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FORR (FOr the Right Reasons) is a
cognitive architecture A cognitive architecture refers to both a theory about the structure of the human mind and to a computational instantiation of such a theory used in the fields of artificial intelligence (AI) and computational cognitive science. The formalized mod ...
for learning and problem solving inspired by
Herbert A. Simon Herbert Alexander Simon (June 15, 1916 – February 9, 2001) was an American political scientist, with a Ph.D. in political science, whose work also influenced the fields of computer science, economics, and cognitive psychology. His primary ...
's ideas of bounded rationality and
satisficing Satisficing is a decision-making strategy or cognitive heuristic that entails searching through the available alternatives until an acceptability threshold is met. The term ''satisficing'', a portmanteau of ''satisfy'' and ''suffice'', was introduc ...
. It was first developed in the early 1990s at the City University of New York. It has been used in game playing, robot pathfinding, recreational park design, spoken dialog systems, and solving NP-hard
constraint satisfaction problems Constraint satisfaction problems (CSPs) are mathematical questions defined as a set of objects whose state must satisfy a number of constraints or limitations. CSPs represent the entities in a problem as a homogeneous collection of finite constr ...
, and is general enough for many problem solving applications.


Background


Bounded rationality

FORR does not have perfect knowledge of how to solve a problem, but instead learns from experience.
Intelligent agents In artificial intelligence, an intelligent agent (IA) is anything which perceives its environment, takes actions autonomously in order to achieve goals, and may improve its performance with learning or may use knowledge. They may be simple or co ...
are not optimal, but make decisions based on only a subset of all possible good reasons and informative data. These agents can still be considered rational. This idea of bounded rationality was introduced by
Herbert A. Simon Herbert Alexander Simon (June 15, 1916 – February 9, 2001) was an American political scientist, with a Ph.D. in political science, whose work also influenced the fields of computer science, economics, and cognitive psychology. His primary ...
, who along with Allen Newell developed the early foundations of the study of cognitive architectures and also inspired early architectures such as Soar and
ACT-R ACT-R (pronounced /ˌækt ˈɑr/; short for "Adaptive Control of Thought—Rational") is a cognitive architecture mainly developed by John Robert Anderson and Christian Lebiere at Carnegie Mellon University. Like any cognitive architecture, ACT-R ...
.


Multiple good reasons

FORR depends upon the idea that there are multiple reasons or rationales for performing actions while solving a problem. These reasons can be always right (it's always right to make a move in chess that will put the opponent in checkmate) or just sometimes right. The always-right reasons are the minority. The sometimes-right reasons can compete with each other: for example, in game playing, one good reason might be to capture pieces, while another might be to control some area of the board. In FORR, these competing reasons are called Advisors. The tiered Advisor system is general enough that any potential good reason, such as probabilistic,
deductive Deductive reasoning is the mental process of drawing deductive inferences. An inference is deductively valid if its conclusion follows logically from its premises, i.e. if it is impossible for the premises to be true and the conclusion to be fals ...
, or
perceptual Perception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous system ...
can be implemented, so long as it gives advice on its preference of one action over another. Because of its reliance on a set of independent agents (the Advisors), FORR can be considered a
connectionist Connectionism refers to both an approach in the field of cognitive science that hopes to explain mental phenomena using artificial neural networks (ANN) and to a wide range of techniques and algorithms using ANNs in the context of artificial int ...
architecture.


The Architecture

A FORR architecture has three components: a set of ''descriptives'' that describe the state of the problem, a tiered set of ''Advisors'' that are consulted in order to decide what action to perform, and a ''behavioral script'' that queries the Advisors and performs the action that they suggest.


Advisors

The Advisors are the set of rationales or heuristics for making a decision. They can be considered the
procedural memory Procedural memory is a type of implicit memory ( unconscious, long-term memory) which aids the performance of particular types of tasks without conscious awareness of these previous experiences. Procedural memory guides the processes we perform ...
component of the architecture. Upon each new decision, Advisors are queried in order to decide which action to perform. Advisors never communicate with each other or learn on their own: they simply ask for information about the state of the problem stored in the form of descriptives, and make a suggestion based on that information. The Advisors are divided into three tiers, which are queried in the following order: * Tier 1: these Advisors are always right. If these suggest an action, that action is carried out immediately and the query ends. If they forbid an action, that action is removed from consideration. Otherwise, move to the next tier. * Tier 2: if one of these Advisors is ''triggered'', it proposes a sub-problem, or an ordered set of actions, achieving a sub-goal in solving the overall problem (such as moving around one obstacle in a maze). If no tier 2 advisor is triggered, move to last tier. * Tier 3: these are all other rationales. They are not always right, but compete with each other. They vote on an action, and the highest-voted suggestion is performed. Different problem classes in the same domain will have different weights for the same Advisors, and the weights are developed from experience through learning algorithms.


Descriptives

The
declarative memory Explicit memory (or declarative memory) is one of the two main types of long-term human memory, the other of which is implicit memory. Explicit memory is the conscious, intentional recollection of factual information, previous experiences, and c ...
component of the architecture, the descriptives represent the state of the problem and are available to any Advisor.


Behavioral script

The behavioral script queries each tier of Advisors sequentially. If a tier 1 Advisor suggests an action, the script performs the action. Otherwise, if a tier 2 Advisor is triggered, it means that a sub-problem has been encountered. A tier 1 Advisor guarantees that only one tier 2 Advisor is active at any time. If no tier 1 Advisor comments and no tier 2 Advisor is triggered, the behavioral script asks for suggestions or comments from all tier 3 Advisors and lets them vote. The script performs the action with the highest vote among all tier 3 advisors.


Implementing a FORR architecture

A problem domain is a set of similar problems, called the problem classes. If the problem domain is playing simple board games, then
tic-tac-toe Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. ...
is a problem class, and one particular game of tic-tac-toe is a problem instance. If navigating a maze is the problem domain, then a particular maze is the class and one attempt at its navigation is an instance. Once the problem domain is identified, the implementation of a FORR architecture for that domain has two basic stages: finding possible right reasons (the Advisors) and learning their weights for a particular class.


How to build a FORR architecture

# Decide on a problem domain. # Use domain knowledge, surveys of the literature, intuition and good sense to enumerate a list of possible rationales for making a decision, which can be good or bad for different classes within the domain. These rationales are the Advisors. # Divide the Advisors into tiers: ## The Advisors that are always right are in Tier 1. For example, it's always right to make a winning move in a board game. ## The Advisors which identify a sub-problem go into Tier 2. For example, going around a wall in a maze. ## Every other Advisor is Tier 3. # Code the Advisors. Each Advisor returns a set of suggested actions along with weights for each suggested action. The weights are initially set to a uniform value, such as 0.05. # Identify all information about the state of the problem needed by all Advisors. These are the descriptives. Code these. # Code the behavioral script which queries the Advisors and performs the action they suggest. # Learn the weights for the Advisors on a set of particular problem instances in the ''Learning Phase'' using a
Reinforcement learning Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine ...
algorithm. # Test the architecture on a set of previously unencountered problem instances.


Learning Advisor weights

The Advisors are the same for all problem classes in a domain, but the weights can be different for each class within the domain. Important heuristics for tic-tac-toe might not be important for a different board game. FORR learns the weights for its tier 3 Advisors by experience. Advisors that suggest an action resulting in failure have their weights penalized, and Advisors whose suggestions result in success have their weights increased. Learning algorithms vary between implementations.


Applications

FORR has been used for game playing, robot pathfinding,
constraint satisfaction problems Constraint satisfaction problems (CSPs) are mathematical questions defined as a set of objects whose state must satisfy a number of constraints or limitations. CSPs represent the entities in a problem as a homogeneous collection of finite constr ...
, park design, and spoken dialog systems.For the use of FORR in spoken dialog systems, see FORRSooth a
The Loqui project
/ref>


See also

*
ACT-R ACT-R (pronounced /ˌækt ˈɑr/; short for "Adaptive Control of Thought—Rational") is a cognitive architecture mainly developed by John Robert Anderson and Christian Lebiere at Carnegie Mellon University. Like any cognitive architecture, ACT-R ...
* Soar *
cognitive architecture A cognitive architecture refers to both a theory about the structure of the human mind and to a computational instantiation of such a theory used in the fields of artificial intelligence (AI) and computational cognitive science. The formalized mod ...


References

{{reflist ;Notes * Epstein, S. L. (1994
For the Right Reasons: The FORR Architecture for Learning in a Skill Domain
* Epstein, S. L. and Petrovic, S. (2008
Learning Expertise with Bounded Rationality and Self-awareness
* Langley, P., Laird, J. E., & Rogers, S. (2009
Cognitive architectures: Research issues and challenges


External links






The Loqui project
Cognitive architecture Agent-based programming languages