CoSy logo Cognitive Systems for Cognitive Assistants
 
 
 

chap12.bib

@ARTICLE{Chappell/etal:2007,
  ABSTRACT = {The full variety of powerful information-processing mechanisms
   'discovered' by evolution has not yet been re-discovered by scientists
   and engineers. By attending closely to the diversity of biological
   phenomena, we may gain new insights into (a) how evolution happens,
   (b) what sorts of mechanisms, forms of representation, types of
   learning and development and types of architectures have evolved,
   (c) how to explain ill-understood aspects of human and animal intelligence,
   and (d) new useful mechanisms for artificial systems. We analyse
   tradeoffs common to both biological evolution and engineering design,
   and propose a kind of architecture that grows itself, using, among
   other things, genetically determined meta-competences that deploy
   powerful symbolic mechanisms to achieve various kinds of discontinuous
   learning, often through play and exploration, including development
   of an 'exosomatic' ontology, referring to things in the environment
   --- in contrast with learning systems that discover only sensorimotor
   contingencies or adaptive mechanisms that make only minor modifications
   within a fixed architecture. },
  AUTHOR = {Jackie Chappell and Aaron Sloman},
  DATE-ADDED = {2009-01-04 19:40:56 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  JOURNAL = {International Journal of Unconventional Computing},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0609},
  NUMBER = {3},
  PAGES = {211--239},
  TITLE = {{Natural and artificial meta-configured altricial information-processing
   systems}},
  VOLUME = {3},
  YEAR = {2007},
  URL = {http://www.cognitivesystems.org/publications/ijuc.pdf}
}

@TECHREPORT{Sloman:2006a,
  ABSTRACT = {Since the 1970s AI as a science has progressively fragmented
   into many activities that are very narrowly focused. It is not
   clear that work done within these fragments can be combined in
   the design of a human-like integrated system -- long held as one
   of the goals of AI as science. A strategy is proposed for reintegrating
   AI based around a backward-chaining analysis to produce a roadmap
   with partially ordered milestones, based on detailed scenarios,
   that everyone can agree are worth achieving, even when they disagree
   about means.
   This is a summary of ideas being developed within the CoSy project about
   how to plan long term research using a partially ordered network
   of scenarios and a grid of requirements for competences. },
  AUTHOR = {A. Sloman},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {Ion Muslea and Dieter Fox},
  INSTITUTION = {University of Birmingham, School of Computer Science},
  KEYWORDS = {cosy; irlab},
  NOTE = {Poster summary for AAAI'06 Members Poster Session, Boston July
   2006.  2-Page abstract at  http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0608
   Poster at    http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#pr0603},
  NUMBER = {COSY-TR-0608},
  TITLE = {{How to Put the Pieces of AI Together Again}},
  YEAR = {2006},
  URL = {http://www.cognitivesystems.org/publications/aaai06-member.pdf}
}

@INPROCEEDINGS{Sloman:2006,
  ABSTRACT = {This symposium is inspired by UKCRC  Research Grand Challenge
   5: GC5: Architecture of Brain and Mind.
   The aim of GC5 is to provoke unified discussion of long term research
   goals in AI, Cognitive Science, and related disciplines, especially
   goals concerned with giving computers a useful and general subset
   of human capabilities, implemented in a biologically inspired fashion.
   The symposium can also be seen as part of a series of related events
   attempting to promote a high-level long-term vision of achievable
   scientific goals of AI/Cognitive Science, including The DAM (Designing
   an Mind) Symposium at AISB'00 (Davis, 2005), the Tutorial on Philosophical
   Foundations of AI at IJCAI'01 (Sloman and Scheutz, 2001), the St.
   Thomas symposium in 2002 (Minsky et al., 2004), and the IJCAI'05
   Tutorial on Learning and Representation in Animals and Robots (Sloman
   and Schiele, 2005). It presents themes central to the EC-funded
   Cognitive Systems initiative including the CoSy project which is
   part of that initiative, whose members have helped to organise
   this symposium, and the euCognition project which is funding this
   meeting. A common feature is the focus on scientific goals rather
   than useful applications though implementation of working systems
   is central to the proposed methodology. This introduction to the
   symposium provides some background and highlights some of the major
   problems to be overcome. },
  ADDRESS = {Bristol},
  AUTHOR = {A. Sloman},
  BOOKTITLE = {{Proceedings of the AISB '06    Adaptation in Artificial
   and Biological Systems}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  MONTH = {April},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0602},
  TITLE = {{Introduction to Symposium GC5: Architecture of Brain and
   Mind Integrating high level cognitive processes with brain
   mechanisms and functions in a working robot}},
  YEAR = {2006},
  URL = {http://www.cognitivesystems.org/publications/sloman-aisb06-gc5-intro.pdf}
}

@INCOLLECTION{Sloman:2008a,
  ABSTRACT = {This is a 'preprint' for the final chapter of a Handbook
   of Computational Psychology which is currently in press. The differences
   between this and the version to be published include British vs
   American spelling and punctuation. This version also has a few
   footnotes that had to be excluded. For some reason the publisher
   did not want abstracts for each chapter, so there is no official
   abstract. The preprint version also includes a table of contents
   for the chapter (copied below).
   Overview
   Instead of surveying achievements of AI and computational Cognitive
   Science as might be expected, this chapter complements the Editor's
   review of requirements for work on integrated systems in Chapter
   1, by presenting a personal view of some of the major unsolved
   problems, and obstacles to solving them. It attempts to identify
   some major gaps, and to explain why progress has been much slower
   than many people expected. It also includes some recommendations
   for improving progress and for countering the fragmentation and
   factionalism of the research community.
   It it is relatively easy to identify long term ambitions in vague terms,
   e.g. the aim of modelling human flexibility, human learning, human
   cognitive development, human language understanding or human creativity;
   but taking steps to fulfil the ambitions is fraught with difficulties.
   So progress in modelling human and animal cognition is slow despite
   many impressive narrow-focus achievements, including those reported
   in earlier chapters.
   An attempt is made to explain why progress in producing realistic models
   of human and animal competences is slow, namely (a) the great difficulty
   of the problems, (b) failure to understand the breadth, depth and
   diversity of the problems, (c) the fragmentation of the research
   community and (d) social and institutional pressures against risky
   multi-disciplinary, long-term research. Advances in computing power,
   theory and techniques will not suffice to overcome these difficulties.
   Partial remedies are offered, namely identifying some of the unrecognised
   problems and suggesting how to plan research on the basis of `backward-chaining'
   from long term goals, in ways that may, perhaps, help warring factions
   to collaborate and provide new ways to select targets and assess
   progress. },
  ADDRESS = {New York},
  AUTHOR = {A. Sloman},
  BOOKTITLE = {{Cambridge Handbook on Computational Psychology}},
  CHAPTER = {26},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {Ron Sun},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cogaff/07.html\#710},
  PAGES = {684--709},
  PUBLISHER = {Cambridge University Press},
  TITLE = {{Putting the Pieces Together Again}},
  YEAR = {2008},
  URL = {http://www.cognitivesystems.org/publications/sloman-sunbook.pdf}
}

@ARTICLE{Sloman:2008,
  ABSTRACT = {This paper complements McCarthy's ``The well designed child'',
   in part by putting it in a broader context, a space of sets of
   requirements and a space of designs, and in part by relating design
   features to development of mathematical competences. I moved into
   AI hoping to understand myself, especially hoping to understand
   how I could do mathematics. Over the ensuing four decades, my interactions
   with AI and other disciplines led to: design-based, cross-disciplinary
   investigations of requirements, especial those arising from interactions
   with a complex environment; a draft partial ontology for describing
   spaces of possible architectures, especially virtual machine architectures;
   investigations of how different forms of representation relate
   to different functions; analysis of biological nature/nurture tradeoffs
   and their relevance to machines; studies of control issues in a
   complex architecture; and showing how what can occur in such an
   architecture relates to our intuitive concepts of motivation, feeling,
   preferences, emotions, attitudes, values, moods, consciousness,
   etc. I conjecture that working models of human vision can lead
   to models of spatial reasoning that would help to support Kant's
   view of mathematics by showing that human mathematical abilities
   are a natural extension of abilities produced by biological evolution
   that are not yet properly understood, and have barely been noticed
   by psychologists and neuroscientists. Some requirements for such
   models, are described, including aspects of our ability to interact
   with complex 3-D structures and processes that extend Gibson's
   ideas concerning action affordances, to include proto-affordances,
   epistemic affordances and deliberative affordances. Some of what
   a child learns about structures and processes starts as empirical
   then, as a result of reflective processes, can be recognised as
   necessary (e.g., mathematical) truths. These processes normally
   develop unnoticed in young children, but provide the basis for
   much creativity in behaviour, as well as leading, in some, to development
   of an interest in mathematics. We still need to understand what
   sort of self-monitoring and self-extending architecture, and what
   forms of representation, are required to make this possible. This
   paper does not presuppose that all mathematical learners can do
   logic, though some fairly general form of reasoning seems to be
   required.},
  AUTHOR = {A. Sloman},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  JOURNAL = {Artificial Intelligence},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0807},
  NUMBER = {18},
  PAGES = {2015--2034},
  TITLE = {{The Well-Designed Young Mathematician}},
  VOLUME = {172},
  YEAR = {2008},
  EE = {http://dx.doi.org/10.1016/j.artint.2008.09.004},
  URL = {http://www.cognitivesystems.org/publications/sloman-aij-08.pdf}
}

@INPROCEEDINGS{Sloman/etal:2005,
  ABSTRACT = {Several high level methodological debates among AI researchers,
   linguists, psychologists and philosophers, appear to be endless,
   e.g. about the need for and nature of representations, about the
   role of symbolic processes, about embodiment, about situatedness,
   about whether symbol-grounding is needed, and about whether a robot
   needs any knowledge at birth or can start simply with a powerful
   learning mechanism. Consideration of the variety of capabilities
   and development patterns on the precocial-altricial spectrum in
   biological organisms will help us to see these debates in a new
   light.
   It seems that after evolution discovered how to make physical bodies
   that grow themselves, it discovered how to make virtual machines
   that grow themselves. Researchers attempting to design human-like,
   chimp-like or crow-like intelligent robots will need to understand
   how. Whether computers as we know them can provide the infrastructure
   for such systems is a separate question.
   },
  ADDRESS = {Edinburgh},
  AUTHOR = {A. Sloman and J. Chappell},
  BOOKTITLE = {{Proceedings IJCAI'05}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/cogaff/05.html\#200502},
  PAGES = {1187--1192},
  PUBLISHER = {IJCAI},
  TITLE = {{The Altricial-Precocial Spectrum for Robots}},
  YEAR = {2005},
  URL = {http://www.cognitivesystems.org/publications/alt-prec-ijcai05.pdf}
}

@BOOK{Sloman/etal:2005c,
  ABSTRACT = {A two-day tutorial was held in The University of Edinburgh
   on 30th and 31st July 2005 at IJCAI 2005 on REPRESENTATION AND
   LEARNING IN ROBOTS AND ANIMALS.},
  ADDRESS = {Edinburgh},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {A. Sloman and B. Schiele},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/conferences},
  PUBLISHER = {IJCAI'05},
  TITLE = {{Tutorial on Learning and Representation in Animals and Robots}},
  YEAR = {2005},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/conferences/}
}

@TECHREPORT{Sloman:2005,
  ABSTRACT = {This discussion note suggests that some forms of expression
   that are apparently vague, inviting interpretations of their meaning
   in terms of probability distributions, would be better construed as
   having a different form of semantics, namely specifying an 'higher
   order' function from contexts to truth-conditions. So statements
   made using them have a two level semantics. The first level
   specifies the function, which has to be applied to arguments
   extracted from the context, which may be linguistic or non
   linguistic, including the purpose of the communication. Then when
   that function is applied to the arguments the result is a
   specification of truth-conditions. This can be extended to how
   questions and imperatives using those expressions also need to be
   interpreted. I first proposed this sort of interpretation for
   'better' in 1969 in How to derive 'Better' from 'is', {\em American
   Phil. Quarterly} Vol 6, pp43--52, but I think the phenomenon is much
   more common than has been realised. I try to show how the use of
   such things can be predicted on the basis of Grice's theory of
   communication, and draw some conclusions regarding the evolution of
   language, and the relations between linguistic and non-linguistic
   mental functions. From this viewpoint, communication is
   collaborative problem-solving, not the transmission and decoding of
   some signal, and the ability to use a language is just a special
   case of a more general ability to solve problems by combining
   different kinds of competence. This is related to the amazing
   invention of a sign language by Nicaraguan deaf children and to
   arguments for the evolution of inner structured languages prior to
   the evolution of language for communication. This is a discussion
   paper and everything is still tentative.},
  ADDRESS = {Birmingham, UK},
  AUTHOR = {Aaron Sloman},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  KEYWORDS = {cosy; irlab},
  NUMBER = {COSY-DP-0605},
  TITLE = {{Spatial prepositions as higher order functions:    And implications
   of Grice's theory for evolution of language.}},
  TYPE = {Research Note},
  YEAR = {2005},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/spatial-prepositions.html}
}

@INPROCEEDINGS{Sloman:2006b,
  ABSTRACT = {Test domains for AI can have a deep impact on research.
   The
   polyflap domain is proposed for testing complex AI theories
   about architectures, mechanisms and forms of representation
   involved in features of human and animal intelligence that
   evolved to enable perception, action, and learning in diverse
   environments containing things that we can perceive and manipulate,
   and many complex processes involving objects that
   differ in shape, materials, causal properties, and relations to
   one another. We need a test environment that is rich enough
   to provide some of that variety of structures, processes and
   affordances, yet simple enough to be within reach of robotics
   research in the not too distant future.},
  ADDRESS = {Menlo Park, CA},
  AUTHOR = {Aaron Sloman},
  BOOKTITLE = {{Position Papers for 2006 AAAI Fellows Symposium}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.aaai.org/Fellows/fellows.php and    http://www.aaai.org/Fellows/Papers/Fellows16.pdf},
  PUBLISHER = {AAAI},
  TITLE = {{Polyflaps as a domain for perceiving, acting and learning
   in a 3-D    world}},
  YEAR = {2006},
  URL = {http://www.cognitivesystems.org/publications/Fellows16.pdf}
}

@TECHREPORT{Sloman:2006c,
  ABSTRACT = {    For some decades, researchers in AI and Cognitive Science
   have talked about animals or machines as having 'deliberative'
   capabilities. In my own work, I have, for 10 years or more, been
   contrasting 'reactive', 'deliberative' and 'meta-management' (sometimes
   referred to as 'reflective') capabilities (categories within which
   many further subdivisions are possible). The key feature of a deliberative
   system is the ability to represent and reason about, and to compare
   and evaluate, possible situations that do not exist, or are not
   known to exist, either because they are future possibilities, or
   because they are remote or hypothetical possibilities. That ability
   is analysed in more detail in the paper. In particular we see a
   need for a fully deliberative system to be able to construct representations
   of possible states of affairs of varying structure and varying
   complexity, using at least one formalism with compositional semantics,
   in mechanisms that allow two or more such structures to be constructed,
   analysed and compared, where the result of comparing them may be
   another complex structure describing the pros and cons. Additional
   related requirements are described.
   Much of this is a presentation of old ideas: going back to work by Minsky,
   Evans, Winston, and many others during the 1960s and early 1970s.
   Although I have taken all that for granted for many years, gradually
   I have come to realise that the ideas are not all widely understood
   and the word 'deliberative' is used in different ways, partly because
   people have not analysed the variety of cases in a deep way that
   is widely shared.
   I try to contrast 'fully deliberative' systems with much simpler kinds
   of 'proto-deliberative' systems, while allowing for many simpler
   cases in between (including intermediate states through which evolutionary
   trajectories have passed, and some through which developing individuals
   may pass). It is important that in a complex architecture with
   many components there are different kinds of subsets, and in my
   work I have characterised three (partly overlapping) main subsets,
   which differ in their evolutionary history, in their spread amongst
   other animals besides humans, and in their functionality (though
   they may overlap in the kinds of mechanisms they use).
   },
  ADDRESS = {Birmingham, UK},
  AUTHOR = {Aaron Sloman},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  KEYWORDS = {cosy; irlab},
  MONTH = {May},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#dp0604},
  NUMBER = {COSY-DP-0604},
  TITLE = {{Requirements for a Fully Deliberative Architecture (Or component
   of an architecture)}},
  TYPE = {Research Note},
  YEAR = {2006},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/fully-deliberative.html}
}

@TECHREPORT{Sloman:2006d,
  ABSTRACT = {    I have been trying, with limited success, to get people
   to understand the importance (for theories of mental processes
   including learning, perception, reasoning and communication), of
   a distinction between learning about sensorimotor contingencies
   (concerned with relations between states, events and processes
   within an animal or machine) and learning about objective condition-consequence
   contingencies (concerned with relations between states, events
   and processes in the environment).
   The distinction is important for theories of infant development, for
   the design of robots that act in and learn about their environment,
   and for philosophical and other theories of embodied cognition.
   The document is a discussion note listing some possible reasons why
   the different sorts of people fail to appreciate the distinction
   (e.g. they are concept empiricists, or they already use the phrase
   'sensorimotor' so broadly as to cover both categories, not realising
   the importance of the subdivision they are not attending to). Various
   examples are presented that illustrate the distinction and its
   importance. This elaborates on some of the points made in the discussion
   document on 'Orthogonal Recombinable Competences'
   },
  ADDRESS = {Birmingham, UK},
  AUTHOR = {Aaron Sloman},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  KEYWORDS = {cosy; irlab},
  MONTH = {May},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#dp0603},
  NUMBER = {COSY-DP-0603},
  TITLE = {{Sensorimotor vs objective contingencies}},
  TYPE = {Research Note},
  YEAR = {2006},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/sensorimotor.html}
}

@INPROCEEDINGS{Sloman:2007a,
  ABSTRACT = {There is still much to learn about the variety of types
   of learning and development in nature and the genetic and epigenetic
   mechanisms responsible for that variety. This paper is one of a
   collection exploring ideas about how to characterise that variety
   and what AI researchers, including robot designers, can learn from
   it. This requires us to understand important features of the environment.
   Some robots and animals can be pre-programmed with all the competences
   they will ever need (apart from fine tuning), whereas others will
   need powerful learning mechanisms. Instead of using only completely
   general learning mechanisms, some robots, like humans, need to
   start with deep, but widely applicable, implicit assumptions about
   the nature of the 3-D environment, about how to investigate it,
   about the nature of other information users in the environment
   and about good ways to learn about that environment, e.g. using
   creative play and exploration. One feature of such learning could
   be learning more about how to learn in that sort of environment.
   What is learnt initially about the environment is expressible in
   terms of an innate ontology, using innately determined forms of
   representation, but some learning will require extending the forms
   of representation and the ontology used. Further progress requires
   close collaboration between AI researchers, biologists studying
   animal cognition and biologists studying genetics and epigenetic
   mechanisms. },
  ADDRESS = {Menlo Park, CA},
  AUTHOR = {Aaron Sloman},
  BOOKTITLE = {{Computational Approaches to Representation Change during
   Learning and Development. AAAI Fall Symposium 2007, Technical Report
   FS-07-03}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {C. T. Morrison and T. Tim Oates},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0704},
  PAGES = {70--79},
  PUBLISHER = {AAAI Press},
  TITLE = {{Diversity of Developmental Trajectories in Natural and Artificial
   Intelligence}},
  YEAR = {2007},
  URL = {http://www.cognitivesystems.org/publications/sloman-aaai-representation.pdf}
}

@TECHREPORT{Sloman:2007e,
  ABSTRACT = {Discussion of some of the relationships between (a)
   predicting physical, topological and geometrical consequences of
   motions and (b) predicting the changes in affordances that result
   from such motions, including both (b.1.) changes in {\em action
   affordances} (changes in what the agent can do in the environment)
   and (b.2.) changes in {\em epistemic affordances}, i.e. changes in
   the information available to the agent or changes in the ease of
   planning or deciding. It is suggested that in some circumstances the
   predictions can be based on processes operating on selected
   fragments of a 2-D representation of a 3-D scene (or a 2.5-D
   representation when occlusion is involved) and reasoning by
   manipulating the representation. Moreover, where uncertainty is a
   problem for prediction it is often due to the existence of a ``phase
   boundary'' between configurations where the prediction definitely
   gives one result and configurations where the prediction definitely
   gives another result. One way of reducing uncertainty is move an
   object (or even the viewing position) away from such a phase
   boundary. This sometimes allows simple, deterministic, geometric
   reasoning to be used, instead of much more complex and unreliable
   reasoning with probability distributions and expected utilities.},
  AUTHOR = {Aaron Sloman},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  KEYWORDS = {cosy; irlab},
  MONTH = {Nov},
  NOTE = {Unpublished discussion paper    http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#dp0702
   (HTML)},
  NUMBER = {COSY-DP-0702},
  TITLE = {{Predicting Affordance Changes (Alternatives ways to deal with
   uncertainty)}},
  YEAR = {2007},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/changing-affordances.html}
}

@MISC{Sloman:2007d,
  ABSTRACT = {Presenting some of the requirements for a truly helpful,
   as opposed to merely engaging (or annoying) artificial companion,
   with arguments as to why meeting those requirements is way beyond
   the current state of the art in AI. },
  AUTHOR = {Aaron Sloman},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {University of Birmingham},
  KEYWORDS = {cosy; irlab},
  MONTH = {October},
  NOTE = {Position Paper for Workshop on Artificial Companions in Society:
   Perspectives on the Present and Future    Organised by the Companions
   project.    Oxford Internet Institute (25th--26th October, 2007)
   http://www.cs.bham.ac.uk/research/projects/cogaff/07.html\#711},
  TITLE = {{Requirements for Digital Companions: It's harder than you
   think}},
  YEAR = {2007},
  URL = {http://www.cognitivesystems.org/publications/sloman-oii-2007.pdf}
}

@MISC{Sloman:2007g,
  ABSTRACT = {Investigating the evolution of cognition requires an understanding
   of how to design working cognitive systems since there is very
   little direct evidence (no fossilised behaviours or thoughts).
   That claim is illustrated in relation to theories about the evolution
   of language. Almost everyone seems to have got things badly wrong
   by assuming that language must have started as primitive communication
   between individuals that gradually got more complex, and then later
   somehow got absorbed into cognitive systems. An alternative theory
   is presented here, namely that generalised languages (GLs) supporting
   (a) structural variability, (b) compositional semantics (generalised
   to include both diagrammatic syntaxes and contextual influences
   on semantics at every level) and (c) manipulability for reasoning,
   evolved {\em first} for various kinds of 'thinking', i.e. internal
   information processing. This is incosistent with many theories
   of the evolution of language. It is also inconsistent with Dennett's
   account of the evolution of consciousness in {\em Content and Consciousness}
   (1969).},
  ADDRESS = {Birmingham, UK},
  AUTHOR = {Aaron Sloman},
  DATE-ADDED = {2009-01-06 08:59:53 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {School of Computer Science, University of Birmingham,},
  KEYWORDS = {cosy; irlab},
  NOTE = {Presentation given to Birmingham Psychology department. http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#pr0702},
  NUMBER = {COSY-PR-0702},
  TITLE = {{What evolved first and develops first in children: Languages
   for communicating? or Languages for thinking? (Generalised Languages:
   GLs)}},
  YEAR = {2007},
  URL = {http://www.cognitivesystems.org/publications/glang-evo-ai1.pdf}
}

@INPROCEEDINGS{Sloman:2007b,
  ABSTRACT = {This paper extends three decades of work arguing that instead
   of focusing only on (adult) human minds, we should study many kinds
   of minds, natural and artificial, and try to understand the space
   containing all of them, by studying what they do, how they do it,
   and how the natural ones can be emulated in synthetic minds. That
   requires: (a) understanding sets of requirements that are met by
   different sorts of minds, i.e. the niches that they occupy, (b)
   understanding the space of possible designs, and (c) understanding
   the complex and varied relationships between requirements and designs.
   Attempts to model or explain any particular phenomenon, such as
   vision, emotion, learning, language use, or consciousness lead
   to muddle and confusion unless they are placed in that broader
   context. in part because current ontologies for specifying and
   comparing designs are inconsistent and inadequate. A methodology
   for making progress is summarised and a novel requirement proposed
   for human-like philosophical robots, namely that a single generic
   design, in addition to meeting many other more familiar requirements,
   should be capable of developing different and opposed viewpoints
   regarding philosophical questions about consciousness, and the
   so-called hard problem. No designs proposed so far come close.
   },
  ADDRESS = {Menlo Park, CA},
  AUTHOR = {Aaron Sloman},
  BOOKTITLE = {{AI and Consciousness: Theoretical Foundations and Current
   Approaches AAAI Fall Symposium 2007, Technical Report FS-07-01}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {A. Chella and R. Manzotti},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0705},
  PAGES = {9--16},
  PUBLISHER = {AAAI Press},
  TITLE = {{Why Some Machines May Need Qualia and How They Can Have Them:
   Including a Demanding New Turing Test for Robot Philosophers}},
  YEAR = {2007},
  URL = {http://www.cognitivesystems.org/publications/sloman-aaai-consciousness.pdf}
}

@MISC{Sloman:2007f,
  ABSTRACT = {Introduction to key ideas of semantic models, implicit definitions
   and symbol tethering through theory tethering, providing a criticism
   concept empiricism, including its recently revived version, ``symbol
   grounding theor''. The idea of an axiom system having some models
   is explained, showing how the structure of a theory can give some
   semantic content to undefined symbols in that theory, making it
   unnecessary for all meanings to be derived bottom up from (grounded
   in) sensory experience, or sensory-motor contingencies. Although
   symbols need not be grounded, since they are mostly defined by
   the theory in which they are used, the theory does need to be ``tethered'',
   if it is to be capable of being used for predicting and explaining
   things that happen, or making plans for acting in the real world.
   These ideas were quite well developed by 20th Century philosophers
   of science, and I now both attempt to generalise those ideas to
   be applicable to theories expressed using non-logical representations
   (e.g. maps, diagrams, working models, etc.) and begin to show how
   they can be used in explaining how a baby or a robot, can develop
   new concepts that have some semantic content but are not definable
   in terms of previously understood concepts. There is still much
   work to be done, but what needs to be done to explain how intelligent
   robots might work, and how humans and other intelligent animals
   learn about the environment, is very different from most of what
   is going on in robotics and in child and animal psychology. The
   addition of new explanatory hypotheses is abduction. Normally abduction
   uses pre-existing symbols. The simultaneous introduction of new
   symbols and new axioms (ontology-extending abduction) generates
   a very difficult problem of controlling search.},
  ADDRESS = {Birmingham, UK},
  AUTHOR = {Aaron Sloman},
  DATE-ADDED = {2009-01-06 09:02:20 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cogaff/talks/\#models},
  NUMBER = {COSY-DP-0605},
  TITLE = {{Why symbol-grounding is both impossible and unnecessary, and
   why theory-tethering is more powerful anyway.}},
  TYPE = {Research Note},
  YEAR = {2007},
  URL = {http://www.cognitivesystems.org/publications/models.pdf}
}

@MISC{Sloman:2008e,
  ABSTRACT = {Demonstration that humans can be presented with a
   collection of unpredictable photographs of natural, moderately complex
   scenes (e.g. about 10), at the rate of one a second, and can then
   answer somewhere between 30\% and 70\% of a set of unexpected
   questions about what was seen in the pictures. This demonstrates some
   constraints on possible mechanisms capable of supporting vision in
   humans and perhaps some other animals. The processing needs to go up
   several levels of abstraction (e.g. perhaps nine or ten levels) within
   a second. This almost certainly makes use of a great deal of prior
   knowledge about kinds of things that can be seen in our world, though
   most of that knowledge is dormant most of the time. Somehow the image
   data can wake up relevant subsets at various levels of abstraction,
   which can then collaborate in converging on an interpretation. If the
   image is removed after a short time not all the potential processing
   will have been completed, but a surprising amount has been achieved.
   There seems to be a lot of individual variation, though so far only
   informal tests have been done.},
  AUTHOR = {Aaron Sloman},
  DATE-ADDED = {2009-01-08 10:47:56 +0000},
  DATE-MODIFIED = {2009-01-08 10:48:38 +0000},
  INSTITUTION = {School of Computer Science, The University of
   Birmingham},
  KEYWORDS = {cosy; irlab},
  NUMBER = {COSY-PR-0801},
  TITLE = {{A Multi-picture Challenge for Theories of Vision}},
  TYPE = {Research Note},
  URL = {http://www.cognitivesystems.org/publications/multipic-challenge.pdf},
  YEAR = {2008}
}

@INPROCEEDINGS{Sloman:2008b,
  ABSTRACT = {This paper, combining the standpoints of philosophy and
   Artificial Intelligence with theoretical psychology, summarises
   several decades of investigation by the author of the variety of
   functions of vision in humans and other animals, pointing out that
   biological evolution has solved many more problems than are normally
   noticed. For example, the biological functions of human and animal
   vision are closely related to the ability of humans to do mathematics,
   including discovering and proving theorems in geometry, topology
   and arithmetic. Many of the phenomena discovered by psychologists
   and neuroscientists require sophisticated controlled laboratory
   settings and specialised measuring equipment, whereas the functions
   of vision reported here mostly require only careful attention to
   a wide range of everyday competences that easily go unnoticed.
   Currently available computer models and neural theories are very
   far from explaining those functions, so progress in explaining
   how vision works is more in need of new proposals for explanatory
   mechanisms than new laboratory data. Systematically formulating
   the requirements for such mechanisms is not easy. If we start by
   analysing familiar competences, that can suggest new experiments
   to clarify precise forms of these competences, how they develop
   within individuals, which other species have them, and how performance
   varies according to conditions. This will help to constrain requirements
   for models purporting to explain how the competences work. For
   example, Gibson's theory of affordances needs a number of extensions,
   including allowing affordances to be composed in several ways from
   lower level proto-affordances. The paper ends with speculations
   regarding the need for new kinds of information-processing machinery
   to account for the phenomena. },
  ADDRESS = {Dagstuhl, Germany},
  ANNOTE = {Keywords: Vision, affordances, architectures, development,
   design space},
  AUTHOR = {Aaron Sloman},
  BOOKTITLE = {Logic and Probability for Scene Interpretation },
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {Anthony G. Cohn and David C. Hogg and Ralf M{\"o}ller and
   Bernd Neumann},
  ISSN = {1862-4405},
  KEYWORDS = {cosy; irlab},
  NUMBER = {08091},
  PUBLISHER = {Schloss Dagstuhl - Leibniz-Zentrum fuer Informatik, Germany},
  SERIES = {Dagstuhl Seminar Proceedings},
  TITLE = {Architectural and Representational Requirements for Seeing
   Processes, Proto-affordances and Affordances},
  YEAR = {2008},
  URL = {http://www.cognitivesystems.org/publications/08091.SlomanAaron.Paper.1656.pdf}
}

@INPROCEEDINGS{Sloman:2008c,
  ABSTRACT = {A child, or young human-like robot of the future, needs
   to develop an
   information-processing architecture, forms of representation, and mechanisms
   to support
   perceiving, manipulating, and thinking about the world, especially perceiving
   and thinking
   about actual and possible structures and processes in a 3-D environment.
   The mechanisms
   for extending those representations and mechanisms, are also the core
   mechanisms required
   for developing mathematical competences, especially geometric and topological
   reasoning
   competences. Understanding both the natural processes and the requirements
   for future
   human-like robots requires AI designers to develop new forms of representation
   and
   mechanisms for geometric and topological reasoning to explain a child's
   (or robot's)
   development of understanding of affordances, and the proto-affordances
   that underlie them.
   A suitable multi-functional self-extending architecture will enable
   those competences to
   be developed. Within such a machine, human-like mathematical learning
   will be possible.
   It is argued that this can support Kant's philosophy of mathematics,
   as against Humean
   philosophies. It also exposes serious limitations in studies of mathematical
   development by
   psychologists.
   },
  ADDRESS = {Berlin/Heidelberg},
  AUTHOR = {Aaron Sloman},
  BOOKTITLE = {{Intelligent Computer Mathematics}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {Autexier, S. and Campbell, J. and Rubio, J. and Sorge, V.
   and Suzuki, M. and Wiedijk, F.},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  KEYWORDS = {cosy; irlab},
  MONTH = {July},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers\#tr0802},
  PAGES = {558-573},
  PUBLISHER = {Springer},
  SERIES = {LLNCS no 5144},
  TITLE = {{Kantian Philosophy of Mathematics and Young Robots}},
  YEAR = {2008},
  URL = {http://www.cognitivesystems.org/publications/maths-ai-sloman.pdf}
}

@INPROCEEDINGS{Sloman:2008d,
  ABSTRACT = {Some AI researchers aim to make useful machines, including
   robots. Others aim to understand general principles of information-processing
   machines whether natural or artificial, often with special emphasis
   on humans and human-like systems: They primarily address scientific
   and philosophical questions rather than practical goals. However,
   the tasks required to pursue scientific and engineering goals overlap
   considerably, since both involve building working systems to test
   ideas and demonstrate results, and the conceptual frameworks and
   development tools needed for both overlap. This paper, partly based
   on requirements analysis in the CoSy robotics project, surveys
   varieties of meta-cognition and draws attention to some types that
   appear to play a role in intelligent biological individuals (e.g.
   humans) and which could also help with practical engineering goals,
   but seem not to have been noticed by most researchers in the field.
   There are important implications for architectures and representations.
   },
  ADDRESS = {Menlo Park, CA},
  AUTHOR = {Aaron Sloman},
  BOOKTITLE = {{Workshop on Metareasoning, AAAI'08 Conference}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {M. T. Cox and A. Raja},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0803},
  PAGES = {12--20},
  PUBLISHER = {AAAI Press},
  TITLE = {{Varieties of Meta-cognition in Natural and Artificial Systems}},
  YEAR = {2008},
  URL = {http://www.cognitivesystems.org/publications/sloman-meta-aaai08.pdf}
}

@INCOLLECTION{Sloman:2009,
  ABSTRACT = {This paper, combining the standpoints of philosophy and
   Artificial Intelligence with theoretical psychology, summarises
   several decades of investigation of the variety of functions of
   vision in humans and other animals, pointing out that biological
   evolution has solved many more problems than are normally noticed.
   Many of the phenomena discovered by psychologists and neuroscientists
   require sophisticated controlled laboratory settings and specialised
   measuring equipment, whereas the functions of vision reported here
   mostly require only careful attention to a wide range of everyday
   competences that easily go unnoticed. Currently available computer
   models and neural theories are very far from explaining those functions,
   so progress in explaining how vision works is more in need of new
   proposals for explanatory mechanisms than new laboratory data.
   Systematically formulating the requirements for such mechanisms
   is not easy. If we start by analysing familiar competences, that
   can suggest new experiments to clarify precise forms of these competences,
   how they develop within individuals, which other species have them,
   and how performance varies according to conditions. This will help
   to constrain requirements for models purporting to explain how
   the competences work. The paper ends with speculations regarding
   the need for new kinds of information-processing machinery to account
   for the phenomena. },
  ADDRESS = {London},
  ANNOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/#tr0801},
  AUTHOR = {Aaron Sloman},
  BOOKTITLE = {{Computational Modelling in Behavioural Neuroscience: Closing
   the gap between neurophysiology and behaviour.}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITORS = {Heinke, D. and Mavritsaki, E.},
  KEYWORDS = {cosy; irlab},
  PUBLISHER = {Psychology Press},
  TITLE = {{Architectural and representational requirements for seeing
   processes and affordances}},
  YEAR = {2009},
  URL = {http://www.cognitivesystems.org/publications/sloman-newmod.pdf}
}

@INCOLLECTION{Sloman:2009a,
  ABSTRACT = {This paper summarises ideas I have been working on over
   the last 35 years or so, about relations between the study of natural
   minds and the design of artificial minds, and the requirements
   for both sorts of minds. The key idea is that natural minds are
   information-processing virtual machines produced by evolution.
   What sort of information-processing machine a human mind is requires
   much detailed investigation of the many kinds of things minds can
   do. At present, it is not clear whether producing artificial minds
   with similar powers will require new kinds of computing machinery
   or merely much faster and bigger computers than we have now. Some
   things once thought hard to implement in artificial minds, such
   as affective states and processes, including emotions, can be construed
   as aspects of the control mechanisms of minds. This view of mind
   is largely compatible in principle with psychoanalytic theory,
   though some details are very different. The therapeutic aspect
   of psychoanalysis is analogous to run-time debugging of a virtual
   machine. In order to do psychotherapy well we need to understand
   the architecture of the machine well enough to know what sorts
   of bugs can develop and which ones can be removed, or have their
   impact reduced, and how. Otherwise treatment will be a hit-and-miss
   affair. },
  ADDRESS = {Vienna \& New York},
  AUTHOR = {Aaron Sloman},
  BOOKTITLE = {{Simulating the Mind: A Technical Neuropsychoanalytical
   Approach}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {Dietrich, D. and Fodor, G. and Zucker, G. and Bruckner, D.},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0702},
  PAGES = {124--148},
  PUBLISHER = {Springer},
  TITLE = {{Machines in the Ghost}},
  YEAR = {2009},
  URL = {http://www.cognitivesystems.org/publications/sloman-enf07.pdf}
}

@INCOLLECTION{Sloman:2009b,
  ABSTRACT = {Some issues concerning requirements for architectures, mechanisms,
   ontologies and
   forms of representation in intelligent human-like or animal-like robots
   are discussed. The
   tautology that a robot that acts and perceives in the world must be
   embodied is often
   combined with false premises, such as the premiss that a particular
   type of body is a
   requirement for intelligence, or for human intelligence, or the premiss
   that all cognition is
   concerned with sensorimotor interactions, or the premiss that all cognition
   is implemented
   in dynamical systems closely coupled with sensors and effectors. It
   is time to step back and
   ask what robotic research in the past decade has been ignoring. I shall
   try to identify some
   ma jor research gaps by a combination of assembling requirements that
   have been largely
   ignored and design ideas that have not been investigated -- partly because
   at present it is
   too difficult to make significant progress on those problems with physical
   robots, as too
   many different problems need to be solved simultaneously. In particular,
   the importance
   of studying some abstract features of the environment about which the
   animal or robot
   has to learn (extending ideas of J.J.Gibson) has not been widely appreciated.
   },
  ADDRESS = {Berlin},
  AUTHOR = {Aaron Sloman},
  BOOKTITLE = {{Creating Brain-like Intelligence}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {B. Sendhoff and E. Koerner and O. Sporns and H. Ritter and
   K. Doya},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0804},
  PAGES = {248--277},
  PUBLISHER = {Springer-Verlag},
  TITLE = {{Some Requirements for Human-like Robots:    Why the recent
   over-emphasis on embodiment has held up progress}},
  YEAR = {2009},
  URL = {http://www.cognitivesystems.org/publications/sloman-honda.pdf}
}

@ARTICLE{Sloman/etal:2005a,
  ABSTRACT = {It is often thought that there is one key design principle
   or at best a small set of design principles, underlying the success
   of biological organisms. Candidates include neural nets, `swarm
   intelligence', evolutionary computation, dynamical systems, particular
   types of architecture or use of a powerful uniform learning mechanism,
   e.g. reinforcement learning. All of those support types of self-organising,
   self-modifying behaviours. But we are nowhere near understanding
   the full variety of powerful information-processing principles
   `discovered' by evolution. By attending closely to the diversity
   of biological phenomena we may gain key insights into (a) how evolution
   happens, (b) what sorts of mechanisms, forms of representation,
   types of learning and development and types of architectures have
   evolved, (c) how to explain ill-understood aspects of human and
   animal intelligence, and (d) new useful mechanisms for artificial
   systems. },
  AUTHOR = {Aaron Sloman and Jackie Chappell},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  JOURNAL = {AISB Quarterly},
  KEYWORDS = {cosy; irlab},
  MONTH = {Summer 2005},
  NOTE = {http://www.cs.bham.ac.uk/research/cogaff/05.html\#200503},
  NUMBER = {121},
  PAGES = {5--7},
  TITLE = {{Altricial self-organising information-processing systems}},
  YEAR = {2005},
  URL = {http://www.cognitivesystems.org/publications/summary-gc7.pdf}
}

@ARTICLE{Sloman/etal:2007,
  ABSTRACT = {J&L refer only implicitly to aspects of cognitive competence
   that preceded both evolution of human language and language learning
   in children. These are important for evolution and development
   but need to be understood using the 'design-stance', which the
   book adopts only for molecular and genetic processes, not for behavioural
   and symbolic processes. Design-based analyses reveal more routes
   from genome to behaviour than J&L seem to have considered. This
   both points to gaps in our understanding of evolution and epigenetic
   processes, and may lead to possible ways of filling the gaps. },
  AUTHOR = {Aaron Sloman and Jackie Chappell},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  JOURNAL = {Behavioral and Brain Sciences},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0703},
  NUMBER = {4},
  PAGES = {375--6},
  TITLE = {{Computational Cognitive Epigenetics (Commentary on Jablonka
   and Lamb: Evolution in Four Dimensions (2005))}},
  VOLUME = {30},
  YEAR = {2007},
  URL = {http://www.cognitivesystems.org/publications/jablonka-sloman-chappell.pdf}
}

@INPROCEEDINGS{Sloman/etal:2006,
  ABSTRACT = {This presentation elaborates on
   'The substratum of this experience is the mastery of a technique' (Wittgenstein)
   I try to show, with illustrative videos, that many 'techniques' are
   implicitly involved in ordinary experiences -- and that the complexities
   grow as a child develops, extending its ontology and therefore
   the variety of affordances it can experience and use. I point out
   that there are two interpretations of sensorimotor contingencies,
   one intrasomatic (relating only the contents of sensory and motor
   signals at various levels of abstraction) the other extrasomatic
   (amodal, objective), referring to an environment that exists independently
   of whether and how it is experienced or acted on, and that the
   latter provides computational advantages in some cases, supporting
   a Kantian rather than a Humean view of knowledge and concepts.
   This also suggests a re-interpretation of mirror neurons as 'abstraction
   neurons'.
   What we are conscious of in the environment depends on the ontology
   we have available. A child whose ontology does not include the
   notion of boundary, or the notion of alignment of boundaries may
   not be able to replace a cut-out wooden picture in its recess,
   even if he knows which recess it should go in. Careful observation
   of children at various stages shows transitions that involve extensions
   of the available ontology, which must go along with development
   of suitable forms of representation and mechanisms for manipulating
   them, and an architecture that combines them all. Thus the substratum
   of the more sophisticated child's experience is mastery of many
   'techniques', not just one as implied by Wittgenstein (who probably
   did not intend that). It is suggested that there are considerable
   differences between precocial species whose competences and architecture
   are mostly genetically determined and altricial species that develop
   most of their own competences e.g. through playful exploration,
   driven by meta-level bootstrapping mechanisms.
   Only when I started working in detail on requirements for a human-like
   robot able to manipulate 3-D objects using vision and an arm with
   gripper did I notice what should have been obvious long before,
   namely that structured objects have 'multi-strand' relationships
   not expressible simply as R(x, y), because the relation between
   x and y involves many relations between parts of x and parts of
   y.
   For a more detailed presentation of the resulting theory see
   COSY-PR-0505: A (Possibly) New Theory of Vision (PDF)
   Hence, motion of such structured objects involves 'multi-strand' (concurrent)
   processes. That is, many relationships change in parallel -- e.g.
   faces, edges, corners of one block may all be changing their relationships
   to faces edges and corners of another (and things get more complex
   when objects are flexible, e.g. your hand peeling a banana or a
   sweater being put on a child).
   Thus seeing what you are doing in such cases can have a kind of complexity
   that appears not to have been noticed previously because of too
   much focus on simpler visual tasks like recognition and tracking.
   I'll show why we need to postulate mechanisms in which concurrent processes
   at different levels of abstraction, in partial registration with
   the optic array (NOT the retina, since saccades, etc., occur frequently)
   are represented.
   Nothing in AI comes close to modelling this, and it seems likely that
   it will be hard to explain in terms of known neural mechanisms.
   If the opportunity arises I'll try to explain some of the implications
   for human development, understanding of causation, and computational
   modelling, and spell out requirements to be addressed in future
   interdisciplinary research, explaining deep connections with Gibson's
   notion of affordance, and its generalisation to 'vicarious affordance'.
   The evolution of grasping devices that move independently of eyes (i.e.
   hands instead of mouth or beak) had profound implications -- undermining
   claims about sensory-motor contingencies -- also suggesting that
   mirror neurons should have been called 'abstraction neurons'.
   Some of the ideas are also sketched here: COSY-DP-0601 'Orthogonal Competences
   Acquired by Altricial Species'
   A critique of common assumptions about 'sensorimotor contingencies'
   is presented, including making a distinction between somatic (internal)
   and exosomatic (external) ontologies. Too many people expect too
   much to come from the somatic (intrasomatic) variety -- including
   knowledge of sensorimotor contingencies, a notion criticised in
   http://www.cs.bham.ac.uk/research/projects/cosy/papers/#dp0603
   Requirements for 'fully deliberative' systems are analysed in http://www.cs.bham.ac.uk/research/projects/cosy/papers/#dp0604
   },
  ADDRESS = {Internet},
  AUTHOR = {Aaron Sloman and Jackie Chappell and The CoSy Team},
  BOOKTITLE = {{The tenth annual meeting of the Association for the Scientific
   Study of Consciousness, Oxford}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  MONTH = {June},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#pr0602,
   Poster for ASSC10, Oxford June 2006.    Also at ASSC10 Eprints
   Archive: http://eprints.assc.caltech.edu/112/},
  PUBLISHER = {ASSC},
  TITLE = {{How an animal or robot with 3-D manipulation skills    experiences
   the world}},
  YEAR = {2006},
  URL = {http://www.cognitivesystems.org/publications/assc10-poster.pdf}
}

@TECHREPORT{Sloman/etal:2006c,
  ABSTRACT = { This is part of an attempt to explain why our ability to
   perceive and produce processes involving 3-D objects of varying
   shape was so important for the evolution of the human mind, at
   the same time as pointing out what is wrong with most of the stuff
   that gets written about the importance of embodiment.
   I suspect this reinvents some of Piaget's ideas. It is consistent with
   some of the main themes of McCarthy's 'The Well-Designed Child'.
   I have recently (April 2006) discovered many connections with the
   book The Infant's World by Philippe Rochat (2001).
   The main idea is that children acquire types of information that are
   orthogonal insofar as they relate to aspects of things or situations
   in the environment that can vary (nearly) independently, e.g. kinds
   of stuff things are made of, kinds of local surface features, kinds
   of relations between things, kinds of whole objects (composed of
   stuff with specific surfaces and parts with multiple relations),
   kinds of processes, etc.
   The competences are also recombinable insofar as they can be used in
   perceiving or producing novel structures and processes. The requirement
   for re-use in novel combinations seems to impose strong requirements
   on the forms of representation used. The recombination is predictive:
   you can imagine many details of the process of trying to put on
   a shirt made of paper, or lead, or the process of sitting on a
   chair made of butter, even if you have never encountered such a
   thing.
   The competences can involve different levels of abstraction.
   E.g. grasping something with your teeth and with finger and thumb are
   extremely different as regards sensory input and motor signals.
   But an animal that can represent what is common to both has a powerful
   re-usable abstraction that can also be applied to grasping done
   by another person (e.g. a child who may need help) or grasping
   done by machines.
   I conclude that the so-called 'mirror neurones' should have been called
   'abstraction neurones', and that might have prevented much confusion
   (e.g. about imitation).
   Powerful innate mechanisms are needed for acquiring such competences
   through play and exploration. Very few species can do it. As far
   as I can tell there is nothing in AI that accounts for this, and
   no known neural mechanisms. (Data-mining techniques can be viewed
   as deriving separate 'competences' from large amounts of data,
   but as far as I know those techniques and the forms of representation
   chosen are not designed to support creative recombination, like
   solving a problem by inventing something new involving previously
   known kinds of motion, of shape, and of physical stuff)
   I'd be interested to know if there's anything implemented by anyone
   in AI that models such learning. I have not yet found AI literature
   identifying the problem, though it's possible that I've read something
   in the past which I had forgotten.
   It's also likely that someone has used a different label for this notion
   of orthogonal competences, which is why I failed to find previous
   work on this. },
  ADDRESS = {Birmingham, UK},
  AUTHOR = {Aaron Sloman and Jackie Chappell and the CoSy PlayMate team},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  KEYWORDS = {cosy; irlab},
  MONTH = {January},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers\#dp0601},
  NUMBER = {COSY-DP-0601},
  TITLE = {{Orthogonal Recombinable Competences Acquired by Altricial
   Species    (Blankets, string, and plywood)}},
  TYPE = {Research Note},
  YEAR = {2006},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/orthogonal-competences.html}
}

@TECHREPORT{Sloman/etal:2005b,
  ABSTRACT = {We report on some of the hard unsolved problems we have
   identified on the basis of detailed analysis of some of the
   processes that will have to occur when the PlayMate and Explorer
   robots perform their tasks. The analysis used our scenario-driven
   research methodology. We introduce some preliminary
   characterisations of the key problems and some preliminary ideas for
   dealing with them, inspired in part by studies of cognition in
   humans and other animals. We confirm the conjecture in the CoSy
   proposal that various kinds of representations are required for
   different sorts of sub-mechanisms (including for instance
   representations concerned with planning complex sequences of actions
   and representations used in producing and controlling fast and
   fluent movements). The different representations are in part related
   to different ontologies, since different sub-mechanisms acquire,
   manipulate and use information about different subject-matter. A
   substantial part of this report is therefore concerned with first
   draft, incomplete, ontologies that we expect our robots will need,
   some parts of which the robots will have to develop for themselves,
   especially ontologies concerned with objects and processes that have
   quite complex structures involving multi-strand relationships. A
   particularly important requirement for a robot with 3-D manipulation
   capabilities is the ability to perceive and understand what we have
   labelled 'multi-strand' relationships (where multiple parts of
   complex objects are related, e.g. edges, corners and faces of two
   cubes), which cause {\em multi-strand processes} to occur when
   objects are moved, with several different relationships changing in
   parallel. Perceiving such processes seems to require something like
   a simulation process to occur. Moreover, this needs to happen at
   different levels of abstraction concurrently (some continuous, with
   high or low resolution, and some discrete capturing 'qualitative'
   structural changes), for the same reason as many researchers have
   claimed that perception of static scenes involves multiple-levels of
   abstraction. So we conclude that our robot is likely to require an
   architecture and mechanisms that support several concurrent
   simulations at different levels of abstraction, in registration with
   one another and (where appropriate) with the sensory data. It seems
   that a mechanism like this can also implement some of what is often
   referred to as spatial or visual reasoning, and could be relevant to
   perception and understanding of affordances. We consider in
   particular requirements for a pre-linguistic robot that is capable
   of perceiving, acting in and to some extent reasoning about the
   world before being able to talk about it, and raise questions about
   how that might relate to learning that adds linguistic competence.
   We note that in animals there is wide variation between species that
   start with most of the ontology and representational competence they
   will ever need and those that somehow learn or develop what they
   need and suggest that further study of those cases may yield clues
   regarding options for robots of different kinds. Most of this work
   has not yet been published. This is work-in-progress and much of it
   remains to be expanded, clarified and polished.},
  AUTHOR = {Aaron Sloman and Cosy-partners},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {The University of Birmingham, UK},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0507},
  NUMBER = {COSY-TR-0507},
  TITLE = {{CoSy deliverable DR.2.1 Requirements study for representations}},
  YEAR = {2005},
  URL = {http://cognitivesystems.org/files/dr-02-01-rev1.pdf}
}

@INPROCEEDINGS{Sloman/etal:2006b,
  ABSTRACT = {A child or baby robot that has to manipulate 3-D objects
   in its environment would face a combinatorial explosion if all
   possible situations have to be learnt about separately. This could
   take evolutionary time-scales.
   It is conjectured that humans and some other altricial species instead
   use innate mechanisms for decomposing situations into components
   that can be explicitly learnt about, and stored in such a way that
   the competence can be re-used in combination with other learnt
   competences, in perceiving novel situations and performing novel
   actions.
   That includes learning about kinds of surface fragments (e.g. varieties
   of curvature and surface discontinuities), kinds of surface properties
   (e.g. texture, hardness, etc.), kinds of material (rigid, flexible
   in different ways), kinds of objects composed of materials and
   shapes, kinds of relationships, kinds of changes in relationships,
   kinds of causal connections between changes.
   These need to be represented in a manner that is independent of precise
   sense-data when they are perceived, or sensorimotor contingencies,
   so that knowledge about them can be used in planning future actions,
   thinking about the past, and comparing actions using different
   hands, or hands or mouth in different positions. This implies a
   use of 'objective' representations (e.g. of 3-D structure) which
   can then also be used in perceiving 'vicarious' affordances (for
   others).
   An implication is that mirror neurons should have been called 'abstraction
   neurons'. There are many other implications, for robotics, psychology
   and neuroscience. },
  ADDRESS = {Radboud University Nijmegen, NL},
  AUTHOR = {Aaron Sloman and Birmingham CoSy Project Team and Jackie Chappell},
  BOOKTITLE = {Proceedings CogSys-II},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {Harold Bekkering},
  KEYWORDS = {cosy; irlab},
  MONTH = {April},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#pr0601,
   Conference url: http://www.socsci.ru.nl/CogSys2},
  TITLE = {{Poster: Acquiring Orthogonal Recombinable Competences}},
  YEAR = {2006},
  URL = {http://www.cognitivesystems.org/publications/cogsys2-poster.pdf}
}

@INPROCEEDINGS{Sloman/etal:2006a,
  ABSTRACT = {This paper discusses some of the long term objectives of
   cognitive
   robotics and some of the requirements for meeting those objectives that
   are still a very long way off. These include requirements for visual
   perception, for architectures, for kinds of learning, and for innate
   competences needed to drive learning and development in a variety of
   different environments. The work arises mainly out of research on
   requirements for forms of representation and architectures within the
   PlayMate scenario, which is a scenario concerned with a robot that
   perceives, interacts with and talks about 3-D objects on a tabletop,
   one
   of the scenarios in the EC-funded CoSy Robotics project.},
  ADDRESS = {Menlo Park, CA},
  AUTHOR = {Aaron Sloman and Jeremy Wyatt and Nick Hawes    and Jackie
   Chappell and Geert-Jan M. Kruijff},
  BOOKTITLE = {{Cognitive Robotics: Papers from the 2006 AAAI Workshop:
   Technical Report WS-06-03,    http://www.aaai.org/Library/Workshops/ws06-03.php}},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITORS = {Michael Beetz and Kanna Rajan and Michael Thielscher and
   Radu Bogdan    Rusu},
  KEYWORDS = {cosy; irlab},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0604},
  PAGES = {143--150},
  PUBLISHER = {AAAI Press},
  TITLE = {{Long Term Requirements for Cognitive Robotics}},
  YEAR = {2006},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/cogrob06.pdf}
}

@MISC{slomanDp0701,
  AUTHOR = {Aaron Sloman},
  TITLE = {{A First Draft Analysis of some Meta-Requirements for Cognitive
    Systems in Robots}},
  YEAR = {2007},
  NUMBER = {COSY-DP-0701},
  NOTE = {Contribution to euCognition wiki, also available as,
   http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#dp0701},
  ABSTRACT = {This is a contribution to discussions regarding the
   construction of a research roadmap for future cognitive systems,
   including intelligent robots, in the context of the euCognition
   network, and the UKCRC Grand Challenge 5: Architecture of Brain and
   Mind. I have argued that in the context of trying either (a) to
   produce working systems to elucidate scientific questions about
   intelligent systems, or (b) to advance long term engineering
   objectives through advancing science, the task of coming up with a
   set of requirements that is sufficiently detailed to provide a basis
   for developing milestones and evaluation criteria is itself a hard
   research problem. One aspect of the problem is to provide an
   analysis of words and phrases that are commonly used to specify
   objectives, but whose meanings are very abstract and unclear, in
   particular words like ``robust''. ``flexible'', ``creative'' and
   ''autonomous''. This document argues that the words all share a
   feature that could be described as expressing a
   ''meta-requirement''. What that means is that none of them is
   directly associated with a set of features which, if found in an
   object or process or system, would justify the application of the
   label, or which can be used to derive design features. In other
   words the words express concepts that do not specify criteria for
   their instances though they do express criteria for deriving
   criteria. To derive criteria from the concepts more information is
   required, from which the criteria can be derived, in a systematic
   way that differs for each of the meta-criteria. Analyses of the
   words based on this idea are proposed. This is an exercise in
   analysis of logical topography. Subsequent work will need to
   provided detailed examples of the use of the various meta-criteria.},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/meta-requirements.html}
}

@MISC{sloman-cosypr0507,
  AUTHOR = {Aaron Sloman},
  TITLE = {{Perception of structure: Anyone Interested?}},
  YEAR = {2005},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#pr0507},
  NUMBER = {COSY-PR-0507},
  TYPE = {Research Note},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  ADDRESS = {Birmingham, UK},
  ABSTRACT = {Illustration of some of the requirements for a vision system
   capable
   of being used in a robot that manipulates 3-D objects.
   The pictures displayed here are very easy for humans to understand not
   merely
   insofar as they recognise the objects depicted, in spite of poor quality
   and
   poor resolution, but also because humans easily see various ways in
   which the
   objects can and cannot be grasped, and can plan a sequence of moves
   to
   transform one of the configurations presented into another.},
  URL = {http://www.cognitivesystems.org/publications/challenge.pdf}
}

@TECHREPORT{cosy-dp-0703,
  AUTHOR = {A. Sloman},
  YEAR = {2007},
  TITLE = {{Two Notions Contrasted: `Logical Geography' and `Logical Topography'
   (Variations on a theme by Gilbert Ryle: The logical topography
   of `Logical Geography'.)}},
  NUMBER = {COSY-DP-0703},
  INSTITUTION = {School of Computer Science, University of Birmingham,},
  ADDRESS = {Birmingham, UK},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/#dp0703}
}


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