| Contents of volume 2, issue
no. 1 (Spring, 2002) |

The changing meanings of force
Christos Ioannides (U. of
Cyprus) & Stella Vosniadou (U. of Athens, Greece)
pp. 5-62
The research reported in this paper investigated developmental
changes in the meaning of force in 105 children ranging in age from
4 to 15 years. The subjects attended the same school in Thessaloniki,
in the North of Greece, and came from predominately middle class
backgrounds. In individual interviews the children were shown 27
drawings of physical objects in combinations of different sizes
and kinetic states, and were asked to determine which forces were
being exerted on these objects, if any. Children's responses to
these questions were analyzed following a methodology developed
by Vosniadou & Brewer (1992, 1994). The results showed that most
of the children (88.6%) made use of a small number of relatively
well-defined and internally consistent interpretations of force.
The discovered meanings of force varied significantly with age.
The younger children thought that force is an internal property
of objects related to their weight (internal force meaning) while
the older children thought that force is an acquired property of
objects that move, as the result of an agent pushing or pulling
them (acquired force meaning). The acquired force meaning was well
established by the age of twelve years and not substantially changed
despite the systematic instruction in Newtonian mechanics that takes
place in Greek high schools. Under the influence of instruction
children added the force of push/ pull and the force of gravity
interpretations to the existing acquired force meaning creating
synthetic meanings of force. The implications of these results for
a theory of conceptual change are discussed.

Examples, rules and strategies
in the control of dynamic systems
Wolfgang Schoppek (U. of
Bayreuth, Germany)
pp. 63-92
Two main types of knowledge are considered
relevant to successful control of dynamic systems: input-output
knowledge (I-O-knowledge), which represents specific input values
together with the corresponding output values, and structural knowledge,
defined as general knowledge about the variables of a system and
their causal relations. While I'O-knowledge has proven important
for the control of small systems, structural knowledge is expected
to enhance performance when dealing with more complex systems. In
an experiment, structural knowledge about a complex system was manipulated.
Although the experimental group had better structural knowledge,
the control group was equally successful in reaching new goals.
That seems to contradict other studies where effects of structural
knowledge on performance have been found. To resolve these contradictions,
the consideration of a third type of knowledge - strategic knowledge
- is suggested. The postulated effects of different levels of structural
and strategic knowledge are explored with a computational model.
The three knowledge types are used to interpret the variety of findings
within a unitary conceptual framework.

Modularity, relativism, and
neural constructivism
Josefa Toribio (U. of Sussex,
UK)
pp. 93-106
Fodor (1983) claims that the modularity of
mind (the relatively encapsulated, insulated, special-purpose nature
of the psychological mechanisms of perception) helps undermine relativism
in various forms. I shall show first, that the modular vision of
mind provides insufficient support for the rejection of (most forms
of) relativism, and second, that an alternative ('neural constructivist')
model may, in fact, provide a better empirical response to the relativist
challenge.

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| Contents of volume 2: Issue
no. 2 (Summer 2002) |
Local Associations and Global
Reason: Fodor's Frame Problem
and Second-Order Search
Andy Clark (U. of Sussex,
UK)
pp. 115-140
Kleinberg (1997) describes a novel procedure for efficient search
in a dense hyper-linked environment, such as the world wide web.
The procedure exploits information implicit in the links between
pages so as to identify patterns of connectivity indicative of 'authoritative
sources'. At a more general level, the trick is to use this connectivity
signature to rapidly and cheaply identify the knowledge-structures
most likely to be relevant given a specific input. I shall argue
that Kleinberg's procedure is suggestive of a new, and demonstrably
computationally viable, kind of solution to (at least one incarnation
of at least one major aspect of) the so-called 'Frame Problem' in
cognitive science. For Kleinberg's procedure suggests a new variety
of 'fast and frugal heuristic' (Gigerenzer & Todd, 1999) capable
of pressing maximum utility from the vast bodies of information
and associations commanded by the biological brain. The paper thus
takes up the challenge laid down by Fodor (1983, 2000), who depicts
the problem of global knowledge-based reason as the point source
of many paradigmatic failings of contemporary computational theories
of mind. Whether the specific solution suggested is neurally plausible
remains open to question. But at the very least I display an existence
proof of the viability of a specific computational solution to the
problem of search in a massive data-base. Moreover, it is a solution
that may be suggestive, in some more general way, depending as it
does upon the use of a rather novel kind of 'second order search'.

'Know the Method your Subject is using'' and 'Never Average over
Methods': An Application of Newell's Admonition to Letter-Matching
Josette Marquer and Maria
Pereira (U. of Paris 5 and C.N.R.S., France)
pp. 141-162
A new procedure based upon the analysis of verbal reports checked
against apti-tude profiles and RTs was used. It suggests that subjects
implement a much wider range of cognitive strategies in letter-matching
than expected according to previ-ous work. The direct consequence
is that in tasks of this type, and probably in others, whenever
RT and error means are computed on whole samples they are averaged
over a variety of methods and hence do not adequately reflect any
of them.

Whether Skill Acquisition is
Rule or Instance Based is determined by the Structure of the Task
Niels A. Taatgen and Dieter
Wallach (U. of Groningen, Netherlands and U. of Basel, Switzerland)
pp. 163 -204
The traditional view of skill acquisition is that it can be explained
by a gradual transition from behavior based on declarative rules
in the form of examples or instructions towards general knowledge
represented by procedural rules. This view is challenged by Logan's
instance theory, which specifies that skill acquisition can be explained
by the accumulation of examples or instances of the skill. The position
defended in this paper is that both types of
learning can occur ' but their success will depend on the respective
task. In the Sugar Factory task, it is very hard to determine the
rule guiding the system, rule learning will thus fail while instance
learning dominates. In the Anderson-Fincham task, mainly rule learning
occurs, but variations in the task show evidence for some instance
learning as well. Experiments involving both tasks are modeled using
ACT-R, a hybrid cogni-tive architecture whose adaptive learning
mechanisms seem to be well suited for modeling two very different
tasks using the same methods.

Simulated Task Environments:
The Role of High-Fidelity
Simulations, Scaled Worlds, Synthetic Environments, and
Laboratory Tasks in Basic and Applied Cog-nitive Research
Wayne D. Gray (GMU, Fairfax,
VA, United States of America)
pp. 205-227
Simulated task environments provide a setting that adds controlled
complexity to experimental tasks performed by human subjects in
laboratory research. Researchers whose
problems are mostly applied may find that their problems are easier
to study in a simulated task environment than in the actual task
environ-ment. Researchers whose theories have been nurtured in the
simple environments of the typical laboratory study may find that
adding controlled complexity will allow them to study how the theoretical
constructs they have studied in isolation interact with other constructs
in a more complex task environment. In
this article I define a taxonomy and three dimensions of simulated
task environments. The di-mensions are based on viewing simulated
task environments from the perspectives of the researcher, the task,
and the participants. Research on complex systems is inherently
complex. It is my hope that the terms and distinctions introduced
in this article will further the scientific enterprise by enabling
us to spend less time explaining our paradigms and more time communicating
our results.

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Contents of volume
2: Issue no. 3/4 (Fall/Winter 2002)
SPECIAL ISSUE
Guest Editors: M. Miceli & C. Castelfranchi
Desires, Goals, Intentions, and Values:
Computational Architectures
|
Editorial:
Modeling Motivational Representations
Maria Miceli & Cristiano
Castelfranchi (Institute of Cognitive Science and Technologies,
National Research Council of Italy)

Using Human Behavior Models
to Improve the Realism of Synthetic Agents
Barry G. Silverman, Michael
Johns, Ransom Weaver, Kevin O?Brien, Rachel Silverman and Jason
Cornwell (ACASA, U. of Pennsylvania, United States of America)
This paper describes an effort to integrate human behavior models
from a range of ability, stress, emotion, decision theoretic, and
motivation literatures into a game-theoretic framework. Our goal
is to create a common mathematical framework (CMF) and a simulation
environment that allows one to research and explore alternative
behavior models to add realism to embodied software agents, e.g.,
human reaction to noise and stress, bounded rationality, emotive
states, and cultural influences. Our CMF is based on Markov chains
representing states of the world that the agents can think about
and act upon. In these worlds the agents' utilities (payoffs) are
derived by a deep model of cognitive appraisal of intention achievement
including assessment of emotional activation/decay relative to concern
ontologies, and subject to (integrated) stress and related constraints.
We present the progress to date on the mathematical framework, and
on an environment for editing the various elements of the cognitive
appraiser, utility generators, concern ontologies, and Markov chains.
We summarize a prototype of an example training game for counter-terrorism
and crowd management in which bounded rationality of the micro-decision
making leads to emergence of macro-behavior. Future re-search needs
are elaborated including validity issues and the gaps in the behavioral
literatures that agent developers must struggle with.

Commitments: A Game-Theoretic
and Logical Perspective
Vincent Buskens and Lambèr
Royakkers (U. of Utrecht and Eindhoven University of Technology,
Netherlands)
Many social interactions between agents demand the use of commitments
to reach socially efficient or avoid socially inefficient outcomes.
Commitments express the desires, goals, or intentions of the agents
in an interaction. In this article, we distinguish between unilateral
and
bilateral commitments, and between whether or not an agent has to
agree with a commitment made by the other agent before the commitment
becomes effective. Using a game-theoretic model, we will show that,
depending on the incentive structure, different interactions require
dif-ferent types of commitments to reach socially efficient outcomes.
Based on these results, we discuss whether existing (or slightly
adapted) logical formalizations are adequate for the description
of certain types of commitments and which formal-ization is suitable
for
reaching a socially efficient outcome in a specific interaction.
We claim that a logical formalization of commitment aiming at a
socially efficient outcome should be based on assumptions about
the type of interaction and the suitable type of commitment. A more
general conclusion of this article is that game-theoretic arguments
can help to provide specifications for logical for-malizations of
systems of more agents if one has an idea about the incentive structure
of the interaction.

Belief-Desire-Intention Agency
in a General Cognitive Architecture
Renée Elio (U. of
Alberta, Canada)
The term beliefs-desires-intentions (BDI) has been used to denote
a position on theoretically useful mental state distinctions, particular
models of how these mental states affect reasoning, and a genre
of architectures or frameworks for developing software agents. Beyond
the software agent community, elements of this BDI perspective receive
a distinctly different realization in computational theories of
human cognition. This paper examines whether and how a general cognitive
architecture achieves the functionality attributed to a BDI model
of agency, particularly in matters related to deliberation, goal
formation, goal values, and the meta-level choice between deliberation
and action. Finding the same themes of rational agency emerging
at architectures specified at different levels of abstraction reinforces
the intuitions driving these theories and provides new insights
into how these intuitions translate into process models of cognition.
From Desires, Obligations and
Norms to Goals
Frank Dignum and David Kinny
(U. of Utrecht, the Netherlands, and U. of Melbourne, Australia)
Traditional models of agents based on Beliefs, Desires
and Intentions usually only include either desires or goals. Therefore
the process whereby goals arise from desires is given scant attention.
In this paper we argue that the inclusion of both desires and goals
in the same model can be important, particularly in a Multi-Agent
System context, where other sources of individual motivation such
as obligations and norms may be present. This leads us to propose
an extended BDI ar-chitecture in which obligations, norms and desires
are distinguished from goals and explicitly represented. In this
paper we consider suitable logical representations for and properties
of these elements, and describe the basic method of operation of
the architecture, focusing on how goal generation and goal maintenance
may occur.

An Action Selection Mechanism
for 'Conscious' Software Agents
Aregahegn S. Negatu and
Stan Franklin (Institute of Intelligent Systems and Department of
Computer Science, U. of Memphis, United States of America)
In this paper we describe an action selection mechanism for a "conscious"
soft-ware agent. We discuss briefly the main cognitive modules of
our agent architec-ture. Our focus is
on the operational/functional details of the "consciousness"
module and the action selection mechanism and how these two work
together. We describe how events come to "consciousness",
how "conscious" events prime and bind to relevant actions/action-plans,
and how the most relevant behavior/action is selected and executed.
Our mechanisms provide the flexibility to interleave actions that
operate under different tasks. We consider the
descriptions in this paper a listing of the various hypotheses about
human cognition resulting from our design of the agent described.

Attention as a Minimal Criterion
of Intentionality in Robots
Lars Kopp and Peter Gärdenfors
(Lund University, Sweden)
In this paper, we present a robot which exhibits behavior that
at a first glance may seem intentional. However, when the robot
is confronted with a situation where more then
object is present on the scene, the fact that its behavior is determined
merely by S-R rules becomes apparent. As a consequence, the robot
has problems attending to a specific object. A truly attentive system
must be able to search for and identify relevant objects in the
scene; select one of the identified objects; direct its sensors
towards the selected object; and maintain its focus on the selected
object. We suggest that the capacity of attention is a
minimal criterion of intentio-nality in robots, since the attentional
capacity involves a first level of goal representations. This criterion
also seems to be useful when discussing intentionality in animal
behavior.

EMIB -- Computational Architecture
Based on Emotion and Motivation for Intentional Selection and Configuration
of Behaviour-Producing Modules
François Michaud
(U. de Sherbrooke, Canada)
Over the years, intelligence has been the subject of studies by
many different fields, contributing to reveal some of its mysteries.
Computational architectures try to exploit in various ways these
aspects for designing artificial systems. The biggest challenge
is to integrate more and more properties and principles associated
with intelligence, combining their advantages to minimise their
limitations. With this objective in mind, we propose a
computational architecture that tries to synthesise concepts about
intelligence, while making sure that the underlying principles of
these concepts, such as emergence, are preserved. The architecture
is based on intentional selection and configuration of behaviour-producing
modules. Behaviour-producing modules are used as basic control components
that are selected and modified dynamically according to the intentions
of the system. These intentions are influenced by the situation
perceived, the need to accomplish specific goals over time, and
knowledge innate or acquired about the world. Motivational and emotional
variables are used to monitor the goals and the overall states of
the system. The EMIB architecture is applied in designing intelligent
autonomous mobile robots, as illustrated in the three experimental
cases presented in this paper.

No Inferiority Complex in the
Study of Emotion Complexity:
A Cognitive Neuro-science Computational Architecture of Emotion
David Sander and Olivier
Koenig (U. of Lyon 25, France)
The aim of the present paper is to propose, on the basis of a survey
of the relevant literature, an explicitly-described computational
architecture of the emotion system. We first argue that cognitive
scientists have the legitimacy to study emotions and that cognitive
neuroscience concepts and methods are critical for the elabora-tion
of such an architecture. Then, we propose some functional, computational
and nervous system related principles that can constrain the elaboration
of this architecture. Finally, this framework leads us to the description
of the subsystems that constitute the postulated computational architecture.

A Game-Theoretic Approach to
Norms and Agents
Guido Boella and Leonardo
Lesmo (U. of Torino)
The behavior of an agent in a MAS should be suitably constrained
to make it socially compatible with the community of agents. In
this paper, we propose a model for obligations and rules which is
inspired by E. Goffman's work in sociology, and which can be integrated
in existing BDI (Belief, Desire, Intention) agent architectures.
Decision Theory and Anticipatory Coordination can be the basic building
blocks for an agent model where obligations are associated with
sanctions.

Goal Generation in the BOID
Architecture
Jan Broersen, Mehdi Dastani,
Joris Hulstijn and Leendert van der Torre
(Vrije University and U. of Utrecht, the Netherlands)
In this paper we consider goal generation in cognitive agent architectures.
We show how goal generation can be described in terms of interaction
between mental attitudes biased by agent types such as realistic,
social, selfish and stable. We introduce a generic BOID architecture
and agent type specific BOID architec-tures, in which goals are
generated from conditional beliefs, obligations, intentions and
desires. We implement the BOID architectures by relating conditional
mental attitudes to components, goal generation to extension construction,
and
agent types to constraints on priority functions.

Distributed Cognition through
Active Mental Entities: an Argumentation-Based Approach
P.Baroni, D. Fogli, M. Giacomin,
G. Guida (U. di Brescia, Italy)
This paper introduces the active mental entities approach to the
design of intelligent autonomous agents. In this approach, mental
attitudes are conceived as active computational entities and the
overall mental activity of an agent results from their independent
operation and interaction. In order to provide a formal support
to this approach, we propose argumentation theory as a basis for
the definition of interaction mechanisms among active
mental entities. To this purpose, a novel distributed argumentation
algorithm is devised. Finally, we give some operation examples in
the context of a robotic application.

Temporal Analysis of the Dynamics
of Beliefs, Desires, and Intentions
Catholijn M. Jonker, Jan
Treur and Wieke de Vries
(Vrije University and U. of Utrecht, the Netherlands)
In this paper temporal relationships are expressed that provide
an external temporal grounding of intentional notions. Justifying
conditions are presented that for-malise criteria that a (candidate)
statement must satisfy in order to qualify as an external representation
of a belief, desire or intention. Using these external representations,
anticipatory reasoning about intentional dynamics can be performed.

Acknowledgements to our reviewers
for vol. 2 of CSQ
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