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Fakultät Informatik

TECHNISCHE BERICHTE
TECHNICAL REPORTS
ISSN 1430-211X

TUD-Fl15-05-Oktober 2015

Dr. Frank J. Furrer, Georg Püschel (Eds.)


Institut für Software- und Multimediatechnik

Cognitive Computing (Collected Papers)

Technische Universität Dresden


Fakultät Informatik
D¦01062 Dresden
Germany
URL: http://www.inf.tu¦dresden.de/
Hauptseminar im Sommersemester 2015
Dr. Frank J. Furrer

Cognitive Computing
Collected Papers

Editors: Dr. Frank J. Furrer, Georg Püschel

Technische Universität Dresden


Technical Report TUD-FI15-05-Oktober 2015

c
Fotolia.com (Used with permission)
“Cognitive technologies are
products of the field of artificial
intelligence.They are able to
perform tasks that only humans
used to be able to. [1]”

Table of Contents

Introduction 5

1 Applying the Subsumption Architecture to the Genesis Story Understanding System


– A Notion and Nexus of Cognition Hypotheses
Felix Mai 9

2 Benefits and Drawbacks of Hardware Architectures Developed Specifically for


Cognitive Computing
Philipp Schröppel 19

3 Language Workbench Technology For Cognitive Systems


Tobias Nett 29

4 Networked Brain-based Architectures for more Efficient Learning


Tyler Butler 41

5 Developing Better Pharmaceuticals – Using the Virtual Physiological Human


Ben Blau 51

6 Management of existential Risks of Applications leveraged through Cognitive


Computing
Robert Richter 61

Introduction

Dr. Frank J. Furrer

Context
“Cognitive Computing” has initiated a new era in computer science. Cognitive computers are
not rigidly programmed computers anymore, but they learn from their interactions with humans,
from the environment and from information. They are thus able to perform amazing tasks on
their own, such as driving a car in dense traffic, piloting an aircraft in difficult conditions, tak-
ing complex financial investment decisions, analysing medical-imaging data, and assist medical
doctors in diagnosis and therapy [2][3][4]. Cognitive computing is based on artificial intelligence,
image processing, pattern recognition, robotics, adaptive software, networks and other modern
computer science areas, but also includes sensors and actuators to interact with the physical
world [1].
Cognitive computers – also called “intelligent machines” – are emulating the human cognitive,
mental and intellectual capabilities. They aim to do for human mental power (the ability to
use our brain in understanding and influencing our physical and information environment) what
the steam engine and combustion motor did for muscle power. We can expect a massive impact

5
of cognitive computing on life and work. Many modern complex infrastructures, such as the
electricity distribution grid, railway networks, the road traffic structure, information analysis
(big data), the health care system, and many more will rely on intelligent decisions taken by
cognitive computers.
A drawback of cognitive computers will be a shift in employment opportunities [5]: A raising
number of tasks will be taken over by intelligent machines, thus erasing entire job categories
(such as cashiers, mail clerks, call and customer assistance centres, taxi and bus drivers, pilots,
grid operators, air traffic controllers, . . . ). A possibly dangerous risk of cognitive computing
is the threat by “super intelligent machines” to mankind [6]. As soon as they are sufficiently
intelligent, deeply networked and have access to the physical world they may endanger many
areas of human supremacy, even possibly eliminate humans. Cognitive computing technology is
based on new software architectures – the “cognitive computing architectures” [7][8]. Cognitive
architectures enable the development of systems that exhibit intelligent behaviour.

Seminar Work
This seminar worked on answers to the central question:

Which are the situation, the challenges, and the impact of cognitive
computing in the year 2025?

The focus lies on 3 relevant areas:

Q1 Which are the promising software architectures for cognitive computing?

Q2 How does cognitive computing enable future applications?

Q3 What is the impact of cognitive computing on people, work and society?

The Hauptseminar work was structured as follows:

• An introduction day: Cognitive Computing was introduced in an initial lecture by Prof.


Dr. Frank J. Furrer (seminar kick-off day),

• Individual, guided research in the selected area and authoring of a scientific paper. Feed-
back from peer reviewers,

• A first seminar day: The participants presented their results and received feedback from
the audience,

• Improvement of the paper and the presentation, based on the peer review feedback,

• A second seminar day: The participants presented their improved results and received
feedback from the audience,

• Delivery of the final paper.

The participants learned: (a) to do focused research in a specific area (“Cognitive Comput-
ing”), (b) to author a scientific paper, (c) to improve their LaTex expertise, (d) to experience the
peer-review process, both in giving and receiving peer review advice and (e) to hold convincing
presentations, and (f) to benefit from a considerable broading of their perspective in the field of
technology, software, applications, and impact.

6
As a final outcome of the seminar, a proceedings volume including all the papers produced
by the participants was assembled (= this report) and is made available in electronic form to
anybody interested. Seminar language was English. Three seminar days were held and 3 ECTS
credits were awarded for the successful participation. Audience was limited to 8 participants.
My sincere thanks go to Georg Püschel for his highly valuable assistance during the seminar
and for assembling this Technical Report. Thanks also to the 7 participants, whose active
collaboration and innovative work is greatly appreciated.

References

[1] David Schatsky, Craig Muraskin, and Ragu Gurumurthy. Demystifying artificial intelligence
– what business leaders need to know about cognitive technologies. Downloadable from:
http://dupress.com/articles/what-is-cognitive-technology/ [last accessed: 31.12.2014], 2014.

[2] John E. Kelly III and Steve Hamm. Smart Machines: IBM’s Watson and the Era of Cognitive
Computing. Columbia University Press, N.Y., USA, 2013.

[3] Erik Brynjolfsson and Andrew McAfee. The Second Machine Age – Work, Progress, and
Prosperity in a Time of Brilliant Technologies. WW Norton & Company Inc., N.Y., USA,
2014.

[4] Eric W. Brown. Cognitive computing ushers in new era of it. Downloadable
from: http://www.forbes.com/sites/ibm/2014/02/03/cognitive-computing-ushers-in-new-
era-of-it/ [last accessed: 8.9.2014], 2014.

[5] Harry Rudin. Will the it revolution cost our children their jobs? Download-
able from: http://ercim-news.ercim.eu/en99/challenges-for-icst/will-the-it-revolution-cost-
our-children-their-jobs [last accessed: 7.10.2014], 2014.

[6] James Barrat. Our Final Invention – Artificial Intelligence and the End of the Human Area.
Thomas Dunne Books (St. Martin’s Press), New York, N.Y., USA, 2013.

[7] Jerzy W. Rozenblit. Cognitive computing: Principles, architectures, and applications. In


Proceedings of the 19th European Conference on Modelling and Simulation (ECMS), 2005.

[8] John E. Laird. The SOAR (State, Operator And Result) Cognitive Architecture. The MIT
Press, Cambridge MA, USA, 2012.

7
Participants
Each participant had to choose one focus and elaborate on one specific theme related to the
focus question. The following choices were made by the participants:

Name Q1 Q2 Q3
Mai, Felix X
Schröppel, Philipp X
Nett, Tobias X
Butler, Tyler X
Blau, Ben X
Richter, Robert X

Hauptseminar Papers
The following papers were authored, peer-reviewed and presented during the Hauptseminar. All
papers are reproduced in full on the following pages.

8
Applying the Subsumption Architecture to the
Genesis Story Understanding System
A Notion and Nexus of Cognition Hypotheses

Felix Mai

TU Dresden
[email protected]

Abstract. Language and particularly story understanding is a funda-


mental component of human-level intelligence. It enables us to predict
consequences of actions without examining these actions before, mak-
ing investigations according to story understanding a necessary path on
our way to artifical intelligence. This paper aims to improve the story
understanding system Genesis by applying the layer concept of the sub-
sumption architecture to the system’s variable interpretations capability.
Therefore the underlying cognition hypotheses as well as their implemen-
tations are described. Additionally, a notion of cognition hypotheses is
given. The paper finally concludes that the layer concept improves the
system’s extensibility and paves the way for real-time behavior. Also,
further investigations of combinations of cognition hypotheses are moti-
vated.

Keywords: Cognitive computing, artificial intelligence, cognitive sci-


ence, hypothesis, cognition hypothesis, story understanding, subsump-
tion architecture, nexus

1 Introduction

Cognitive science can be seen as the intersection of cognitive neuroscience,


cognitive psychology and computer science, namely artificial intelligence (AI).
While neuroscience is focussing rather on the brain’s hardware and psychol-
ogy explores the brain’s software, AI combines their results in form of cognitive
architectures—or systems—to investigate the implications of their outcomes. In
fact, emerged theories are (partially) implemented in such architectures in form
of cognition hypotheses.

1.1 A Powerful Feedback Loop

A cognition hypothesis can be seen as an interface between neuroscience or


psychology, respectively, and AI in a powerful feedback loop: Once a cognition
hypothesis is proposed it can be implemented as a software artifact within a
cognitive architecture. That artifact can then be evaluated which leads eventually
to the adaption of the proposal by incorporating the observed results. This in
turn starts the loop again which allows to refine the hypothesis iteratively. As
can be seen in figure 1 the feedback loop constitutes a duality of proposing and
adapting as well as implementing and evaluating a cognition hypothesis.

propose evaluate

CP/NS HC CS/AI

adapted by implemented by

Fig. 1. The feedback loop between cognitive psychology (CP) and neuroscience (NS)
on the left side and computer science (CS), i. e. AI, on the right side with the cognition
hypothesis (HC ) as mediating interface in the middle.

Furthermore, the observed results allow conclusions regarding the reflected


human’s counterpart. Another reason why implementing cognitive architectures
according to cognition hypotheses is given by the computational theory of mind—
also referred to as computationalism—which states that a computational model
that embodies a certain theory eases the determination of possible implica-
tions [5].
Since cognitive science tries to reproduce the large range of the human’s
high-level cognitive abilities a particular cognition hypothesis can be interpreted
as a (partial) representation of a cognitive capability. Examples for cognitive
capabilities might be reasoning, problem solving and understanding of natural
language [4,5,6].

1.2 Story Understanding

As stated above, language seems to be a fundamental ingredient when attempt-


ing to reproduce human-level intelligence [5,4]. Furthermore, Patrick H. Winston
argues in his well-elaborated paper [8] that language empowers humans to tell
stories—ranging from fairy tales over teaching lessons to recipes—and that this
ability enables us to predict consequences of changes in our real world. For ex-
ample, one can predict what would happen if a golf ball is dropped into a cup
of water without doing an experiment before [5]. He further hypothesizes that
story understanding plays a key role in the process of human thinking. This pa-
per also focusses on the process of understanding stories and tries to contribute
to that topic by suggesting an alteration of its exploratory implementation called
Genesis.
1.3 Structure of the Paper

The remainder of this paper is organized as follows: Since cognition hypotheses


seem to be a reasonable basis for investigations concerned with human cognition
section 2 tries to give a notion of cognition hypothesis. Then in section 3 an
attempt to improve the process of story understanding is described. Therefore,
first the underlying cognition hypotheses are presented and their implementa-
tions described. After that, the improvement is proposed and its consequences
discussed. The paper is finally completed by concluding the contributions of this
work and suggesting further work in that direction.

2 Cognition Hypotheses—A Notion

A clear definition of terms is important. Moreover, two other reasons encourage


to define what a cognition hypothesis denotes. First, a definition in the context
of cognitive architectures disambiguates the term “hypothesis” in the field of
AI1 . Second, a definition provides a uniform name for referring consistently to
explanations concerning cognitive capabilities in the future.
The term “cognition hypothesis” apparently consists of two parts: The “cog-
nition” part of the term indicates that the hypothesis belongs to the field of
cognitive sciences and provides a delimitation to other meanings in the field of
AI, e. g. abductive reasoning. On the other hand, the “hypothesis” part denotes
a tentative explanation which can be validated by further investigations. The
term “investigation” in the context of computer science can be interpreted as
an experimental evaluation which exhibit information about the correctness of
a certain subject—in this case that of a cognition hypothesis.
This clearly implies that cognition hypotheses should be evaluated by means
of a cognitive architecture as stated earlier in section 1. Thus, a cognition hypoth-
esis embodies a) the (partial) reflection of a cognitive capability in the context of
cognitive psychology and neuroscience, and b) a software artifact implementing
that cognitive capability to a certain extent in the context of a cognitive ar-
chitecture. This again constitutes the duality between cognitive psychology and
neuroscience as well as artificial intelligence.

3 Improving Story Understanding

The ability to understand natural language is considered as a fundamental cog-


nitive capability. Furthermore, language seems to have direct impact on human
thinking [4]. Winston [8] argues that especially the ability to understand stories
contributes crucially to the process of human thinking. An example he gives
involves the apparent conflict between Estonia and Russia in 2007: After the
Estonians relocated an old Soviet war memorial the country’s computer network
1
Abductive reasoning—a form of logical inference—uses that term, too, to describe
an intermediate step.
was extensively attacked. When we consider only the last sentence we are able
to interpret that this was maybe an act of revenge by Russia in reference to
the controversal relocation of the memorial. The result of this interpretation can
be extended by judging the attack regarding one’s justification. This judgement
would clearly depend on the cultural background as discussed in section 3.3.
This section is dedicated to suggest an improvement of the process of story
understanding. Therefore the underlying hypotheses, namely the Strong Story
Hypothesis and the Physical Symbol System Hypothesis, are described as well as
their associated implementations explained. The last part of this section presents
a possible improvement of the story understanding process and discusses prob-
able consequences.

3.1 The Strong Story Hypothesis


As mentioned above Winston hypothesizes that story understanding is a cru-
cial concept for human thinking which eventually resulted in his Strong Story
Hypothesis [8]:
The mechanisms that enable humans to tell, understand, and recombine
stories separate human intelligence from that of other primates.
— Winston, 2011
In this context a story can be understood as a generic concept which encodes
information and their relations by means of continuous text. Further, a story
provides—beside its explicitly stated facts—implicit information as the example
above has shown.
To investigate that cognition hypothesis an exploratory implementation was
developed—called Genesis—which is actively developed at the MIT under the
direction of Patrick H. Winston2 .
The system applies three subsequent steps to extract an interpretation from
a simplified story3 . First, the text is parsed and the given plot translated into
a semantic net. Then, commonsense rules are applied to enrich the semantic
net which produces a so called elaboration graph. Finally, a particular set of
reflection patterns derive an interpretation of the given story. Figure 2 depicts
that workflow schematically.
The commonsense rules as well as the reflection patterns can be seen as infer-
ence rules. While commonsense rules are represented as simple if-then statements
reflection patterns instantiate much more complex reasoning rules. The elabora-
tion graph—as an intermediate result—arises from the initial semantic net and
the additional inferred knowledge from the commonsense rules.
The usage of a semantic net, i. e. a set of entities related to each other, and
inference rules, which are used to produce additional entities and relations, re-
mind of Allen Newell and Herbert A. Simon’s Physical Symbol System Hypothesis
which is explained in the following.
2
https://groups.csail.mit.edu/genesis
3
Genesis can only process simplified English, although there are efforts to overcome
this limitation [8]
Commonsense Reflection
Rules Patterns

Story Parser Interpretation

Elaboration
Graph

Fig. 2. The workflow of story understanding in Genesis (schematic)

3.2 The Physical Symbol System Hypothesis


In 1976 Newell & Simon posited the Physical Symbol System Hypothesis as fol-
lows [7]:
A physical symbol system has the necessary and sufficient means for
general intelligent action. — Newell & Simon, 1976
As the cognition hypothesis states, physical symbol systems represent another
fundamental pillar of human-level intelligence though it is not sufficient enough
to provide high-level cognitive capabilities by its own—much like the Genesis
system which cannot succeed without a physical symbol system. The elabo-
ration graph as well as the commonsense rules and reflection patterns can be
considered as an instance of a physical symbol system. Without these represen-
tations understanding and interpreting stories would obviously not be possible,
thus couples the Strong Story Hypothesis tightly to the Physical Symbol System
Hypothesis.
Newell & Simon define a symbol system to be consisting of symbols which are
related to each other and thus forming symbol structures. The system is comple-
mented by a collection of processes which are able to manipulate these symbol
structures in terms of creation, modification, reproduction and destruction. The
term “physical” indicates that such a system can be physically constructed by
engineering [7].
The purpose of such a system is to provide knowledge in a machine readable
way. Popular and widely used implementations of such a system might be RDF4
and OWL5 ontologies, where symbols correspond to URIs and literals, symbol
structures to triples, and where processes are represented by axioms and rules.

3.3 Variable Story Interpretations


As mentioned above, in the context of the 2007’s conflict between Estonia and
Russia interpretations are possible which depend on the cultural background. For
4
http://www.w3.org/RDF
5
http://www.w3.org/2001/sw/wiki/OWL
example, a proponent of Russia might see the attack as “teaching a lesson” while
a proponent of Estonia probably argues towards revenge [8]. Winston suggests
that by alterating the reflection patterns to include cultural background the
above presented variation of an interpretation can be achieved. Other examples
of culturally biased story understanding is given in [1] and [9].
Similar to the cultural background, the social and situational context can bias
an interpratation of a story as well. For example, telling that a taxi turns around
the corner maybe entails that a Briton expects a black car while a German
expects a pale yellow car. These expectations clearly depend on the cultural
background. But if a taxi—no matter of which country—is nearby, both might
agree on the same car color which then is most probably an interpretation based
on the situational context. By contrast, a discussion in a pro-Estonian or pro-
Russion group of people might influence the opinion as well which then would
be a socially effected interpretation of the conflict story.
The process of deriving such interpretations seems to be done in a layered way
as the examples above suggest. Thereby the cultural context might be subsumed
and extended by the social context while the social context might be subsumed
by the situational context. This is reminiscent of Rodney A. Brooks’ subsumption
architecture which is described in the following.

3.4 The Subsumption Architecture


As Brooks argues in his paper [2] a robust robotic system should be constructed
by layers each of which extend the competence of that system. By competences
Brooks denotes the system’s abilities to manage a certain task ranging from low-
level competences, like object avoiding and wandering, to more sophisticated
abilities, like exploring and seeking. Thereby each level subsumes the capability
of the preceeding one which gives that architecture its name. The computation
of any action is computed for each layer independently and in parallel. Further-
more, any level can interfere with its preceeding competence level by suppressing
its input signal or inhibit its output signal. As a consequence a higher level capa-
bility, such as route planning, can suppress a low-level behavior, such as avoiding
objects. For example, stopping in front of an object can be suppressed as the
robot might have found an alternative route when the object was encountered.
In turn, if a high-level capability does not suppress a low-level capability, e. g.
the hardware is not sufficiently fast enough to compute the alternative route,
the low-level capability will proceed, thus providing implicit robustness.
Although Brooks describes that architectural type for the purpose of building
robots, the concept of subsuming layers can be assigned to cognitive architec-
tures in general. Considering figure 3 which shows the layered structure of the
subsumption architecture, the input and output could be generalized to abstract
signals. In terms of story understanding these signals would be a story as input
and an interpretation as output. Each competence level then can be seen as a
higher level of abstraction which implements a more sophisticated cognitive ca-
pability. For example, interpreting a story in the situational context, i. e. taking
additional cultural, social and environmental knowledge into account instead of
Competence
Level n
..
.
Competence
Level 1
Competence
Sensors Actuators
Level 0

Fig. 3. The general structure of the subsumption architecture

only using cultural background information, seems to be a more evolved cognitive


capability.

3.5 The Nexus—A Tought Experiment

After all necessary components were described I propose a nexus of Winston’s


Strong Story Hypothesis, i. e. its implementation in Genesis which also involves
Newell & Simon’s Physical Symbol System Hypothesis implicitly, and Brooks’
subsumption architecture. As stated above different context levels, e. g. situa-
tional, social and cultural, can be implemented by means of layers.
In [3] Brooks argues that intelligent systems should be constructed incre-
mentally. He also claims that at each stage the system’s capabilities should be
built step by step while remaining self contained to ensure their validity without
the need to pay attention to possible sideeffects. Extending these concepts from
robots to cognitive architectures in general and story understanding in particu-
lar, I believe that the workflow of story understanding (cf. figure 2) can benefit
from a construction in a similar way. In fact, the application of the reflection
patterns which provide the actual interpretation based on the intermediately
produced elaboration graph should be restructured to fit the subsumption archi-
tectural style of layered competences which could be seen also as level of cognitive
competence or interpretation competences. Instead of applying an exchangeable
set of reflection patterns depending on the contextual background each layer
can derive its interpretation independently. Since the layers are of subsuming
nature the most sophisticated competence which can be applied in a certain
context produces the final result probably containing an extended version of the
interpretation of the layers below. Figure 4 depicts the small structural change
according to the subsumption principle. Thereby the intermediate elaboration
graph is passed to each layer which then derives an interpretation. Finally, the
competence with the highest level can suppress the output of all lower compe-
tences resulting in the most sophisticated interpretation which is possible.
Possible implications of that adjusted workflow are discussed in the following.
First, through the layered structure the architecture of the Genesis system might
get more extendable since the the subsumption architecture is very extensible
by default [2]. This also could ease maintainability since the layers are indepen-
Commonsense Reflection Patterns
Rules
Situational
Social
Story Parser Cultural Interpretation

Elaboration
Graph

Fig. 4. The nexus of the story understanding workflow and the subsumption architec-
ture

dent of each other. For example, if a new interpretation competence should be


introduced a new layer is inserted without the need to touch any other layer.
The only thing to do would be to determine what levels are subsumed by the
new layer and which level subsumes the new layer. Second, due to the fact that
the computation of a particular interpretation can be done in parallel the Gen-
esis system might get a little closer to real-time performance without paying
attention to concurrency between the interpretation contexts.
Although the suggested improvement is only theoretical, the idea of apply-
ing the subsumption architecture to cognitive architectures in general instead
of only robotic architectures convinces through its robustness and extensibility
properties which is a strong requirement for complex systems in general.

4 Conclusion

After motivating language as one of the fundamental pillars of human-level in-


telligence a notion of cognition hypotheses was given. The notion is meant to
provide a consistent reference for further work while also motivating experimen-
tal investigations in the context of cognitive architectures. Therefore a cognition
hypothesis was introduced as an interface between cognitive psychology and neu-
roscience on the one side and artificial intelligence on the other side—constituting
a powerful feedback loop.
Diving deeper into the cognitive capacity of processing natural language re-
vealed that story understanding as a subdomain seems to be a crucial concept
for the process of human thinking. As a contribution to that field a possible
alteration of the Genesis story understanding system was presented. In fact, the
concept of layered competences from the subsumption architecture was adapted
to the interpreting part of the Genesis workflow. The theoretical consequences
discussed include the adoption of the subsumption architecture’s robustness and
extensibility properties as well as the ability to derive possible interpretations in
parallel which paves the way for real-time behavior.
The new knowledge gained in this paper includes that combinding different
hypotheses is a) sometimes necessary and b) does almost always emerge to an
improvement of the cognitive architecture. The Genesis system is a good exam-
ple for both cases. On the one hand, the system uses the Physical Symbol System
Hypothesis as basis for the Strong Story Hypothesis which in fact incorporates
a physical symbol system in order to interpret stories. On the other hand, in-
corporating only the Strong Story Hypothesis does not necessarily lead to an
intelligent system which is able to interpret stories.

4.1 Further Work


As next steps, following tasks may be addressed: First, the theoretical proposal
of the workflow alteration needs to be evaluated in practice. This might also
reveal whether the subsumption architecture can be easily adapted to other
more general cognitive architectures or not.
Second, I suggest to create a catalogue of existing cognition hypotheses. That
catalogue then can be used to a) provide a comprehensive overview about the
field of cognitive science and b) indicate compatibilities and further combinations
of cognition hypotheses. Beside that, a comprehensive list of emerged cognition
hypotheses would be useful to guide research in that field. And how knows?
Maybe we are facing a new development paradigm in the context of cognitive
architectures, called hypothesis-driven or -centered development.

Acknowledgement. This paper was elaborated during the research seminar


“Cognitive Computing” which was directed and supervised by Dr. Frank Furrer.
Additional remarks of other reviewers improved the paper as well.

References
1. H. Awad. Culturally Based Story Understanding. Master thesis, Massachusetts
Institute of Technology, June 2013.
2. R. A. Brooks. A robust layered control system for a mobile robot. Mar. 1986.
3. R. A. Brooks. Intelligence without representation. Artificial Intelligence, 47(1–
3):139–159, 1991.
4. J. D. Friedenberg and G. Silverman. Cognitive Science: An Introduction to the Study
of Mind. Sage Publications, Inc., 2006.
5. D. Kolak, W. Hirstein, P. Mandik, and J. Waskan. Cognitive Science: An Introduc-
tion to Mind and Brain. Routledge, 2006.
6. P. Langley. The cognitive systems paradigm. Advances in Cognitive Systems, 1:3–13,
July 2012.
7. A. Newell and H. A. Simon. Computer science as empirical inquiry: Symbols and
search. Commun. ACM, 19(3):113–126, Mar. 1976.
8. P. H. Winston. The strong story hypothesis and the directed perception hypothesis.
Advances in Cognitive Systems: Papers from the 2011 AAAI Fall Symposium (FS-
11-01), 2011.
9. W. V. H. Yarlott. Old Man Coyote Stories. Master thesis, Massachusetts Institute
of Technology, June 2014.
Bene ts and Drawbacks of Hardware
Architectures Developed Speci cally for
Cognitive Computing

Philipp Schr•oppel
[email protected]

TU Dresden

Abstract. The Von Neumann computer architecture has been the dom-
inant architecture for all kinds of computer systems over the last 70 years.
The upcoming idea of cognitive computing { basically meaning that com-
puters act with their environment in new, more natural ways { raises the
question if new hardware architectures, inspired by the human brain,
could be more e cient for its implementation.
By describing and comparing two existing cognitive systems, one based
on the Von Neumann architecture and the other one on a brain-inspired
architecture, I want to give a prospect on which approach will be more
promising for the future.
This paper will provide a summary of the bene ts and drawbacks of both
architectures and analyze how they are suited for dealing with the key
challenges for computer systems in the future.

1 Introduction

Most of the currently used computers are based on the Von Neumann architec-
ture: There is a memory where data is stored and a central processing unit which
can perform calculations based on the data. The list of instructions that tell the
computer how to process the data has to be provided by the programmer.
The wish for making computers act more natural, simplifying interaction
between humans and computers, is not new, but apparently technology is still
struggling with achieving this goal.
One promising approach is called cognitive computing, which diverges from
the idea of computers that strictly follow predefined instructions given by a
programmer. Basically cognitive computing means that computers interact with
the environment in new, more natural ways and draw their own conclusions.
They learn by themselves and develop new strategies to deal with problems.
They can work on data, even if the provided information is not consistent or
even contradictory [1].
Today there are several challenges where cognitive computers might be help-
ful. One example is handling big amounts of data: As more and more data is
available today, it is di cult for the programmer to write programs which solve
problems while considering all the given information. With cognitive computing
2

the programmer doesn't have to specify how to process every single piece of
information, but the computer itself can decide what is important and find a
solution.

2 State of the Art

Today there are cognitive computing systems for Von Neumann machines, but
other hardware architectures with completely new software ecosystems have been
developed for cognitive computing as well.
Some of the more successful and in uential cognitive architectures for Von
Neumann machines are SOAR, ACT-R, CLARION and EPIC [2], which have
been started to be developed decades ago. Although newer systems, like Google
DeepMind, are recently producing impressive results, I want to give an intro-
duction to SOAR as an example for the classical approaches.
On the other hand, there are not too many systems with hardware ar-
chitectures developed specifically for cognitive computing. One such system
is TrueNorth, a brain-inspired architecture developed by IBM. I will give an
overview to TrueNorth, because its development has already reached a state
where results can be seen and first applications are implemented.
Up to now, it is not clear whether new hardware architectures will become
established, or if the Von Neumann will continue to be the leading architecture.
Therefore I want to present my opinion on which architecture will be better
suited for cognitive computing in the future.

3 SOAR: A Cognitive Architecture for Von Neumann


Machines

A cognitive architecture tries to put results of cognitive psychology into a com-


puter program. One of the most successful cognitive architectures is SOAR,
which was started to be developed in the 1980's, when Allan Newell and his
students tried to build and implement a Unified Theory of Cognition: A theory
that brings together all the research results and theories on cognitive science by
different psychological disciplines [3].

3.1 How SOAR Works

Simply put, every behavior shown by SOAR is the result of trying to get from a
current state closer to a defined goal state, following the principle of rationality:
\if an agent has knowledge that an operator application will lead to one of its
goals then the agent will select that operator" [4].
A state describes a situation the system could be in and consists of all features
and values that are important to model the situation.
As the principle of rationality suggests, SOAR will – like a human being
mostly does – perform actions in order to achieve a specific desirable situation,
3

here described by, one or more, goal states. Doing so, the system moves from
state to state, trying to get closer to the goal.
Internally, operators are used for these movements between states. An oper-
ator can be applied when predefined conditions – expressed by specific features
and values – are fulfilled and will cause a state change either by just internally
changing some features and values or by making the system perform an action
in the real world, which in turn leads to a change of perception that eventually
changes features and values as well.

Goal
state

...
operator

Initial
state ...

Goal
state

Fig. 1: Working principle of SOAR: The system tries to


reach a goal state by moving from state to state using
operators. States have features (f1, f2 ) with specific
values (v1, v2 ). Adapted from Fig. 4 in [3].

3.2 How SOAR Stores Knowledge


Although this describes the working principle of SOAR, one more thing is missing
for determining the behavior of the system: To decide if an action could be
appropriate for the current situation and the current goal, knowledge about the
real world has to be included in the system.
In SOAR this knowledge is expressed in terms of states, operators, goals and
problem spaces and is – inspired by the human brain – stored in two memory
structures: The long term memory (LTM) stores general knowledge and the
working memory (WM) has knowledge about the current situation [3].

4 TrueNorth: IBM’s Brain-inspired Cognitive Computing


System
Even though the Von Neumann architecture is used in almost every modern
computer, the human brain has some qualities which make it worth to research
in building computers that mimic its structure and working principle.
4

While state of the art computer chips have the problem of consuming more
and more energy and therefore producing too much heat, the brain works with
approximately 20 Watt [5]. One single damaged transistor in a chip can mean
the end of the whole system, but the human brain, providing a way higher fault
tolerance, can still work after being damaged. On top of that, the brain is able
to organize itself and find new ways to solve problems instead of just executing
predefined program code like computers [6].
A promising attempt to build a brain-inspired computer is a system called
TrueNorth which is developed by IBM in the SyNAPSE program and includes
a hardware chip and a software ecosystem.
TrueNorth consists of 4096 newly developed cores, which are called neurosy-
naptic cores by IBM. Each core simulates 256 neurons and 256 synapses per
neuron and handles processing power, memory and communication by itself, so
there is no need for memory shared by all chips, like in Von Neumann architec-
tures [7]. Communication between the cores happens through spike-events.
While designing TrueNorth, the scientists at IBM have focused on low power,
rather than compact size. Because the system uses no clock, but performs com-
putation based on events, no energy is wasted while cores are idle [7].
The following chapter will explain the basic hard- and software architecture
of this system.

4.1 The Human Brain

While computer chips have specialized units for different tasks, the \computa-
tion" in the brain is executed by billions of more or less equal neurons, which
are strongly connected, forming so-called neuronal networks, and communicate
through electrical and chemical signals [8].
Neurons are attached to axons for sending and dendrites for receiving sig-
nals [9]. In order to transmit information, the neuron sends electrical signals
over the axon. The axon is connected to synapses where the incoming electrical
signal results in the release of neurotransmitters. Those neurotransmitters are
chemicals that in turn cause electrical activity in the dendrites of other cells,
making those cells receive the sent information.

4.2 Hardware Architecture of TrueNorth

Given this brief introduction to the main components of the human brain, we can
start regarding how they are implemented in TrueNorth's hardware architecture.
This will be done with a bottom-up approach: First we have a look at the
implementation of a single neuron, then, going one step further, how the single
neurons are linked together to form big networks.

The Neuron Model. Each of TrueNorth's 4096 cores simulates 256 neurons.
This simulation has to be based on a neuron model: A model which mathemat-
ically describes behavior of a neuron in a more or less accurate way.
5

Over the years lots of neuron models have been developed. For the imple-
mentation in a computer system it is crucial to find a model which is detailed
enough for su ciently imitating the behavior of a neuron, while being not that
detailed that it needs too much computational power [10].

One such model is the leaky integrate-and-fire model, which was developed
in 1965 and is used in the TrueNorth system today.
As the name indicates, this model consists of three parts: Integration, fire and
leak. The membrane potential of a neuron increases over time by summing up
the synaptic input (synaptic integration) until it reaches a threshold. When this
happens, the neuron fires, which means that it sends out an action potential and
resets the membrane potential. For taking leak currents into account, every time
step the membrane potential diminishes by a fixed value (leak integration) [10].

35

30

25
Membrane potential (mV)

20

15

10

0
0 0.01 0.02 0.03 0.04 0.05
Time (seconds)

Fig. 2: Membrane potential changes over


time by synaptic integration and leak
integration. Adapted from Fig. 3 in [10].

Starting out from this model, the scientists at IBM have added several ex-
tensions to make their simulated neurons more versatile [10].
The first extension was adding stochasticity. It is possible to switch neurons
between a deterministic and a stochastic mode, which affects synaptic and leak
integration: While in deterministic mode, synaptic and leak integration hap-
pens normally every time step, in stochastic mode it is randomly determined if
synaptic and leak integration will happen at all, or if they will be skipped for the
current time step. Furthermore stochasticity is also introduced for the threshold,
making the threshold value vary by a random number.
Secondly, four different leak modes were supported. The leak can be positive
or negative, thus increasing, or decreasing the membrane potential, or it can
be divergent or convergent, meaning that it causes the membrane potential to
converge towards 0 V or diverge away from 0 V.
The last extension affects the resetting of the membrane potential by pro-
viding three different reset modes. The first mode, the normal one, resets the
6

membrane potential to a fixed value after the threshold is crossed. The second
mode resets the membrane potential to the value that the potential was exceed-
ing the threshold. The third mode does not reset the potential at all, relying on
synaptic integration and leak integration to diminish the membrane potential.

Building a Network of Neurons. Computation in TrueNorth happens through


networks of neurons connected by axons and synapses [5]. Axons transmit out-
put signals from neurons to synapses, which are the connection to other neurons,
as it is shown in Fig. 3, where K axons are connected to N neurons by K × N
synapses. All those connections are implemented by separated circuits, allowing
parallel communication [5]. The neuron that belongs to an axon can be on the
same chip, or on another one in the system.
It is possible to assign different weights for a neuron to synaptic inputs from
specific axons. Those weights can be negative as well, making it possible that
synaptic inputs decrease the membrane potential.

K x N Synapses

Synapse
K Axons

N Neurons

Fig. 3: Synapses as connections


between neurons and axons.
Adapted from Fig. 1 in [5].

4.3 The Corelet Software Ecosystem for TrueNorth


Today we have several well-established programming paradigms, describing dif-
ferent approaches on how to write programs.
But actually, although they represent fundamentally different styles of com-
puter programming, all of them have in common to express programs through
basic blocks consisting of sequential lists of instructions.
In contrast to this – given the hardware architecture of TrueNorth – it should
be clear that programs for the new system have to be specified in completely
different ways and therefore new programming paradigms are necessary [11].
As every computation in the TrueNorth system is performed by a network of
neurons, a program has to be a complete specification of this network, exposing
7

only external inputs and outputs [11]. On the one hand, the specification of the
network includes parameters for the neuron model, as described in 4.2, and on
the other hand it provides the anatomy of the network, meaning the connec-
tions between neurons within one core and the connections between different
neurosynaptic cores.
Therefore scientists at IBM have developed a programming paradigm for
TrueNorth which simplifies writing programs, that can be e ciently executed
by the hardware [11]. This programming paradigm introduces Corelets, which
are abstractions of a TrueNorth program, and hence encapsulate the specifi-
cation of a network of neurosynaptic cores, exposing only external inputs and
outputs. Furthermore the paradigm consists of the Corelet Language for creat-
ing Corelets, the Corelet Library, which is a repository of reusable Corelets, and
the Corelet Laboratory, a programming environment for the whole programming
cycle.

Obviously, as soon as the neuronal networks used for a program get bigger,
it is di cult for the programmer to specify the whole network. For this reason,
it is possible to compose simple Corelets in order to build more complex ones.
Axons on a Corelet that receive their input from outside of the Corelet are
called input connectors and neurons that send their output to destinations out-
side of their Corelet are called output connectors.
For composing Corelets, the programmer can connect output connectors from
one Corelet to input connectors from another one.

Definition and composition of Corelets is done with the Corelet Language.


This is an object-oriented language implemented in Matlab OOP that provides
classes for neurons, neurosynaptic cores, connectors and corelets.

5 Comparing the Two Architectures


5.1 Key Challenges for Future Systems
After this introduction to two systems which are based on completely different
hardware architectures, the question arises if one of them will be superior when
it comes to building cognitive systems and computers in general in the future.
The Von Neumann architecture has been more or less the leading architecture
in the last 70 years, so why should we suddenly need a change? Does the future
hold challenges that Von Neumann machines can't cope with?

To answer those questions and eventually compare both systems, it is nec-


essary to identify challenges and key requirements for computing in the future,
particularly with regard to cognitive computing.
Although there are multiple upcoming challenges, dealing with a growing
amount of available data, the steadily increasing power consumption of comput-
ers and the need for new ways of interacting with computers, are probably the
most urgent ones for cognitive computing.
8

5.2 Bene ts and Drawbacks of the Two Architectures

Of course the Von Neumann architecture has not been out there for such a long
time without a reason. When it comes to performing calculations and applying
logic, neither humans nor cognitive systems can keep up with Von Neumann
machines today. One also should not forget all the concepts, systems and tech-
nologies developed for this architecture over the last decades, which can not be
just ported to other systems.
Nevertheless the Von Neumann architecture has some drawbacks, which are
long known, but get more and more relevant now and in the near future.
For taking big amounts of data into account for computations, enormous
computing power is needed. Until today the computing power has steadily in-
creased, but this process is slowing down. Companies had to stop putting up
the clock rates of processors already years ago and for the first time since the
seventies, they are struggling to keep up with Moore's Law. The reasons for both
of this basically is, that processors consume more and more power and there-
fore produce more heat. And this heat is starting to get a problem for making
computers even faster [12].
In contrast to this, brain-inspired systems have a remarkably small power con-
W
sumption: While CPUs have a power density of around 50 100 cm 2 , TrueNorth
mW
only needs 20 cm2 . Even more: TrueNorth can run a typical recurrent network
consuming only 70 mW. This is about four orders of magnitude lower than a
simulation on a Von Neumann computer would need [7].
Probably Von Neumann machines will always be better than neuronal sys-
tems at plain calculations, but for learning new behavior and interacting with
their environment they might be left behind pretty soon. Already now, applica-
tions like speaker recognition or digit recognition have been developed and work
well for the still young TrueNorth system [13]. This gives confidence that brain-
inspired architectures can and will deliver fundamentally new ways of interaction
between humans and computers.
A major problem for neuronal systems is the development of software. As
described in 4.3, the programmer has to specify the anatomy of the neuronal
network, meaning he has to define all the connections between the neurons.
Although the behavior of single neurons is quite well understood today, it is
still not clear how neuronal networks are formed and how the neurons work
together [14]. Naturally, this makes it di cult for software developers to set up
networks that solve the problem he is dealing with.

6 Conclusion

As Von Neumann computers are used in all areas of technology all over the
world, they will definitely be present for the next decades and probably won't
disappear at all. Completely discarding the Von Neumann architecture would
mean leaving years and years of research behind and it is likely that it will take
very long to develop equivalent technologies for new hardware architectures.
9

But one should also be aware that Von Neumann computers have several
advantages, as described in the previous chapter, that justify to continue using
them, not just for the reasons of compatibility with old technologies.
However, regarding cognitive computing, apparently brain-inspired systems
are better suited. IBM describes them as \slow, sensory, pattern recognizing
machines", which makes them good at working in real time with all kinds of
– probably noisy – data from sensors, and therefore well-suited for interacting
with their environment and humans.
In the future, there won't be just one dominant system, but it will rather be
important for researchers and engineers to know benefits of both systems and
decide depending on the problem which system is more e cient.
One can also imagine combining both architectures, to get the best out of
both of them to build powerful computers that can easily learn new behavior,
adapt to their environment and interact naturally with humans.
Brain inspired computers are still a very new technology, but one can be sure
that after 70 years of having the von Neumann architecture as the dominant
architecture for all kinds of computer systems, brain-inspired architectures will
provide a promising alternative in the future, at least for specific areas like
cognitive computing.

References
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context=compsci.
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Icaza, P. Datta, J. Sawada, T. M. Wong, V. Feldman, A. Amir, D. Rubin,
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[Accessed 07-August-2015].
Language Workbench Technology For Cognitive
Systems

Tobias Nett

Technische Universität Dresden


Institut für Software- und Multimediatechnik
Lehrstuhl für Softwaretechnologie
[email protected]

Abstract The combination of cognitive technologies such as artificial


intelligence and robotics and the advent of cognitive computing usher a
new generation of complex software systems. In the last years, various ap-
proaches on cognitive architectures have been taken and they established
themselves for solving domain-specific problems. As a consequence, the
design and implementation of cognitive systems gains importance and
new tools are required to ensure quality software.
In this paper, we present language workbench technology as instrument
for improving the software development process for cognitive systems
for both system developers and domain experts. Language workbenches
create an enabling environment for domain-specific languages and sup-
porting tools, e. g., through integrated development environments and
concise toolchains. We propose to apply language workbench technology
to create a language ecosystem for cognitive technologies which can then
take advantage of diverse notations and specialized tools.

Keywords: Cognitive Computing, Domain Software Engineering, Lan-


guage Workbench Technology, View-based Programming, Domain-specific
Language

1 Introduction

Within the last years, computers became capable of doing things only humans
used to be able to do. This advent of cognitive computing heavily influences
our lives, visible in self-driving cars or programs competing in quiz shows like
Jeopardy!, and invisible in many business applications [16]. Consequently, de-
signing and implementing cognitive systems becomes an increasing issue, and the
demand for good tools and environments for creating cognitive software raises.
A good starting point for research on the challenges and opportunities of
cognitive computing is the online article Cognitive Computing Ushers In New
Era Of IT by Eric W. Brown [3]. Schatsky et al. provide further insights in
the chances for business in their article Cognitive technologies: The real op-
portunities for business [16]. To readers interested in the technical background
of cognitive architectures the comparing review Cognitive architectures: Re-
search issues and challenges by Pat Langley, John E. Laird, and Seth Rogers is
recommended [13].
The remainder of this paper is structured as follows. Section 2 presents the
state-of-the-art in cognitive computing and gives a short overview of existing
cognitive architectures and frameworks. Section 3 evaluates domain-specific lan-
guages in AI and cognitive technologies. The focus lies on the structure of these
DSLs and how they are incorporated or adapted in current cognitive frameworks.
In section 4 graphical notations used in other domain-specific software are ana-
lyzed by reference to two concrete tools. Section 5 aims to combine the presented
aspects and create an enabling environment for graphical notations in cognitive
computing applications. Finally, section 6 concludes with a summary on chal-
lenges and opportunities when combining the fields of cognitive computixng and
domain software engineering.

2 Existing Work
This work is based on two important aspects of today's computer science re-
search and software engineering technologies: the advent of cognitive computing
in the last years [4, 17], fostered by business needs and growing computational
power on this field, and the urge to increase the software development process
by individual, domain-specific tooling and graphical assistance [9].
Cognitive computing might have become noted to a broader audience through
projects like IBM's Watson [11], but, as Langley et al. shows, the number of es-
tablished cognitive architectures and frameworks is way higher than the amount
of publicly known representatives [13]. Thus, we are interested to see how ex-
isting architectures face the challenges of implementing complex interactions
of cognitive technologies, e. g., computer vision, machine learning, robotics, or
project planning and scheduling.
Although cognitive systems often aim to solve problems of a specific domain
(e. g., Icarus, a cognitive architecture for physical agents [12]) we can observe
a gap between cognitive computing and domain software engineering for other
disciplines. To cite an example, Pérez Andrés et al. present an approach based
on metamodeling and view-based programming which enables languages with
graphical and textual views [15]. On the other side, domain-specific systems for
cognitive computing mostly use textual representations, such as those presented
in the next section.

3 Domain-specific Languages in Cognitive Technologies


We have a look at two established domain-specific languages (DSLs) of cognitive
computing, namely the Game Description Language (GDL) and the Planning
Domain De nition Language (PDDL) in this section. These two languages act
as an illustration for typical, generalized approaches on communicating prob-
lem spaces, especially their specific goals and restrictions. Section 3.1 gives a
short overview of the Game Description Language and its intention. Similarly,
section 3.2 introduces the Planning Domain Definition Language and its goals.
Section 3.3 puts the DSLs in relation with common cognitive architectures and
evaluates the architecture's support for the languages. The focus of this evalua-
tion is on identifying issues which can be improved using a language workbench
approach.
The contemplation of these two languages is of course not exhaustive, many
other DSLs have shown up in the cognitive computing domain. The interested
reader could, for example, take a look at 3APL (An Abstract Agent Program-
ming Language [8, 7]), a modern programming language platform for multi-agent
systems, or the Goal programming language1 for rational agents.

3.1 GDL Game Description Language


The Game Description Language (GDL) is part of the General Game Playing
Project of Stanford University, California [14]. It has been developed to formalize
the rules of any finite, information-symmetric n-player game in such a way that
the description can be automatically processed by a general game player. GDL's
intention can be derived from the problems of specialized game players which
are incapable of adopting similar game playing situations.
As a declarative language with a syntax based on Datalog, GDL allows to
develop modular and easy to understand game specifications. Listing 1.1 shows
an excerpt of a textual description of a two player Tic Tac Toe game in GDL.
The listing is divided into three parts. First, two player roles (x and o) are
defined. Second, a 3x3 game board is initialized with empty cells, and player x
gets control. Finally, the condition for a legal move is defined.

Listing 1.1. Excerpt of the definition of a two player instance of Tic Tac Toe in GDL.
1 ( role xplayer )
2 ( role oplayer )
3

4 ( i n i t ( c e l l 1 1 blank ))
5 ...
6 ( i n i t ( c e l l 3 3 blank ))
7 ( i n i t ( control xplayer ))
8

9 (<= ( l e g a l ? p l a y e r ( mark ?m ? n ) )
10 ( t r u e ( c e l l ?m ? n b l a n k ) )
11 ( true ( control ? player )))

To cope the limitations of basic GDL not being able to describe games with
chance or incomplete information, the language extension GDL-II (Game De-
1
http://ii.tudelft.nl/trac/goal
scription Language for Incomplete Information) has been developed by Thielscher
[18]. Over the years, many adaptations of the language to specific environments
and use cases have appeared. Therefore, GDL is established as base description
language for general gameplaying tasks.
In common with other DSLs for AI, GDL is purely textual. The language is
the formal frame to communicate game rules (such as allowed moves, shape of
board, or winning conditions) to game players using a conceptualization of games
in terms of entities, actions, propositions, and players. The language specification
does not have any game-specific constants or keywords, but consists only of
general functions.

3.2 PDDL Planning Domain De nition Language


The Planning Domain De nition Language (PDDL) is an attempt to standard-
ize AI planning languages, as the ATPS-98 Planning Competition Committee
points out [10]. The language offers a propositional representation for problems of
artificial intelligence, i. e., it aims to express the problem space of a domain, that
is, predicates, actions, and effects. As per design, PDDL is very general which
makes it necessary for actual planner applications to extend the core notation
to their needs.
Like GDL, PDDL is a purely textual language without graphical elements.
In listing 1.2 a problem instance for a robot with a gripping device is shown.
The robot's task is to move a ball (ball1) from one room to another.

Listing 1.2. An example for a problem instance associated with the gripper domain.
1 ( d e f i n e ( problem g r i p p e r )
2 ( : domain g r i p p e r )
3 ( : o b j e c t s rooma roomb b a l l 1 left )
4 (: init ( room rooma )
5 ( room roomb )
6 ( ball ball1 )
7 ( gripper left )
8 ( at−r o b b y rooma )
9 ( free left )
10 ( a t b a l l 1 rooma ) )
11 ( : g o a l ( a t b a l l 1 roomb ) ) )

In its core, PDDL allows for domain descriptions, i. e., what are the elements
common to all problems of the domain, and problem descriptions, i. e., deter-
mining the specific planning-problem. As stated above, extension of the core lan-
guage is necessary for concrete planning problems. Therefore, several extensions
and derivations for various field which differ in representation and functionality
exists. Although these derivations and extensions are all based on core PDDL,
they have to be seen as independent languages for planning problems.
The pool of languages derived from PDDL indicates that a general mecha-
nism for compatible language extensions is necessary to keep the language family
clear and consistent. Optimally, domain experts are able to choose a representa-
tion of a planning problem in their desired notation, without breaking compati-
bility with other language adoptions facing a different concern.

3.3 Domain-speci c Languages in Cognitive Architectures

Domain-specific languages such as GDL or PDDL are not closely integrated with
most cognitive architectures. However, there exist translators for some language-
architecture pairs. For instance, the Soar architecture offers translators for both,
GDL and PDDL. A similar translation from PDDL to the ACT-R framework
has been provided by Amant et al. [1].
The major drawback of chaining different language tools, translators, and
compilers is that the user has to learn and master the correct collaboration of
these tools. Figure 1 illustrates the resulting toolchain of different bridging and
glueing techniques. Although problem specifications often are similar, the user
has to implement architecture specific solutions which are not compatible to
other systems. Moreover, the interleaving of tools in complex toolchains is not
easily comprehensible for new developers or domain experts without program-
ming experience, and strong dependencies on specific tools restrict the reusability
of general solutions.

Domain-specific Bridging and Bridging and Implementation


Language Glueing Glueing Architecture

PDDL A1
...
GDL A2

Figure 1. Traditional toolchain for using domain-specific languages in cognitive ar-


chitectures. Note that each bridging or glueing step has often to be invoked by the
user.

From the point of view of software engineering, the employed model transfor-
mations and code generation to glue generalized languages of AI to specific cog-
nitive platforms is not transparent. The presence of various architecture-specific
languages emphasizes the need for a modular and extensible base language for
cognitive computing. A prime example is PDDL and all its problem-specific
extensions which are mostly incompatible to each other.
4 Language Workbench Technology for Domain-specific
Tooling

We have seen in the previous section the predominance of textual problem and
domain specifications in cognitive technologies. Listings 1.1 and 1.2 conveyed a
good insight into typical text-based representations of environment and problem
descriptions. Domain-specific language and tools in other disciplines can be taken
as a reference for advanced concepts in domain software engineering. Thus, we
look at two distinct approaches which are both based on Language Workbench
Technology aiming to simplify software development processes. Section 4.1 in-
troduces MetaR, a data analysis toolbox for biologists and bioinformaticians.
Section 4.2 presents mbeddr, an extensible C-based language used in embedded
systems engineering.
Language Workbenches are tools which enable an efficient development and usage
of (programming) languages. They simplify the generation of productive DSLs
and provide means to create and manage sets of related languages. The leading
language workbenches (such as MPS2 , Spoofax3 , or Rascal4 ) offer many generic
facilities, i. e., usage analysis, language modularization and extension, or model
visualization.
Figure 2 demonstrates the close relationship between language workbenches
and the implementation target. Language transformations and semantic adjust-
ments are solely performed within the language workbench environment. In the
end, only one concise transformation step is required to map the domain-specific
solution developed in the language workbench to the implementation target.

Extensions

Language Workbench Tecnology Implementation


Target
PDDL PDDL PDDL PDDL PDDL

PDDL DSL1 PDDL DSL2 A2

Common Base Language A1

Figure 2. Domain-specific solutions based on Language Workbench Technology are


directly related to target architectures and frameworks. Domain-specific languages can
easily be extended in a modular fashion using this approach, as indicated by the stacked
language extensions. Note that only one generation step is required to produce the
implementation for a specific architecture.

2
https://www.jetbrains.com/mps/
3
http://strategoxt.org/Spoofax
4
http://www.rascal-mpl.org/
The two DSL projects presented in the following sections are both based on
language workbench technology, in particular on JetBrains’ Meta- Programming
System (MPS). The core of this language workbench instance is projectional edit-
ing (or view- based programming). Instead of using the traditional approach of
compiler techniques, i. e., parsing, transformation, and code generation, MPS
maintains programs directly as abstract syntax trees with reference overlay
graphs. This program representation allows to easily specify diverse notations
for specific model elements. To cite an example, nested conditional statements in
standard programming language can be presented in different views, e. g., using
conditional statements itself, a control flow graph, or a decision table.

4.1 MetaR – a DSL for Data Analysis

MetaR is a metaprogramming approach by Benson and Campagne to alleviate


command line tools and common workflows and provide them with user inter-
faces for data analysis [6]. It is a toolbox for biologist and bioinformaticians, tai-
lored to model biomarker development and its validation process [2]. Although
the user interface is still based on textual representations, graphical elements
such as buttons, diagrams, or tables can be embedded in the analysis programs
written with MetaR. The name MetaR stems from the underlying concept of
metaprogramming in the R programming language.

Figure 3. MetaR allows to integrate graphical representations (e. g., plots) and user
interface elements (e. g., buttons) into analysis programs.[6]
MetaR demonstrates how textual problem descriptions can be mixed with
other notations, e. g., tables or plots as can be seen in fig. 3. Taking the biomarker
development as an example, it embeds the standard notation used in biology
within the source code. Thereby, it integrates well with the original domain lan-
guage and domain experts can easily express the desired functionality. Common
solution patterns are abstracted to intuitive user interface elements which hide
the implementation complexity.

4.2 mbeddr – Extensible C for Embedded Systems

mbeddr is an extensible C- based programming language and IDE for embedded


systems developed by Voelter et al. [20]. The mbeddr environment advances
on the path of graphical domain- specific language tooling around a C- based
programming language. It enables for diverse notations utilizing the projectional
editing concept of MPS.
Besides a slightly modified version of standard C, mbeddr provides various
graphical notations for recurring problems of embedded software engineering.
Similar to MetaR, the IDE allows to specify decision rules via decision tables,
and custom graphical widgets can be embedded in mbeddr programs, e. g., but-
tons or progress bars [19]. Additionally, mbeddr offers means to define program
components fully graphically. To cite an example, state machines can be imple-
mented using traditional textual notation or by using the well- known graphical
representation (see fig. 4). This simplifies development and comprehension of
state machines for domain experts. In theory, a component’ s behavior can be
implemented without knowledge of the underlying programming language.

Figure 4. The mbeddr development environment extends standard C with domain-


specific elements, e. g., graphical notations for state machines.[5]
Thus, mbeddr is a prime example for language workbench technology special-
ized to a specific domain. The projectional concept of MPS is used to provide
optional views for domain-specific concepts. The modularity and extensibility
allows to evolve and enhance the base language with new concepts. View-based
programming permits compatibility of unrelated language extensions.

5 Enabling Graphical Notations in the Cognitive


Computing Domain

The variety of domain-specific languages in AI and cognitive technologies, as well


as the diversity of cognitive architectures, has shown the necessity of solutions
tailored to a specific domain. Our goal is to create an enabling environment
for an extensible and adaptable language framework for cognitive computing.
Implementing new problem solutions should be as similar to well-known repre-
sentations in the problem domain as possible, and adopting the language family
to new, specific tasks has to be easy.
We propose the use of language workbench technology for cognitive sys-
tems to capture two concerns at once. On the one hand, language workbench
technology allows to maintain a language ecosystem and adapt it to concrete
problem specifications. This simplifies the collaboration of domain experts and
system developers as it separates the concerns of domain-specific solutions and
architecture-dependent implementations. On the other hand, modern language
workbenches allow for diverse notations and representation based on projectional
editing. This technique allows to offer domain experts graphical tools and em-
bedded user interfaces which are guided by established representations of the
concrete domain.

User Extensions

Default Extensions diagrams tables GDL-II

Core Languages PDDL GDL ...

Platform Language Workbench Platform (e.g., JetBrains MPS)

Backend ... ...


Architectures A1 A2 An

Figure 5. The proposed language ecosystem for cognitive computing based on lan-
guage workbench technology. The language families are decoupled from the backend
architectures and implementation languages.

Figure 5 shows the proposed language ecosystem. The language workbench


decouples the high-level abstractions from the underlying back-end architec-
tures and implementation languages. Platforms such as MPS use a generative
approach for language implementations. The target languages do not have to
be changed, instead the high-level concepts are mapped to standard language
features. The mapping process is based on model-to-model transformations from
user extensions to default extensions to one or more core languages. Thus, user
extensions can be added to the ecosystem without modifying the code generation
process, but only by specifying how the abstraction can be mapped to the next
lower level. In particular, this allows to map ontologies and match semantics of
solution domains within the environment.
Providing graphical notations for cognitive concepts is covered by adding
new view concepts for specific concerns, e. g., allowing to specify agent behavior
through a state machine. Again, the language aspect modularization allows to
map graphical constructs to different base languages if necessary. For instance,
a game rule specification using a control flow diagram can be mapped to GDL
as a base concept.

6 Conclusion
To sum it up, domain software engineering is an important part of cognitive
computing. The amount of architectures and domain-specific language variations
in AI and cognitive technologies shows the need for comprehensible and usable
notations of programs. However, we have seen that the cognitive computing
domain is cluttered with various approaches tailored for specific tasks, but with
a poor compatibility between language or architecture variants.
We proposed projectional language-metaprogramming for cognitive comput-
ing based on language workbench technology to face the challenge of creating a
better domain-specific ecosystem for cognitive computing. The core idea was to
introduce an extensible base language for cognitive technologies which can be
adapted to specific domains as needed. Language workbenches allow for mod-
ular language specifications and extensions and can target multiple backend
platforms.
The major open challenges are to find common base concepts which can be
used as base language concepts. The established DSLs such as GDL or PDDL
are promising candidates. Several architectures already provide translators which
can be integrated in the code generation phase of the language workbench. Ad-
ditionally, existing language extensions and derivations have to be modeled as
components of the language workbench. Matching the semantics between dif-
ferent language layers is important for the correctness of the program transfor-
mation and implementation target generation. Finally, the graphical notations
used in cognitive science and systems engineering need to be ported to the new
ecosystem.
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Networked Brain‐based Architectures for more Efficient 
Learning 

Tyler Butler 

Technische Universität Dresden 
Institut für Software‐ und Multimediatechnik 
Fakultät Informatik 
[email protected]

Abstract.  In the future, computers will need to make autonomous decisions 
based on data much in the way that human beings do. For example, one day 
an autonomous robot may be presented with the task of navigating in an unfa‐
miliar environment and will need to be able to recognize obstacles and to 
adapt to changes in real time. This is something humans and other mammals 
are able to do very quickly and without much thought, but current‐day com‐
puters have great difficulty doing as they must be programmed to account for 
each scenario they encounter and cannot make real‐time adaptations. This pa‐
per suggests taking a brain‐based approach to cognitive software develop‐
ment, using the emergent paradigm of cognitive science and taking advantage 
of its environment‐based adaptions to create cognition much in the same way 
it evolved in the brains of mammals. One of the shortcomings of using the 
emergent paradigm is that agents need significant exposure to their environ‐
ments before they can properly adapt and achieve cognitive function. I will 
present a potential solution to this problem by applying methods from Ma‐
chine to Machine communication and cloud computing to create a network of 
agents running emergent‐based software which are connected to a database 
where they can share experiences with other agents of the same type. This 
would increase the speed at which agents are able to adapt to their environ‐
ments and give them a much higher quality of decision making than if they had 
only their own experiences available for reference.
 
Keywords: emergent, Machine to Machine, cloud, brain‐based 

1 Introduction 

Many software architectures used today and in the past rely on the 
programmer to account for all uncertain variables that the software may 
encounter while executing in its environment. This may come of little 
consequence when a software engineer is trying to create a web application 
for his company to store data in a database, where all of the variables can be 
somewhat easily accounted for and tested. Even in modern industrial 
robotics, this approach of algorithmic programming is usually sufficient when 
faced with the task of assembling a car step‐by‐step, seen in many factories 
such as those of BMW in Leipzig and Munich. However, when we step out of 
these convenient artificial environments where most variables can be 
accounted for by if‐else statements, and into the real world where even the 
best programmer cannot account for every circumstance that may occur, the 
old method of programming breaks down and becomes insufficient for even 
the most basic of tasks such as navigating without running into obstacles.  
 
A potential solution to these problems is to abandon the typical 
algorithmic approach to writing software, and instead write software that 
mimics the biological processes of the mammalian brain. There are currently 
several projects making significant advances in the field of brain‐based 
software architectures. One is the MoNETA program at Boston University's 
Neuromorphics Lab which is looking at the brains of animals at a high level of 
abstraction and trying to create a software architecture that can replicate the 
learning processes of an animal when given behavioral tests. Another project 
at the forefront of artificial intelligence research is Google Deepmind's Deep 
Q Network (DQN) project, which uses deep artificial neural networks and 
advanced algorithms to learn through reinforcement how to do a variety of 
general tasks, much in the way that an animal brain would do. These projects 
will be discussed in further detail in the Existing Work section.  
 
 
Fig. 1. An overview of my paper is outlined in the following figure:  

 
 
 

 
 
 
 
 
 
 
 
 
   
My mission for this paper will be to show how robots in the future that 
use software architectures based on the brain and reinforcement learning to 
achieve cognition can be much more efficient and effective when networked 
together. I will begin with a detailed state‐of‐the‐art to show the current 
state of software architectures that are based of the brain and learn through 
reinforcement. Then I will introduce the Emergent Paradigm, which is a 
formal way of describing how a system can achieve true cognition through 
reinforcement learning and exposure to its environment. I will introduce a 
major problem of systems based on the Emergent paradigm, namely that 
systems learn slowly and are prone to initial failure. I will conclude by 
examining a potential solution to these problems, which is to add a 
networked component to the typical reinforcement‐learning paradigm which 
will allow artificial systems such as robots to share experiences among one 
another and learn more quickly and effectively. This would be of great 
importance, because it would help robots make much more effective 
decisions autonomously and learn from their mistakes, allowing them to 
perform tasks in the physical world that they were previously unable to do.  

2 Existing Work 

Neuromorphic Engineering, the emergent interdisciplinary subject 
taking inspiration from fields such as computer science and biology to create 
artificial neural systems such as vision systems and autonomous robots 
whose physical and design principles are based on those of biological 
nervous systems [2], has seen progress recently due to investment from  
DARPA in the form of the SyNAPSE (Systems of Neuromorphic Adaptive 
Plastic Scalable Electronics) with contributing major players including IBM, 
HRL Laboratories, and several large universities. However, most of the work 
being done is in relation to creating new hardware that more closely relates 
to the biological brain rather than bio‐based software architectures [3].  
 
A project funded by the SyNAPSE which does focus more on cognitive 
software architectures is MoNETA at Boston University, in which the primary 
goal is to “create an autonomous agent capable of object recognition and 
localization, navigation, and planning in virtual and real environments.” [5] 
MoNETA uses a cognitive software architecture based on a mammalian brain 
with reinforcement learning, whereby actions leading to the best outcomes 
are repeated when presented with a similar scenario. Using this style of 
learning, MoNETA when placed in a virtual environment was able to emulate 
the behavior of real rats when performing the Morris Water Navigation Task, 
a common procedure used to measure spatial learning and memory in 
behavioral neuroscience [6]. 
 
Another organization on the forefront of research into brain‐based 
artificial intelligence is Google Deepmind, which recently published a paper 
in Nature revealing its work on a deep neural network (called a Deep‐Q 
network, or DQN) that uses reinforcement learning to play Atari video games 
at a superhuman level [12]. What's special about this new development is 
that it only takes in the raw pixels of the Atari game's screen as input (as a 
human would), and is able to play a variety of games involving a large 
diversity of tasks using a single brain‐based algorithm. In other words, the 
Deep‐Q network is able to learn to do a variety of different tasks and make 
continuous adaptations without being specifically programmed for each 
separate task. The figure below shows the DQN compared against the best 
linear‐learning algorithms when faced with the task of playing Atari games. 
 
Fig. 2.  

This method of general purpose learning far surpasses the 
capabilities of automated machines of the past, which were mostly unable to 
perform tasks they were not specifically programmed to do, and represents a 
great leap forward in machine learning and general artificial intelligence.  
 
There are several other ongoing projects which involve brain‐based 
computer systems including IBM's TrueNorth program [4] and Darwin, a 
cognitive software architecture presented in Artificial Cognitive Systems: A 
Primer  by David Vernon, which uses similar learning techniques based on 
interactions with the environment and reinforcement to achieve cognition. 
[7] 

3 The Emergent Paradigm of Cognitive Science 

The Emergent Paradigm of Cognitive Science is one of the two paradigms of 
cognitive science outlined in the book Artificial Cognitive Systems: A Primer 
by David Vernon. As described in the text, “The ultimate goal of an emergent 
cognitive system is to maintain its own autonomy, and cognition is the 
process by which it accomplishes this. It does so through a process of 
continual self‐organization whereby the agent interacts with the world 
around it but only in such a way as not to threaten its autonomy. In fact, the 
goal of cognition is to make sure that the agent's autonomy is not 
compromised, but is continually enhanced to make its interactions 
increasingly more robust.” [7]  Emergent systems are dependent on 
embodiment in its environment which allow them through experience to 
learn actions and environments that promote or harm the system's 
autonomy. 
 
Fig. 3.  

This is opposed to the cognitivist paradigm of cognitive science, which 
states that mind and body are independent and cognition is achieved 
through a symbol‐based recognition and learning system. Both MoNETA and 
the Deep‐Q neural network described in the existing work section use the 
emergent paradigm to achieve cognition. For example, in the Deep‐Q net‐
work the input pixel image of the videogame screen is its connection to the 
environment, and maximizing the score of the game is seen as desirable and 
actions leading to it reinforced. On the contrary, losing the game is seen as 
undermining the systems autonomy and is learned to be avoided.  Over time, 
as shown by the DQN's ability to make superhuman predictions while playing 
video games, emergent systems will achieve true cognition by being able to 
anticipate events in the future and prepare for those events. This is very sim‐
ilar to the way biological brains evolved to achieve cognition. 

3.1 Creating a Scaleable Emergent‐base Cognitive Architecture 

Most robots today are placed in controlled environments such as 
factories in which they only perform a simple repetitive task such as placing a 
door on a car that is already in an exact, fixed position. If we were to take the 
robots of today out of these controlled environments and place them into 
the real‐world where not all variables can be accounted for, the current 
software architectures that robots use would be insufficient to carry out 
useful automated tasks. In the future, we could possibly look to brain‐based 
software architectures that use the emergent paradigm to help robots make 
well informed, quick decisions while in unfamiliar environments. While being 
able to replicate the cognitive power of the human brain is most likely still a 
long way off, being able to create a software architecture that mimics the 
cognitive functions of a lower mammal's brain could be possible by the year 
2025. In Artificial Cognitive Systems, Vernon says in regards to brain‐based 
cognitive systems that “Since human intelligence evolved from the 
capabilities of earlier primates, ideally a cognitive model of human 
intelligence should be reducible to a model of animal intelligence. This is bio‐
evolutionary realism. Sometimes, this is taken the other way around by 
focusing on simpler models of cognition as exhibited by other species – birds 
and rats, for example – and then attempting to scale them up to a human‐
level cognition.” Therefore, if we are able to create a cognitive software 
architecture which uses the same systems for learning and decision making 
as an animal‐brain, we can reap the immediate benefits of this system in 
fields such as robotics in the near‐future and let this system learn and evolve 
into the long‐term future when we may be able to see truly human levels of 
cognition.  
4 Using the Emergent Paradigm and networked reinforcement‐
learning as a future cognitive software architecture 

As seen in the figure below, the DQN took around 200 iterations of playing a 
game before it maximized its potential score.  
Fig. 4.  

 
While this number of learning‐trials is sufficient for research 
purposes, expensive robots may not have the luxury of multiple failures 
before they properly adapt to their environment. The cognitive software 
architectures used by robots and other artificial agents in 2025 could be 
similar to that of MoNETA's and the DQN's in that they learn through 
reinforcement and interactions from the environment, but instead of each 
robot starting from scratch, a cloud database of memory and experiences 
could be assembled and every robot of a similar type connected to this 
database. Machine to Machine (M2M) is a broad term used to refer to 
technologies that allow communication between devices of the same type. In 
the past decade, M2M along with the Internet of Things has generated 
unprecedented amounts of data, with new smaller electronics containing 
sensors such as those on smartphones, refrigerators, and thermostats now 
being connected to the internet.[14]  
  
This abundance of data has a significant positive impact on technical 
innovation. As described in Erik Brynjolfsson's and Andrew McAfee's The 
Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant 
Technologies ‐ “Digitation increases understanding. It does this by making 
huge amounts of data readily accessible, and data is the lifeblood of science.” 
If a software architecture could be developed which combines the powerful 
brain‐based reinforcement algorithms used by MoNETA and the DQN with 
Machine to Machine communication and the vast amounts of useful data 
that comes from it, it could minimize the time it takes for artificial agents to 
learn about their environments, and provide a vast array of experiences for 
the agents to use to make decisions which a single agent would not have 
been capable of producing alone. For example, if a cleaning robot with this 
architecture in the future were to sense and encounter a specific piece of 
metal in the environment which, when sucked up by the robot's vacuum 
caused a part of the robot to break, it would recognize this encounter as 
having a negative effect on its autonomy. It would then upload the situation 
and encounter into the cloud used by other cleaning robots so that when 
another cleaning robot encounters this specific type of metal, it know to 
avoid it. 
 

This would create a very effective cognitive architecture for robots of 
the near future, in which new situations are consistently being added to help 
robots navigate an uncertain world. This new networked architecture would 
be in most cases superior to requiring all agents to be left to adapt to their 
environment on their own, and would far surpass the current model of 
attempting to account for every environmental variable before releasing the 
agent into the world.  

5 Conclusion 

In the year 2025, we will likely take different approaches in the


way we construct software. The current algorithmic way of making
decisions using if-else statements is insufficient when faced with too
many environmental variables, such as when a robot is asked to act
autonomously in an unfamiliar environment. This paper presents a
potential solution of using the recent advances in brain-based software
architectures and reinforcement learning algorithms in conjunction with
machine to machine communication and cloud computing to share
experiences between agents of the same type. This would create an
efficient software architecture capable of allowing autonomous agents
to learn and adapt to the real world much as biological lifeforms did
through evolution, with the added benefit of agents having the
experiences of all other agents of the same type. This new architecture
would lay the foundation of a cognitive architecture which could be
continuously scaled up, improving as experiences continue to be added
to the database over time. This would increase the speed at which
agents in the future are able to adapt to their environments and give
them a much higher quality of decision making than if they had only
their own experiences available for reference.

6 References 
1.  [Online]. Available: http://nl.bu.edu/research/projects/moneta/moneta‐v2‐0/new‐navi‐
gation‐and‐decision‐making‐systems/ 

2. [Online]. Available: http://en.wikipedia.org/wiki/Neuromorphic_engineering#cite_note‐4 

3. [Online]. Available: 
http://www.darpa.mil/Our_Work/DSO/Programs/Systems_of_Neuromorphic_Adaptive_
Plastic_Scalable_Electronics_%28SYNAPSE%29.aspx 

4. A. Rutkin (2013, August 8). MIT Technology Review [Online]. Available: http://www.tech‐
nologyreview.com/news/517876/ibm‐scientists‐show‐blueprints‐for‐brainlike‐compu‐
ting/ 

5. A. Gorchetchnikov, “MoNETA: massive parallel application of biological models navi‐
gating through virtual Morris water maze and beyond”, US National Library of Medicine 
National Institutes of Health, BMC Neurosci. v.12, July 2011. 

6. R. Hooge (2001, August). Brain Research Reviews [Online]. Available: http://www.sci‐
encedirect.com/science/article/pii/S0165017301000674 

7. D. Vernon , “Paradigms of Cognitive Science,” in Artificial Cognitive Systems: A Primer, 
Cambridge, MA: MIT Press: 2014, pp. 32‐84. 
8. [Online]. Available: http://www.cs.jhu.edu/~hager/Public/teaching/cs461/ObjectRecogni‐
tion.pdf 

9. http://www.scientificamerican.com/article/visionary‐research/ 

10.  J.L Krichmar and G. M. Edelman. “Brain‐based devices for the study of nervous systems 
and the development of intelligent machines”, Artificial Life, 11:63‐77, 2005. 

11. V. Mnih et al., “Human‐level control through deep reinforcement learning”, Nature v. 
518,  February 2015 

12. [Online]. Available: https://en.wikipedia.org/wiki/Machine_to_machine 

13. [Online]. Available: https://www.bosch‐si.com/media/bosch_software_innovations/doc‐
uments/publication/english_1/2012/2012‐07‐bigdata_industrialit_byimcramer_pub‐
lished_on_bosch‐sicom.pdf 

14. E. Brynjolfsson, E. McAfee,  “The Digitization of Just About Everything” in The Second Ma‐
chine Age: Progress, and Prosperity in a Time of Brilliant Technologies. New York, NY: 
W.W Norton & Company: 2014, pp. 67 
Developing Better Pharmaceuticals
Using the Virtual Physiological Human

Benjamin Blau

Technische Universität Dresden


Institut für Software- und Multimediatechnik
Fakultät Informatik
[email protected]

Abstract. We are at a point in history where computers are enabling what was
once considered science-fiction to become reality. The cross between comput-
ers and the medical industry is allowing for better treatment than ever before.
However, even with today’s technologies, there is still room for improvement.
Many drugs and treatment options have the potential to leave unwanted neg-
ative side effects. Additionally, the current drug development process is be-
coming more expensive and yielding fewer results. Current technologies are
laying out the future of drug development. Breakthroughs in simulation of the
body, when coupled with computer simulations of chemical reactions, will lead
to incredible discoveries in clinical medicine. Cognitive computing allows us to
further expand this technology to function on its own. This paper discusses the
future of drug research and development with the assistance of cognitive tech-
nologies.

Keywords: virtual physiological human, clinical medicine, pharmaceutical, de-


velopment, simulation, chemical reactions, cognitive computing

1 Introduction

We are living at an incredible time in history. The once science-fiction is


quickly becoming reality. Injuries and illnesses that would have once ren-
dered someone disabled or dead are often easily combatted thanks to mod-
ern medical technology. Parts of the body are being replaced with 3-D
printed synthetics, once-deadly diseases can be cured and the deaf are given
the ability to hear for the first time. All of this is possible thanks to advances
in science and technology. Almost anyone you can ask has felt the effects of
these technological feats in some way. People experience these every time
they use an inhaler, take a pill, get a vaccine, etc. Science and technology
have allowed humans to live better, longer and healthier lives. However,
even with modern technology, there will always be room for improvement.

Current drug development processes are not only expensive and tedious but
they often leave us with less than ideal results. There are several ways in
which drugs come to the market. Many drugs are tested on animals but
these often don’t make it to a human testing stage [1]. The American Food
and Drug Administration requires all drugs to be tested on animals before
they can move on to clinical trials on humans. Following this, there are many
details that must be worked out before the trials can begin. Even after a drug
has been approved for human testing, there are many variables that can
leave uncertainties in a drugs capabilities. This is because of how different
every individual is. Not only does everyone differ in age, weight, etc., every
individual also has a different medical history. All of these factors make it dif-
ficult to be positive about potential negative side-effects that some drugs
may have. In addition, clinical trials can take years and do not always result
in a drugs approval.

My vision for this paper is to research new methods for the creation and de-
velopment of clinical medication and how these methods can be trans-
formed through cognitive computing. Using a cognitive computing format
similar to that of Watson Health, computerized simulations of chemical reac-
tions, when partnered with projects such as the Virtual Physiological Human
(VPH), can help us to create safer and more patient-specific drugs at a
quicker and cheaper rate than we currently are. Following the section on ex-
isting work in this field, the third section gives a more in depth explanation of
the Virtual Physiological Human, which is the backbone of this research; the
fourth section introduces recent breakthroughs in chemical reaction simula-
tion and the fifth section further discusses the potential of both of these top-
ics in regards to the future of clinical medicine.

2 Existing Work

There are two primary pieces of work that are looked at in this paper: The
Virtual Physiological Human and computerized simulations of chemical reac-
tions. The latter has been in development and use for several years now.
However, recent advances in chemistry, which were awarded the Nobel Prize
in Chemistry in 2013, has extended the use of this technology to be more
cost-effective and more capable than previous. The former is the combined
effort of computer scientists, biologists, engineers, clinicians and many other
professions. The VPH is currently a large focus of the European Comission’s
7th Framework Programme. The VPH is being developed to tackle many is-
sues in today’s medical industry including high drug research and develop-
ment (R&D) costs, declining rate of success with drug development and to
create a better method for discovering new drug treatments.

3 Virtual Physiological Humans

The Virtual Physiological Human (VPH) is a computerized recreation of the


human body. The VPH will be “integrative, personalized and predictive.”[3].
This allows us to analyze a specific individual rather than base decisions on a
similar test group and it will allow us to model an individual’s response to
certain treatments [3].

The Body as a System. In the past, doctors have looked at individual parts of
the human system to fix problems. This has worked for us to a degree. The
problem with this method is that we are not individual organs in a body, we
are an entire complex system. A treatment that may fix an immediate prob-
lem in a specific area can have lasting side-effects for another part of the sys-
tem. The VPH enables us to look at the effects on the entire system at once
allowing us to more accurately predict the side effects. Constructing the VPH
in such a way is like “putting ‘Humpty Dumpty’ back together again in a con-
certed effort to explain how each and every component in the body works as
part of the integrated whole.” [6].

Breaking Down the Systems. Development of the VPH is being tackled by


many different groups in several different sections. Some researchers are
modeling the heart, the cardiovascular system, the nervous system, etc.
while others are working on predictive models of diseases and their effects
[6]. Genomics will be incorporated as well. The VPH is expected to bring on
many invaluable advantages for us in the medical industry which will be dis-
cussed further in section 5. The project is considered so important that the
European Commission has “allocated over 72 million euros”[3] to VPH re-
lated projects. Research projects related to clinical medicine received the
largest percentage of funding[13].
3.1 Savings

A VPH will be revolutionary for many reasons. It will benefit patients, re-
searchers and doctors alike. The VPH will enable an entirely new method of
drug testing and development. Allowing doctors to test drugs on a simulation
modeled after an individual patient will save time, money and potential side-
effects for the patient. In addition, during drug development, we will poten-
tially be able to entirely skip animal testing. Animal testing only tells us so
much; when a drug moves on to clinical trials with humans it can still run into
many issues for several reasons. Every human is different in age, weight, gen-
der, etc. A VPH could be configured to a specific patient to see how a drug
will affect them.

Fig. 1. Data according to Phrma[10].

The Cost of Research and Development. The cost of current drug research
and development is at an all-time high. It is difficult to determine the exact
price for drug R&D because companies use high R&D prices to justify more
expensive drugs. A study done by Tufts Center for the Study of Drug Develop-
ment in 2014 places the price at about $2.6 billion[7], A 2010 study by Steve
Paul et al. places the price at $1.8 billion[8], and an analysis done by Forbes
places the price even higher at $5 billion[9]. Figure 1 presents the change in
average cost for R&D per drug over the last few decades. Regardless of the
exact number, we know that the price is continuing to increase each year as
a result of higher R&D costs and higher failure rates. Using the VPH as a
method of R&D will not only save years’ worth of time on clinical trials but
also billions of dollars in man-hours, R&D and materials for the drugs.

4 Modeling Chemical Reactions

One more piece of the puzzle is our ability to model chemical reactions.
Many of us have made physical models of atoms or chemical compounds for
our Introduction to Chemistry courses in our pre-University and University
years but this is much more complex than that. The idea here is to simulate
chemical reactions using computer technology. This technology is no longer
the future. The work of Martin Karplus, Michael Levitt, and Arieh Warshel for
the “Development of Multiscale Models for Complex Chemical Systems,”[2]
which won them the Nobel Prize in Chemistry 2013, does exactly this. The
importance of their work is that they accomplished something in computer
modeling that had not been managed before.

4.1 Classical Physics Meets Quantum Physics

For many years computers have had limits on their ability to assist in chemis-
try theory. This was due to the difficulty of combining classical physics and
quantum physics in simulations. Using Newton’s classical physics, chemists
could only observe a molecule in a state of rest. In order to observe a chemi-
cal reaction, they must take into account quantum physics. The downside of
both quantum and classical physics simulations is the amount of computer
power that they consume. “The computer has to process every single elec-
tron and every atomic nucleus in the molecule. This can be compared to the
number of pixels in a digital image.”[4] This meant that calculations on large
molecules would have taken a computer years to finish using extreme
amounts of data.

Karplus, Levitt, and Warshel discovered a method for simulating chemical re-
actions using both quantum physics and classical physics together. Prior to
this, computer simulations were only able to consider either quantum phys-
ics or classical physics but not both at once. This discovery allows for a much
more accurate prediction of chemical reactions. It also opens up the ability to
simulate reactions without the extreme time constraints and on a larger
scale than was previously capable.

The original work on these simulations began in the early 1970’s. Since then
not only has our understanding and ability to simulate these reactions im-
proved but the computers we use to simulate them have become signifi-
cantly more powerful. The next step is meshing our knowledge of modeling
chemical reactions with our knowledge of modeling the human body.

5 The Combination

You may be wondering how cognitive computing can play a role in drug de-
velopment. Cognitive computing is already playing a role in medical diagno-
ses. This can be observed with IBM’s new Watson Health technology. Wat-
son is design to assist doctors by analyzing a patient’s medical information
and making appropriate treatment suggestions. One thing that makes Wat-
son so groundbreaking is that all the information is processes is available for
every computer running the software. As a result, Watson can constantly im-
prove its knowledge from many different locations at once. Doctors can add
their own input to Watson’s suggestions further improving its knowledge.
Watson is a cognitive device because of its ability to teach itself. This is
known as machine learning1. Machine learning is a computer’s ability to build
off of its existing knowledge to improve its ability in regards to a specific
topic. For example, self-driving cars2 learn from their mistakes and improve
upon their ability to stay on course.

As humans, our knowledge is limited to what we have learned and what we


can recall at any given moment. Watson does not have these limitations.
Large amounts of medical data can be accessed by the computer at once.
Thus, connections can be made by the computer that a doctor may have
missed.

1 More information at: https://www.coursera.org/course/ml


2 More information at: http://en.wikipedia.org/wiki/Google_driverless_car
5.1 Watson-Assisted Drug Creation

The concept behind Watson Health can be extended past medical diagnoses
into the field of drug creation. The first step would be linking together VPH’s
with the technology to simulate chemical reactions. This will allow us to cre-
ate new chemicals and immediately test them on virtual humans. Medical
data can be gathered from large groups of people of all ages and health
backgrounds and tested against these new drugs. We would no longer be
limited to long clinical trials or small test groups. It could take weeks to see
results in a human but with cognitive computing we would only be limited by
the speed of our computers. It is predicted that pharmaceutical drugs will be
tested against computer simulations within 5 years [6].

5.2 Unassisted Production

With access to large numbers of theoretical patients, computers can attempt


to find new solutions without the assistance of researchers. Researchers can
only work so many hours a day just like any other human but our computers
do not need rest; so why should we let them?

These new computers can learn how certain compounds effect the body
through testing and human assistance. They can observe a specific drug’s ef-
fect on the body, note the effects and make appropriate adjustments in the
drug’s composition. Due to the computer’s ability to simulate chemical reac-
tions, a mastery of these reactions will be developed. Additionally, the VPH
can have specific ailments programmed into it for testing. Testing does not
need to strictly occur on healthy humans. For example, we will be able to
test drugs on theoretical cancer patients or patients with multiple sclerosis.

Constant Run-time. The computer can run unassisted, constantly testing


compounds against humans. Constant run-time will lead to an increase in
findings. Researchers would not need to assist the computer at all times but
rather analyze and give personal feedback to the computer’s findings at any
desired time. Adjustments in understanding can be made when human input
occurs. Just as Watson provides feedback, this technology would too. Wat-
son makes connections that humans do not always make because Watson is
not limited by human brain power. Respectively, the computer can process
its information and provide feedback and suggestions on certain drugs or
compounds that may give rise to better results. The computer will make as-
sociations that we may overlook. Humans can be removed from much of this
process and the computer can make its own conclusions requiring humans
only for final confirmation of results; however, it would not be necessary to
leave out humans. Human assistance will be possible at any time. Hypotheti-
cally, this process will allow us to generate drugs in both an assisted and un-
assisted manner.

Self-contained. The use of both VPH and reaction simulation technology al-
lows this device to be completely self-contained. The drugs can be created
within the system and then immediately tested without having to waste time
physically creating the drug to be tested on humans. Using simulations to
test in a predictive manner allows us to tackle medical problems before they
affect people rather than current methods of attempting to treat illnesses af-
ter they have affected people3.

5.3 The Data Pool

Much like Watson Health, we want to have all of the computers running this
technology pooling their information together. This is a crucial piece of the
puzzle. A method for comparing data will be essential because it will allow
for better, more frequent improvements.

Databanks. Information can be stored at a central location for all of the de-
vices to access. This can be accomplished through cloud services or any alter-
native data storage technique. “A depository of patient data would be help-
ful for model designers… and model users (in certain fields, e.g. drug devel-
opment). An important milestone to make progress in these directions is the
development of these large databases”[11]. By storing information from vari-
ous patient models all over the world, these computers will always be im-
proving their understanding by making comparisons from hundreds or more
locations at a time.

3 “It is interesting to note that Virtual environment training systems are at the same stage of
development as airplane simulators were in the late 1930’s, and airplane simulators were
not accepted as valid training devices until 1955”[11].
6 Conclusion

Cognitive computing has put us on the verge of major breakthroughs in many


modern day challenges. Computers are allowing us to understand the world
on a level never possible to generations of the past; they will allow us to
solve the once unsolvable. Once we pass the initial difficulties of developing
cognitive devices there is no telling what we may discover. In fact, we may
not be the ones who discover many things in the future. Perhaps our com-
puters will make discoveries that we will not foresee.

What comes next is ultimately up to us. Healthcare is becoming better than


ever before and is showing no signs of slowing down. The Virtual Physiologi-
cal Computer will allow us to create safer and more efficient pharmaceuti-
cals. We now have the ability to live healthier and longer than ever. The com-
puter industry is not only revolutionizing the world but also automating it.
We are no longer alone on our quest for information; now we have comput-
ers to think with us.

7 References

1. U.S. Food and Drug Administration. (2014, Nov. 10). How Drugs are Developed and Ap-
proved [Online]. Available: http://www.fda.gov/Drugs/DevelopmentAp-
provalProcess/HowDrugsareDevelopedandApproved/

2. M. Karplus, M. Levitt, A. Warshel. (2013, Oct. 9). The Nobel Prize in Chemistry 2013
[Online]. Available: http://www.nobelprize.org/nobel_prizes/chemis-
try/laureates/2013/

3. The Virtual Physiological Human Portal. (2012). [Online]. Available: http://vph-


portal.eu/

4. M. Karplus, M. Levitt, A. Warshel. (2013, Oct. 9). The Nobel Prize in Chemistry 2013
Popular Information [Online]. Available: http://www.nobelprize.org/no-
bel_prizes/chemistry/laureates/2013/popular-chemis-
tryprize2013.pdf

5. IBM. (2015), IBM’s Watson [Online]. Available:


http://www.ibm.com/smarterplanet/us/en/ibmwatson/

6. The Physiome Project [Online]. Available: http://physiomepro-


ject.org/about

7. S. Peters. (2014, Nov 18). Cost to Develop and Win Marketing Approval for a New Drug
Is $2.6 Billion [Online]. Available: http://csdd.tufts.edu/news/com-
plete_story/pr_tufts_csdd_2014_cost_study
8. S. Paul, et al. (2010, March). How to Improve R&D Productivity: The Pharmaceutical In-
dustry’s Grand Challenge [Online]. Available: http://www.na-
ture.com/nrd/journal/v9/n3/full/nrd3078.html

9. M. Herper. (2013, Aug 11). The Cost of Creating a New Drug Now $5 Billion, Pushing
Big Pharma to Change [Online]. Available:
http://www.forbes.com/sites/matthewherper/2013/08/11/how-
the-staggering-cost-of-inventing-new-drugs-is-shaping-the-
future-of-medicine/

10. Phrma. (2013, July). [Online]. Available: http://www.phrma.org/sites/de-


fault/files/pdf/PhRMA%20Profile%202013.pdf

11. N. Ayache, et al. (2005, Nov). Towards Virtual Physiological Human: Multilevel Model-
ling and Simulation of the Human Anatomy and Physiology [Online]. Available:
http://www.vph-institute.org/upload/file517569145f61b.pdf

12. C. Sansom, M. Mendes, P. Coveney, “Modelling the Virtual Physiological Human,” Bio-
Technologia, Poland, Vol. 92(3), 2011
Management of existential Risks of Applications
leveraged through Cognitive Computing.

Robert Richter

TU Dresden, Helmholtzstrae 10 Dresden, Germany,


[email protected]

Abstract. Scientists are working on artificial intelligence and cognitive


computing with great hope that those fields will help humans in the
challenges to come, but on the other hand spend few thoughts about
the dangers those machines might bring with them. The fast pace of
development in the past few years indicates, that the many valuable
application fields of cognitive computing will even broaden in the future.
To make those applications happen, computers and machines which run
those applications need to become more and more intelligent. The risks
of machines with an intelligence equal or even superior to humans are
uncertain and not yet discussed widely. This paper aims on identifying
existential risks of super-intelligent machines, explain their roots and
how to cope with them to ensure a future where intelligent machines
assist humans instead of competing with them. It will furthermore give
a prognosis to which kind of outcome we are currently heading.

Keywords: cognitive computing, super-intelligent systems, explosion of


machine intelligence, risks, machine mutiny

1 Introduction
During the past half of an decade digital technologies made huge advancements
in fields which were preserved only to humans. Although this is not an indicator
for the possibility of intelligent machines which capabilities could match those
of humans, scientists agree those machines will be put into existence someday.
Therefore it is necessaryto research risks those concepts might bring. This paper
will discuss possible technical and organizational methods to improve the fu-
ture coexistence of machine and man and obtain the best assistance for humans
through these technologies.
The focus of the next chapter (chapter 2) is on the advancements of digital
technologies which were mentioned above as well as possible paths to computers
with a general intelligence. After the state of the art and future developments
are discussed, chapter 3 concentrates on the necessity of technology assessments
and why it is about time to discuss possible risks of cognitive computing. Risks
of AI names several kinds of risks connected to cognitive computing like eco-
nomic ones but concentrates on the existential kind which are the focus of this
paper. It further explains the need for technology assessment before chapter 4
II

presents possible measures to reduce existential risks which were introduced be-
fore. Finally, before the conclusion 6, viewpoints will be displayed that don’t see
harmful risks in the design of intelligent machines in chapter 5.

2 Recent Developments and new Expectations


Since the invention of computers it is anticipated that one day, there will be ma-
chines with a general intelligence which can be matched with the one of humans.
One of the most promising approaches for this is AI (Artificial Intelligence),
which is also a component for cognitive computing. From the beginning of the
development of AI in the fifties the emergence of those machines was always
expected around twenty years from now. During the ups and downs of the de-
velopment of AI this prediction was delayed about a year every year [1], so that
today artificial general intelligence is still expected to be just a couple of decades
away.1 We will discuss in this chapter the indications for this prediction rates as
well as recent achievements in the development of AI to figure out why it has
become an interest to investigate the consequences of intelligent machines.
The early years of research of AI were marked with stunning results and the vast
majority of researchers were positive that the human like intelligent machine is
just a stone’s throw away. But the results which led to those hopeful predictions
were only applicable to a narrow application area and most of the projects failed
to be usable for a wider and complex range of tasks. This problem resulted in
a shift in the field of research from strong AI to weak AI. The former is also
called Artificial General Intelligence and will be referred to as such in this paper.
It defines a machine that exhibits behaviour as skilful and flexible as humans
do as well as the research of those machines 2 . Weak AI refers to non-sentient
intelligent machines which are typically focused on a narrow task. Examples for
Weak AI are already used in our everyday life like Siri or the driver-less car
by Google. In the field of gaming are also various examples present in which
AI is already superior to the human level of skill. One of the most renowned
is the chess-computer Deep Blue who in 1997 bested the world chess champion
of that time, Garry Kasparov. In the beginning of AI, constructing a successful
chess-machine was thought to equal the achievement of AGI (artificial general
intelligence). It’s certainly not and shows another reason for the various wrong
predictions on the arrival of AGI. What is defined as AGI has changed over
the time and might change in the future. Further examples will be spared here.
Possible applications which build on cognitive computing and AI are the focus
of other studies of this volume. Nevertheless, the previous mentioned examples
show that there are currently many systems successfully in use which we allocate
to weak AI. Most of this systems were put into existence just during the last
decade. Systems which could be combined to an AGI or could play a role in the
1
For further information on the prediction of AI please read chapter “Great expecta-
tions” in [1]
2
The difficulties of defining this term is given in [6]. As for this paper the given
explanation will be sufficient.
III

future development of such [1].


Another indication towards the development of AI is a change in the pace of
technology development some refer to as the second machine age [3]. Erik Bryn-
jolfsson and A. McAffee state that all important developments in human history
loose their relevance in comparison to the most important one, the industrial
revolution during the 19th century which led to the machine age. They further
state that the fast proceedings in the developments of digital technologies we
experience now, will lead to a second machine age with a similar growth of ac-
celeration of technological developments and impact on humanity like the first
one. In contrast to the first age which brought a huge boost to physical power,
the second one will bring a huge boost to the mental power of humans.
These two approaches as well as resent expert-surveys on when the advent of
AGI will happen demonstrate the growing interest in AGI. Together with some-
thing that is stated by Nick Bostrom in [1] as The Intelligence Explosion in
which he sees a source for major existential risks and which has an more then
moderately small probability of coming to pass which will be further discussed in
the corresponding section 3.1, the foundation is given as to why the need arises
at this time to face potential risks of those developments.

3 Risks of AI
Before we further examine, what risks the development of an human-like level
of general intelligence could involve, we want to define something we previously
revered to as existential risks and thereby delimit which kind of risks we want
to further discuss in this paper.
As machines will become more and more capable of tasks currently exclusive to
humans they might suppress humans in those fields. The possible consequences
for the labour market or other economic risks are not subject of this paper. Also
threats to privacy or human dignity which could result as machines might replace
people in positions that require care and respect like a nursemaid for the elderly
are just stated for the sake of completeness. This paper limits itself to existential
risks as those give the most urgent motivation to discuss possible measurements
to develop an intelligent agent which is aligned to human interests. Existential
risks, as stated by Bostrom [1] are risks where “ an adverse outcome would either
annihilate Earth-originating intelligent life or permanently and drastically curtail
its potential”. This definition also holds scenarios where humanity doesn’t get
extinct but loses the control over their own development and is not capable of
making any further necessary progress. Figure 1 [1] shows different kinds of risks
to better delimit which type is discussed in this paper. It further describes an
existential risk as terminal and transgenerational, meaning that it will not only
affect every currently living human being but also all generations to come.

3.1 The Intelligence Explosion


Before further describing the now defined risk it is essential to understand a
phenomenon that is called the intelligence explosion, which is linked to the de-
IV

Fig. 1. Different categories of risks.

velopment of intelligent agents and source of most of the concerns discussed in


this paper.
An artificial general intelligence was already mentioned as a machine that ex-
hibits behaviour as skilful and flexible as humans. There is consensus that after
AGI is reached swiftly or sedately those machines will getting better than hu-
mans and reach what is titled super-intelligence, in this paper also referred to
as an ASI (artificial super-intelligence. The outcome of such an invention was
already defined by I.J. Good in 1965:
”Let an ultra-intelligent machine be defined as a machine that can far surpass
all the intellectual activities of any man however clever. Since the design of ma-
chines is one of these intellectual activities, an ultra-intelligent machine could
design even better machines; there would then unquestionably be an ’intelli-
gence explosion’, and the intelligence of man would be left far behind. Thus
V

the first ultra-intelligent machine is the last invention that man need ever make
[10].
So, I. J. Good observed that the design of an AGI might create a positive feed-
back loop leading to an intelligence explosion, meaning that human researchers
don’t have to design an super-intelligent agent from scratch, but rather assign-
ing this task, intended or not, towards smarter-then-human systems. The In-
telligence Explosion is by [3] also referred to as technological singularity in a
sense that from our point of view and knowledge of today, we cannot see past
it. That’s why it is important to distinguish between propositions we can make
from this point of view and those which a uncertain, to evaluate possible risks.

3.2 Need for Technology Assessment


The fields of applications which build on cognitive computing and general in-
telligent machines are wide and promising. So why the necessity of discussing
possible drawbacks? The views on this matter do actually differ and range from
the opinion that the whole discussion is meaningless due to the fact that we
currently aren’t capable of building an AGI and never might be to the very fear
of intelligent machines.
They range from the opinion that because many people will be involved in
the process of building an AGI, without any regulations there will be some-
one who does the stupid which is in the view of N. Bostrom the building of a
super-intelligent machine without restrictions [8]. Another approach says that
the whole purpose of those machines is to aid our own mind and our intelli-
gence and that there is now need for an intelligent machine without restrictions
thereby it won’t get build [9].The later viewpoint doesn’t take into account, that
because of the singularity character of an intelligence explosion we can not pre-
dict the restrictions necessary to ensure a positive outcome of super-intelligent
agents and therefore might unintentional build an smart agent that does harm
to humanity up to causing catastrophic damage [11].
Hence it is necessary to localise the previous stated uncertainty about the course
and possible outcomes of super-intelligent machines to identify measures and
fields of research in which humanity has to make progress to assure super-
intelligent agents are aligned with human interests. A system that is not aligned
with human interests could cause those previous stated catastrophic damage
[11]. But what does “aligned with human interests” mean? A smarter-than-
human system that reliably pursues beneficial goals is called aligned with
human interests or in short: aligned. In this definition lies uncertainty already.
How do we define reliability in the sense of super-intelligent agents? What are
beneficial goals and how can we describe those in a way, that an ASI can reach
them without degenerating in an unintended way? Those questions need to be
answered before the design of an aligned system can be possible. In this paper
the term aligned systems will be used to refer to super-intelligent systems with
a positive impact on humanity. Also used for this concept in other articles about
this topic is the notion friendly AI. I have explicitly chosen not to use this term
here because it contains a correlation to an human emotion and therefore could
VI

imply a philosophical aspect of an artificial consciousness which is not the focus


of this paper.
If we are capable of designing an aligned system, which won’t be aligned by
default as stated by Bostrom [8], if no necessary arrangements are made in ad-
vance, another risk lies in the possibility that that system won’t stay aligned. As
an aligned intelligent system optimizes itself, in order to reach a predefined goal
more efficiently, it could try to reach this goal and find strategies in a way that
is beyond both experience and imagination of the operators. Thereby it could
see the need to implement sub-goals which are contrary to our beneficial cause.
In this high level of freedom of an intelligent system to achieve a certain goal lies
the potential risk. The lowest level is programmed goals with fix programmed
execution paths, like in computers we have today. With this approach it will be
very hard to design machines with an intelligence higher then humans because
the intelligence of those machines is restricted to the intelligence of the designer.
So machines are needed without an programmed execution path and the free-
dom of decisions. With the rising level of freedom also rises the potential risk
that such an machine might behave in a way we won’t anticipate. The highest
level would be the freedom of the machine to set its own goals. It holds the
highest potential for existential risks but might also be necessary to achieve very
complex tasks in a efficient way.
In chapter 2 we stated that cognitive applications offer great improvements to
our lives. Super-intelligent systems offer even more opportunities and will have
a major impact on humanity when it happens [12]. Another Risk arises at the
questions who controls this power and what are their motivation? I previously
mentioned different approaches towards ASI with many researchers working on
each field. Even more are working on narrow AI whose outcomes may be the
pillars of super-intelligent systems. No one can say who of these teams achieves
their goal first and what their motivations are. If there are even capable of using
their system in a way that won’t do any harm.
In summary, the concerns about existential risks through ASI arise because of
the combination of the facts that the nature and possibilities of super-intelligent
systems are not-well-understood territory and that it, according to leading sci-
entists, will have a major impact on humanity when it happens.

4 Reducing the Risks

This chapter will discuss possible technical measures and research directions to
improve the future coexistence of intelligent machines and humans and obtain
the best assistance for humans through these technologies. Most measures have
in common that researchers can work on them today which is necessary, as once
an ASI exists they have to be already in place to alter the outcome of super-
intelligent agents in a positive way [1]. Researchers organised at MIRI 3 (Machine
Intelligence Research Institute) further argue, that there are many examples for
3
A non-profit organization which researches safety issues related towards AGI
VII

scenarios where the theoretical foundations preceded the technological innova-


tion as well as the opposite. In a field were the stakes are that high, that we are
talking about existential risks, it is indispensable that we aim for the former. I
also previously stated that concerns about possible existential risks arise because
of the major impact of an ASI and the not-well understood territory that field
represents. That is why it is necessary to put theoretical foundations under the
field of general intelligence [11].
One approach to disclose those foundations are the use of Realistic World
Models. It is an attempt to measure how well an algorithm would fulfil a task if
it were implemented in reality and can used in our context to make assumptions
on the reliability of smarter-then human systems. As we can’t predict on which
way an entity smarter then us will fulfil any given task it is necessary to test
its behaviour before we put it into service. However, the approach of Realistic
World Models can not be applied on intelligent agents as current formalizations
doesn’t take into account a system that is fully embedded in to the environment
it is reasoning about. This problem is also called naturalized induction and yet
not solved.
Another problem is how we can assure that a reliable system can be trusted to
make good decisions. More precisely, how is the best available action identified,
given a description of an environment, the agent embedded within that environ-
ment and some set of preferences [5]. The field of research which is faced with
this problematic is the Decision Theory. To identify the best available action
we must first define all available actions and determine what would happen for
each action. This is not a trivial task. A theory of counterfactual reasoning is
needed which observes how a conterfactual environment is constructed in which
an algorithm does something that, in the real environment, it doesn’t do.
Logical Uncertainty: Almost all reasoning done by a smarter-than-human
agent must be some form of logically uncertain reasoning [11]. Most of the exist-
ing tools for studying reasoning assume that reasoners are logically omniscient.
Therefore it is indispensable, that we acquire a better theoretical understanding
of logical uncertainty so that the logically uncertain reasoning of an intelligent
agent becomes trustworthy.
Another previous mentioned problem is that we have to make sure that those
systems created trough an aligned intelligent system, which becomes smarter
trough self-modification or builds intelligent systems with an intelligence supe-
rior to the one of the parent system, are aligned as well. This depends upon the
reasoning of the initial system, where the initial system has to reason about a
system which is smarter then the reasoner. This kind of reasoning must happen
abstractly and without pre-computing all the actions that the successor would
take in every scenario. This scenario could also be compared with humans trying
to predict the behaviour of smarter-than-human agents today. Yudkowsky [11]
refers to this kind of reasoning as Vingean reflection.
As super-intelligent agents could take actions that the operators could never
think of it is important that the agent stays open for modifications through hu-
mans and for this reason under the control of humanity. Corrigible reasoning
VIII

is a concept of designing those agents in a way that they reason as if they were
incomplete and potentially awed in dangerous ways so that they stay amenable
for correction. It adds error tolerance so that human errors that might and prob-
ably will happen throughout the design process can be corrected.
Even if we manage to implement all the previous mentioned methods in time
it is not assured that an ASI will have a positive and beneficial impact. It still
depends on how appropriate the goals, that the ASI is told to achieve, are de-
fined. A trivial example for a ill defined goal could be: “Find a cure for HIV.”
With no further restrictions, an ASI with sufficient resources could simply try
to kill everybody with the virus in order to eliminate it, which was certainly not
what the operator wanted. What is needed is a design of the super-intelligent
agent that considers the preferences of its operators. This is called the Value
learning problem. One first approach is to let it learn inductively from train-
ing data. Problems which are faced here include what dataset provides useful
information in a way that it gives the smart agent the opportunity to fully learn
the complexities of values and how to model the volition of the operator.
The strategies stated in this chapter are not complete. Nevertheless it gives an
overview about the challenges which have to be faced to make sure that once ASI
happens it is possible for humanity to control and restrain it [8]. The selection
is based on two principles. They cover the mayor challenges which have to be
fulfilled in order to ensure an intelligent agent is aligned and the necessary basic
knowledge is already there on which future research can be build. Table 1 lists
the fields of research stated in this chapter and the problem space they cover to
construct a minimal reliable generally intelligent system.

Table 1. Problem spaces and their corresponding fields of research

Field of research Problem space


Realistic World Models Testing of ASIs
Decision theory ASI makes ’good’ decisions
Logical Uncertainty Uncertain reasoning of an ASI
ASI stays aligned over modifications and different genera-
Vingean reflection
tions of itself
ASI stays open for modifications and is controllable by hu-
Corrigible reasoning
mans / Error tolerance
How to define the goals? / Making human values accessible
Value learning
for machines

5 Critics
Regarding the possibility of an artificial general intelligence exist three major
viewpoints. The one represented in this paper argues that general intelligent
agents will be put into existence in the not so far away future and that it
holds existential risks to humanity without proper preparations. Critics from
IX

another viewpoint dispute that those agents will ever be constructed and chal-
lenge the usefulness of such an discussion. Sociologists like Dickel talk about
super-intelligent agents as utopias, which won’t become reality in the way they
are predicted by AGI-critics like Bostrom [8] or AGI-proponents like Kurzweil
[12]. He also states, that the scientific work of organisations with focus on the
research of aligned systems like the machine intelligence research institute is in-
significant and delimited to public relations work [13]. However, he admits that
cognitive computing will experience advances in narrow tasks, but actors like the
Defense Advanced Research Projects Agency (DARPA) will play a bigger role
in those advances as it spends billions for the neurological armament of soldiers.
As Dickel [13] sees no possible development towards AGIs the corresponding
risks would be of another nature then focused here. Researchers in the field of
cognitive computing who support this viewpoint are very view and chapter 3.2
already stated reasons which counter these notions. The last viewpoint acknowl-
edges the possibility of super-intelligent agents in the near future but reasons
that it will happen in a fundamentally human-friendly way with an positive
impact by default. One of the most important representatives of this camp is
R. Kurzweil, who is well-known for his accurate predictions, like his prediction
of the explosive growth in worldwide internet use in the early 90’s. In [12] he
examines the possibilities of artificial super-intelligence together with nanotech-
nology and genetics and even considers potential dangers of these technologies.
He justifies his opinion about the positive impact in saying: “[ASI] is emerging
from many diverse efforts and will be deeply integrated into our civilisations in-
frastructure. Indeed, it will be intimately embedded in our bodies and brains. As
such, it will reflect our values because it will be us.”. Again, chapter 3.2 contains
arguments which object this statement. Also, even in applications of weak ai the
dangers and absence of the reflection of our values was demonstrated as provable
through the 2010 flash crash [1].

6 Conclusion

After existential risks of super-intelligent machines were identified in this paper


and their roots as well as strategies on how to cope with them are given, fun-
damentally statements about the three basic outcomes of developing an super-
intelligent system can be made. The first possible outcome is, that an super-
intelligent machine will never be put into existence. After we took a glance at
how cognitive computing has developed in the last decade and how it will de-
velop in the future according to experts it is highly unlikely that it won’t happen
at all. Most scientists agree that it will happen at some time during the current
century.
However, uncertainty exists on how it will finally arrive. Some trust that the first
systems that possess an general intelligence will reach super-intelligence through
modification of themselves [11]. Others argue that it will be intimately be em-
bedded in our bodies and brains and as such, will reflect our values because it
will be us [12]. The uncertainty of the possible embodiment of an future ASI and
X

our lack of knowledge about the nature of an intelligence superior to ours makes
it hard to make propositions about the other two possible outcomes. Their is
only agreement that either way, a super-intelligence will have an huge impact
on humanity. It will be either very beneficial in various ways for humanity or
disastrous. After studying the various possible risks and the strategies to com-
pete with them it seems very unlikely that the first super-intelligence will be
beneficial by default. Fundamental knowledge in various topics stated in chapter
4 seem necessary to ensure the profitable coexistence of humans and smart ma-
chines. One argument that theory might precede application as required is that
progress in research fields that provide knowledge to assure aligned intelligent
systems will also have advantages for designing intelligent agents in general. This
will give further motivation to develop this knowledge in time.
On the other hand, significant research efforts are focused on developing and im-
proving AGI’s and very little on the alignment of those systems through topics
mentioned above. Reason for optimism here are teams and organisations like the
machine intelligence research institute or the future of humanity institute that
are just been founded during the last decade and which are dedicated to put
more effort in to the research of aligned systems.
What progress those organisations can make and how they will influence the
development of an general intelligent system might determine the outcome of an
intelligence explosion.
Another characteristic observed during the study of the discussion whether an
ASI will be beneficial or harmful is that most of the researches who don’t see
any risks by super-intelligent systems are computer scientists and involved in
the progress of developing artificial intelligence like Ray Kurzweil. Scientists who
express their concerns about the impact of such systems are mostly from other
disciplines which are somehow connected to computer science like mathematics
or philosophy. Whether this fact can value the opinion of the latter group on
this subject somehow negative or their specific fields of research are those where
scientists who are directly involved in the improvement of cognitive computing
should pay more attention to is open for further discussion.

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