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In artificial intelligence research, the situated approach builds agents that are designed to behave effectively successfully in their environment. This requires designing AI "from the bottom-up" by focussing on the basic perceptual and motor skills required to survive. The situated approach gives a much lower priority to abstract reasoning or problem-solving skills.
The approach was originally proposed as an alternative to traditional approaches (that is, approaches popular before 1985 or so). After several decades, classical AI technologies started to face intractable issues (e.g. combinatorial explosion) when confronted with real-world modeling problems. All approaches to address these issues focus on modeling intelligences situated in an environment. They have become known as the situated approach to AI.
During the late 1980s, the approach now known as Nouvelle AI (Nouvelle means new in French) was pioneered at the MIT Artificial Intelligence Laboratory by Rodney Brooks. As opposed to classical or traditional artificial intelligence, Nouvelle AI purposely avoided the traditional goal of modeling human-level performance, but rather tries to create systems with intelligence at the level of insects, closer to real-world robots. But eventually, at least at MIT new AI did lead to an attempt for humanoid AI in the Cog Project.
The conceptual shift introduced by nouvelle AI flourished in the robotics area, given way to behavior-based robotics (BBR), a methodology for developing AI based on a modular decomposition of intelligence. It was made famous by Rodney Brooks: his subsumption architecture was one of the earliest attempts to describe a mechanism for developing BBAI. It is extremely popular in robotics and to a lesser extent to implement intelligent virtual agents because it allows the successful creation of real-time dynamic systems that can run in complex environments. For example, it underlies the intelligence of the Sony Aibo and many RoboCup robot teams.
Realizing that in fact all these approaches were aiming at building not an abstract intelligence, but rather an intelligence situated in a given environment, they have come to be known as the situated approach. In fact, this approach stems out from early insights of Alan Turing, describing the need to build machines equipped with sense organs to learn directly from the real-world instead of focusing on abstract activities, such as playing chess.[ relevant? ]
Classically, a software entity is defined as a simulated element, able to act on itself and on its environment, and which has an internal representation of itself and of the outside world. An entity can communicate with other entities, and its behavior is the consequence of its perceptions, its representations, and its interactions with the other entities.
Simulating entities in a virtual environment requires simulating the entire process that goes from a perception of the environment, or more generally from a stimulus, to an action on the environment. This process is called the AI loop and technology used to simulate it can be subdivided in two categories. Sensorimotor or low-level AI deals with either the perception problem (what is perceived?) or the animation problem (how are actions executed?). Decisional or high-level AI deals with the action selection problem (what is the most appropriate action in response to a given perception, i.e. what is the most appropriate behavior?).
There are two main approaches in decisional AI. The vast majority of the technologies available on the market, such as planning algorithms, finite state machines (FSA), or expert systems, are based on the traditional or symbolic AI approach. Its main characteristics are:
However, the limits of traditional AI, which goal is to build systems that mimic human intelligence, are well-known: inevitably, a combinatorial explosion of the number of rules occurs due to the complexity of the environment. In fact, it is impossible to predict all the situations that will be encountered by an autonomous entity.
In order to address these issues, another approach to decisional AI, also known as situated or behavioral AI, has been proposed. It does not attempt to model systems that produce deductive reasoning processes, but rather systems that behave realistically in their environment. The main characteristics of this approach are the following:
The goal of situated AI is to model entities that are autonomous in their environment. This is achieved thanks to both the intrinsic robustness of the control architecture, and its adaptation capabilities to unforeseen situations.
In artificial intelligence and cognitive science, the term situated refers to an agent which is embedded in an environment. The term situated is commonly used to refer to robots, but some researchers argue that software agents can also be situated if:
Examples might include web-based agents, which can alter data or trigger processes (such as purchases) over the Internet, or virtual-reality bots which inhabit and change virtual worlds, such as Second Life.
Being situated is generally considered to be part of being embodied, but it is useful to consider each perspective individually. The situated perspective emphasizes that intelligent behavior derives from the environment and the agent's interactions with it. The nature of these interactions are defined by an agent's embodiment.
The most important attribute of a system driven by situated AI is that the intelligence is controlled by a set of independent semi-autonomous modules. In the original systems, each module was actually a separate device or was at least conceived of as running on its own processing thread. Generally, though, the modules are just abstractions. In this respect, situated AI may be seen as a software engineering approach to AI, perhaps akin to object oriented design.
Situated AI is often associated with reactive planning, but the two are not synonymous. Brooks advocated an extreme version of cognitive minimalism which required initially that the behavior modules were finite state machines and thus contained no conventional memory or learning. This is associated with reactive AI because reactive AI requires reacting to the current state of the world, not to an agent's memory or preconception of that world. However, learning is obviously key to realistic strong AI, so this constraint has been relaxed, though not entirely abandoned.
The situated AI community has presented several solutions to modeling decision-making processes, also known as action selection mechanisms. The first attempt to solve this problem goes back to subsumption architectures, [1] which were in fact more an implementation technique than an algorithm. However, this attempt paved the way to several others, in particular the free-flow hierarchies [2] and activation networks. [3] A comparison of the structure and performances of these two mechanisms demonstrated the advantage of using free-flow hierarchies in solving the action selection problem. [4] [5] However, motor schemas [6] and process description languages [7] are two other approaches that have been used with success for autonomous robots.
Subsumption architecture is a reactive robotic architecture heavily associated with behavior-based robotics which was very popular in the 1980s and 90s. The term was introduced by Rodney Brooks and colleagues in 1986. Subsumption has been widely influential in autonomous robotics and elsewhere in real-time AI.
Distributed Artificial Intelligence (DAI) also called Decentralized Artificial Intelligence is a subfield of artificial intelligence research dedicated to the development of distributed solutions for problems. DAI is closely related to and a predecessor of the field of multi-agent systems.
In artificial intelligence, symbolic artificial intelligence is the term for the collection of all methods in artificial intelligence research that are based on high-level symbolic (human-readable) representations of problems, logic and search. Symbolic AI used tools such as logic programming, production rules, semantic nets and frames, and it developed applications such as knowledge-based systems, symbolic mathematics, automated theorem provers, ontologies, the semantic web, and automated planning and scheduling systems. The Symbolic AI paradigm led to seminal ideas in search, symbolic programming languages, agents, multi-agent systems, the semantic web, and the strengths and limitations of formal knowledge and reasoning systems.
In the history of artificial intelligence, neat and scruffy are two contrasting approaches to artificial intelligence (AI) research. The distinction was made in the 70s and was a subject of discussion until the middle 80s.
Behavior-based robotics (BBR) or behavioral robotics is an approach in robotics that focuses on robots that are able to exhibit complex-appearing behaviors despite little internal variable state to model its immediate environment, mostly gradually correcting its actions via sensory-motor links.
Rodney Allen Brooks is an Australian roboticist, Fellow of the Australian Academy of Science, author, and robotics entrepreneur, most known for popularizing the actionist approach to robotics. He was a Panasonic Professor of Robotics at the Massachusetts Institute of Technology and former director of the MIT Computer Science and Artificial Intelligence Laboratory. He is a founder and former Chief Technical Officer of iRobot and co-Founder, Chairman and Chief Technical Officer of Rethink Robotics and currently is the co-founder and Chief Technical Officer of Robust.AI.
In artificial intelligence, model-based reasoning refers to an inference method used in expert systems based on a model of the physical world. With this approach, the main focus of application development is developing the model. Then at run time, an "engine" combines this model knowledge with observed data to derive conclusions such as a diagnosis or a prediction.
In artificial intelligence, an intelligent agent (IA) is an agent acting in an intelligent manner; It perceives its environment, takes actions autonomously in order to achieve goals, and may improve its performance with learning or acquiring knowledge. An intelligent agent may be simple or complex: A thermostat or other control system is considered an example of an intelligent agent, as is a human being, as is any system that meets the definition, such as a firm, a state, or a biome.
Cognitive Robotics or Cognitive Technology is a subfield of robotics concerned with endowing a robot with intelligent behavior by providing it with a processing architecture that will allow it to learn and reason about how to behave in response to complex goals in a complex world. Cognitive robotics may be considered the engineering branch of embodied cognitive science and embodied embedded cognition, consisting of Robotic Process Automation, Artificial Intelligence, Machine Learning, Deep Learning, Optical Character Recognition, Image Processing, Process Mining, Analytics, Software Development and System Integration.
Action selection is a way of characterizing the most basic problem of intelligent systems: what to do next. In artificial intelligence and computational cognitive science, "the action selection problem" is typically associated with intelligent agents and animats—artificial systems that exhibit complex behaviour in an agent environment. The term is also sometimes used in ethology or animal behavior.
Embodied cognitive science is an interdisciplinary field of research, the aim of which is to explain the mechanisms underlying intelligent behavior. It comprises three main methodologies: the modeling of psychological and biological systems in a holistic manner that considers the mind and body as a single entity; the formation of a common set of general principles of intelligent behavior; and the experimental use of robotic agents in controlled environments.
The following outline is provided as an overview of and topical guide to artificial intelligence:
Nouvelle artificial intelligence (AI) is an approach to artificial intelligence pioneered in the 1980s by Rodney Brooks, who was then part of MIT artificial intelligence laboratory. Nouvelle AI differs from classical AI by aiming to produce robots with intelligence levels similar to insects. Researchers believe that intelligence can emerge organically from simple behaviors as these intelligences interacted with the "real world," instead of using the constructed worlds which symbolic AIs typically needed to have programmed into them.
A hierarchical control system (HCS) is a form of control system in which a set of devices and governing software is arranged in a hierarchical tree. When the links in the tree are implemented by a computer network, then that hierarchical control system is also a form of networked control system.
MIBE architecture is a behavior-based robot architecture developed at Artificial Intelligence and Robotics Lab of Politecnico di Milano by Fabio La Daga and Andrea Bonarini in 1998. MIBE architecture is based on the idea of animat and derived from subsumption architecture, formerly developed by Rodney Brooks and colleagues at MIT in 1986.
Real-time Control System (RCS) is a reference model architecture, suitable for many software-intensive, real-time computing control problem domains. It defines the types of functions needed in a real-time intelligent control system, and how these functions relate to each other.
The LIDA cognitive architecture is an integrated artificial cognitive system that attempts to model a broad spectrum of cognition in biological systems, from low-level perception/action to high-level reasoning. Developed primarily by Stan Franklin and colleagues at the University of Memphis, the LIDA architecture is empirically grounded in cognitive science and cognitive neuroscience. In addition to providing hypotheses to guide further research, the architecture can support control structures for software agents and robots. Providing plausible explanations for many cognitive processes, the LIDA conceptual model is also intended as a tool with which to think about how minds work.
Winner-take-all is a computer science concept that has been widely applied in behavior-based robotics as a method of action selection for intelligent agents. Winner-take-all systems work by connecting modules in such a way that when one action is performed it stops all other actions from being performed, so only one action is occurring at a time. The name comes from the idea that the "winner" action takes all of the motor system's power.
Genghis was a six legged insect-like robot that was created by roboticist Rodney Brooks at MIT around 1991. Brooks wanted to solve the problem of how to make robots intelligent and suggested that it is possible to create robots that displayed intelligence by using a "subsumption architecture" which is a type of reactive robotic architecture where a robot can react to the world around them. His paper "Intelligence Without Representation", which is still widely respected in the fields of robotics and Artificial Intelligence, further outlines his theories on this.