专利汇可以提供Modular, hierarchically organized artificial intelligence entity专利检索,专利查询,专利分析的服务。并且A modular artificial intelligence learning entity (a “golem”) which is replicated many times to form a super-entity that shows intelligent behavior transcending that of its individual constituents. Within the group of golems, individual golems may occupy roles, and are role differentiated, in that structurally identical entities perform different functions and exhibit different behavior depending on their personas and the learning they have completed as driven by other entities. The group of golems is hierarchically organized, in the sense that ‘superior’ entities issue policies to ‘subordinate’ entities. In addition to responding to ‘sense’ input from its environment, the golem responds to policy requirements set by other entities, including its superiors, and in turn sets policy requirements for its subordinates. Actions of the golem are measured for successful compliance with that golem's policies by its superior, who directs the golem's learning process. The super-entity thus gains intelligence through the policy reinforcement occurring in each superior-subordinate relationship. This scheme is well adapted to working over a network with logically separated but communicating golems. Its flexibility allows its application both to single complex problems and to repetitively occurring simple problems. Opportunities for its use arise in operating environments, in simulation and gaming, and in research.,下面是Modular, hierarchically organized artificial intelligence entity专利的具体信息内容。
I claim:1. An artificial intelligence system for creating actual multi-entity situations and solving complex problems, comprising:(a) a computer apparatus comprising:(i) interface means of accepting computer-readable data input,(ii) memory means for storing computer-readable data;(iii) processor means for manipulating computer-readable data; and(iv) interface means for communicating computer-readable data output,(b) a plurality of modular artificial intelligence learning entities, similar in structure, each comprising:(i) means of accepting sense data,(ii) means of accepting policy instructions,(iii) algorithmic artificial intelligence means of evaluating and making decisions, and(iv) means of implementing actions; and(c) a means of hierarchically arranging said modular artificial intelligence learning entities into superior-subordinate relationships, each of said superior-subordinate relationships comprising:(i) a means for issuance of policy instructions by said superior modular artificial intelligence learning entity for said subordinate modular artificial intelligence learning entity, and(ii) a means for evaluation of success and reinforcement of the algorithmic artificial intelligence process of said subordinate modular artificial intelligence learning entity by said superior modular artificial intelligence learning entity.2. The artificial intelligence system of claim 1, wherein the hierarchical arrangement of said modular artificial intelligence learning entities is at any moment organized in a superior-subordinate form, and these superior-subordinate relationships may be changed by policy as time passes.3. The artificial intelligence system of claim 1, further including at least one foreign artificially-intelligent entity.4. The artificial intelligence system of claim 3, further including a means whereby each of said foreign artificially-intelligent entities can interface with said modular artificial intelligence learning entities.5. The artificial intelligence system of claim 1, further including at least one human being.6. The artificial intelligence system of claim 5, further including a means whereby each of said human beings can interface with said modular artificial intelligence learning entities.7. The artificial intelligence system of claim 1, further including a means of role differentiation of said modular artificial intelligence learning entities, comprising:(a) a means for assigning to each modular artificial intelligence learning entity a collection of policies,(b) a means for assigning to each modular artificial intelligence learning entity a collection of action types, and(c) a means for assigning a unique role to each unique collection of policies and action types,whereby said modular artificial intelligence learning entities having different roles are role differentiated.8. The artificial intelligence system of claim 7, further including a means of behavior differentiation among said modular artificial intelligence learning entities having a same role, comprising:(a) a means for assigning to each modular artificial intelligence learning entity a collection of meaningful sense statements,(b) a means for assigning to each modular artificial intelligence learning entity a set of decision-making weights, and(c) a means for assigning a unique persona to each unique collection of role, sense statements, and weights;whereby two of said modular artificial intelligence learning entities having identical roles and different weights or collections of sense statements thereby exhibit variation of behavior.9. The artificial intelligence system of claim 8, further including a means for introducing new sense statements and policies to said modular artificial intelligence learning entities.10. An individual artificially intelligent entity, comprising:(a) A means for evaluating and making decisions,(b) A means for formally separating the evaluation means into three categories of information, comprising:(i) senses,(ii) policies, and(iii) actions,(c) A means for transforming said actions into policies for other individual artificially intelligent entities,(d) A means for enabling said policies of said individual artificially intelligent entity to comply with reinforcement directives set by other individual artificially intelligent entities, and(e) A means for defining said artificially intelligent entity as superior to subordinate entities selected from the group consisting of foreign artificially intelligent entities, foreign non-intelligent entities, human beings, and other instances of the individual artificially intelligent entity.11. The individual artificially intelligent entity of claim 10, further including a means for organizing said senses into sense statements.12. The individual artificially intelligent entity of claim 11, wherein said means for organizing senses into sense statements includes a means for building complex statements from combinations of said sense statements.13. The individual artificially intelligent entity of claim 12, further including a means for generating additional complex statements for use by said evaluation means of said individual artificially intelligence entity.14. The individual artificially intelligent entity of claim 10, further including a means for determining success of said subordinate entity's actions in complying with policies set by said individual artificially intelligent entity.15. The individual artificially intelligent entity of claim 14, wherein said means for determining success is receipt of said reinforcement directives from said superior entities.16. The individual artificially intelligent entity of claim 14, wherein the actions of said individual artificially intelligent entity are transformed into a policy for said subordinate entities directing compliance with a reinforcement directive.
CROSS-REFERENCE TO RELATED APPLICATIONS
Not applicable.
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH AND DEVELOPMENT
Not applicable.
REFERENCE TO MICROFICHE APPENDIX
Not applicable.
BACKGROUND—FIELD OF INVENTION
This invention relates to artificial intelligence systems and more particularly to the organization and structure of a plurality of learning artificial intelligence entities.
BACKGROUND—DESCRIPTION OF PRIOR ART
For purposes of this document, we consider an artificially intelligent (AI) entity as having three defining properties. Two are conventional within the AI discipline; the third is sometimes used and sometimes omitted, depending on the emphasis of the AI effort.
First, an AI entity exhibits complex behavior that affects the world external to itself. It may send control information to electronic or mechanical devices; it may output information to human beings; it may directly alter some property of its environment. Second, an AI entity responds to information about its environment. Its ‘senses’ may be electronic readings, digitally coded information, physical movement or any other method of bringing information from outside. In general usage, ‘complex’ behavior means ‘non-obvious’ behavior. For example, a simple controller like the governor on a steam engine would not usually be considered artificially intelligent since the source of its response to sensed engine speed is apparent to observation.
AI devices with these two properties exhibit complex behavior in an unchanging way. Examples in widespread current use would be (1) ‘expert systems’, where a set of facts and rules is input to an execution device which will then, in the absence of new inputs, give the same answers to the same questions, (2) stock charting systems, where the rules for choosing investments, once defined, make the same recommendations whenever the same patterns appear, and (3) ‘multi-agent systems,’ AI applications in resource allocation where the ‘agents’ are executing fixed algorithms and are given a language or protocol in which to communicate and negotiate with each other.
The third property in the present definition is that the AI entity changes its behavior as a result of experience. That is, the same situation will evoke a different response from the AI entity if the entity has ‘seen it’ before. We say that such an entity is a ‘learning AI entity’.
To summarize, an AI entity accepts sense data from its environment, produces complex behavior in response, and as the definition is used here learns from experience.
Current AI in the non-learning sense includes knowledge bases and multi-agent processing schemes. Knowledge bases are organized around collections of information with rules for making inferences and answering queries. Multi-agent schemes combine numerous entities operating on fixed algorithms. Often these aggregations include convenient methods for people to update the algorithms, inference rules and other recipes that govern their behavior. However, the ‘learning’ is actually happening in their human keepers, but not on the aggregation itself.
Current AI learning technology consists largely of refinements of two basic models developed in the 1960s, as described in the next section.
The Bases of Computer Artificial Intelligence
Single Entity and Scoring Polynomial (Newell, Samuel)
The 1958 paper by Newell, Shaw and Simon
i
and the 1959 paper by Samuel
ii
laid the groundwork for the single AI entity using the scoring polynomial approach. In Newell, et al., a chess-playing automaton is described. Samuel's version played checkers. In both cases the ‘senses’ consisted of various measures of game positions. In chess, measures like point values of pieces for each side, occupancy of key center squares, control of long files, etc., were used. A move generator created a list of possible chains of moves and countermoves, ending in a list of accessible future positions. Each position had its sense values, and the imputed value of each position was the sum of each sense value multiplied by a factor specific to that sense. Learning, a major factor in the Samuel paper, involved adjusting the factors applied to each sense by applying feedback from positions actually attained.
i
Newell, A., J. C. Shaw, and H. A. Simon. 1958. Chess-Playing Programs and the Problem of Complexity. IBM J. Res. Develop. 2:320-25.
ii
Samuel, A. L. 1959. Some Studies in Machine Learning Using the Game of Checkers. IBM J. Res. Develop. Pp. 210-229.
The defining characteristics of this model, then, are (1 ) the single entity using a defined set of senses and a scoring polynomial, and (2) reinforcement by adjustment of the sense factors in the polynomial.
Neural Net (Rosenblatt)
The Rosenblatt
iii
model, named the Perceptron, attempted to mimic the action of neurons in animals. It was used in a simple character-recognition activity. A large number of identical cell-like entities, each exhibiting simple behavior, were connected, each to all others. Senses were applied to some cells, which propagated simple on-off pulses to other connected cells. Reinforcement was applied to other cells, which also sent on-off pulses to their connected neighbor cells. Cells receiving pulses would transmit pulses to their own connected neighbors if their total receipts exceeded a threshold value unique to that cell. Learning consisted of adjusting the individual cells' thresholds based on reinforcement pulses received.
iii
Rosenblatt, F. 1958. The Perceptron: A Probabilistic Model for Information Storage and Organization in the Brain, Cornell Aeronautical Laboratory, Psychological Review, v.65, No. 6, p. 386-408.
The defining characteristics of the Rosenblatt model, then, are (1) a large number of simple threshold-type cells working with on-off pulses, (2) initial connection of cells to neighbors, and (3) learning by adjustment of thresholds.
Current art encompasses the Newell/Samuel models of single AI entities, which are able to sense environmental input, exhibit complex behavior, and learn through use of various scoring methods. The single-entity scoring polynomial is used in such areas as scoring of loan applications, although in practice the learning process is ‘frozen’ to prevent unpredictable behavior in a business environment. There is also a great deal of current art based on the Rosenblatt neural net model. Neural net models based on the original Perceptron actually learn in operation in, for example, stock-picking applications. While they have grown in complexity by ‘layering’, connecting multiple ‘simple’ Rosenblatt assemblages, they are still based on the relay-line threshold-activated undifferentiated cell.
There have been no combinations of the single complex learning (Newell) entity into complex assemblages including role differentiation and internally driven learning. However, such an AI super-entity constructed of an arrangement of modular learning AI entities, role differentiated and hierarchically organized, and motivated by policies set for subordinates by their superiors, would more accurately model such super-intelligent entities as communities, teams, societies, or corporations.
Accordingly, there is a need in the art for a form of AI entity that combines the cooperative aspects of the simple Rosenblatt model with the more sophisticated individual behavior of the Newell-Samuel model, adding to standard modular form the new elements of role differentiation and variation of behavior as a result of experience—both the direct experience of the entity and that of other entities.
Further, there is a need in the art for a mode of integration of AI entities of this type with other entities, including human beings, in a cooperative network using the same communication structures interchangeably.
Further, there is a need in the art for the learning behavior of the super-entity created by linking numerous AI entities, and the application of this super-entity to complex problems and to simulation of actual multi-entity situations.
SUMMARY OF THE INVENTION
The invention is an artificial intelligence entity incorporating a structure not seen in prior art. Specifically, the AI learning entity is modular, so that a single entity is replicated many times to form a super-entity that shows intelligent behavior transcending that of its individual constituents. We refer to the modular AI learning entity as a golem
iv
(
20
). It is role differentiated, in that structurally identical entities perform different functions and exhibit different behavior depending on their personas
v
and the learning they have completed as driven by other entities. Further, the group of golems is hierarchically organized, in the sense that ‘superior’ entities issue policies to ‘subordinate’ entities. The golem responds to ‘sense’ input from its environment as well as to policy requirements set by other entities.
iv
Golem: In Jewish legend, a human being made of clay and given life by supernatural means. Hence, a robot or automaton.
v
Persona: The mask worn by a player in ancient Greek comedy and drama. Hence, the set of characteristics associated with a role.
The hierarchical organization of golems in this invention differs from other hierarchical organization schemes. In some such schemes the hierarchically organized entities are not learning entities but obtain changes to their evaluation mechanisms from human input. In other cases, the learning mechanism is artificially restricted and lacks the golem-teach-golem reinforcement mechanism of the present invention. An example of the latter is U.S. Pat. No. 5,367,449 to Manthey on Nov. 22, 1994. In the Manthey patent, a single artificial intelligence system employed a hierarchical scheme of identical AI entities working against discontinuous external inputs (ie, inputs limited to a fixed set of values rather than the continuous variables in the present invention). Further, the inputs were required to be independent and uncorrelated, a requirement not part of the present invention and difficult to meet in many real situations. No variation in persona (i.e., entity capabilities or role differentiation) was included. In contrast, the artificial intelligence entity described here incorporates hierarchical organization of a plurality of golems differentiated in role and potentially in type (i.e., including humans and other AI entities) within a super-entity.
We use several terms to describe how the golems, through differences in persona and hierarchical arrangement, derive individualized behavior despite underlying structural sameness. The “role” of a golem is defined by the collection of policies and action types available to it; thus two golems may have identical roles, or may be role differentiated by different policy sets or available action types.
We define a golem's persona more broadly, as the list of sense statements, actions, and policies it can understand and a corresponding set of weights for turning these lists into rankings of actions which it might choose to take. Thus two golems who share a role can have either identical, or different, personas. We can characterize a golem's persona as its individualized representation of the role it may share with others. Further, it is through changes to its persona, both self-initiated and initiated by actions of a golem's superior(s), that a golem implements learning.
In this model the golem can perform actions under its own control—either direct actions upon its environment or policy actions to its subordinate entities. In contrast with non-learning artificial intelligence, each golem independently learns by using success-failure information, defined in terms of the policies in effect, to modify its future behavior, specifically by modifying its evaluation of alternative actions. Each golem is also presented with a random influx of new, untried sense statements and policies for its use in evaluating and learning. In this hierarchical model, a golem's success is measured in terms of policies set by its superior, so that overall there is a policy reinforcement loop among entities and role differentiation is supported.
OBJECTS AND ADVANTAGES
The golem which is the subject of this invention offers an effective method of multiplying the learning capability of simple AI entities through hierarchical organization and reinforcement. It also allows decentralization of an AI process without loss of linked learning capability. This is particularly useful given the current growth in feasibility of networked information structures. Hence, the golem is a useful artificial intelligence tool and thus brings added utility to any context where artificial intelligence is currently applied. Additionally, the golem has significant potential for use as a modeling tool; for example, an AI super-entity constructed of an arrangement of golems, role differentiated and hierarchically organized, and motivated by policies set for subordinates by their superiors, more accurately models real-world super-intelligent entities (e.g., communities, teams, societies, or corporations).
The golem is novel in the current and prior art in that it offers a mode of learning and reinforcement in hierarchical structures without constraints on externally derived inputs (senses) such as that they be mutually exclusive or limited to discontinuous values. It also offers a novel method of reinforcement of AI entities by other AI entities using its hierarchical scheme.
It is helpful to have a concrete example in explaining the invention. The following discussion is directed to a computer apparatus that is able to accept computer-readable data input, store computer-readable data, manipulate computer-readable data, and communicate computer-readable data output; in short, a computer platform onto which the scheme of golems can be encoded.
Modular AI Entity
The invention consists of a modular AI learning entity, which we refer to as a golem (
20
). A single golem is replicated many times to form a super-entity that shows intelligent behavior transcending that of its individual constituents. Within the group of golems, individual golems occupy roles. One golem may ‘command’ several other entities. Not all roles need to be occupied by the golems described here; roles can also be taken by other kinds of AI entities or by human beings, using an interface (such interface fulfilling the function whereby each of said foreign artificially-intelligent entities and human beings can interface with the modular artificial intelligence learning entities).
Hierarchically Organized
The group of entities is hierarchically organized, in the sense that ‘superior’ entities issue policies to ‘subordinate’ entities. However, the hierarchy need not be a simple ‘tree’ hierarchy; more complex arrangements are possible.
Golem Responds to External “Sense”
Like all AI entities, the golem described here responds to external senses. An example: The golem occupies the role of second baseman in a baseball game. Sense data is: There are men on first and third, the ball is hit to me
Golem Responds to “Policy ” Inputs from Other AI Entities
In addition to sense data from the external world, the golem described here responds to policy requirements set by superior entities. In the baseball example, the second baseman's superior entity (manager) could have said ‘Choke off run’ or ‘Try for the double play’. Which policy was in effect would partially determine the second baseman's action.
Golem Performs Actions
Actions taken by a golem can be either “direct actions,” which have an effect on the golem's persona or on the external environment, or “policy actions,” directed toward the golem's subordinates.
Golem Performs Direct Actions
In this model the golem can perform actions under its own control. It does this either directly or by issuing commands to a non-intelligent device. In the baseball example, the second baseman has some action options: Throw to home, throw to first, throw to third, throw to home, do nothing. The results of direct actions are reflected in the environment, where they can be sensed.
Golem Performs Policy Actions
The golem may also perform policy actions, either by issuing policies to its subordinate entities if it has any, or by directing the reinforcement of successful decision making by its subordinates.
The policies issued by the golem to its subordinates would be determined by the senses available to the issuing golem. In the baseball example the second baseman has no subordinates. The manager has subordinates. Prior to the pitch, the manager might issue ‘choke off the run’ (say, the team trails by one run in the bottom of the ninth inning). Alternatively, the manager might issue ‘go for the double play’ (say, the team leads by three in the top of the fifth).
Golem Learns from Success and Failure
The golem performs its own actions and issues policy orders to subordinates in keeping with its own policy orders (received from a superior) and its sense impressions. The intent of these actions is to execute those policies successfully. In the baseball example, the second baseman's action under the ‘choke off the run’ policy is successful if no run scores. Under ‘get the double play’ it is successful if the double play comes off.
Learning, for the golem, then consists of using success-failure information, defined in terms of the policies in effect, to modify the golem's future behavior. It does this by modifying the golem's evaluation of alternative actions.
Golem is Role Differentiated
The golem's role consists of its full set of policies and action types, which it shares with all other golems fulfilling the same role. Golems with access to differing policies or action types are thereby role-differentiated. A golem, moreover, executes its role by considering the sense statements available to it and evaluating which actions to take through use of its own set of weights. This combination of its role together with its defined sense statements and set of weights constitutes the golem's persona, and it is the persona that allows the golem to act differently than may other golems in the same role. Thus the super-entity, through the hierarchically organized golems, supports both role differentiation and individualized behavior within roles.
Further objects and advantages of the invention will become apparent from a consideration of the drawings and ensuing description.
DRAWING FIGURES
Brief Description of the Drawings
A more complete understanding of the present invention may be attained by referring to the detailed description and claims when considered in connection with the accompanying drawings in which like reference numbers indicate like features wherein:
FIG. 1
shows the super-entity of hierarchically organized golems as a block diagram, wherein the golems are related in superior/subordinate relationships, and each golem is structurally identical, receiving sense and policy input and acting directly on the environment as well as by issuing policies to its subordinate(s).
FIG. 2
shows the structural elements of the sense statement process.
FIG. 3
shows the golem, with its inputs and outputs.
FIG. 4A
shows the structure and components of the golem's persona and role.
FIG. 4B
shows the structure and elements of the golem's persona.
FIG. 4C
shows the elements of the golem's persona set and persona matrix.
FIG. 5A
shows the structure of an action type, candidate actions of that action type, and corresponding evaluation grids.
FIG. 5B
shows the structure of the conceptual evaluation grid used to describe evaluation and scoring of a candidate action.
FIG. 6
shows the policy reinforcement loop amongst hierarchically organized golems, as a block diagram wherein the golems are related as superior and subordinate.
FIG. 7
shows a functional overview of a golem, as a flowchart describing the operation of the golem in the broadest sense.
FIG. 8
, a flowchart, describes the operation of the golem in scoring candidate actions.
FIG. 9
, a flowchart, describes the operation of the golem in choosing actions.
FIG. 10
, a flowchart, describes the operation of the golem in applying set reinforcement.
FIGS.
11
(A-D) is a set of charts illustrating the action of the evaluation process in the case of a second baseman.
REFERENCE NUMERALS IN DRAWINGS
15
superior golem
20
golem
30
subordinate golem
40
statement process
50
sense statement
51
simple sense statement
52
complex sense statement
54
constant
55
sense
65
policy action
66
policy
70
direct action
80
action
95
evaluation grid
100
environment
110
super-entity
120
candidate action
140
policy type
150
action type
160
exclusivity group
180
score
190
vote
210
success criterion
220
matrix reinforcement
230
reinforcement policy action
235
directive policy action
245
persona
250
persona set
255
persona matrix
260
role
265
weight
270
sense statement axis
275
policy axis
280
action type axis
285
action type grid
290
action type object
295
sense value
296
sense statement value
305
set reinforcement
310
results
315
contingent sense statement
330
report card
400
journal
DESCRIPTION OF THE INVENTION
FIGS. 1-3
,
4
(A—C),
5
(A-B), and
6
—Structure of the Preferred Embodiment
FIG.
1
: Super-entity of hierarchically organized learning golems
FIG. 1
is a block diagram showing the structure of a super-entity
110
, a collection of entities linked by superior-subordinate relationships. Entities in the diagram include a plurality of superior golems
15
and subordinate golems
30
, as well as a plurality of entities labeled both subordinate golem
30
and superior golem
15
. Each of these entities is also, more generally, a golem (
20
, in FIG.
3
). Golem
20
is an AI structure which is the subject of this invention, and superior golem
15
is golem
20
which sets policy for some other golem
20
. Likewise, golem
20
for which some other golem
20
sets policy is subordinate golem
30
.
It is important to note that an entity, whether or not it enjoys a superior or subordinate relationship with another entity, need not be golem
20
. In fact, superior golem
30
may set policy for a subordinate entity which is not golem
20
, and this drawing should be not be construed as excluding this sort of relationship. Super-entity
110
can include non-golem entities, such as foreign AI entities and human beings. As mentioned above, these non-golem entities may also, but need not, be related to some or any golem
20
as a superior or subordinate entity. The construction of this super-entity using both standard modular AI entities (golems) and optionally other entities including people is an important part of the invention.
The ability to designate golem
20
as superior golem
30
or subordinate golem
15
fulfills the function of hierarchically arranging the modular artificial intelligence learning entities into superior-subordinate relationships within super-entity
110
. This ability, combined with the inclusion of foreign entities in super-entity
110
, further fulfills the function of defining the artificially intelligent entity as superior to subordinate entities selected from the group consisting of foreign artificially intelligent entities, foreign non-intelligent entities, human beings, and other instances of the individual artificially intelligent entity.
FIG. 1
also depicts the inputs and outputs of the plurality of golems
20
. Sense statements
50
exist in an environment
100
as basic input variables with scalar values. After filtering sense statements
50
through a statement process
40
(described in FIG.
2
), golem
20
obtains sense statements
50
which it can recognize as input. Subordinate golem
30
receives the additional input of action(s)
80
upon it by its superior golem(s)
15
. In turn, each golem
20
, whether subordinate golem
30
or superior golem
15
, or both, outputs actions
80
, either directly upon environment
100
, to one or a plurality of the golem's subordinate golems
30
, or both.
In the preferred embodiment, the organization of golems
20
is encoded upon a computer platform, of which any appropriate type may be used. The computer platform is not shown in the drawings and may have any appropriate configuration, so long as it includes a computer apparatus that is able to accept computer-readable data input, store computer-readable data, manipulate computer-readable data, and communicate computer-readable data output.
FIG.
2
: Statement Process
40
FIG. 2
is a block diagram showing the structure of sense statements
50
and how sense statements
50
are related through statement process
40
. As described below, statement process
40
fulfills the functions of (1) accepting sense data, (2) organizing senses into sense statements, (3) building complex statements from combinations of said sense statements, and (4) generating additional complex statements for use by the evaluation means of the individual artificially intelligence entity.
The figure depicts sense information in environment
100
, where a plurality of senses
55
represent various properties of environment
100
. Sense
55
, a variable, takes a sense value
295
. Sense statements
50
are simply defined as what can be built from senses
55
, their sense values
295
, a collection of operators, and scalar constants
54
.
As sense
55
takes sense value
295
, so sense statement
50
takes a sense statement value
296
. Further, as shown in
FIG. 2
, we can see that sense
55
with sense value
295
constitutes the most fundamental of sense statements
50
, where sense statement value
296
is simply the same as sense value
295
. We call this fundamental sense statement a simple sense statement
51
.
Golem
20
uses the plurality of simple sense statements
51
as they exist in environment
100
to construct the set of sense statements
50
which it is able to understand. A sense statement
50
can be either simple sense statement
51
or a complex sense statement
52
, which is derived from other sense statements
50
(either simple or complex) through use of some type of operator.
FIG. 2
shows the three processing options which can be performed on simple sense statements
51
from environment
100
, namely: (1) passing simple sense statement
51
through unaltered; (2) generating complex sense statement
52
by relating sense statement value
296
of sense statement
50
to constant
54
by means of a logical operator; or (3) generating complex sense statement
52
by relating two sense statements
50
by means of an arithmetic operator. It is important to note that complex sense statements
52
can be generated from sense statements
50
in general, either simple, complex, or both.
FIG. 2
shows as end results three sense statements
50
, two complex and one simple, each with associated sense statement value
296
.
This figure can be further explained by a simple example taken from a war game. Suppose sense
55
of “there is a soldier next to me”, with sense value
295
of “1”, indicating a soldier is indeed next to me; and another sense
55
of “there is a soldier in front of me”, with sense value
295
of “0”, indicating no soldier is in front of me. These senses
55
and their sense values
295
in environment
100
make up two simple statements
51
.
From these two statements, we can obtain the following sense statements
50
(some simple, others complex):
(1) We can pass the simple statements
51
through unaltered, resulting in:
Statement
1
: “There is a soldier next to me.” Sense Statement Value: 1
Statement
2
: “There is a soldier in front of me.” Sense Statement Value: 0.
(2) We can generate complex sense statements
52
by relating sense statement values
296
of sense statements
50
(either simple or complex) to constant(s)
54
by means of logical operators, perhaps resulting in:
Statement
3
: “Statement 1 >=0.” Sense Statement Value: 1 (true).
Statement
4
: “Statement 3 <>1.” Sense Statement Value: 0 (false).
(3) We can generate complex sense statements
52
by relating sense statements
50
(either simple or complex) by means of arithmetic operators, perhaps resulting in:
Statement
5
: “Statement 2 AND Statement 4.” Sense Statement Value: 0 (false).
Golem
20
performs statement process
40
, as described in
FIG. 2
, whenever it looks for input.
FIG.
3
: Golem. with Inputs and Outputs
FIG. 3
is a block diagram showing the structure of golem
20
, specifically as to its inputs and outputs. As shown, golem
20
has a persona
245
, which is described more fully in FIG.
4
A.
Golem
20
receives two basic types of input: (1) policy actions
65
and (2) sense statements
50
.
Policy actions
65
are issued by golem
20
's superior. Policy action
65
can be either (a) a directive policy action
235
or (b) a reinforcement policy action
230
. Each directive policy action
235
consists of activating one of golem
20
's possible policies (
66
, in FIG.
4
A), and deactivating all of golem
20
's other policies
66
of the same policy type (
140
, in FIG.
5
B). (The structural relationship of policies
66
to policy type
140
is depicted in
FIG. 5B.
) Each reinforcement policy action
230
updates golem
20
's set of decision-making weights in response to the success of golem
20
's prior actions
80
, as evaluated by golem
20
's superior.
Through directive policy action
235
, golem
20
is able to fulfill the function of accepting policy instructions. More specifically, the capacity to designate superior golem
15
and subordinate golem
30
, with superior golem
15
performing directive policy action
235
, fulfills the function of issuance of policy instructions by a superior modular artificial intelligence learning entity for a subordinate modular artificial intelligence leaning entity, and of transforming actions of golem
20
into policies for other individual artificially intelligent entities.
Sense statements
50
are derived by golem
20
, through statement process
40
(described more fully in FIG.
2
), from the simple sense information existing as scalar values in environment
100
. Following statement process
40
, sense statement
50
itself holds a scalar value. This scalar value may reflect the state of the world contingent upon golem
20
taking some action
80
; In this case, we refer to sense statement
50
more specifically as a contingent sense statement
315
.
For outputs, the golem issues actions
80
, either directly upon environment
100
in the form of direct actions
70
, or to one or a plurality of the golem's subordinate golems
30
, in the form of policy actions
65
, or to itself. It may be noted that policy actions
65
issued by golem
20
as output will serve as input to some entity which is subordinate to this one; similarly, the results within environment
100
of direct actions
70
taken by golem
20
as output will serve as input to other entities as reflected in sense statements
50
.
The appearance of results in environment
100
, feeding statement process
40
, enables golem
20
to fulfill the function of implementing actions
80
.
FIG.
4
A: Persona and Role
FIG. 4A
illustrates two constructs characterizing golem
20
, namely persona
245
and role
260
. Golem
20
has available to it a set of policies and action types, and the golem's role
260
is this set.
Thus golem
20
's role
260
is characterized by the list of policies
66
and action types
150
available to golem
20
. As
FIG. 4A
shows, golem
20
's role
260
, along with sense statements
50
available to golem
20
, together constitute golem
20
's persona set
250
.
A companion to golem
20
's persona set
250
is its persona matrix
255
. A persona matrix
255
is a set of weights
265
, one weight
265
corresponding to each unique combination of sense statement
50
, policy
66
, and action type
150
in golem
20
's persona set
250
. Together, golem
20
's persona set
250
and persona matrix
255
constitute its persona
245
.
We can characterize golem
20
's persona
245
as its individualized representation of role
260
which it may share with others. Golem
20
may share role
260
with some other golem, but golem
20
, because of its own set of sense statements
50
and weights
265
, will represent its role
260
differently than would a golem with non-identical sense statements
50
or weights
265
.
The structure of role and persona enable several functions. First, the definition of policies and action types for golem
20
fulfills the function of assigning to each modular artificial intelligence learning entity a collection of policies and a collection of action types. Further, defining golem
20
's role
260
as precisely this set fulfills the function of assigning a unique role to each unique collection of policies and action types, whereby modular artificial intelligence learning entities having different roles are role differentiated. The definition of sense statements for golem
20
fulfills the function of assigning to each modular artificial intelligence learning entity a collection of meaningful sense statements. Golem
20
's persona matrix of weights
265
fulfills the function of assigning to each modular artificial intelligence learning entity a set of decision-making weights. Finally, golem
20
's persona
245
, comprised as it is of role
260
, sense statements
50
, and weights
265
, fulfills the function of assigning a unique persona to each unique collection of role, sense statements, and weights. Thus the implementation of persona
245
fulfills the function of behavior differentiation among modular artificial intelligence learning entities having a same role.
The concept of the persona, enabling role differentiation of standard modular golems within the super-entity, is an important part of the invention. The division of the golem's capabilities into sense input, policy input and action output is the basis of the persona's organization.
FIGS.
4
B and
4
C: Structure and Elements of Persona, Persona Set, and Persona Matrix
FIGS. 4B and 4C
detail the structural components of persona
245
. The sense statements
50
, policies
66
, and action types
150
in persona set
250
can be modeled as unit markers on three axes, with sense statements
50
arranged along a sense statement axis
270
, policies
66
along a policy axis
275
, and action types
150
along an action type axis
280
. This structural model has weight
265
“plotted” at each point in the three-axis space corresponding to a unique combination of sense statement
50
, policy
66
, and action type
150
. Thus the structural framework of persona
245
fulfills the function of formally separating the evaluation means into three categories of information, comprising senses, policies, and actions.
FIG. 4B
depicts another conceptual structure, an action type grid
285
. This structure represents a “slice” or sheet of three-dimensional persona
245
, so that action type grid
285
contains sense statement axis
270
, policy axis
275
, and corresponds to fixed action type
150
. Weights
265
appearing on action type grid
285
correspond to unique combinations of sense statement
50
and policy
66
, for fixed action type
150
. Each action type
150
therefore has corresponding action type grid
285
, the sum of which constitutes persona
245
.
The structural model described in
FIG. 4B
is useful in describing how golem
20
evaluates candidate actions (
120
, in
FIG. 5A
) and eventually selects actions
80
to perform. Since each candidate action
120
is scored using an algorithm involving the components of action type grid
285
, action type grid
285
is a useful construct for describing that process.
FIG.
5
A: Action Type, Action Type Grid, Candidate Actions, and Evaluation Grids
FIG. 5A
illustrates the relationship between a single action type
150
and the variation that arises, in the form of candidate actions
120
, by presenting golem
20
with different objects on which to implement action type
150
. The figure further depicts the scoring of candidate action
120
by golem
20
, using the conceptual model of FIG.
4
B. For example, the single action type
150
“move” can take one object, and golem
20
is given a set of appropriate objects: North, South, East, West, and nowhere. The five candidate actions
120
are move North, move South, move East, move West, and move nowhere, and golem
20
will score each of these candidate actions
120
(with the aim of furthering its active policies
66
), select one action
80
, and ultimately do it.
FIG. 5A
considers a single action type
150
available to golem
20
. Action type
150
has, as described in
FIG. 4B
, corresponding conceptual structure “action type grid”
285
, populated with weights
265
.
FIG. 5A
next shows a plurality of action type objects
290
. An action type object
290
is an object associated with action
80
, chosen from a set of objects defined by action type
150
, and representing a specific implementation of the action type. (In the above example, “move” is an action type, “North” is an action type object, and “move North” is an action.) Instances of action type
150
with different associated action type objects
290
result in different candidate actions
120
(such as “move North”) of action type
150
.
Each of the plurality of candidate actions
120
has an associated evaluation grid
95
, which is derived from action type grid
285
and reflects contingent sense statements
315
. Evaluation grid
95
has no physical reality in the code of the preferred embodiment, but is conceptual, and serves as a useful model for describing certain processes of golem
20
.
FIG.
5
B: Structure and Components of Evaluation Grid
The detailed view of evaluation grid
95
shows that it contains contingent sense statements
315
on one axis (each with corresponding sense statement value
296
), and policies
66
on the other axis. Policies
66
have associated policy type
140
, where policy type
140
is a group of policies
66
of which only one can be in effect at a time for golem
20
.
The numeric entries on the grid are votes
190
, where a vote
190
is the product of corresponding weight
265
and sense statement value
296
when corresponding policy
66
is active. When corresponding policy
66
is not active, vote
190
is not defined (represented on the drawing by a dashed entry). The sum of all votes
190
is score
180
of candidate action
120
corresponding to evaluation grid
95
.
FIG.
6
: Policy Reinforcement Loop amongst hierarchically organized golems
FIG. 6
is a block diagram representation of the action-driven loop between superior golem
15
and subordinate golem
30
which has as one result reinforcement policy action
230
upon subordinate golem
30
.
Both superior golem
15
and subordinate golem
30
, as golems
20
, have personas
245
. Through its persona
245
, superior golem
15
chooses actions
80
and does them. (The operation of this process is illustrated in
FIGS. 7-10
.) In acting, superior golem
15
issues policy actions
65
. As described in
FIG. 3
, those policy actions
65
may include directive policy actions
235
, which alter which policies
66
in subordinate golem
30
's persona set
250
are active. Superior golem
15
's policy actions
65
may also include reinforcement policy actions
230
, which reinforce (alter to reward success, per a report card
330
issued by superior golem
15
) subordinate golem's persona matrix
255
.
Subordinate golem
30
, through its updated persona
245
, now chooses actions
80
and does them. For each of subordinate golem
30
's policies
66
, corresponding sense statement
50
, called a success criterion
210
, has been defined describing successful implementation of policy
66
. The results
310
of subordinate golem
30
's actions exist in environment
100
, where superior golem
15
sees them through sense statements
50
. When superior golem
15
(back at the top of the loop) issues reinforcement policy action
230
to subordinate golem
30
, sense statement value
296
of success criterion
210
appears on accompanying report card
330
and thereby supplies positive or negative reinforcement to the subordinate.
The reinforcement method described here represents an advance over prior art in that the golem's reinforcement occurs under the direction of another entity, usually another golem, and is itself driven by an AI process.
Operation of the Preferred Embodiment—
FIGS. 7-13
FIG.
7
: Functional Overview of Golem
20
FIG. 7
is a chart of the overall functional flow of golem
20
. Processes within the flow that are performed outside golem
20
are shown in gray. It is important to note that the overall flow itself is initiated from outside golem
20
: specifically, golem
20
is alerted that it is time to act by environment
100
.
Golem them performs in succession the processes GET CANDIDATE ACTIONS
120
, SCORE CANDIDATE ACTIONS
120
, CHOOSE ACTIONS
80
, and ACT.
FIGS. 8 and 9
contain detailed flows for two of these processes.
The results (
310
, in
FIG. 6
) of golem
20
's ACT process are threefold: (1) direct actions
70
upon environment
100
; (2) directive policy actions
235
upon golem
20
's subordinates; and (3) reinforcement policy actions
230
upon golem
20
's subordinates. It should be noted that golem's actions
80
can consist of one or a plurality of any, a combination of, or all of these three types.
The EVALUATION OF SUCCESS process, measuring golem
20
's actions
80
in furthering its policies
66
, is then performed outside of golem
20
by golem
20
's superior, who also directs golem
20
to perform MATRIX REINFORCEMENT
220
. The matrix reinforcement process employs an algorithm that provides positive reinforcement for success and negative reinforcement for failure to weights
265
in golem
20
's persona matrix
255
. The algorithm is not specific to the golem which is the subject of this invention; any appropriate algorithm may be used. It is the evaluation of golem
20
's success by the golem's superior, as measured by golem
20
's compliance with policies
66
set by the superior, and initiation of matrix reinforcement
220
as an action upon golem
20
by its superior, that is unique to this invention and does not exist in the prior art. This innovation above prior art is possible because of the modular and hierarchically organized nature of the golems.
In a final process, golem
20
will optionally APPLY SET REINFORCEMENT
305
(more fully described in FIG.
10
), resulting in new persona set
250
for golem
20
.
The GET CANDIDATE ACTIONS
120
, SCORE CANDIDATE ACTIONS
120
, CHOOSE ACTIONS
80
, and ACT processes together fulfill the function of individual artificially intelligent entity evaluating and making decisions. The EVALUATION OF SUCCESS process, use of reinforcement algorithm, and MATRIX REINFORCEMENT PROCESS together fulfill the functions of (1) evaluation of success and reinforcement of the algorithmic artificial intelligence process of a subordinate modular artificial intelligence entity by a superior modular artificial intelligence learning entity, (2) determining success of a subordinate entity's actions in complying with policies set by an individual artificially intelligent entity, and (3) determining success through receipt of reinforcement directives from superior entities. The APPLY SET REINFORCEMENT process fulfills the function of enabling the policies of an individual artificially intelligent entity to comply with reinforcement directives set by other individual artificially intelligent entities.
It should be noted that once triggered by environment
100
to act, golem
20
will always get candidate actions
120
, score them, choose action or actions
80
, and act. While the sequence for any given action
80
is required, multiple evaluation processes can occur in parallel; nor are actions
80
limited to any combination or quantity of direct actions
70
, directive policy actions
235
, or reinforcement policy actions
230
.
Similarly, the invention is not limited to a one-to-one enactment of the processes for evaluation of success, matrix reinforcement
220
, or set reinforcement
305
following every set of actions
80
. Each of these three final processes can occur with every iteration of the functional flow in
FIG. 7
, or on an occasional, batch-type basis, and the invention should not be construed as limited in any of these ways.
FIG.
8
: Score Candidate Actions
FIG. 8
is a detailed flow of the SCORE CANDIDATE ACTIONS
120
process appearing in FIG.
7
. The flow begins with the set of candidate actions
120
available to golem
20
. As described in
FIG. 5A
, golem
20
has a set of action types
150
available to it, and instances of those action types
150
taking particular action type objects
290
constitute candidate actions
120
available to golem
20
at this time.
FIG. 8
next shows a loop through candidate actions
120
. For each candidate action
120
, we input sense statement values
296
conditional on the execution of this action, and access action type grid
285
for action type
150
of candidate action
120
. Note that this process applies to action type grid
285
sense statement values
296
conditional on the execution of candidate action
120
. Score
180
is set to zero, and a nested loop through weights
265
on action type grid
285
begins.
For each weight
265
on action type grid
285
, we set vote
190
equal to weight
265
multiplied by corresponding sense statement value
296
, multiplied by a value of 1 if corresponding policy
66
is active or 0 if inactive. We then increase score
180
by vote
190
.
At the end of the loop through weights
265
, the result is score
180
for the candidate action
120
.
At the end of the loop through candidate actions
120
, we store the set of scores
180
and the set of all votes
190
for each candidate action
120
, whereupon the flow ends.
FIG.
9
: Choose Actions
FIG. 9
is a detailed flow of the CHOOSE ACTIONS
80
process appearing in FIG.
7
.
The flow begins with a product of the prior flow (FIG.
8
), specifically the set of candidate actions
120
with scores
180
available to golem
20
.
A loop through exclusivity groups
160
begins. An exclusivity group
160
is a group of actions
80
of which only one may be implemented at a time; each candidate action
120
bears exclusivity group
160
assignments inherited from its action type
150
.
For each exclusivity group
160
, we first access all scores
180
in exclusivity group
160
, then select candidate action
120
corresponding to the highest score
180
.
At the end of the loop through exclusivity groups
160
, the result is a set of actions
80
chosen by golem
20
for itself to carry out.
We then post the chosen actions
80
, and all votes
190
submitted for each of them, to journal
400
. Journal
400
may use any appropriate form of data storage. Journal
400
will be used as a data source in the MATRIX REINFORCEMENT
220
algorithm (see FIG.
7
). The flow then ends.
FIG.
10
: Apply Set Reinforcement
305
FIG. 10
is a detailed flow of the APPLY SET REINFORCEMENT
305
process appearing in FIG.
7
. As noted in the description of
FIG. 7
, APPLY SET REINFORCEMENT need not happen once for each iteration of the overall functional flow shown in
FIG. 7
, and the invention should not be construed has having such a limitation.
APPLY SET REINFORCEMENT is an action issued by golem
20
to itself. The flow begins with persona matrix
255
for golem
20
, and immediately begins a loop through sense statements
50
and/or policy actions
65
.
It should be noted that set reinforcement
305
can be done with respect to sense statements
50
, policy actions
65
, or both, in golem
20
's persona set
250
.
For each sense statement
50
or policy action
65
, we access the grid of weights
265
from golem
20
's persona matrix
255
corresponding to sense statement
50
or policy action
65
. If weights
265
are near zero (the tolerance is not specific to the invention), we remove sense statement
50
or policy action
65
from persona set
250
.
At the end of the loop through sense statements
50
or policy actions
65
(or both), the result is a possibly diminished persona set
250
. At this point, we may, if desired, generate new sense statements
50
and/or policy actions
65
for inclusion in persona set
250
. (See
FIG. 2
for a description of the sense statement generation process.) In this manner, set reinforcement
305
fulfills the function of introducing new sense statements and policies to the modular artificial intelligence learning entities. The final result of the flow is new persona set
250
for golem
20
, whereupon the flow ends.
The concept of set reinforcement extends the learning behavior of the golem beyond simple reinforcement of a fixed set of evaluators. Elimination of ineffective statements and their replacement with new candidate items establishes ‘concept learning’ as opposed to ‘training’ and is an important part of the invention.
FIGS.
11
(A-D): Illustration of the Evaluation Process
FIGS.
11
(A-D) illustrate the action of the evaluation process in the case of the second baseman. Recall that runners are at first and third bases and the ball is hit to the second baseman. In this simplified example, only two policies are recognized: (a) choke off the run and (b) get the double play. In this case the manager has previously selected policy (a).
Similarly, only one action type
150
is used in this simple example: Throw the ball. Potential objects are first, second and third bases and home plate. The ‘throw’ action generates these four candidate actions
120
, and action type grid
285
for ‘throw’ is to be used on each. Consider the four statements. S
1
, ‘Ball goes to base where runner is approaching’ could be a simple statement
51
: ‘Runner approaches the base, object of this action’ with potential values 1 (true) and 0 (false). S
2
, ‘Chance at double play’ would be a complex statement
52
, perhaps of the form ‘S
1
and object base is Second and runner approaches First’. S
3
, ‘Chance to prevent run’ would also be a complex statement
52
, perhaps ‘S
1
and object base is Home’. S
4
is some other sense statement
50
.
The contingent sense statement
315
values are the values these statements would take if the given action were performed. Thus their values vary with the object of the candidate action: S
1
is 1 for first, second and home but 0 for third and so on.
The contingent statement values, applied to weights
265
for policy Choke in the action type grid, result in votes
190
; these votes, summed, give scores
180
for each of the candidate actions under the selected policy. The highest scoring candidate action is ‘throw to home’ and this is the action selected.
Independently of the selection process, journal
400
records the votes and the results of action selection. Later, in the reinforcement process, votes for successful actions and against unsuccessful actions will lead to adjustments in their corresponding weights
265
. Intuitively, we can say that ‘throw to home’ was a proper decision at this point and that the weights (S
1
, S
2
, S
3
) supporting that decision would be increased. S
4
would have its weight decreased in absolute value as a result of ‘voting wrong’.
After a period of reinforcement, statements will be evaluated for their actual contributions to decisions, i.e. their weights. S
4
, for instance, might vote right and wrong randomly, have its weights reduced to near zero and be eliminated from this player's persona
245
.
ADVANTAGES
The golem which is the subject of the invention incorporates a structure not seen in prior art, wherein the AI learning entity is modular but role-differentiated, so that a single entity is replicated many times to form a super-entity that shows intelligent behavior transcending that of its individual constituents.
The advantages of this scheme include its unlimited extensibility, both horizontal (more entities at the same level) and vertical (more deeply nested hierarchies) using the same golem with only changes in personas. The scheme is well adapted to working over a network with logically separated but communicating golems. Its flexibility allows its application both to single complex problems and to repetitively occurring simple problems. Opportunities for its use arise in operating environments, in simulation and gaming, and in research.
CONCLUSION, RAMIFICATIONS, AND SCOPE
While the above description of the invention contains many specificities, these should not be construed as limitations on the scope of the invention, but rather as an exemplification of one preferred embodiment thereof. The heart of the invention is the hierarchically organized set of role-differentiated golems, in which each golem receives sense input from the outside world and policy input from other (superior) golems and produces policy output, including reinforcement, sent to other (subordinate) golems. Within this framework numerous variations are possible, including, but not limited to, the following:
Different algorithms can be used to apply actual reinforcement (matrix reinforcement
220
and set reinforcement
305
, in FIGS.
7
and
10
).
Different senses
55
can be made available from environment
100
(refer to FIG.
2
). Sense values
295
can be obtained from other computer programs (extracts, simulations, games), from electronic or mechanical devices, from human beings directly, or as parameters associated with policies set by other entities including other golems.
Different logical operators can be used in the construction of complex sense statements
52
(refer to FIG.
2
).
Within the constraints of the environment
100
within which the super-entity
110
exists, possible policies
66
and action types
150
can be added or changed (i.e., personas
245
added or changed) without vitiating the accumulated learning of other golems
20
(refer to FIG.
4
A).
The set of golems can operate by itself or in cooperation with other AI entities or with human beings.
The set of golems can be collocated or spread out in a physical network.
Accordingly, the scope of the invention should be determined not by the embodiment(s) illustrated, but by the appended claims and their legal equivalents.
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