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Projects
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Advanced Knowledge Representation and Reasoning for Interactive Visualization (AKRRIV)
The AKRRIV project will develop the necessary tools and frameworks to facilitate
interoperability between ARIVA systems at the visual level. During AKRRIV
three systems will be designed and implemented: Vivid-CL, a logic which handles
visual information; RASCALS IA, a framework for building models
of intelligence analysts, including goals, plans, and beliefs; and Director, a system
to manage the interaction between systems.
Slate will be the first
system enhanced with these new developments.
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Solomon
While current Q&A systems are competent and useful with respect to the
information they process, they are very limited when compared to a conversation
an analyst could have with a human who has read the same information. Solomon, a
radically new Q&A system that will transcend the limitations of existing
systems by approaching real conversation with real humans.
Solomon is capable of producing rational, justified answers for conceptual,
hypothetical, and even open-ended questions related to knowledge bases derived
from reading documents. The theoretical approach underlying the system - which,
in short, is to model Q&A on a more sophisticated form of human-machine
interaction: one in which the machine has the power of cutting-edge machine
reasoning technology.
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Psychometric Artificial Intelligence and PERI
Psychometric AI is the field devoted to building information processing entities
capable of at least solid performance on all established, validated tests of
intelligence and mental ability - a class of tests that includes IQ tests, tests
of reasoning, of creativity, mechanical ability, and so on.
PERI, a robot capable of perfect performance on the Block Design subtest of the
Wechsler Adult Intelligent Scale, is our first step towards satisfying this goal.
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Poised-For Learning
Can you ascertain if a human or machine has learned a domain solely by direct
inspection of the brain, rather than testing for performance? This question is the
driving idea behind our Poised-For Learning project, which seeks to concretely
engineer a computational system that will learn by reading content as it
appears to humans, something no previous system has been able to do. Since
textual content read by humans is often supplemented with diagrams and pictures,
we are also developing the system to have the ability to reason over diagrammatic
and visual content.
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Athena
Athena, developed by Kostas Arkoudas, a research professor at RPI, is a programming language and an
interactive theorem proving environment that integrates computation and deduction.
As a programming language, Athena is a higher-order dynamically typed functional
programming language with side effects, similar to Scheme. As a logic tool, Athena
is a proof checker for a novel formulation of Fitch-style natural deduction for
first-order logic with equality, sorts, and polymorphism; and an interactive
theorem proving system for discovering theorems. It incorporates facilities for
high-performance automated theorem proving and for model generation. It has a rich
and fluid language for writing tactics for proof search, and supports inductive
reasoning over arbitrary first-order datatypes.
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Slate
Slate is a multi-faceted intelligent assistant to those whose jobs (and
whose training) are in large part reasoning-based. The primary audience
is the intelligence community: intelligence analysts, and those studying
the art and science of intelligence analysis. Slate is also an assistant
to other professional reasoners (e.g., logicians), and students of these
other professions. The bulk of the support that has allowed development
to this (v3 is about to be released) has come from ARDA, with
contributions from DARPA as well. Slate has many distinguishing
characteristics that make it quite unique, including:
- Methods and an interface that supports rendering arguments, proofs,
scenarios,
counterexamples, etc. in visual form.
- Powered by new forms of visual reasoning that exceed standard
linguistic/textual reasoning in standard logics (like first-order logic).
- Seamless integration with all the fastest standard provers in the world
today (e.g., Vampire, Otter, Oscar, etc.), and with the best model finder
as well.
- Automatic generation of first drafts of English reports to then be
polished
by the human user.
- Built-in libraries of case studies and problems.
- Support for all established forms of reasoning: deduction, induction,
abduction (particularly the Wigmorean variety), probabilistic -- all of
these available in a visual form.
- New, effective forms of hypothesis generation.
- CL/IKL-compatible for interoperability with existing and future
databases, knowledge bases, and other IA tools and technologies.
For more information, see the various presentations and demonstrations of
Slate on this site.
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Advanced Synthetic Characters/RASCALS Cognitive Architecture
Advanced synthetic characters don't merely evoke *beliefs* that they have various
mental properties; rather, they must actually *have* such properties. You might
(e.g.) believe a standard synthetic character to be evil, but you would of course
be wrong. An *advanced* synthetic character, however, can literally *be* evil,
because it has the requisite desires, beliefs, and cognitive powers. Our approach
is based on the new RASCALS cognitive architecture, which uses simple logical
systems (first-order ones) for low-level (perception & action) and mid-level
cognition, and advanced logical systems (e.g., epistemic and deontic logics) for
more abstract cognition.
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Advanced Wargaming
Wargaming has a long and distinguished history, dating from H.G. Wells' Little Wars to today's strategy and action games in the entertainment field, and to high-stakes planning in advance of actual battle.
However, all these games are marked by at least two severe limitations:
- One, the humans represented in them are anything but human-level. Real humans have ethical and religious beliefs, have histories, can communicate in languages, and so on. (Our first advanced synthetic character is known simply as 'E.')
- Two, whereas actions taken in real war have consequences that reach to the psychological, social, political, ... spheres, in current wargames everything pivots around simple kinetic consequences.
Our R&D is devoted to building wargames that feature advanced synthetic characters having the cognitive capacities of real humans, whether friend or foe; and to ones in which all spheres of human existence are simulated.
To this end, with support from AFOSR, and previous support from AFRL, we are currently implementing a system (PsyPre) with predictive capability, to, first, make predictions about agents playing our enhanced version of a psychologically rich wargame called `Nicaragua!', and at games abstracted from Nicaragua!. This game shows how modern revolutionary warfare works, and involves both military and political struggles, in addition to such decisive factors as intelligence operations and propaganda. A snapshot from the game is shown at left.
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Busy Beaver Problem
Consider a binary alphabet Turing Machine which is given an infinite, blank tape
as input. If this machine halts, we define its productivity as the number of 1's
left on the tape after the machine is run to completion. If it does not halt, the
machine is given a productivity value of zero. Now consider all of the binary
alphabet Turing Machines that have n states. The machine in this set which has the
highest productivity is called a Busy Beaver, and its productivity is the result
of the Busy Beaver function BB(n).
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Existential Graphs
Existential Graphs is a graphical logic system developed by C.S. Peirce in 1909.
He had found the linear notation and accompanying rules of traditional logic
systems involved and unintuitive, so he created a system that allowed the user
to express logical statements in a completely graphical way.
Our project is an effort to develop an interactive interface for using the
Existential Graphs system and to explore automated theorem proving and automated
proof generation utilizing the system.
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Grid Logic
The objective of the Grid Logic project is to create formal systems of "grid
logic" applicable to various grid-based logic puzzles. We hope to create a
general-purpose grid logic engine and interface into which the user can stick
different puzzle modules for specific puzzle environments.
By then applying the various grid logic rules, the
user would not only be able to solve the puzzle, but
at the same time create a proof for the correctness
and uniqueness of that solution as well. Also, a proof
checker can indicate if and where the user made an
invalid inference. Our hope is to use this environment
as a more engaging environment to teach students basic
principles of logic. |
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RAIR Lab News
"Bringing Second Life To Life: Researchers Create Character With Reasoning Abilities of a Child" Presentation
March 10, 2008
At a recent conference on artificial intelligence, a group of researcher lead by Selmer Bringsjord unveiled the "embodiment" of their success to date: "Eddie," a 4-year-old child in Second Life who can reason about his own beliefs to draw conclusions in a manner that matches human children his age.
RPI Press Release
Science Daily
Virtual World News
"Provability-Based Semantic Interoperability via Translation Graphs" Presentation
November 6, 2007
RAIR Lab researchers headed to New Zealand in November to present Provability-Based
Semantic Interoperability via Translation Graphs at the International Workshop on Ontologies and Information Systems for the Semantic Web (ONISW 2007).
The ONISW2007 paper introduced the translation graph as a formal method for enabling semantic interoperability between systems on the Semantic Web.
Micah Clark presented at NA-CAP 2007
July 26, 2007
RAIR Lab researcher Micah Clark presented Toward the Lying Machine
at the 2007 North American Computers and Philosophy (NA-CAP 2007) Conference. The paper lays the foundation for a future lying machine that manipulates human
beliefs through psychologically persuasive sophistic lies.
Selmer Bringsjord receives NSF Award
July 20, 2007
Selmer Bringsjord, Nick Webb and other researchers received a National Science Foundation award to research Social Robotics. The Team proposes to use
Social Robotics as a mechanism to deliver a revitalized Computer Science (CS) education.
Deepa Mukherjee presented at ICAI .07
June 28, 2007
RAIR lab researcher Deepa Mukherjee attended the 2007 International Conference on Artificial Intelligence (ICAI .07) from June 25 - 28, 2007
and presented a paper titled The Multi-Mind Effect.
The paper shows that while individuals cannot solve problems that require context-independent reasoning, groups of individuals can often solve such problems, and leads the toward
the goal of teaching humans to reason more powerfully, and the goal of engineering groups of computers with greater reasoning power than what any particular machine can muster today.
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