Computational architectures for intelligence and motivation

D. Davis
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引用次数: 23

Abstract

This paper presents an overview of five years work into computational architectures for intelligence and motivation. The starting point for this research is a generic computational architecture arising from the study of the control state perspective to mind. Variations on this architecture have been used to investigate questions about the nature of autonomy, emergence, belief management and motivation (and other control states) in synthetic agents. A number of different domains have been used, for example simple a-life environments, simulated robotic factories, five-a-side football, Tileworld and the game of Go. Due to the nature and scope of the work not all issues were addressed in any one domain. This raises questions about such endeavours. Given that it may be necessary to apportion fundamental research questions across different projects, can generalised conclusions be justifiably made from this division of research? The suggestion made here is that any such conclusions can only be justified in the light of subsequent integrative research. Current research directions are described in terms of these integrative questions.
智能和动机的计算架构
本文概述了五年来在智能和动机计算架构方面的工作。本研究的出发点是一个通用的计算架构,从控制状态的角度来研究。这种架构的变体已被用于研究有关合成代理的自主性、涌现性、信念管理和动机(以及其他控制状态)的本质问题。许多不同的领域已经被使用,例如简单的生命环境,模拟机器人工厂,五人足球,磁贴世界和围棋游戏。由于工作的性质和范围,并非所有问题都在任何一个领域得到解决。这引发了对此类努力的质疑。考虑到可能有必要在不同的项目中分配基础研究问题,从这种研究划分中是否可以合理地得出概括的结论?这里提出的建议是,任何这样的结论都只能在随后的综合研究中得到证明。从这些综合问题的角度描述了当前的研究方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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