Computer Games
Brian Magerko, John E. Laird, Mazin Assanie, Alex Kerfoot, Devvan Stokes
AAAI2
2004 Synthetic Adversaries for Urban Combat Training
Robert E. Wray, John E. Laird, Andrew Nuxoll, Devvan Stokes, Alex Kerfoot
AAAI2
2004 Learning Goal Hierarchies from Structured Observations and Expert Annotations
Tolga Könik, John E. Laird
ILP2
2003 Behavior Bounding: Toward Effective Comparisons of Agents & Humans
Scott A. Wallace, John E. Laird
IJCAI2
2003 An Architectural Approach to Ensuring Consistency in Hierarchical Execution
abstract
Hierarchical task decomposition is a method used in many agent systems to organize agent knowledge. This work shows how the combination of a hierarchy and persistent assertions of knowledge can lead to difficulty in maintaining logical consistency in asserted knowledge. We explore the problematic consequences of persistent assumptions in the reasoning process and introduce novel potential solutions. Having implemented one of the possible solutions, Dynamic Hierarchical Justification, its effectiveness is demonstrated with an empirical analysis.
Robert E. Wray, John E. Laird
J. Artif. Intell. Res.2
2002 Mathematics preparation for undergraduate degrees in computer science
abstract
Throughout the history of computer science education there has been debate on what should be the appropriate mathematics background for computer science majors. The first computer science instructors were mathematicians and the first curriculums were just modifications of mathematics curriculums. However, as the discipline has grown and matured there has developed several areas of computer science where traditional undergraduate mathematics is not used and traditional mathematics preparation may not be appropriate. Although logic and problem solving skills are valued by the Computer Science community, exactly how many hours of mathematics and what areas of mathematics should be required, needs to be addressed. This panel was convened to discuss this issue from a variety of viewpoints. We hope that discussion will give the listeners new ideas on just what should be the appropriate courses and topics for their institution and program. The panel was chosen to present a wide range of view representing a variety of schools (large and small, public and private, traditional and non-traditional, preparation for the workplace or for disciplines (E-commerce, distributed computing, artificial intelligence, software engineering and graphics) viewpoints (both young and old, industrial and academic).
Bruce S. Elenbogen, John E. Laird, Richard J. Enbody, Chris McDonald, Peter B. Henderson, Richard Nau, Steven L. Tanimoto
SIGCSE2
2001 Learning procedural knowledge through observation
abstract
The research presented here describes a framework that provides the necessary infrastructure to learn procedural knowledge from observation traces annotated with goal transition information. One instance of a learning-by-observation system, called KnoMic (Knowledge Mimic), is developed within this framework and evaluated in a complex domain. This evaluation demonstrates that learning by observation can acquire procedural knowledge and can acquire that knowledge more efficiently than standard knowledge acquisition.
Michael van Lent, John E. Laird
K-CAP2
1999 Learning Hierarchical Performance Knowledge by Observation
Michael van Lent, John E. Laird
ICML2
1998 Real-Time Intelligent Characters for a Non-Visual Simulation Environment
abstract
In recent years, there has been a fair amount of research directed toward the goal of developing virtual, human-like characters for simulation environments. Much of this work has focused on creating high-fidelity graphical animations that represent realistic human forms and movement. We are approaching the same goal from a different angle, focusing on the real-time generation of autonomous, intelligent behaviors that a virtual human must use to attain its goals in a complex environment. Because the emphasis of our work is on high-level behavior rather than visual representation, our current work is geared toward non-visual simulation environments. TacAir-Soar is a system that generates intelligent behavior for flying missions in simulated fixed-wing aircraft for military training simulations. The system has been in development for over five years, and has participated in multiple military training exercises. This paper presents many of the lessons we have learned in developing an autonomous, real-time system, together with suggestions for how these lessons might apply to the development of a full real-time, autonomous, virtual human that also incorporates realistic visual representation and movement.
Randolph M. Jones, John E. Laird, Paul E. Nielsen
CA2
1997 Knowledge-Directed Adaptation in Multi-Level Agents
John E. Laird, Douglas J. Pearson, Scott B. Huffman
J. Intell. Inf. Syst.1
1995 Organizing Information in Mosaic: A Classroom Experiment
Robert E. Wray, Ronald Chong, Joseph Perry Phillips, Seth Rogers, William Walsh, John E. Laird
Comput. Networks ISDN Syst.6
1995 Flexibly Instructable Agents
abstract
This paper presents an approach to learning from situated, interactive tutorial instruction within an ongoing agent. Tutorial instruction is a flexible (and thus powerful) paradigm for teaching tasks because it allows an instructor to communicate whatever types of knowledge an agent might need in whatever situations might arise. To support this flexibility, however, the agent must be able to learn multiple kinds of knowledge from a broad range of instructional interactions. Our approach, called situated explanation, achieves such learning through a combination of analytic and inductive techniques. It combines a form of explanation-based learning that is situated for each instruction with a full suite of contextually guided responses to incomplete explanations. The approach is implemented in an agent called Instructo-Soar that learns hierarchies of new tasks and other domain knowledge from interactive natural language instructions. Instructo-Soar meets three key requirements of flexible instructability that distinguish it from previous systems: (1) it can take known or unknown commands at any instruction point; (2) it can handle instructions that apply to either its current situation or to a hypothetical situation specified in language (as in, for instance, conditional instructions); and (3) it can learn, from instructions, each class of knowledge it uses to perform tasks.
Scott B. Huffman, John E. Laird
J. Artif. Intell. Res.2
1994 Learning from Highly Flexible Tutorial Instruction
Scott B. Huffman, John E. Laird
AAAI2
1993 Instructo-Soar: Learning from Interactive Natural Language Instructions (Video Abstract)
Scott B. Huffman, John E. Laird
AAAI2
1993 AIR-SOAR: Intelligent Multi-Level Control
Douglas J. Pearson, Randolph M. Jones, John E. Laird
AAAI3
1993 Learning Procedures from Interactive Natural Language Instructions
Scott B. Huffman, John E. Laird
ICML2
1993 On Unified Theories of Cognition: A Response to the Reviews
Paul S. Rosenbloom, John E. Laird
Artif. Intell.2
1991 A Constraint-Motivated Model of Lexical Acquisition
Craig S. Miller, John E. Laird
ML2
1991 A Preliminary Analysis of the Soar Architecture as a Basis for General Intelligence
Paul S. Rosenbloom, John E. Laird, Allen Newell, Robert McCarl
Artif. Intell.2
1990 Integrating, Execution, Planning, and Learning in Soar for External Environments
John E. Laird, Paul S. Rosenbloom
AAAI1
1990 Correcting and Extending Domain Knowledge using Outside Guidance
John E. Laird, Michael Hucka, Eric S. Yager, Christopher M. Tuck
ML1
1988 Recovery from Incorrect knowledge in Soar
John E. Laird
AAAI1
1987 Knowledge Level Learning in Soar
Paul S. Rosenbloom, John E. Laird, Allen Newell
AAAI2
1987 Learning General Search Control from Outside Guidance
Andrew R. Golding, Paul S. Rosenbloom, John E. Laird
IJCAI3
1987 SOAR: An Architecture for General Intelligence
John E. Laird, Allen Newell, Paul S. Rosenbloom
Artif. Intell.1
1986 Mapping Explanation-Based Generalization onto Soar
Paul S. Rosenbloom, John E. Laird
AAAI2
1986 Chunking in Soar: The Anatomy of a General Learning Mechanism
John E. Laird, Paul S. Rosenbloom, Allen Newell
Mach. Learn.1
1985 R1-Soar: An Experiment in Knowledge-Intensive Programming in a Problem-Solving Architecture
abstract
This paper presents an experiment in knowledge-intensive programming within a general problem-solving production-system architecture called Soar. In Soar, knowledge is encoded within a set of problem spaces, which yields a system capable of reasoning from first principles. Expertise consists of additional rules that guide complex problem-space searches and substitute for expensive problem-space operators. The resulting system uses both knowledge and search when relevant. Expertise knowledge is acquired either by having it programmed, or by a chunking mechanism that automatically learns new rules reflecting the results implicit in the knowledge of the problem spaces. The approach is demonstrated on the computer-system configuration task, the task performed by the expert system R1.
Paul S. Rosenbloom, John E. Laird, John P. McDermott, Allen Newell, Edmund Orciuch
IEEE Trans. Pattern Anal. Mach. Intell.2
1984 Towards Chunking as a General Learning Mechanism
John E. Laird, Paul S. Rosenbloom, Allen Newell
AAAI1
1983 A Universal Weak Method: Summary of Results
John E. Laird, Allen Newell
IJCAI1