Industry Day Questions and Answers_Final.pdf

PDF 380 KB Posted

Attached to
1-Step Broad Agency Announcement for Adaptive Technologies for Force Readiness Federal contract opportunity
Solicitation number
Not on record
Issued by
Department of the Air Force Materiel Command Research Laboratory

View the file

Other files for this federal contract opportunity

Other files attached to 1-Step Broad Agency Announcement for Adaptive Technologies for Force Readiness, newest first.
File Type Posted
General BAA Questions and Answers _Final.pdf PDF

On GovTribe

Work with this file on GovTribe

  • Download the original file
  • Contacts named in this file
  • Similar government files
  • Ask GovTribe AI about this file

Text version

1-Step Broad Agency Announcement Broad Agency Announcement Type: Industry Day Questions and Answers Broad Agency Announcement Number: FA8650-22-S-6279 14 Jan 2022

Participating Companies in Industry Day:

Aerospace Business Development Associates (ABDA) Applied Information Sciences (AIS) Aptima Inc Ball Aerospace

BGI LLC

Booz Allen CAE USA Inc Convergent Performance LLC CR Access Consulting LLC Deloitte Consulting Infoscitex Kairos Research L3Harris Technologies Leidos Lockheed Martin Logistics Management Institute (LMI) Northrop Grumman Proactive Technologies, Inc Resilient Cognitive Solutions Riverside Research Institute The ASTA Group, LLC Tier 1 Performance US21, Inc Yet Analytics Inc.

Questions and Answers:

1) I don’t recall whether it was Ms. Winner or Dr. Morris who made the reference to “knowledge engineering bottlenecks”. Is there any additional information available to discuss current efforts underway to address that challenge? – The entire teachable models aspect of teachable models for training is focused on minimizing the knowledge engineering bottleneck challenge – designing a system that can engineer a knowledge based from instructions, based on our understanding of human cognition. See attachment 1.

2) Can today’s slides be distributed? – Yes, upon request. See BAA announcement Special Notice – Virtual Industry Day Revision for instructions.

Toward Undifferentiated Cognitive Models Colin Kupitz1 (colin.kupitz.ctr@us.af.mil), Aaron Eberhart2 (aaron.eberhart@gmail.com)

Daniel Schmidt3 (danielschmidt98@gmail.com), Christopher Stevens3 (christopher.stevens.28@us.af.mil) Cogan Shimizu2 (coganshimizu@ksu.edu), Pascal Hitzler2 (hitzler@ksu.edu)

Dario D. Salvucci4 (salvucci@drexel.edu), Benji Maruyama 3 (benji.maruyama@us.af.mil), & Christopher W. Myers3 (christopher.myers.29@us.af.mil)

1Oak Ridge Institute for Science & Education at AFRL 2Kansas State University

3Air Force Research Laboratory 4Drexel University

Abstract Autonomous systems are a new frontier for pushing sociotech-nical advancement. Such systems will eventually become per-vasive, involved in everything from manufacturing, healthcare, defense, and even research itself. However, proliferation is sti-fled by the high development costs and the resulting inflexibil-ity of the produced systems. The current time needed to create and integrate state of the art autonomous systems that operate as team members in complex situations is a 3-15 year develop-ment period, often requiring humans to adapt to limitations in the resulting systems. A new research thrust in interactive task learning (ITL: Laird et al., 2017) has begun, calling for natu-ral human-autonomy interaction to facilitate system flexibility and minimize users’ complexity in providing autonomous sys-tems with new tasks. We discuss the development of an un-differentiated agent with a modular framework as a method of approaching that goal.

Keywords: cognitive model; cognitive agent; instruction fol-lowing; learning

Introduction Autonomous systems are a new frontier for socio-technical advancement. Such systems will be required to team with humans, potentially operating at the level of peers and not just subordinates. One such autonomous synthetic team-mate (AST) demonstrated that they can be included in teams without detriment to teams’ or team members’ performance (McNeese, Demir, Cooke, & Myers, 2017; Myers et al., 2019). Nonetheless, there remain two significant obstacles to the wider adoption of synthetic agents operating as peers or subordinates in complex environments: 1) their develop-ment and evaluation time and 2) their limited scope of transfer once developed. The AST took approximately nine years to develop plus an additional year to evaluate (Ball et al., 2010;

Rodgers, Myers, Ball, & Freiman, 2013), and yet it would require further research and development to adapt it to per-form a different task within the same domain and even more to adapt it to an entirely new domain.

Instructions are a ubiquitous part of the human experience.

They provide guidance through a space of potential states to a solution (i.e., the problem space; Newell and Simon 1972).

Without instruction, one is free to roam about the problem space freely in an attempt to find, or discover, the solution.

Instruction also plays a critical role in our ability to advance as a civilization: calculus, laws of physics, and other ad-vanced domains do not need to be re-discovered by each gen-eration, but are taught through instruction. Although learn-ing is sometimes characterized as the acquisition of all skills needed for a given task, in fact, the learning of complex tasks more typically reflects the integration of already-known pro-cesses (e.g., interactive routines; Gray 2008) in novel ways (Gray, Sims, Fu, & Schoelles, 2006) – of which one way is through instruction (Salvucci, 2013).

Recent advances have demonstrated the ability to turn a set of instructions into declarative knowledge that is then used to enable performance across paradigms of different com-plexity: ranging from those typically used by experimental psychology to dialing while driving an automobile (Salvucci, 2013). In a similar vein, Kirk, Mininger, & Laird (2016) have successfully demonstrated the ability to train robots on novel tasks through direct interaction. The objective associ-ated with the presented research is to leverage past work on instruction learning to address the development and transfer issues, simultaneously. Specifically, we propose a general-izable, undifferentiated agent (uAgent) that can learn a new task relatively independently through written instruction and be trained to a desired level of proficiency with reduced de-veloper intervention.

To achieve these goals, the uAgent was developed with a modular architecture, to allow for expansion into other tasks and fields with minimal burden to other researchers. The components of the architecture are instruction parsing, an on-tology of instruction, declarative memory representation, and procedures for accomplishing the instructed tasks. Each of the uAgent components are discussed in the following sec-tions, followed by their integration as a single system. Fi-nally, a case study on development times relative to current approaches to model development times is presented.

In the following sections, we will discuss this development in each of the discretized modules that together represent the uAgent, along with the general specifications for said mod-ules to allow for future revision and expansion. Second, the uAgent will be specialized to desired levels of proficiency us-ing AFRL’s Autonomous Research System (ARES; Nikolaev et al., 2016).

Toward Undifferentiated Cognitive Models The undifferentiated agent, or uAgent, is a system capable of learning new tasks through instruction. The process in-volves: (1) parsing the instructions in to a structure that can be (2) integrated with prior information within a declarative memory system through an ontology of instruction. Given an integrated declarative system, the uAgent (3) associates it newly acquired knowledge with existing interactive routines through a controlled vocabulary. Finally, the uAgent is ready to (4) perform the task based on its knowledge of instructions.

Components associated with each step will be discussed in detail, below.

Instruction Parsing

Though many advances have been made in the field of natu-ral language processing (NLP), it still remains a challenging problem to extract complex rules and meanings out of text.

To make the problem of parsing text more tractable, we use a controlled natural language - Attempto Controlled English (ACE; Fuchs, Kaljurand, & Kuhn, 2008).

A controlled natural language is a language that permits only a subset of grammatical constructions available in natu-ral language (in this case, only present perfect tense, no use of second person, and a very specific syntax for commands).

These restrictions make it possible for software (e.g., the At-tempto Parsing Engine, APE; Fuchs et al., 2008) to automat-ically parse sentences written in the controlled language into logical statements called discourse representation structures (DRS). These structures approximate first-order logic.

The requirements of the Instruction Parsing module are as follows. First, the language requirements of incoming in-structions must be specified (here, we use the ACE controlled language). Second, these instructions must be processed into a form compatible with the target declarative memory system structure to be used by the acting uAgent.

In the current system, we begin with plain English instruc-tions of a task of interest. Two types of tasks we are currently working with include basic experimental psychology tasks -psychomotor vigilance (Dinges & Powell, 1985) and visual search (Treisman & Gelade, 1980) - and a material engineer-ing task in which an individual guides a set of experiments with a 3D printer (Nikolaev et al., 2016). In both cases, in-structions are re-written by hand into sentences that follow the rules of the ACE language. Then, the instructions are provided to APE 1 to translate the ACE sentences into DRS structures, which are then integrated into a declarative mem-ory structure based on an ontology of instruction.

Ontology of Instruction

The primary function of the Ontology module is to directly formalize the structure of information necessary to complete the desired tasks and goals of the uAgent. This furthers the goal of the uAgent as a whole, as it provides the founda-tion for the structure and relationships within the declarative memory system used by the uAgent (see Figure 1).

In order to create a system that is both generalizable and able to correctly handle diverse types of instructions, an on-tology was created that is capable of representing instructions for a cognitive agent task. This instruction ontology can be

1http://attempto.ifi.uzh.ch/site/resources

English:

You will be seated in front of a computer screen.

A letter will appear in the middle of the screen.

When you see the letter, press the spacebar.

ACE:

p:psychomotorVigilance is a task.

There is a screen.

There is a letter.

There is a subject.

The n:spacebar is a button.

If the task is active then the subject v:watchesFor the letter and the letter v:appearsOn the screen.

If the letter v:appearsOn the screen then the subject presses the n:spacebar. The task is active.

Table 1: PVT instructions in English and ACE.

used to directly inform relationships among tokens of knowl-edge within a cognitive agent performing tasks. Further, it can be leveraged to derive a semantically-anchored declar-ative memory system for long-term storage for knowledge, such as a knowledge graph (Noy et al., 2019). It can also support experiment design, irrespective of any agent, by pro-viding a structured basis for evaluating the content and design of similar tasks. Additionally, because an ontology contains a precise axiomatization of the knowledge it is supposed to represent, deductive reasoning techniques can be applied to detect possible gaps or errors in instructions. Further infor-mation regarding the ontology can be found in (Eberhart et al., 2020).

The ontology was developed to represent the relationships between steps, items, actions, instructions associated with tasks relying on a graphical user interface. To ensure a po-tentially high degree of complexity in instructions, the multi-stage Intelligence, Surveillance, & Reconnaissance Mutli- Attribute Task Battery (ISR-MATB) task (Frame et al., 2019) was used as an example task when developing the ontology.

Because it has multiple interconnected cognitive tasks, us-ing the ISR-MATB aids in the development of a undiffer-entiated representation of instruction knowledge. The on-tology was produced by following the Modular Ontology Modeling (MOMo) methodology, outlined in (Krisnadhi & Hitzler, 2016; Hitzler & Krisnadhi, 2018; Shimizu, Ham-mar, & Hitzler, 2021), and is designed to ensure high quality and reusability of the ontology. The adaptability required to model the ISR-MATB task, together with the modular tech-niques used to create it, mean that the ontology can very eas-ily be adapted for use in new tasks.

Currently, DRS items from instruction are obtained as input to the ontology whenever an agent begins learning through instruction (see Figure 1). The DRS structured in-formation is then available to an agent during a task, and ad-ditional knowledge that the agent acquires can be added to supplement this. As new tasks are implemented and tested

Figure 1: Architectural components of the undifferentiated cognitive agent (uAgent).

this process is simple to extend to encompass new types of knowledge, since the structure of the ontology and the format of input data is agnostic to the actual content of the knowl-edge represented.

To summarize, the Ontology leverages information theory and formal logical structures to ensure that pertinent infor-mation is assimilated in the most reasonable, orderly fashion possible from a theoretical standpoint. Importantly, this en-sures that any future expansions of the uAgent into additional research fields and tasks will be expedited, as any additional pertinent information can be distilled directly into the most useful form by which through the ontology and into the uA-gent’s declarative memory system

Declarative Memory System

The declarative memory system of the uAgent contains infor-mation associated with parsed instructions, prior knowledge, and a controlled vocabulary connecting verbs to known pro-cedures in the procedural system. The approach taken to rep-resent the declarative memory system was a knowledge graph (Noy et al., 2019), which describes facts, actions, objects of interest, and the relationships between them.

The uAgent here stores a knowledge graph built from declarative chunks. Specifically, it incorporates chunks that, using ACT-R-like slot-value pairs (Anderson, 2007), links knowledge together in a graph by having one chunk’s slots include other chunks as values for those slots. As such, the representation is flexible enough to incorporate all the declar-ative knowledge needed in the instructions for our purposes, including not only basic actions but also conditionals and se-quences of actions.

A declarative memory system structured as a knowledge graph requires connections to real action/observable behav-ior to ground the information in the actions available within the instructed task. Without grounding, the agent can have all of the available information about the task but no way to observe or interact with its task environment. To this end, a controlled vocabulary (CV) was introduced to map verbs onto concepts or actions. For example, a CV entry for ”search” could map onto an interactive routine (Gray, 2008) instruct-ing the agent to attend a location, locate an item there, and encode it. Within the ACT-R paradigm, this led to creating a new class of chunks for CV entries. These chunks contain the CV term and map to a production or set of procedures built into the agent prior to instruction, thereby grounding that term onto a known set of actions (Ji, van Rij, & Taatgen, 2019).

Novel task strategies can be constructed using these grounded interactive routines, thereby allowing the agent to interact with an environment for which it was not specifically designed and perform tasks without needing to have a whole set of bespoke procedures and knowledge built into it.

Altogether, the CV defines the set of verbs which are al-ready grounded to behavior(s); in essence, it represents the agent’s knowledge of general behaviors a priori. Accord-ingly, by relating the CV to task appropriate interactive rou-tines, we ensure the knowledge is inherently grounded to the environment.

As a module, the knowledge graph serves as the basis of the uAgent memory: it contains information pertinent to the instructions given, but processed through the lens of overall task knowledge it should have before hand (i.e. the Ontol-ogy). It must follow the format of the structures provided within the formal ontology, and further, should use a defined controlled vocabulary to map those terms onto active agent behaviors where appropriate.

Procedural Memory System Given the above declarative memory structures for repre-senting instructions, the system needs to ground concepts to simulated actions via interactive routines (i.e., embedded or learned procedural knowledge). Models developed in cogni-tive architectures such as ACT-R (Anderson, 2007) or Soar (Laird, 2012) typically use production systems to represent this procedural knowledge. Here, we take a different ap-proach, using cognitive code (Salvucci, 2016) to maintain and execute procedural knowledge. Cognitive code embeds pro-cedural knowledge into a common programming language, facilitating the development of model code while maintain-ing the most important properties of human-like abilities and limitations inherent to any cognitive architecture. Specifi-cally, we are using the Think architecture 2, which incor-porates declarative and procedural concepts taken primarily from ACT-R and provides them for easy use via the Python programming language.

Several components of this project have led to important extensions of Think’s code base. One extension involves the integration of traditional declarative memory with Think execution. The default Think code base includes a declar-ative memory module that embodies ACT-R’s core theory of memory (Anderson, 2007). For this project, we bypass this traditional memory module, and instead use the ontol-ogy and knowledge graph described earlier as the model’s primary long-term declarative storage. The Think procedures still maintain short-term declarative items, namely those that comprise the current ”context” during execution (i.e., infor-mation that would traditionally be stored in ACT-R’s imagi-nal buffer).

Besides this integration of a new type of declarative mem-ory, the other critical extension of Think’s code base relates to the realization of procedural learning. Although cognitive code can often be made to operate in ways very similar to tra-ditional production systems, a critical difference is that cogni-

2https://github.com/salvucci/think tive code cannot (in most cases) be constructed during simu-lation as some architectures have done with procedural learn-ing. For example, ACT-R’s production compilation mecha-nism (Taatgen & Lee, 2003)) transforms declarative instruc-tions into procedural form which eventually leads to grad-ual learn of new procedures; the most critical aspect of this learning is that, at first, a model must perform a declarative retrieval to remember the learned instruction before execut-ing it, but later, the compiled instruction (in the form of a production rule) skips the retrieval and simply executes the associated action. Although Think does not create new code on the fly in the same way, we have augmented its capabili-ties by adding procedural learning that captures the essence of ACT-R’s production compilation—specifically, in perform-ing declarative retrievals early in learning (which take addi-tional time and may fail), and then skipping these retrievals later in learning (leading to gradual speedup and eventually fast performance).

As a module, the cognitive code contained with Think serves as the ”actual” uAgent, so to speak – it represents the system which is deciding and acting upon the best course of behavior during any task. In theory, this could be replaced with any number of cognitive architectures, provided they are capable of using the prespecified knowledge graph structures to serve as the basis of memory, and further, have a correctly specified controlled vocabulary to map that knowledge graph onto the behaviors known to the system a-priori.

System Integration To develop the uAgent with an adaptable framework go-ing forward, we used a modular design approach (ADDME) (Bryson, 2000). In particular, this capitalizes on the interdis-ciplinary nature of the researchers involved while simultane-ously minimizing the overall burden of coordination. To that end, during development the fundamental uAgent capabili-ties were segregated into discrete modules. Overall integra-tion of these modules was then assigned to a few individuals, with the entire research team meeting to discuss overall de-sign strategies as appropriate. Of note, this approach also allowed for a degree of asynchronous development across the research teams involved, thereby reducing the project coor-dination burden significantly. In addition, the modular ap-proach ensures that the uAgent will be adaptable to other fields of research and task performance, as future research can adapt the uAgent by focusing on a specific uAgent mod-ule where appropriate. We now move on to discuss the pri-mary modules of interest in the uAgent.

Given the interdiscipinary nature of this research, we first settled on the use of the open source Python as the primary programming language, integrating each individaul uAgent module into one coherent system. In particular, this allows us to utilize the Think system (Salvucci, 2021) in order to sim-ulate both the uAgent behavior, and the enviroment in which is it actively behaving. Futher, whenever these separate mod-ules are expected interact directly, we worked to determine the best overall form of interface and information exchange to facilitate ease of integration and future expansion. To that end, we now note the primary interface decisions we made during said development.

First, we concluded that the Ontology of instruction should serve as a form of blueprint for the knowledge graph. This en-sures that the Instruction Parsing module will produce struc-tures that can be assigned to knowledge graph structures where appropriate. Effectively we are leveraging the relations inherent to the Ontology in order to improve the capabilities of the instruction interpretation; in essence, the uAgent can make informed assumptions about the informational structure while processing any incoming instructions.

Similarly, to ensure the agent is capable of acting on those instructions, we concluded that the knowledge graph module should also consider a controlled vocabulary representing the behaviors found within the Think cognitive agent. This con-trolled vocabulary is essentially the actions that the think uA-gent is capable of performing in the current environment. In essence, we ensure that the knowledge graph structures which serve as the basis of the Think agent memory also have a di-rect mapping onto Think behaviors where appropriate.

Altogether, we integrate each of the uAgent modules into a coherent end-to-end system, and explicitly define the in-terface requirements necessary to ensure the system can take instructions as input, and produce human behavior with high fidelity.

Case Study As a proof-of-concept for the approach, we built an end-to-end system that takes ACE instructions of cognitive tasks commonly used in basic research - psychomotor vigilance and visual search - converts the instructions into a knowledge representation capable of performing the task, and then per-forms the task in a simulated environment.

As an exercise to determine if the current approach could save time with respect to building a traditional ACT-R model, we compared the amount of time it took to build a model of a set of cognitive tasks with the amount of time it took to write ACE instructions of the same task. The task we used was a novel task battery that includes a set of commonly used ex-perimental psychology tasks (Frame et al., 2019; Eberhart et al., 2020). This battery includes four subtasks - psychomo-tor vigilance, visual search, auditory search, and multi-cue decision-making. We a built model of the task in a Java im-plementation of ACT-R 6 and wrote a set of ACE instructions for it.

It took approximately 120 hours to build the ACT-R model, but only approximately 30 hours to write the ACE instruc-tions. This exercise suggests that the present method could potentially save a substantial amount of time in developing new models and agents. Moreover, writing the ACE instruc-tions required only a brief reading of publicly available tuto-rials on the ACE language, and not training and experience in writing ACT-R models, the latter of which can be substan-tial. In our proof-of-concept system, we showed that the ACE instructions of the PVT and Visual Search subtasks could be successfully integrated into the ontology and the agent could use this resulting knowledge to perform the task. We are working toward end-to-end demonstrations of the other two subtasks.

Conclusions & Future Work Progress toward a modeling framework capable of being taught new tasks through written instruction was presented.

As evidenced in the uAgent case study, such an approach will likely significantly reduce model and agent development times. Further, the modular-based approached toward uAgent development will facilitate the integration of other cognitive architectures by using the uAgent declarative memory as its knowledge repository.

While the uAgent shows promise as a means for teach-ing models how to perform new tasks, multiple challenges remain. For example, it is unreasonable to assume that the union of instruction and prior knowledge is sufficient for completing an instructed tasks. As a result, we have begun developing approaches for detecting and resolving gaps in a uAgents knowledge base. This work will require multidisci-plinary approaches to model development coupled with em-pirical investigations into when and how humans detect and resolve knowledge gaps.

In order to better understand how humans form representa-tions from instructions and identify and resolve gaps in un-derstanding from those instructions, we plan to conduct a human-subjects experiment using the task battery described above. We plan to teach participants to perform the tasks in the battery using either a complete set of instructions, or a set with ambiguities with respect to certain types of knowl-edge. We plan to use think-aloud protocols to track how par-ticipants extract knowledge from these instructions and how they detect and resolve uncertainty. We believe this will pro-vide insights in how to improve the undifferentiated model’s knowledge acquisition.

Acknowledgments This material is based upon work supported by the Air Force Office of Scientific Research under award number FA9550- 18-1-0386 to Kansas State University, 19RHCOR089 3003B & 3003C to AFRL, and FA9550-18-1-0371 to Drexel Univer-sity.

References Anderson, J. R. (2007). How can the human mind exist in the physical universe? Oxford University Press.

Ball, J., Myers, C., Heiberg, A., Cooke, N. J., Matessa, M., Freiman, M., & Rodgers, S. (2010, aug). The synthetic teammate project. Computational and Mathematical Or-ganization Theory, 16(3), 271–299. doi: 10.1007/s10588- 010-9065-3

Bryson, J. (2000). Cross-paradigm analysis of autonomous agent architecture. Journal of Experimental & Theoretical Artificial Intelligence, 12(2), 165–189.

Dinges, D. F., & Powell, J. W. (1985). Microcomputer anal-yses of performance on a portable, simple visual rt task during sustained operations. Behavior research methods, instruments, & computers, 17(6), 652–655.

Eberhart, A., Shimizu, C., Stevens, C., Hitzler, P., Myers, C. W., & Maruyama, B. (2020). A Domain Ontology for Task Instructions. In B. Villazón-Terrazas, F. Ortiz- Rodrı́guezm, S. M. Tiwari, & S. K. Shandilya (Eds.), Knowledge graphs and semantic web. second iberoamer-ican conference and first indo-american conference, kgswc 2020 (pp. 1–13). Mérida, Mexico: Communications in Computer and Information Science, vol. 1232.

Frame, M., Lopez, J., Myers, C., Stevens, C., Estepp, J., & Boydstun, A. (2019). Development of an autonomous man-agement system for human-machine teaming with multiple interdependent tasks. In Presented to the annual meeting of the psychonomic society conference, montreal, qc, canada, november 2019.

Fuchs, N. E., Kaljurand, K., & Kuhn, T. (2008). Attempto controlled english for knowledge representation. In Lec-ture notes in computer science (including subseries lecture notes in artificial intelligence and lecture notes in bioinfor-matics) (Vol. 5224 LNCS, pp. 104–124). doi: 10.1007/978- 3-540-85658-03

Gray, W. D. (2008). The Interactive Routine as Key Con-struct in Theories of Interactive Behavior. In V. Sloutsky, B. Love, & K. McRae (Eds.), 30th annual meeting of the cognitive science society (p. 127). Austin, TX.

Gray, W. D., Sims, C. R., Fu, W.-T., & Schoelles, M. J.

(2006). The soft constraints hypothesis: a rational analy-sis approach to resource allocation for interactive behavior.

Psychological Review, 113(3), 461–482.

Hitzler, P., & Krisnadhi, A. (2018). A tutorial on modular on-tology modeling with ontology design patterns: The cook-ing recipes ontology. CoRR, abs/1808.08433. Retrieved from http://arxiv.org/abs/1808.08433

Ji, M. Y., van Rij, J., & Taatgen, N. A. (2019). Discoveries of the algebraic mind: A PRIMS model. Proceedings of ICCM 2019 - 17th International Conference on Cognitive Modeling, 71–76.

Krisnadhi, A., & Hitzler, P. (2016). Modeling with ontol-ogy design patterns: Chess games as a worked example.

In P. Hitzler, A. Gangemi, K. Janowicz, A. Krisnadhi, & V. Presutti (Eds.), Ontology engineering with ontology de-sign patterns – foundations and applications (Vol. 25, pp.

3–21). IOS Press.

Laird, J. E. (2012). The Soar Cognitive Architecture. MIT Press.

Laird, J. E., Gluck, K., Anderson, J., Forbus, K. D., Jenk-ins, O. C., Lebiere, C., . . . Kirk, J. R. (2017). Interactive Task Learning. IEEE Intelligent Systems, 32(4), 6–21. doi:

10.1109/MIS.2017.3121552

McNeese, N. J., Demir, M., Cooke, N. J., & Myers, C.

(2017). Teaming With a Synthetic Teammate: Insights into Human-Autonomy Teaming. Human Factors: The

Journal of the Human Factors and Ergonomics Society, 001872081774322. doi: 10.1177/0018720817743223

Myers, C., Ball, J., Cooke, N., Freiman, M., Caisse, M., Rodgers, S., . . . McNeese, N. (2019). Autonomous Intelli-gent Agents for Team Training. IEEE Intelligent Systems, 34(2), 3–14. doi: 10.1109/MIS.2018.2886670

Newell, A., & Simon. (1972). Human Problem Solving. En-glewood Cliffs, NJ: Prentice Hall.

Nikolaev, P., Hooper, D., Webber, F., Rao, R., Decker, K., Krein, M., . . . Maruyama, B. (2016). Auton-omy in materials research: a case study in carbon nanotube growth. Nature Partner Journal: Com-putational Materials, 2(1), 16031. Retrieved from http://www.nature.com/articles/npjcompumats201631 doi: 10.1038/npjcompumats.2016.31

Noy, N., Gao, Y., Jain, A., Narayanan, A., Patterson, A., & Taylor, J. (2019). Industry-scale knowledge graphs:

Lessons and challenges. Communications of the ACM, 62(8), 36–43. doi: 10.1145/3331166

Rodgers, S., Myers, C., Ball, J., & Freiman, M. (2013). To-ward a situation model in a cognitive architecture. Compu-tational and Mathematical Organization Theory, 19, 313– 345.

Salvucci, D. D. (2013). Integration and reuse in cognitive skill acquisition. Cognitive Science, 37(5), 829–860. doi:

10.1111/cogs.12032

Salvucci, D. D. (2016). Cognitive Code : An Embedded Approach to Cognitive Modeling. In Proceedings of the 14th international conference on cognitive modeling (pp.

15–20).

Salvucci, D. D. (2021). Interactive Grounding and Inference in Instruction Following. To appear in Topics in Cognitive Science.

Shimizu, C., Hammar, K., & Hitzler, P. (2021). Modular ontology modeling. Semantic Web. (Under Review.)

Taatgen, N. a., & Lee, F. J. (2003). Production compilation: a simple mechanism to model complex skill acquisition. Human factors, 45(1), 61–76. doi:

10.1518/hfes.45.1.61.27224

Treisman, A., & Gelade, G. (1980). A feature-integration theory of attention. Cognitive psychology, 12, 97–136.

File details come from the government source that posted it. Updated .