hide and seek: using computational cognitive models to develop

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Hide and Seek: Using Computational Cognitive Models to Develop and TestAutonomous Cognitive Agents for Complex and Dynamic Tasks

Frank J. Lee (fjl@rpi.edu)Department of Cognitive Science, Rensselaer Polytechnic Institute

110 8th St., Troy, NY 12180 USA

Stéphane J. Gamard (gamars@rpi.edu)Department of Cognitive Science, Rensselaer Polytechnic Institute

110 8th St., Troy, NY 12180 USA

IntroductionComputational cognitive modeling refers to the study ofhuman cognition through the development of computerprograms to simulate cognitive processes. It is rooted inArtificial Intelligence and Cognitive Psychology and isbeing used successfully in many basic and applied areasincluding user modeling in Human-Computer Interaction,student modeling in Intelligent Tutoring Systems, and agentmodeling in Computer-Generated Forces.

In this abstract we describe the COGBOT project, anattempt to use computational cognitive modeling as acognition engine to develop autonomous agents for complexand dynamic tasks.

The COGBOT ProjectThe COGBOT project started with the goal of producingcognitively plausible behavior rather than computationallyoptimal behavior. While computational optimal behavior isdesirable for some AI problems, such as developing anefficient planning algorithm, it is inappropriate for others,such as developing agents for use as confederates and asopponents for computer-based training system.

With this goal in mind, we decided to use the ACT-R(Anderson & Lebiere, 1998) cognitive architecture as thecognition engine for the COGBOT project. ACT-R is aunified theory of cognition that has been fully implementedas a computer program. ACT-R has been used extensivelyto account for empirical data in Cognitive Science.

The Gamebots API (Adobbati, Marshall, Scholer, Tejada,Kaminka, Schaffer, & Sollitto, 2001) is an open-sourcesoftware that allows people to receive percepts from andcontrol actions of a bot (i.e. a software agent) in UnrealTournament, a commercially available computer game. Inthe COGBOT project, we use Gamebots API to allow ACT-R to perceive and act in Unreal Tournament.

Hide and SeekThe first product of the COGBOT project is a pair of botsthat plays a game of hide and seek. In this game, the Seekbot tells the Hide bot to go hide and counts 100 seconds.The Hide bot finds a good place to hide while the Seekbot is counting. After the 100 seconds are up, the Seekbot attempts to find the Hide bot within the allotted time(same as the count time).

Clearly, bots that play hide-and-seek can easily beimplemented using any simple AI systems, so why useACT-R? Consider the issue of memory. By default, bots inUnreal Tournament have a perfect memory of the map fromthe start. In the COGBOT project, we instead use ACT-R’sdeclarative memory to represent the bot’s map knowledge.In doing so, we inherit the properties of ACT-R memorysystem, such as recency and decay. That is, instead ofimplementing and validating our own theory of memory forthe bots, we inherit the robust theory of memory in ACT-R,along with a theory of attention, learning, perception andaction. By using ACT-R, we believe that we achieve a morefaithful and more robust representation and production ofcognitively plausible behavior from our bots.

Future DirectionsThe Hide and Seek bots are our proof of concept inintegrating ACT-R theory and Gamebots API to examinecoordinated action among multiple agents in complex anddynamic tasks. We have recently begun collecting data ofpeople playing hide and seek in Unreal Tournament toprovide us with a reference behavior (i.e. reality check) forour bots. We will continue to move forward by developingagents with (1) higher-level reasoning and decision-makingabilities (e.g. tactics), (2) a more realistic representation ofpsychological time, and (3) ability to communicate andcoordinate complex actions with other agents.

AcknowledgmentsThe research reported in this abstract was supported by theOffice of Naval Research Cognitive Science Program underContract Number N00014-03-1-0031 to Frank J. Lee. Dr.Lee can be reached at fjl@cs.drexel.edu, Department ofComputer Science, Drexel University, 3241 Chestnut Street,Philadelphia, PA 19104.

ReferencesAnderson, J.R. and Lebiere, C. (1998). Atomic Components

of Thought. Mahwah, NJ: Erlbaum Inc.Adobbati, R., Marshall, A.N., Scholer, A., Tejada, S.,

Kaminka, G., Schaffer, S., and Sollitto, C. (2001).Gamebots: A 3D virtual world test-bed for multi-agentresearch. Proceedings for the Second InternationalWorkshop on Infrastructure for Agents, MAS, andScalable MAS. Montreal, Canada.

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