PROJECT WEB DIRECTORY
PAPERS ADDED IN THE YEAR 2008 (APPROXIMATELY)
PAPERS 2008 CONTENTS LIST
RETURN TO MAIN COGAFF INDEX FILE
This file is
http://www.cs.bham.ac.uk/research/projects/cogaff/08.html
Maintained by Aaron Sloman -- who does
not respond to Facebook requests.
It contains an index to files in the Cognition and Affect
Project's FTP/Web directory produced or published in the year
2008. Some of the papers published in this period were produced
earlier and are included in one of the lists for an earlier period.
Some older papers recently digitised may also be included.
http://www.cs.bham.ac.uk/research/cogaff/0-INDEX.html#contents
A list of PhD and MPhil theses was added in June 2003
This file Last updated: 3 Nov 2008; 22 Oct 2010; 13 Nov 2010; 2 Aug 2011
JUMP TO DETAILED LIST (After Contents)
See Entries for 2008 in the CoSy project
Invited talk for Workshop on MetaReasoning: Thinking about Thinking at AAAI'08, Washington, July 2008.ABSTRACT:Revised (shorter) version published (with style conventions I dislike -- e.g. no section numbers) in
Metareasoning: Thinking about thinking,
Eds. Michael T. Cox and Anita Raja, MIT Press, Cambridge, MA, 2011, pp 307-323.
Table of contents and sample chapters.See also COSY-TR-0802
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.The presentation is available online at http://www.cs.bham.ac.uk/research/projects/cogaff/talks/#aaai08
Filename: sloman-on-boden-1983.pdf
Title: Commentary on Boden on "Artificial Intelligence and
Animal Psychology"
Authors: Aaron Sloman
Date Published: 1983
Date Installed: 16 Dec 2008
Where published:
New Ideas in Psychology
vol. 1, no = 1 pp. 41--50. Online here
Abstract: (Introduction to article)
Having discussed these issues with the author over many years, I was not surprised to find myself agreeing with nearly everything in the paper, and admiring the clarity and elegance of its presentation. All I can offer by way of commentary, therefore, is a collection of minor quibbles, some reformulations to help readers for whom the computational approach is very new, and a few extensions of the discussion.Extracts
WHAT IS ARTIFICIAL INTELLIGENCE?I'll start with a few explanatory comments on the nature of A.I., to supplement the section of the paper "A.I. as the Study of Representation". Cognitive Science has three main classes of goals (a) theoretical (the study of possible minds, possible forms of representation and computation), (b) empirical (the study of actual minds and mental abilities of humans and other animals), (c) practical (the attempt to help individuals and society by alleviating problems (i.e. learning problems, mental disorders) and designing new useful intelligent machines).
Activities pursuing these three goals are most fruitful when the goals are interlinked, providing opportunities for feedback between theoretical, empirical and applied work. Artificial Intelligence is a subdiscipline of Cognitive Science which straddles the theoretical approach (studying general properties of possible computational systems) and applications (designing new systems to help in education, industry, commerce, medicine, entertainment). Its empirical content is mostly based not on specialised research, but on common knowledge of many of the things people can do - such as using and understanding language, seeing things, making plans, solving problems, playing games. This knowledge of what people can do sets design goals for both the theoretical and the applied work. In particular, an important aspect of A.I. research is task analysis: given that people can perform a certain task, what are the computational resources required, and what are the trade-offs between different representations and processing strategies? This sort of analysis is relevant to the study of other animals insofar as many human abilities are shared with other animals.
Filename:wpe-abstract-sloman.pdf
Filename:wpe-abstract-sloman.html
Title: Virtual Machines in Philosophy, Engineering & Biology
Author: Aaron Sloman
Date Installed: 3 Nov 2008
Extended Abstract for Workshop On
Philosophy and Engineering, 10-12 November,
2008, London, UK
See also:
http://www.cs.bham.ac.uk/research/projects/cogaff/09.html#901
What Cognitive Scientists Need to Know about Virtual Machines}
Proceedings Cognitive Science Conference, Amsterdam 2009.http://www.cs.bham.ac.uk/research/projects/cogaff/talks/#talk86
Supervenience and Causation in Virtual Machinery (and related presentations).
Abstract:
Keywords Architecture, causation, implementation, informationprocessing, biology, philosophy, psychology, robots, selfawareness, self-control, supervenience, vertical modularity, virtual machine, virtual machine functionalism . 1.INTRODUCTION A machine is a complex enduring entity with parts that interact causally with one another as they change their properties and relationships. Most machines are also embedded in a complex environment with which they interact. A virtual machine (VM) has non-physical parts, relationships, events and processes, such as parse trees, pattern matching, moves in a game, goals, plans, decisions, predictions, explanations and proofs. The concept of a virtual machine, invented in the 20th Century, (not to be confused with virtual reality) is important (a) for many engineering applications, (b) for theoretical computer science, (c) for understanding some of the major products of biological evolution (e.g. animal minds), and (d) for gaining new insights into several old philosophical problems, e.g. about the mind-body relationship, about qualia, and how to analyse concepts of mind by adopting the design stance in combination with the notion of an information processing architecture [1,2]. Analysing relations between different sets of requirements (niches) and designs for meeting the requirements exposes a space of possible minds (for animals and artifacts), raising new questions about evolution, about future intelligent machines, and about how concepts of mind should be understood. Most philosophers, biologists, psychologists and neuroscientists completely ignore VMs, despite frequently (unwittingly) using them: e.g. for email, spreadsheets, text processing, or web-browsing. Academic philosophers generally ignore or misunderstand the philosophical significance of VMs (in part because many assume VMs are finite state machines). Pollock [3] is a rare exception. Dennett often mentions virtual machines, but claims they are merely a useful fiction [e.g. 4, note 10]. Events in useful fictions cannot cause email to be sent or airliners to crash. The idea of a VM can significantly extend our thinking about problems in several disciplines and pose new problems for future empirical and philosophical research.
in Simulating the Mind: A Technical Neuropsychoanalytical ApproachAuthors: Aaron Sloman
Eds. Dietrich, D.; Fodor, G.; Zucker, G.; Bruckner, D. 2009, (Actually available 2008)
Springer,
ISBN: 978-3-211-09450-1
http://www.springer.com/springerwiennewyork/computer+science/book/978-3-211-09450-1Also published in 5th IEEE International Conference on Industrial Informatics, 23-27 June 2007
http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?arnumber=4384956
DOI:10.1109/INDIN.2007.4384956This was an invited paper for ENF07' 2007 Emulating the Mind
1st international Engineering and Neuro-Psychoanalysis Forum
Vienna, July 2007
http://www.indin2007.org/enf/Slides for the presentation are available here
http://www.cs.bham.ac.uk/research/projects/cogaff/talks/#enf07
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.Keywords: architecture, artificial-intelligence, autonomy, behaviour, design-based, emotion, evolution, ghost in machine, information-processing, language, machine, mind, robot, philosophy, psychotherapy, virtual machine.
Filename: sloman-floridi.pdf
Abstract:
Contents
Title: How a Philosopher Became an Information-Scientist
Answers to Luciano Floridi's Five Questions
In
PHILOSOPHY OF INFORMATION: 5 Questions
Ed. Luciano Floridi, July 2008
ISBN 8792130097
Automatic Press/VIP
Interviews with Margaret A. Boden, Valentino Braitenberg, Brian
Cantwell-Smith, Gregory Chaitin, Daniel C. Dennett, Keith Devlin,
Fred Dretske, Hubert L. Dreyfus, Luciano Floridi, Tony Hoare, John
McCarthy, John R. Searle, Aaron Sloman, Patrick Suppes, Johan van
Benthem, Terry Winograd, Stephen Wolfram
Author: Aaron Sloman
Date Installed: 29 Jun 2008
This paper consists of the author's extended answers to five
questions presented by Luciano Floridi to various people.
The answers are all included in a book published by
Automatic Press/VIP.
1 How did it start?
1.1 High level overview
affect
2 Examples
1.2 A longer version of the story
1.2.1 DPhil Research
1.2.2 Meeting Max Clowes
1.2.3 A formative year in Edinburgh
1.2.4 Working on vision at Sussex and Birmingham
1.2.5 Growing COGS at Sussex
1.2.6 Working on robotics at Birmingham
1.2.7 Evolution, development and GLs
1.2.8 The central importance of architectures
1.2.9 Thinking like a designer about emotions and other forms of
2.1 My own work
3 The proper role?
2.2 Work of others
4 Neglected topics
5 Open problems
6 References
NOTE
Older files in this directory (pre 2008) are accessible via
the main index
See also the School of Computer Science Web page.
This file is maintained by
Aaron Sloman, and designed to be
lynx-friendly,
and
viewable with any browser.
Email A.Sloman@cs.bham.ac.uk