Abstract
Logical AI´Â ¿¡ÀÌÀüÆ®ÀÇ ¼¼°è, ¸ñÇ¥, ÇöÀçÀÇ »óȲ¿¡ ´ëÇÑ Áö½ÄÀ»
³í¸®ÀûÀÎ ¹®ÀåÀ¸·Î Ç¥ÇöÇÏ´Â °ÍÀ» Æ÷ÇÔÇÑ´Ù. ¿¡ÀÌÀüÆ®´Â ¸ñÇ¥¸¦ ´Þ¼ºÇϱâ À§ÇØ ¾î¶²ÇൿÀÌ
Àû´çÇÑÁö¸¦ Ãß·ÐÇÏ¿© ¹«¾ùÀ» ÇÒÁö¸¦ °áÁ¤ÇÑ´Ù. ¿©±â¼´Â logical AI¸¦ ¿¬±¸ÇÔ¿¡ ÀÖ¾î
»ý±â´Â ¸¹Àº¼öÀÇ °³³äµéÀ» °£´ÜÈ÷ Á¤ÀÇÇÑ´Ù.
Àΰ£¼öÁØÀÇ AI¸¦ ±¸ÇöÇÏ·Á¸é common sense
informatic situationÀ» ´Ù·ç´Â ÇÁ·Î±×·¥À» ÇÊ¿ä·Î ÇÑ´Ù. Àΰ£¼öÁØÀÇ logical
AI´Â ¼öÇаú ¹°¸® °úÇÐÀÇ ºÐ¾ßµé¿¡¼ »ç¿ëµÇ´Â ³í¸® ¹æ¹ýÀ¸·ÎÀÇ È®ÀåÀÌ ÇÊ¿äÇÏ´Ù.
Áö½Ä Ç¥ÇöÀ» À§ÇÑ °ø½Ä°ú °á·Ð¿¡ À̸£±â À§ÇØ »ç¿ëµÇ´Â Ã߷аú °°Àº, ³í¸® ±× ÀÚü¿¡¼ÀÇ
È®Àåµµ ÇÊ¿äÇÏ´Ù.
Àΰ£ ¼öÁØÀÇ logical AI¸¦ ÀÌ·ç±â À§Çؼ´Â ¸¹Àº ¼öÀÇ °³³äµéÀÌ ¿¬±¸µÉ Çʿ䰡
ÀÖ´Ù. ¿©±â¼´Â ±×¿¹¸¦ º¸¿©ÁØ´Ù. ÀÌ·± °³³ä¿¡ ´ëÇÑ ¸¹Àº ±â»ç¿Í referenceµéÀº ¿©ÀüÈ÷
ºÒÃæºÐÇÏÁö¸¸, ƯÈ÷ À¥¿¡¼ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¹®¼µé¿¡ ´ëÇØ¼ ³ª´Â ¸¹ÀÌ °í¸¶¿òÀ»
´À³¤´Ù.
ÀÌ ±ÛÀº http://www-formal.stanford.edu/jmc/concepts-ai.html
¿¡¼ º¼¼öÀÖ´Ù.
Introduction
Logical AI´Â ¿¡ÀÌÀüÆ®ÀÇ ¼¼°è, ¸ñÇ¥, ÇöÀçÀÇ »óȲ¿¡ ´ëÇÑ Áö½ÄÀ» ³í¸®ÀûÀÎ ¹®ÀåÀ¸·Î
Ç¥ÇöÇÏ´Â °ÍÀ» Æ÷ÇÔÇÑ´Ù. ¿¡ÀÌÀüÆ®´Â ¸ñÇ¥¸¦ ´Þ¼ºÇϱâ À§ÇØ ¾î¶²ÇൿÀÌ Àû´çÇÑÁö¸¦
Ãß·ÐÇÏ¿© ¹«¾ùÀ» ÇÒÁö¸¦ °áÁ¤ÇÑ´Ù. Ãß·ÐÀº monotonicÇÒ ¼ö ÀÖÁö¸¸ ¼¼»óÀÏÀÇ ¼º°Ý»ó
nonmonotonic Ãß·ÐÀÌ ¿ä±¸µÈ´Ù.
Logical AI´Â epistemological ¹®Á¦¿Í heuristic ¹®Á¦¸¦ µÑ´Ù °¡Áö°í ÀÖ´Ù. ÀüÀÚ´Â
Áö´ÉÀû agent°¡ ÇÊ¿ä·Î ÇÏ´Â Áö½Ä°ú ±× Áö½ÄÀÌ ¾î¶»°Ô Ç¥ÇöµÇ´ÂÁö¿¡ °ü½ÉÀÌ ÀÖ´Ù.
ÈÄÀÚ´Â Áö½ÄÀÌ ¾î¶»°Ô ÇÏ¿© ÁúÀǸ¦ °áÁ¤Çϰí, ¹®Á¦¸¦ ÇØ°áÇϰí, ¸ñÇ¥¸¦ ¼ºÃëÇÏ´ÂÁö¿¡
°ü½ÉÀÌ ¸¹´Ù. À̰͵éÀº [John McCarthy and Patrick J. Hayes. Some
Philosophical Problems from the Standpoint of Artificial Intelligence.
In B. Meltzer and D. Michie, editors, Machine Intelligence
4, pages 463-502. Edinburgh University Press, 1969.]¿¡¼ ³íÀǵȴÙ.
logical AIÀÇ epistemological ¹®Á¦µµ, heuristic ¹®Á¦µµ ÇØ°áµÉ ¼ö ¾ø¾î¿Ô´Ù. epistemological
¹®Á¦°¡ ´õ ±Ùº»ÀûÀÎ ¹®Á¦Àε¥, ±× ÀÌÀ¯´Â ±× ¹®Á¦ÀÇ ÇØ°áÀÌ heuristic ¹®Á¦°¡ ±Ã±ØÀûÀ¸·Î
¾î¶»°Ô µÉ °ÍÀÌÁö¸¦ °áÁ¤Çϱ⠶§¹®ÀÌ´Ù.
ÀÌ ±ÛÀº ³ª ÀÚ½ÅÀÇ ´Ù¸¥ ±Û°ú ¸µÅ© µÇ¾îÀÖ´Ù. À̿밡´ÉÇÏ´Ù¸é Á÷Á¢ ¸µÅ©ÇÏ¿© ÀϹÝÀûÀÎ
reference¸¦ º¸ÃæÇßÀ¸¸é ÁÁ°Ú´Ù.
A LOT OF CONCEPTS
¿©Å±îÁö ¼öÇàµÇ¾ú´ø AI ¿Í ´Ù¸¥ ÄÄÇ»ÅÍ °úÇко߿¡¼ÀÇ ³í¸®ÀÇ »ç¿ë½Ã ±×·¸°Ô
±¤¹üÀ§ÇÑ °³³äµéÀ» Æ÷ÇÔÇÏÁö´Â ¾Ê¾Ò´Ù. ±×·¯³ª ³»°¡ º¸±â¿¡ Àΰ£ ¼öÁØÀÇ AI¿¡ À̸£·Á¸é
´ÙÀ½ÀÇ ¸ðµç °³³äÀ» Æ÷ÇÔÇÏ¸ç ¾Æ¸¶µµ ´õ ¸¹ÀÌ ÇÊ¿äÇÒ °ÍÀÌ´Ù.
- Logical AI
- Logical AI in the sense of the present article was proposed in [McC59]
and also in [McC89].
The idea is that an agent can represent knowledge of its world, its goals
and the current situation by sentences in logic and decide what to do by
inferring that a certain action or course of action is appropriate to achieve
its goals.
Logic is also used in weaker ways in AI, databases, logic programming,
hardware design and other parts of computer science. Many AI systems represent
facts by a limited subset of logic and use non-logical programs as well
as logical inference to make inferences. Databases often use only ground
formulas. Logic programming restricts its representation to Horn clauses.
Hardware design usually involves only propositional logic. These restrictions
are almost always justified by considerations of computational efficiency.
- Epistemology and Heuristics
- In philosophy, epistemology is the study of knowledge, its form and
limitations. This will do pretty well for AI also, provided we include in
the study common sense knowledge of the world and scientific knowledge.
Both of these offer difficulties philosophers haven't studied, e.g. they
haven't studied in detail what people or machines can know about the shape
of an object the field of view, remembered from previously being in the
field of view, remembered from a description or remembered from having been
felt with the hands. This is discussed a little in [MH69].
Most AI work has concerned heuristics, i.e. the algorithms that solve
problems, usually taking for granted a particular epistemology of a particular
domain, e.g. the representation of chess positions.
- Bounded Informatic Situation
- Formal theories in the physical sciences deal with a bounded informatic
situation. Scientists decide informally in advance what phenomena to
take into account. For example, much celestial mechanics is done within
the Newtonian gravitational theory and does not take into account possible
additional effects such as outgassing from a comet or electromagnetic forces
exerted by the solar wind. If more phenomena are to be considered, scientists
must make a new theories--and of course they do.
Most AI formalisms also work only in a bounded informatic situation.
What phenomena to take into account is decided by a person before the formal
theory is constructed. With such restrictions, much of the reasoning can
be monotonic, but such systems cannot reach human level ability. For that,
the machine will have to decide for itself what information is relevant,
and that reasoning will inevitably be partly nonmonotonic.
One example is the ``blocks world'' where the position of a block x
is entirely characterized by a sentence At(x,l) or
On(x,y), where l is a location or y is
another block.
Another example is the Mycin [DS77]
expert system in which the ontology (objects considered) includes diseases,
symptoms, and drugs, but not patients (there is only one), doctors or events
occurring in time. See [McC83]
for more comment.
- Common Sense Knowledge
of the World
- As first discussed in [McC59],
humans have a lot of knowledge of the world which cannot be put in the form
of precise theories. Though the information is imprecise, we believe it
can still be put in logical form. The Cyc project [LG90]
aims at making a large base of common sense knowledge. Cyc is useful, but
further progress in logical AI is needed for Cyc to reach its full potential.
- Common Sense Informatic
Situation
- In general a thinking human is in what we call the common sense
informatic situation, as distinct from the bounded informatic situation.
The known facts are necessarily incomplete. We live in a world of middle-sized
object which can only be partly observed. We only partly know how the objects
that can be observed are built from elementary particles in general, and
our information is even more incomplete about the structure of particular
objects. These limitations apply to any buildable machines, so the problem
is not just one of human limitations.
In many actual situations, there is no a priori limitation on
what facts are relevant. It may not even be clear in advance what phenomena
should be taken into account. The consequences of actions cannot be fully
determined. The common sense informatic situation necessitates
the use of approximate concepts that cannot be fully defined and
the use of approximate theories involving them. It also requires
nonmonotonic reasoning in reaching conclusions. Many AI texts assume
that the information situation is bounded--without even mentioning the assumption
explicitly.
The common sense informatic situation often includes some knowledge about
the system's mental state as discussed in [McC96a].
One key problem in formalizing the common sense informatic situation
is to make the axiom sets elaboration
tolerant.
- Epistemologically
Adequate Languages
- A logical language for use in the common sense informatic situation
must be capable of expressing directly the information actually available
to agents. For example, giving the density and temperature of air and its
velocity field and the Navier-Stokes equations does not practically allow
expressing what a person or robot actually can know about the wind that
is blowing. We and robots can talk about its direction, strength and gustiness
approximately, and can give a few of these quantitities numerical values
with the aid of instruments if instruments are available, but we have to
deal with the phenomena even when no numbers can be obtained. The idea of
epistemological adequacy was introduced in [MH69].
- Robot
- We can generalize the notion of a robot as a system with a variant of
the physical capabilities of a person, including the ability to move around,
manipulate objects and perceive scenes, all controlled by a computer program.
More generally, a robot is a computer-controlled system that can explore
and manipulate an environment that is not part of the robot itself and is,
in some important sense, larger than the robot. A robot should maintain
a continued existence and not reset itself to a standard state after each
task. From this point of view, we can have a robot that explores and manipulates
the Internet without it needing legs, hands and eyes. The considerations
of this article that mention robots are intended to apply to this more general
notion. The internet robots discussed so far are very limited in their mentalities.
- Qualitative Reasoning
- This concerns reasoning about physical processes when the numerical
relations required for applying the formulas of physics are not known. Most
of the work in the area assumes that information about what processes to
take into account are provided by the user. Systems that must be given this
information often won't do human level qualitative reasoning. See [De90]
and [Kui94].
- Common Sense Physics
- Corresponds to people's ability to make decisions involving physical
phenomena in daily life, e.g. deciding that the spill of a cup of hot coffee
is likely to burn Mr. A, but Mr. B is far enough to be safe. It differs
from qualitative physics, as studied by most researchers in qualitative
reasoning, in that the system doing the reasoning must itself use common
sense knowledge to decide what phenomena are relevant in the particular
case. See [Hay85]
for one view of this.
- Expert Systems
- These are designed by people, i.e. not by computer programs, to take
a limited set of phenomena into account. Many of them do their reasoning
using logic, and others use formalisms amounting to subsets of first order
logic. Many require very little common sense knowledge and reasoning ability.
Restricting expressiveness of the representation of facts is often done
to increase computational efficiency.
- Knowledge Level
- Allen Newell ([New82]
and [New93])
did not advocate (as we do here) using logic as the way a system should
represent its knowledge internally. He did say that a system can often be
appropriately described as knowing certain facts even when the facts are
not represented by sentences in memory. This view corresponds to Daniel
Dennett's intentional stance [Den71],
reprinted in [Den78],
and was also proposed and elaborated in [McC79].
- Elaboration Tolerance
- A set of facts described as a logical theory needs to be modifiable
by adding sentences rather than only by going back to natural language and
starting over. For example, we can modify the missionaries and cannibals
problem by saying that there is an oar on each bank of the river and that
the boat can be propelled with one oar carrying one person but needs two
oars to carry two people. Some formalizations require complete rewriting
to accomodate this elaboration. Others share with natural language the ability
to allow the elaboration by an addition to what was previously said.
There are degrees of elaboration tolerance. A state space formalization
of the missionaries and cannibals problem in which a state is represented
by a triplet
of the numbers of missionaries, cannibals and boats on the initial bank
is less elaboration tolerant than a situation calculus formalism in which
the set of objects present in a situation is not specified in advance. In
particular, the former representation needs surgery to add the oars, whereas
the latter can handle it by adjoining more sentences--as can a person. The
realization of elaboration tolerance requires nonmonotonic reasoning. See
[McC97].
- Robotic Free Will
- Robots need to consider their choices and decide which of them leads
to the most favorable situation. In doing this, the robot considers a system
in which its own outputs are regarded as free variables, i.e. it doesn't
consider the process by which it is deciding what to do. The perception
of having choices is also what humans consider as free will. The
matter is discussed in [MH69]
and is roughly in accordance with the philosophical attitude towards free
will called compatibilism, i.e. the view that determinism and free
will are compatible.
- Reification
- To refify an entity is to ``make a thing'' out of it (from Latin re
for thing). From a logical point of view, things are what variables
can range over. Logical AI needs to reify hopes, intentions and
``things wrong with the boat''. Some philosophers deplore reification, referring
to a ``bloated ontology'', but AI needs more things than are dreamed of
in the philosophers' philosophy. In general, reification gives a language
more expressive power, because it permits referring to entities directly
that were previously mentionable only in a metalanguage.
- Ontology
- In philosophy, ontology is the branch that studies what things exist.
W.V.O. Quine's view is that the ontology is what the variables range over.
Ontology has been used variously in AI, but I think Quine's usage is best
for AI. ``Reification'' and ``ontology'' treat the same phenomena. Regrettably,
the word ``ontology'' has become popular in AI in much vaguer senses. Ontology
and reification are basically the same concept.
- Approximate Concepts
- Common sense thinking cannot avoid concepts without clear definitions.
Consider the welfare of an animal. Over a period of minutes, the welfare
is fairly well defined, but asking what will benefit a newly hatched chick
over the next year is ill defined. The exact snow, ice and rock that constitutes
Mount Everest is ill defined. The key fact about approximate concepts is
that while they are not well defined, sentences involving them may be quite
well defined. For example, the proposition that Mount Everest was first
climbed in 1953 is definite, and its definiteness is not compromised by
the ill-definedness of the exact boundaries of the mountain. See [McC99b].
There are two ways of regarding approximate concepts. The first is to
suppose that there is a precise concept, but it is incompletely known. Thus
we may suppose that there is a truth of the matter as to which rocks and
ice constitute Mount Everest. If this approach is taken, we simply need
weak axioms telling what we do know but not defining the concept completely.
The second approach is to regard the concept as intrinsically approximate.
There is no truth of the matter. One practical difference is that we would
not expect two geographers independently researching Mount Everest to define
the same boundary. They would have to interact, because the boundaries of
Mount Everest are yet to be defined.
- Approximate Theories
- Any theory involving approximate concepts is an approximate theory.
We can have a theory of the welfare of chickens. However, its notions don't
make sense if pushed too far. For example, animal rights people assign some
rights to chickens but cannot define them precisely. It is not presently
apparent whether the expression of approximate theories in mathematical
logical languages will require any innovations in mathematical logic. See
[McC99b].
- Ambiguity Tolerance
- Assertions often turn out to be ambiguous with the ambiguity only being
discovered many years after the assertion was enunciated. For example, it
is a priori ambiguous whether the phrase ``conspiring to assault
a Federal official'' covers the case when the criminals mistakenly believe
their intended victim is a Federal official. An ambiguity in a law does
not invalidate it in the cases where it can be considered unambiguous. Even
where it is formally ambiguous, it is subject to judicial interpretation.
AI systems will also require means of isolating ambiguities and also contradictions.
The default rule is that the concept is not ambiguous in the particular
case. The ambiguous theories are a kind of approximate theory.
- Causal Reasoning
- A major concern of logical AI has been treating the consequences of
actions and other events. The epistemological problem concerns
what can be known about the laws that determine the results of events. A
theory of causality is pretty sure to be approximate.
- Situation Calculus
- Situation calculus is the most studied formalism for doing causal reasoning.
A situation is in principle a snapshot of the world at an instant. One never
knows a situation--one only knows facts about a situation. Events occur
in situations and give rise to new situations. There are many variants of
situation calculus, and none of them has come to dominate. [MH69]
introduces situation calculus. [GLR91]
is a 1991 discussion.
- Fluents
- Functions of situations in situation calculus. The simplest fluents
are propositional and have truth values. There are also fluents
with values in numerical or symbolic domains. Situational fluents
take on situations as values.
- Frame Problem
- This is the problem of how to express the facts about the effects of
actions and other events in such a way that it is not necessary to explicitly
state for every event, the fluents it does not affect. Murray Shanahan [Sha97]
has an extensive discussion.
- Qualification Problem
- This concerns how to express the preconditions for actions and other
events. That it is necessary to have a ticket to fly on a commercial airplane
is rather unproblematical to express. That it is necessary to be wearing
clothes needs to be kept inexplicit unless it somehow comes up.
- Ramification Problem
- Events often have other effects than those we are immediately inclined
to put in the axioms concerned with the particular kind of event.
- Projection
- Given information about a situation, and axioms about the effects of
actions and other events, the projection problem is to determine facts about
future situations. It is assumed that no facts are available about future
situations other than what can be inferred from the ``known laws of motion''
and what is known about the initial situation. Query: how does one tell
a reasoning system that the facts are such that it should rely on projection
for information about the future.
- Planning
- The largest single domain for logical AI has been planning, usually
the restricted problem of finding a finite sequence of actions that will
achieve a goal. [Gre69a]
is the first paper to use a theorem prover to do planning. Planning is somewhat
the inverse problem to projection.
- Narrative
- A narrative tells what happened, but any narrative can only tell a certain
amount. What narratives can tell, how to express that logically, and how
to elaborate narratives is given a preliminary logical treatment in [McC95b]
and more fully in [CM98a].
[PR93]
and [RM94]
are relevant here. A narrative will usually give facts about the future
of a situation that are not just consequences of projection from an initial
situation. [While we may suppose that the future is entirely determined
by the initial situation, our knowledge doesn't permit inferring all the
facts about it by projection. Therefore, narratives give facts about the
future beyond what follows by projection.]
- Understanding
- A rather demanding notion is most useful. In particular, fish do not
understand swimming, because they can't use knowledge to improve their swimming,
to wish for better fins, or to teach other fish. See the section on understanding
in [McC96a].
Maybe fish do learn to improve their swimming, but this presumably consists
primarily of the adjustment of parameters and isn't usefully called understanding.
I would apply understanding only to some systems that can do hypothetical
reasoning--if p were true, then q would be true. Thus Fortran
compilers don't understand Fortran.
- Consciousness,
awareness and introspection
- Human level AI systems will require these qualities in order to do tasks
we assign them. In order to decide how well it is doing, a robot will need
to be able to examine its goal structure and the structure of its beliefs
from the outside. See [McC96a].
- Mental situation calculus
- The idea is that there are mental situations, mental fluents and mental
events that give rise to new mental situations. The mental events include
observations and inferences but also the results of observing the mental
situation up to the current time. This allows drawing the conclusion that
there isn't yet information needed to solve a certain problem, and therefore
more information must be sought outside the robot or organism. [SL93]
treats this and so does [McC96a].
- Discrete processes
- Causal reasoning is simplest when applied to processes in which discrete
events occur and have definite results. In situation calculus, the formulas
s' = result(e,s) gives the new situation s'
that results when the event e occurs in situation s. Many
continuous processes that occur in human or robot activity can have approximate
theories that are discrete.
- Continuous Processes
- Humans approximate continuous processes with representations that are
as discrete as possible. For example, ``Junior read a book while on the
airplane from Glasgow to London.'' Continuous processes can be treated in
the situation calculus, but the theory is so far less successful than in
discrete cases. We also sometimes approximate discrete processes by continuous
ones. [Mil96]
and [Rei96]
treat this problem.
- Non-deterministic events
- Situation calculus and other causal formalisms are harder to use when
the effects of an action are indefinite. Often result(e,s)
is not usefully axiomatizable and something like occurs(e,s)
must be used.
- Concurrrent Events
- Formalisms treating actions and other events must allow for any level
of dependence between events. Complete independence is a limiting case and
is treated in [McC95b].
- Conjunctivity
- It often happens that two phenomena are independent. In that case, we
may form a description of their combination by taking the conjunction of
the descriptions of the separate phenomena. The description language satisfies
conjunctivity if the conclusions we can draw about one of the phenomena
from the combined description are the same as the conjunctions we could
draw from the single description. For example, we may have separate descriptions
of the assassination of Abraham Lincoln and of Mendel's contemporaneous
experiments with peas. What we can infer about Mendel's experiments from
the conjunction should ordinarily be the same as what we can infer from
just the description of Mendel's experiments. Many formalisms for concurrent
events don't have this property, but conjunctivity itself is applicable
to more than concurrent events.
To use logician's language, the conjunction of the two theories should
be a conservative extension of each of the theories. Actually, we may settle
for less. We only require that the inferrable sentences about Mendel (or
about Lincoln) in the conjunction are the same. The combined theory may
admit inferring other sentences in the language of the separate theory that
weren't inferrable in the separate theories.
- Learning
- Making computers learn presents two problems--epistemological
and heuristic. The epistemological problem is to define the space
of concepts that the program can learn. The heuristic problem is the actual
learning algorithm. The heuristic problem of algorithms for learning has
been much studied and the epistemological mostly ignored. The designer of
the learning system makes the program operate with a fixed and limited set
of concepts. Learning programs will never reach human level of generality
as long as this approach is followed. [McC59]
says, ``A computer can't learn what it can't be told.'' We might
correct this, as suggested by Murray Shanahan, to say that it can only learn
what can be expressed in the language we equip it with. To learn many important
concepts, it must have more than a set of weights. [MR94]
and [BM95]
present some progress on learning within a logical language. The many kinds
of learning discussed in [Mit97]
are all, with the possible exception of inductive logic programming, very
limited in what they can represent--and hence can conceivably learn. [McC99a]
presents a challenge to machine learning problems and discovery programs
to learn or discovery the reality behind appearance.
- Representation
of Physical Objects
- We aren't close to having an epistemologically adequate language for
this. What do I know about my pocket knife that permits me to recognize
it in my pocket or by sight or to open its blades by feel or by feel and
sight? What can I tell others about that knife that will let them recognize
it by feel, and what information must a robot have in order to pick my pocket
of it?
- Representation of
Space and Shape
- We again have the problem of an epistemologically adequate representation.
Trying to match what a human can remember and reason about when out of sight
of the scene is more what we need than some pixel by pixel representation.
Some problems of this are discussed in [McC95a]
which concerns the Lemmings computer games. One can think about a particular
game and decide how to solve it away from the display of the position, and
this obviously requires a compact representation of partial information
about a scene.
- Discrimination,
Recognition and Description
- Discrimination is the deciding which category a stimulus belongs
to among a fixed set of categories, e.g. decide which letter of the alphabet
is depicted in an image. Recognition involves deciding whether
a stimulus belongs to the same set, i.e. represents the same object, e.g.
a person, as a previously seen stimulus. Description involves describing
an object in detail appropriate to performing some action with it, e.g.
picking it up by the handle or some other designated part. Description is
the most ambitious of these operations and has been the forte of logic-based
approaches.
- Logical Robot
- [McC59]
proposed that a robot be controlled by a program that infers logically that
a certain action will advance its goals and then does that action. This
approach was implemented in [Gre69b],
but the program was very slow. Shortly greater speed was obtained in systems
like STRIPS at the cost of limiting the generality of facts the robot takes
into account. See [Nil84],
[LRL
97],
and [Sha96].
- Declarative Expression
of Heuristics
- [McC59]
proposes reasoning be controlled by domain-dependent and problem-dependent
heuristics expressed declaratively. Expressing heuristics declaratively
means that a sentence about a heuristic can be the result of reasoning and
not merely something put in from the outside by a person. Josefina Sierra
[Sie98b],
[Sie98a],
[Sie98c],
[Sie99]
has made some recent progress.
- Logic programming
- Logic programming isolates a subdomain of first order logic that has
nice computational properties. When the facts are described as a logic program,
problems can often be solved by a standard program, e.g. a Prolog interpreter,
using these facts as a program. Unfortunately, in general the facts about
a domain and the problems we would like computers to solve have that form
only in special cases.
- Useful Counterfactuals
- ``If another car had come over the hill when you passed that Mercedes,
there would have been a head-on collision.'' One's reaction to believing
that counterfactual conditional sentence is quite different from one's reaction
to the corresponding material conditional. Machines need to represent such
sentences in order to learn from not-quite-experiences. See [CM98b].
- Formalized Contexts
- Any particular bit of thinking occurs in some context. Humans often
specialize the context to particular situations or theories, and this makes
the reasoning more definite, sometimes completely definite. Going the other
way, we sometimes have to generalize the context of our thoughts to take
some phenomena into account.
It has been worthwhile to admit contexts as objects into the ontology
of logical AI. The prototype formula ist(c,p) asserts
that the proposition p is true in the context c. The formal
theory is discussed in [McC93],
[MB98]
and in papers by Sasa Buvac, available in [Buv95].
- Rich and Poor Entities
- A rich entity is one about which a person or machine can never
learn all the facts. The state of the reader's body is a rich entity. The
actual history of my going home this evening is a rich entity, e.g. it includes
the exact position of my body on foot and in the car at each moment. While
a system can never fully describe a rich entity, it can learn facts about
it and represent them by logical sentences.
Poor entities occur in plans and formal theories and in accounts
of situations and events and can be fully prescribed. For example, my plan
for going home this evening is a poor entity, since it does not contain
more than a small, fixed amount of detail. Rich entities are often approximated
by poor entities. Indeed some rich entities may be regarded as inverse limits
of trees of poor entities. (The mathematical notion of inverse limit may
or may not turn out to be useful, although I wouldn't advise anyone to study
the subject quite yet just for its possible AI applications.)
- Nonmonotonic Reasoning
- Both humans and machines must draw conclusions that are true in the
``best'' models of the facts being taken into account. Several
concepts of best are used in different systems. Many are based
on minimizing something. When new facts are added, some of the previous
conclusions may no longer hold. This is why the reasoning that reached these
conclusions is called nonmonotonic.
- Circumscription
- A method of nonmonotonic reasoning involving minimizing predicates (and
sometimes domains). It was introduced in [McC77],
[McC80]
and [McC86].
An up-to-date discussion, including numerous variants, is [Lif94].
- Default Logic
- A method of nonmonotonic reasoning introduced in [Rei80]
that is the main survivor along with circumscription.
- Yale Shooting Problem
- This problem, introduced in [HM86],
is a simple Drosophila for nonmonotonic reasoning. The simplest
formalizations of causal reasoning using circumscription or default logic
for doing the nonmonotonic reasoning do not give the result that intuition
demands. Various more recent formalizations of events handle the problem
ok. The Yale shooting problem is likely to remain a benchmark problem for
formalizations of causality.
- Design Stance
- Daniel Dennett's idea [Den78]
is to regard an entity in terms of its function rather than in terms of
its physical structure. For example, a traveller using a hotel alarm clock
need not notice whether the clock is controlled by a mechanical escapement,
the 60 cycle power line or by an internal crystal. We formalize it in terms
of (a) the fact that it can be used to wake the traveller, and (b) setting
it and the noise it makes at the time for which it is set.
- Physical Stance
- We consider an object in terms of its physical structure. This is needed
for actually building it or repairing it but is often unnecessary in making
decisions about how to use it.
- Intentional Stance
- Dennett proposes that sometimes we consider the behavior of a person,
animal or machine by ascribing to it belief, desires and intentions. This
is discussed in [Den71]
and [Den78]
and also in [McC79].
- Creativity
- Humans are sometimes creative--perhaps rarely in the life of an individual
and among people. What is creativity? We consider creativity as an aspect
of the solution to a problem rather than as attribute of a person (or computer
program).
A creative solution to a problem contains a concept not present in the
functions and predicates in terms of which the problem is posed. [McC64]
and [McC]discuss
the mutilated checkerboard problem.
The problem is to determine whether a checkerboard with two diagonally
opposite squares can be removed can be covered with dominoes, each of which
covers two rectilinearly adjacent squares. The standard proof that this
can't be done is creative relative to the statement of the problem.
It notes that a domino covers two squares of opposite color, but there are
32 squares of one color and 30 of the other color to be colored.
Colors are not mentioned in the statement of the problem, and their introduction
is a creative step relative to this statement. For a mathematician of moderate
experience (and for many other people), this bit of creativity is not difficult.
We must, therefore, separate the concept of creativity from the concept
of difficulty.
Before we can have creativity we must have some elaboration
tolerance. Namely, in the simple languagge of A tough nut ,
the colors of the squares cannot even be expressed. A program confined to
this language could not even be told the solution. As discussed in [McC96b],
Zermelo-Frankel set theory is an adequate language. In general, set theory,
in a form allowing definitions may have enough elaboration tolerance in
general. Regard this as a conjecture that requires more study.
- How it happened
- Consider an action like buying a pack of cigarettes on a particular
occasion and the subactions thereof. It would be a mistake to regard the
relation between the action and its subactions as like that between a program
and its subroutines. On one occasion I might have bought the cigarettes
from a machine. on a second occasion at a supermarket, and on a third occasion
from a cigarettelegger, cigarettes having become illegal.
References
- BM95
- I. Bratko and S. Muggleton. Applications of inductive logic
programming. Communications of the ACM, 38(11):65-70, 1995.
- Buv95
- Sasa Buvac. Sasa Buvac's
Web page, 1995.
- CM98a
- T. Costello and J. McCarthy. Combining Narratives. In Proceedings
of Sixth Intl. Conference on Principles of Knowledge Representation and
Reasoning. Morgan Kaufman, 1998.
- CM98b
- T. Costello and J. McCarthy. Useful Counterfactuals and Approximate
Theories. In AAAI Spring Symposium on Prospects for a Commonsense theory
of Causation. AAAI Press, 1998. A longer version will not appear in
Proc. National Conference on Artificial Intelligence (AAAI '98).
- De90
- D.S.Weld and J.de Kleer (eds.). Readings in Qualitative Reasoning
about Physical Systems. Morgan-Kaufmann, 1990.
- Den71
- Daniel C. Dennett. Intentional systems. The Journal of Philosophy,
68(4):87-106, 1971.
- Den78
- Daniel Dennett. Brainstorms: Philosophical Essays on Mind and Psychology.
Bradford Books/MIT Press, Cambridge, 1978.
- DS77
- Bruce; Davis, Randall; Buchanan and Edward Shortliffe. Production
rules as a representation for a knowledge-based consultation program. Artificial
Intelligence, 8(1), February 1977.
- GLR91
- Michael Gelfond, Vladimir Lifschitz, and Arkady Rabinov. What are the
limitations of the situation calculus? In Robert Boyer, editor, Automated
Reasoning: Essays in Honor of Woody Bledsoe, pages 167-179. Kluwer
Academic, Dordrecht, 1991.
- Gre69a
- C. Green. Applications of theorem proving to problem solving. In
Proceedings IJCAI 69, pages 219-240, 1969.
- Gre69b
- Cordell Green. Theorem-proving by resolution as a basis for question-answering
systems. In Bernard Meltzer, Donald Michie, and Michael Swann, editors,
Machine Intelligence 4, pages 183-205. Edinburgh University
Press, Edinburgh, Scotland, 1969.
- Hay85
- P. J. Hayes. The second naive physics manifesto. In Hobbs J.R.
and Moore R.C., editors, Formal Theories of the Commonsense World,
pages 1-36. Ablex, 1985.
- HM86
- S. Hanks and D. McDermott. Default reasoning, nonmonotonic
logics and frame problem. In Proceedings of AAAI-86, pages 328-333.
Morgan Kaufmann, 1986.
- Kui94
- Benjamin Kuipers. Qualitative Reasoning. MIT Press, 1994.
- LG90
- Douglas B. Lenat and R. V. Guha. Building Large Knowledge-Based
Systems: Representation and Inference in the CYC Project. Addison-Wesley,
1990.
- Lif94
- Vladimir Lifschitz. Circumscription. In Handbook of Logic in Artificial
Intelligence and Logic Programming, Volume 3: Nonmonotonic Reasoning and
Uncertain Reasoning. Oxford University Press, 1994.
- LRL
97
- Hector J. Levesque, Raymond Reiter, Ives Lesp?ance, Fangzhen Lin,
and Richard B. Scherl. Golog: A logic programming language for dynamic
domains. Journal of Logic Programming, 31(1-3):59-83, 1997.
- MB98
- John McCarthy and Sasa Buvac. Formalizing Context (Expanded Notes).
In A. Aliseda, R.J. van Glabbeek, and D. Westerståhl,
editors, Computing Natural Language, volume 81 of CSLI
Lecture Notes, pages 13-50. Center for the Study of Language and Information,
Stanford University, 1998.
- McC
- John McCarthy. appearance
and reality. web only for now. presented at AISB workshop
on AI and scientific creativity, 1999 April.
- McC59
- John McCarthy. Programs
with Common Sense. In Mechanisation of Thought Processes, Proceedings
of the Symposium of the National Physics Laboratory, pages 77-84, London,
U.K., 1959. Her Majesty's Stationery Office. Reprinted in McC90.
- McC64
- John McCarthy. a
tough nut for theorem provers. 1964. Stanford AI Memo 16--now on
the web.
- McC77
- John McCarthy. Epistemological problems in artificial intelligence.
In Proc.
International Conference on Artificial Intelligence, pages 1038-1044,
1977.
- McC79
- John McCarthy. Ascribing
mental qualities to machines. In Martin Ringle, editor, Philosophical
Perspectives in Artificial Intelligence. Harvester Press, 1979. Reprinted
in [McC90].
- McC80
- John McCarthy. Circumscription--A
Form of Non-Monotonic Reasoning. Artificial Intelligence, 13:27-39,
1980. Reprinted in [McC90].
- McC83
- John McCarthy. Some
Expert Systems Need Common Sense. In Heinz Pagels, editor, Computer
Culture: The Scientific, Intellectual and Social Impact of the Computer,
volume 426. Annals of the New York Academy of Sciences, 1983.
- McC86
- John McCarthy. Applications
of Circumscription to Formalizing Common Sense Knowledge. Artificial
Intelligence, 28:89-116, 1986. Reprinted in [McC90].
- McC89
- John McCarthy. Artificial
Intelligence, Logic and Formalizing Common Sense. In Richmond Thomason,
editor, Philosophical Logic and Artificial Intelligence. Klüver
Academic, 1989.
- McC90
- John McCarthy. Formalizing Common Sense: Papers by John McCarthy.
Ablex Publishing Corporation, 355 Chestnut Street, Norwood, NJ 07648, 1990.
- McC93
- John McCarthy. Notes
on Formalizing Context. In IJCAI-93, 1993.
- McC95a
- John McCarthy. Partial
Formalizations and the Lemmings Game. Technical report, Stanford University,
Formal Reasoning Group, 1995.
- McC95b
- John McCarthy. Situation
Calculus with Concurrent Events and Narrative. 1995. Contents subject
to change. Reference will remain.
- McC96a
- John McCarthy. Making
Robots Conscious of their Mental States. In Stephen Muggleton, editor,
Machine Intelligence 15. Oxford University Press, 1996.
- McC96b
- John McCarthy. the
mutilated checkerboard in set theory. 1996. presented at a 1996
conference in Warsaw.
- McC97
- John McCarthy. Elaboration
Tolerance. In McCarthy's web page, 1997.
- McC99a
- John McCarthy. appearance
and reality. web only for now, 1999.
- McC99b
- John McCarthy. logical
theories with approximate concepts--draft. web only for now,
1999.
- MH69
- John McCarthy and Patrick J. Hayes. Some
Philosophical Problems from the Standpoint of Artificial Intelligence.
In B. Meltzer and D. Michie, editors, Machine Intelligence
4, pages 463-502. Edinburgh University Press, 1969.
- Mil96
- R. S. Miller. A case study in reasoning about actions and continuous
change. In Proceedings ECAI 96, pages 624-628, 1996.
- Mit97
- Tom Mitchell. Machine Learning. McGraw-Hill, 1997.
- MR94
- S. Muggleton and L. De Raedt. Inductive logic programming:
Theory and methods. Journal of Logic Programming, 19,20:629-679,
1994.
- New82
- A. Newell. The knowledge level. AI, 18(1):87-127, 1982.
- New93
- Allen Newell. Reflections on the knowledge level. Artificial Intelligence,
59(1-2):31-38, February 1993.
- Nil84
- N. J. Nilsson. Shakey the robot, sri technical note no. 323. Technical
report, SRI International, Menlo Park, California, 1984.
- PR93
- J. Pinto and R. Reiter. Temporal reasoning in logic programming:
A case for the situation calculus. In Proceedings of the Tenth International
Conference on Logic Programming, pages 203-221, 1993.
- Rei80
- Raymond Reiter. A
Logic for Default Reasoning. Artificial Intelligence, 13 (1-2):81-132,
1980.
- Rei96
- R. Reiter. Natural actions, concurrency and continuous time in
the situation calculus. In Proceedings KR96, 1996.
- RM94
- R.S.Miller and M.P.Shanahan. Narratives in the situation calculus. Journal
of Logic and Computation, 4(5):513-530, 1994.
- Sha96
- M. P. Shanahan. Robotics and the common sense informatic situation.
In Proceedings ECAI 96, pages 684-688, 1996.
- Sha97
- Murray Shanahan. Solving the Frame Problem, a mathematical investigation
of the common sense law of inertia. M.I.T. Press, 1997.
- Sie98a
- J. Sierra. Declarative formalization of heuristics. In Workshop
on Validation and Verification of Knowledge Based Systems KBS V&V'98,
1998.
- Sie98b
- J. Sierra. Declarative formalization of strategies for action selection.
In Seventh International Workshop on Nonmonotonic Reasoning, NM?8,
1998.
- Sie98c
- J. Sierra. Declarative formalization of strips. In Thirteenth
European Conference on Artificial Intelligence, ECAI-98, 1998.
- Sie99
- J. Sierra. Declarative formalization of heuristics (taking advice
in the blocks world). In International Conference on Computational Intelligence
for Modelling Control and Automation, 1999.
- SL93
- R. Scherl and H. Levesque. The frame problem and knowledge
producing actions. In Proceedings AAAI 93, pages 689-695, 1993.
|