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@TECHREPORT{Hawes/etal:2006a,
  AUTHOR = {Nick Hawes and Jeremy Wyatt and Aaron Sloman},
  TITLE = {An Architecture Schema for Embodied Cognitive Systems},
  INSTITUTION = {University of Birmingham, School of Computer Science},
  YEAR = {2006},
  NUMBER = {CSR-06-12},
  MONTH = {November},
  ABSTRACT = {The study of architectures to support intelligent behaviour is certainly
	the broadest, and arguably one of the most ill-defined enterprises
	in AI and Cognitive Science. In the CoSy project one of our goals
	is to develop and understand cognitive architectures suitable for
	the control of robots. This is not the same as developing an architecture
	for robot control, nor is it the same as developing a purely cognitive
	architecture unconnected to real sensors or actuators. We argue that
	work on architectures traditionally falls into two camps. First there
	are cognitive architectures which attempt to provide unified theories
	of cognition such as SOAR [Laird et al., 1987] and ACT-R [Anderson
	et al., 2004]. Their value is typically measured in terms of an ability
	to reproduce some of the characteristics of human like information
	processing. ACT-R for example is used extensively for creating models
	of cognition that are then evaluated against data from humans. In
	other words, they are evaluated as psychological theories. On the
	other hand, roboticists have been engaged with issues of how to enable
	robots to act reliably and robustly in a rapidly changing world when
	faced with limited computational power, uncertain sensing, and uncertain
	action. Architectures for robot control such as 3T [Bonasso et al.,
	1997] are therefore largely concerned issues of real- time control,
	uncertainty, sensory fusion (or the lack of it), and error recovery.
	They are evaluated in terms of the performance of the resulting robotic
	systems on a variety of tasks.
	
	 In CoSy we have interests in both cognitive science and engineering
	science, and consequently our work is related to both of the aforementioned
	camps whilst also looking at closely related issues. Our work is
	neither concerned with trying to model humans or any other specific
	type of animal, nor with trying to compete on practical design tasks.
	Rather it is concerned with trying to understand the possibilities
	and trade-offs involved in different designs in relation to different
	sets of requirements. In this paper we will describe an architecture
	schema which inherits some of the ambitions of classic cognitive
	architectures, and those of robot control architectures, whilst allowing
	us to explore these additional issues. It is important to note now
	that we don't present an empirical evaluation of an implementation
	of a scenario-specific instantiations of the architecture schema
	in this paper, we do describe two possible instantiations based on
	the CoSy demonstrator scenarios. It is also worth stating at this
	stage that our intention is not to perform extensive evaluation of
	the architecture schema against human behaviour. Instead we intend
	to evaluate it by profiling behaviour of scenario-specific tiations
	of it under varying conditions, such as internal failures and varying
	types of change in the world.},
  DATE-ADDED = {2009-01-05 11:49:03 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EMAIL = {N.A.Hawes@cs.bham.ac.uk, J.L.Wyatt@cs.bham.ac.uk, A.Sloman@cs.bham.ac.uk},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cognitivesystems.org/publications/CSR-06-12.pdf}
}

@TECHREPORT{Hawes/etal:2007b,
  AUTHOR = {Nick Hawes and Michael Zillich and Jeremy Wyatt},
  TITLE = {BALT \& CAST: Middleware for Cognitive Robotics},
  INSTITUTION = {University of Birmingham, School of Computer Science},
  YEAR = {2007},
  NUMBER = {CSR-07-1},
  MONTH = {April},
  ABSTRACT = { In this paper we present a toolkit for implementing architectures
	for intelligent robotic systems. This toolkit is based on a previously
	developed architecture schema (a set of architecture design rules).
	The purpose of both the schema and toolkit is to facilitate research
	into information-processing architectures for state-of-the-art intelligent
	robots, whilst providing engineering solutions for the development
	of such systems. A robotic system implemented using the toolkit is
	presented to demonstrate its key features. },
  DATE-ADDED = {2009-01-05 11:37:59 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EMAIL = {N.A.Hawes@cs.bham.ac.uk, M.Zillich@cs.bham.ac.uk, J.L.Wyatt@cs.bham.ac.uk},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cognitivesystems.org/publications/CSR-07-1.pdf}
}

@MASTERSTHESIS{LisonThesis2008,
  AUTHOR = {Pierre Lison},
  TITLE = {Robust Processing of Situated Spoken Dialogue},
  SCHOOL = {Universit\"at des Saarlandes},
  YEAR = {2008},
  MONTH = {December},
  ABSTRACT = {Spoken dialogue is often considered as one of the most natural means
	of interaction between a human and a machine. It is, however, notoriously
	hard to process using NLP technology. As many corpus studies have
	shown, natural spoken dialogue is replete with disfluent, partial,
	elided or ungrammatical utterances, all of which are very hard to
	accommodate in a dialogue system. Furthermore, automatic speech recognition
	[ASR] is known to be a highly error-prone task, especially when dealing
	with complex, open-ended discourse domains. The combination of these
	two problems -- ill-formed and/or misrecognised speech inputs --
	raises a major challenge to the development of robust dialogue systems.
	
	This thesis presents an integrated approach for addressing these issues
	in the context of domain-specific dialogues for human-robot interaction
	[HRI]. Several new techniques and algorithms have been developed
	to this end. They can be divided into two main lines of work. 
	
	The first line of work pertains to speech recognition. We describe
	a new model for context-sensitive speech recognition, which is specifically
	suited to HRI. The underlying hypothesis is that, in situated human-robot
	interaction, ASR performance can be significantly improved by exploiting
	contextual knowledge about the physical environment (objects perceived
	in the visual scene) and the dialogue history (previously referred-to
	objects within the current dialogue). The language model is dynamically
	updated as the environment changes, and is used to establish expectations
	about uttered words which are most likely to be heard given the context.
	
	
	The second line of work deals with the robust parsing of spoken inputs.
	We present a new approach for this task, based on a incremental parser
	for Combinatory Categorial Grammar [CCG]. The parser takes word lattices
	as input and is able to handle ill-formed and misrecognised utterances
	by selectively relaxing and extending its set of grammatical rules.
	This operation is done via the introduction of non-standard CCG rules
	into the grammar. The choice of the most relevant interpretation
	is then realised via a discriminative model augmented with contextual
	information. The model includes a broad range of linguistic and contextual
	features, and can be trained with a simple perceptron algorithm.
	
	
	All the algorithms presented in this thesis are fully implemented,
	and integrated as part of a distributed cognitive architecture for
	autonomous robots. We performed an extensive evaluation of our approach
	using a set of Wizard of Oz experiments. The obtained results demonstrate
	very significant improvements in accuracy and robustness compared
	to the baseline.},
  URL = {http://www.cognitivesystems.org/publications/main.thesis.plison2008.pdf}
}

@TECHREPORT{luo06kth,
  AUTHOR = {Luo, J. and Pronobis, A. and Caputo, B. and Jensfelt, P.},
  TITLE = {The {KTH-IDOL2} Database},
  INSTITUTION = {Kungliga Tekniska Hoegskolan, CVAP/CAS},
  YEAR = {2006},
  NUMBER = {CVAP304},
  MONTH = {October},
  URL = {http://www.cognitivesystems.org/publications/luo06kth_idol2.pdf}
}

@TECHREPORT{pronobis06idiap,
  AUTHOR = {Pronobis, A. and Caputo, B.},
  TITLE = {The More You Learn, the Less You Store: Memory-Controlled Incremental
	{SVM}},
  INSTITUTION = {IDIAP},
  YEAR = {2006},
  TYPE = {IDIAP-RR},
  NUMBER = {51},
  ABSTRACT = {The capability to learn from experience is a key property for a visual
	recognition algorithm working in realistic settings. This paper presents
	an SVM-based algorithm, capable of learning model representations
	incrementally while keeping under control memory requirements. We
	combine an incremental extension of SVMs with a method reducing the
	number of support vectors needed to build the decision function without
	any loss in performance, introducing a parameter which permits a
	user-set trade-off between performance and memory. The resulting
	algorithm is guaranteed to achieve the same recognition results as
	the original incremental method while reducing the memory growth.
	Moreover, experiments in two domains of material and place recognition
	show the possibility of a consistent reduction of memory requirements
	with only a moderate loss in performance. For example, results show
	that when the user accepts a reduction in recognition rate of 5%,
	this yields a memory reduction of up to 50%.},
  URL = {http://www.cognitivesystems.org/publications/pronobis06idiap.pdf}
}

@TECHREPORT{pronobis05kth,
  AUTHOR = {Pronobis, A. and Caputo, B.},
  TITLE = {The {KTH-INDECS} Database},
  INSTITUTION = {Kungliga Tekniska Hoegskolan, CVAP},
  YEAR = {2005},
  NUMBER = {CVAP297},
  MONTH = {September},
  URL = {http://www.cognitivesystems.org/publications/pronobis05kth_indecs.pdf}
}

@TECHREPORT{Sloman:2006a,
  AUTHOR = {A. Sloman},
  TITLE = {{How to Put the Pieces of AI Together Again}},
  INSTITUTION = {University of Birmingham, School of Computer Science},
  YEAR = {2006},
  NUMBER = {COSY-TR-0608},
  NOTE = {Poster summary for AAAI'06 Members Poster Session, Boston July 2006.
	2-Page abstract at http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0608
	Poster at http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#pr0603},
  ABSTRACT = {Since the 1970s AI as a science has progressively fragmented into
	many activities that are very narrowly focused. It is not clear that
	work done within these fragments can be combined in the design of
	a human-like integrated system -- long held as one of the goals of
	AI as science. A strategy is proposed for reintegrating AI based
	around a backward-chaining analysis to produce a roadmap with partially
	ordered milestones, based on detailed scenarios, that everyone can
	agree are worth achieving, even when they disagree about means. This
	is a summary of ideas being developed within the CoSy project about
	how to plan long term research using a partially ordered network
	of scenarios and a grid of requirements for competences. },
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  EDITOR = {Ion Muslea and Dieter Fox},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cognitivesystems.org/publications/aaai06-member.pdf}
}

@MISC{slomanpr0801,
  AUTHOR = {Aaron Sloman},
  TITLE = {{A Multi-picture Challenge for Theories of Vision}},
  YEAR = {2008},
  ABSTRACT = {Demonstration that humans can be presented with a collection of unpredictable
	photographs of natural, moderately complex scenes (e.g. about 10),
	at the rate of one a second, and can then answer somewhere between
	30\% and 70\% of a set of unexpected questions about what was seen
	in the pictures. This demonstrates some constraints on possible mechanisms
	capable of supporting vision in humans and perhaps some other animals.
	The processing needs to go up several levels of abstraction (e.g.
	perhaps nine or ten levels) within a second. This almost certainly
	makes use of a great deal of prior knowledge about kinds of things
	that can be seen in our world, though most of that knowledge is dormant
	most of the time. Somehow the image data can wake up relevant subsets
	at various levels of abstraction, which can then collaborate in converging
	on an interpretation. If the image is removed after a short time
	not all the potential processing will have been completed, but a
	surprising amount has been achieved. There seems to be a lot of individual
	variation, though so far only informal tests have been done.},
  INSTITUTION = {School of Computer Science, The University of Birmingham},
  NUMBER = {COSY-PR-0801},
  TYPE = {Research Note},
  URL = {http://www.cognitivesystems.org/publications/multipic-challenge.pdf}
}

@TECHREPORT{Sloman:2007,
  AUTHOR = {A. Sloman},
  TITLE = {{Two Notions Contrasted: `Logical Geography' and `Logical Topography'
	(Variations on a theme by Gilbert Ryle: The logical topography of
	`Logical Geography'.)}},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  YEAR = {2007},
  NUMBER = {COSY-DP-0703},
  ADDRESS = {Birmingham, UK},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#dp0703},
  ABSTRACT = {In his 1949 book The Concept of Mind (CM) and in other writings the
	philosopher Gilbert Ryle suggested that a good way for philosophers
	to resolve some philosophical disputes (often by discovering that
	both sides were based on conceptual confusions) is to study the 'logical
	geography' of the concepts involved. I used to think I knew what
	that meant. But now I think I was using a different concept of from
	Ryle's -- referring to a different type of analysis that is fundamentally
	related to the scientific project of providing explanations of how
	the world works. This paper provides some background then describes
	the difference I have in mind, showing how a theory about how some
	class of objects works generates a set of possible types of states,
	events and processes that can be referred to as a "Logical Topography".
	There are different ways of carving up that space into different
	categories or identifying different relationships that can occur
	within it. Those different ways define different "Logical geographies".
	This paper shows how work in AI and robotics can extend the work
	of Ryle and other philosophers by exposing logical topographies that
	support different possible logical geographies, only one of which
	may correspond to how our ordinary concepts work. This helps to resolve
	some century-old puzzles about the nature of conceptual analysis
	and to show how the relationships between philosophy and science
	can be deeper than many philosophers realise.
	
	
	 (This paper extends one of the points made in Appendix IV of my Oxford
	DPhil thesis (1962))},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/#dp0703}
}

@MISC{Sloman:2007c,
  AUTHOR = {Aaron Sloman},
  TITLE = {{A First Draft Analysis of some Meta-Requirements for Cognitive Systems
	in Robots}},
  YEAR = {2007},
  NOTE = {Contribution to euCognition wiki, also available as, http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#dp0701},
  ABSTRACT = {This is a contribution to discussions regarding the construction of
	a research roadmap for future cognitive systems, including intelligent
	robots, in the context of the euCognition network, and the UKCRC
	Grand Challenge 5: Architecture of Brain and Mind. I have argued
	that in the context of trying either (a) to produce working systems
	to elucidate scientific questions about intelligent systems, or (b)
	to advance long term engineering objectives through advancing science,
	the task of coming up with a set of requirements that is sufficiently
	detailed to provide a basis for developing milestones and evaluation
	criteria is itself a hard research problem. One aspect of the problem
	is to provide an analysis of words and phrases that are commonly
	used to specify objectives, but whose meanings are very abstract
	and unclear, in particular words like ``robust''. ``flexible'', ``creative''
	and ''autonomous''. This document argues that the words all share
	a feature that could be described as expressing a ''meta-requirement''.
	What that means is that none of them is directly associated with
	a set of features which, if found in an object or process or system,
	would justify the application of the label, or which can be used
	to derive design features. In other words the words express concepts
	that do not specify criteria for their instances though they do express
	criteria for deriving criteria. To derive criteria from the concepts
	more information is required, from which the criteria can be derived,
	in a systematic way that differs for each of the meta-criteria. Analyses
	of the words based on this idea are proposed. This is an exercise
	in analysis of logical topography. Subsequent work will need to provided
	detailed examples of the use of the various meta-criteria.},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  NUMBER = {COSY-DP-0701}
}

@MISC{Sloman:2007d,
  AUTHOR = {Aaron Sloman},
  TITLE = {{Requirements for Digital Companions: It's harder than you think}},
  MONTH = {October},
  YEAR = {2007},
  NOTE = {Position Paper for Workshop on Artificial Companions in Society:
	Perspectives on the Present and Future Organised by the Companions
	project. Oxford Internet Institute (25th--26th October, 2007) http://www.cs.bham.ac.uk/research/projects/cogaff/07.html\#711},
  ABSTRACT = {Presenting some of the requirements for a truly helpful, as opposed
	to merely engaging (or annoying) artificial companion, with arguments
	as to why meeting those requirements is way beyond the current state
	of the art in AI. },
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {University of Birmingham},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cognitivesystems.org/publications/sloman-oii-2007.pdf}
}

@TECHREPORT{Sloman:2007e,
  AUTHOR = {Aaron Sloman},
  TITLE = {{Predicting Affordance Changes (Alternatives ways to deal with uncertainty)}},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  YEAR = {2007},
  NUMBER = {COSY-DP-0702},
  MONTH = {Nov},
  NOTE = {Unpublished discussion paper http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#dp0702
	(HTML)},
  ABSTRACT = {Discussion of some of the relationships between (a) predicting physical,
	topological and geometrical consequences of motions and (b) predicting
	the changes in affordances that result from such motions, including
	both (b.1.) changes in {\em action affordances} (changes in what
	the agent can do in the environment) and (b.2.) changes in {\em epistemic
	affordances}, i.e. changes in the information available to the agent
	or changes in the ease of planning or deciding. It is suggested that
	in some circumstances the predictions can be based on processes operating
	on selected fragments of a 2-D representation of a 3-D scene (or
	a 2.5-D representation when occlusion is involved) and reasoning
	by manipulating the representation. Moreover, where uncertainty is
	a problem for prediction it is often due to the existence of a ``phase
	boundary'' between configurations where the prediction definitely
	gives one result and configurations where the prediction definitely
	gives another result. One way of reducing uncertainty is move an
	object (or even the viewing position) away from such a phase boundary.
	This sometimes allows simple, deterministic, geometric reasoning
	to be used, instead of much more complex and unreliable reasoning
	with probability distributions and expected utilities.},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab}
}

@MISC{Sloman:2007f,
  AUTHOR = {Aaron Sloman},
  TITLE = {{Why symbol-grounding is both impossible and unnecessary, and why
	theory-tethering is more powerful anyway.}},
  YEAR = {2007},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cogaff/talks/\#models},
  ABSTRACT = {Introduction to key ideas of semantic models, implicit definitions
	and symbol tethering through theory tethering, providing a criticism
	concept empiricism, including its recently revived version, ``symbol
	grounding theor''. The idea of an axiom system having some models
	is explained, showing how the structure of a theory can give some
	semantic content to undefined symbols in that theory, making it unnecessary
	for all meanings to be derived bottom up from (grounded in) sensory
	experience, or sensory-motor contingencies. Although symbols need
	not be grounded, since they are mostly defined by the theory in which
	they are used, the theory does need to be ``tethered'', if it is
	to be capable of being used for predicting and explaining things
	that happen, or making plans for acting in the real world. These
	ideas were quite well developed by 20th Century philosophers of science,
	and I now both attempt to generalise those ideas to be applicable
	to theories expressed using non-logical representations (e.g. maps,
	diagrams, working models, etc.) and begin to show how they can be
	used in explaining how a baby or a robot, can develop new concepts
	that have some semantic content but are not definable in terms of
	previously understood concepts. There is still much work to be done,
	but what needs to be done to explain how intelligent robots might
	work, and how humans and other intelligent animals learn about the
	environment, is very different from most of what is going on in robotics
	and in child and animal psychology. The addition of new explanatory
	hypotheses is abduction. Normally abduction uses pre-existing symbols.
	The simultaneous introduction of new symbols and new axioms (ontology-extending
	abduction) generates a very difficult problem of controlling search.},
  ADDRESS = {Birmingham, UK},
  DATE-ADDED = {2009-01-06 09:02:20 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  KEYWORDS = {cosy; irlab},
  NUMBER = {COSY-DP-0605},
  TYPE = {Research Note},
  URL = {http://www.cognitivesystems.org/publications/models.pdf}
}

@MISC{Sloman:2007g,
  AUTHOR = {Aaron Sloman},
  TITLE = {{What evolved first and develops first in children: Languages for
	communicating? or Languages for thinking? (Generalised Languages:
	GLs)}},
  YEAR = {2007},
  NOTE = {Presentation given to Birmingham Psychology department. http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#pr0702},
  ABSTRACT = {Investigating the evolution of cognition requires an understanding
	of how to design working cognitive systems since there is very little
	direct evidence (no fossilised behaviours or thoughts). That claim
	is illustrated in relation to theories about the evolution of language.
	Almost everyone seems to have got things badly wrong by assuming
	that language must have started as primitive communication between
	individuals that gradually got more complex, and then later somehow
	got absorbed into cognitive systems. An alternative theory is presented
	here, namely that generalised languages (GLs) supporting (a) structural
	variability, (b) compositional semantics (generalised to include
	both diagrammatic syntaxes and contextual influences on semantics
	at every level) and (c) manipulability for reasoning, evolved {\em
	first} for various kinds of 'thinking', i.e. internal information
	processing. This is incosistent with many theories of the evolution
	of language. It is also inconsistent with Dennett's account of the
	evolution of consciousness in {\em Content and Consciousness} (1969).},
  ADDRESS = {Birmingham, UK},
  DATE-ADDED = {2009-01-06 08:59:53 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  KEYWORDS = {cosy; irlab},
  NUMBER = {COSY-PR-0702},
  URL = {http://www.cognitivesystems.org/publications/glang-evo-ai1.pdf}
}

@TECHREPORT{Sloman:2006c,
  AUTHOR = {Aaron Sloman},
  TITLE = {{Requirements for a Fully Deliberative Architecture (Or component
	of an architecture)}},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  YEAR = {2006},
  TYPE = {Research Note},
  NUMBER = {COSY-DP-0604},
  ADDRESS = {Birmingham, UK},
  MONTH = {May},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#dp0604},
  ABSTRACT = { For some decades, researchers in AI and Cognitive Science have talked
	about animals or machines as having 'deliberative' capabilities.
	In my own work, I have, for 10 years or more, been contrasting 'reactive',
	'deliberative' and 'meta-management' (sometimes referred to as 'reflective')
	capabilities (categories within which many further subdivisions are
	possible). The key feature of a deliberative system is the ability
	to represent and reason about, and to compare and evaluate, possible
	situations that do not exist, or are not known to exist, either because
	they are future possibilities, or because they are remote or hypothetical
	possibilities. That ability is analysed in more detail in the paper.
	In particular we see a need for a fully deliberative system to be
	able to construct representations of possible states of affairs of
	varying structure and varying complexity, using at least one formalism
	with compositional semantics, in mechanisms that allow two or more
	such structures to be constructed, analysed and compared, where the
	result of comparing them may be another complex structure describing
	the pros and cons. Additional related requirements are described.
	
	 Much of this is a presentation of old ideas: going back to work by
	Minsky, Evans, Winston, and many others during the 1960s and early
	1970s.
	
	 Although I have taken all that for granted for many years, gradually
	I have come to realise that the ideas are not all widely understood
	and the word 'deliberative' is used in different ways, partly because
	people have not analysed the variety of cases in a deep way that
	is widely shared.
	
	 I try to contrast 'fully deliberative' systems with much simpler
	kinds of 'proto-deliberative' systems, while allowing for many simpler
	cases in between (including intermediate states through which evolutionary
	trajectories have passed, and some through which developing individuals
	may pass). It is important that in a complex architecture with many
	components there are different kinds of subsets, and in my work I
	have characterised three (partly overlapping) main subsets, which
	differ in their evolutionary history, in their spread amongst other
	animals besides humans, and in their functionality (though they may
	overlap in the kinds of mechanisms they use).},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/fully-deliberative.html}
}

@TECHREPORT{Sloman:2006d,
  AUTHOR = {Aaron Sloman},
  TITLE = {{Sensorimotor vs objective contingencies}},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  YEAR = {2006},
  TYPE = {Research Note},
  NUMBER = {COSY-DP-0603},
  ADDRESS = {Birmingham, UK},
  MONTH = {May},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#dp0603},
  ABSTRACT = { I have been trying, with limited success, to get people to understand
	the importance (for theories of mental processes including learning,
	perception, reasoning and communication), of a distinction between
	learning about sensorimotor contingencies (concerned with relations
	between states, events and processes within an animal or machine)
	and learning about objective condition-consequence contingencies
	(concerned with relations between states, events and processes in
	the environment).
	
	 The distinction is important for theories of infant development,
	for the design of robots that act in and learn about their environment,
	and for philosophical and other theories of embodied cognition.
	
	 The document is a discussion note listing some possible reasons why
	the different sorts of people fail to appreciate the distinction
	(e.g. they are concept empiricists, or they already use the phrase
	'sensorimotor' so broadly as to cover both categories, not realising
	the importance of the subdivision they are not attending to). Various
	examples are presented that illustrate the distinction and its importance.
	This elaborates on some of the points made in the discussion document
	on 'Orthogonal Recombinable Competences'},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/sensorimotor.html}
}

@MISC{sloman-cosypr0507,
  AUTHOR = {Aaron Sloman},
  TITLE = {{Perception of structure: Anyone Interested?}},
  YEAR = {2005},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#pr0507},
  ABSTRACT = {Illustration of some of the requirements for a vision system capable
	of being used in a robot that manipulates 3-D objects. The pictures
	displayed here are very easy for humans to understand not merely
	insofar as they recognise the objects depicted, in spite of poor
	quality and poor resolution, but also because humans easily see various
	ways in which the objects can and cannot be grasped, and can plan
	a sequence of moves to transform one of the configurations presented
	into another.},
  ADDRESS = {Birmingham, UK},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  NUMBER = {COSY-PR-0507},
  TYPE = {Research Note},
  URL = {http://www.cognitivesystems.org/publications/challenge.pdf}
}

@TECHREPORT{Sloman:2005,
  AUTHOR = {Aaron Sloman},
  TITLE = {{Spatial prepositions as higher order functions: And implications
	of Grice's theory for evolution of language.}},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  YEAR = {2005},
  TYPE = {Research Note},
  NUMBER = {COSY-DP-0605},
  ADDRESS = {Birmingham, UK},
  ABSTRACT = {This discussion note suggests that some forms of expression that are
	apparently vague, inviting interpretations of their meaning in terms
	of probability distributions, would be better construed as having
	a different form of semantics, namely specifying an 'higher order'
	function from contexts to truth-conditions. So statements made using
	them have a two level semantics. The first level specifies the function,
	which has to be applied to arguments extracted from the context,
	which may be linguistic or non linguistic, including the purpose
	of the communication. Then when that function is applied to the arguments
	the result is a specification of truth-conditions. This can be extended
	to how questions and imperatives using those expressions also need
	to be interpreted. I first proposed this sort of interpretation for
	'better' in 1969 in How to derive 'Better' from 'is', {\em American
	Phil. Quarterly} Vol 6, pp43--52, but I think the phenomenon is much
	more common than has been realised. I try to show how the use of
	such things can be predicted on the basis of Grice's theory of communication,
	and draw some conclusions regarding the evolution of language, and
	the relations between linguistic and non-linguistic mental functions.
	From this viewpoint, communication is collaborative problem-solving,
	not the transmission and decoding of some signal, and the ability
	to use a language is just a special case of a more general ability
	to solve problems by combining different kinds of competence. This
	is related to the amazing invention of a sign language by Nicaraguan
	deaf children and to arguments for the evolution of inner structured
	languages prior to the evolution of language for communication. This
	is a discussion paper and everything is still tentative.},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/spatial-prepositions.html}
}

@TECHREPORT{Sloman/etal:2006c,
  AUTHOR = {Aaron Sloman and Jackie Chappell and the CoSy PlayMate team},
  TITLE = {{Orthogonal Recombinable Competences Acquired by Altricial Species
	(Blankets, string, and plywood)}},
  INSTITUTION = {School of Computer Science, University of Birmingham},
  YEAR = {2006},
  TYPE = {Research Note},
  NUMBER = {COSY-DP-0601},
  ADDRESS = {Birmingham, UK},
  MONTH = {January},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers\#dp0601},
  ABSTRACT = { This is part of an attempt to explain why our ability to perceive
	and produce processes involving 3-D objects of varying shape was
	so important for the evolution of the human mind, at the same time
	as pointing out what is wrong with most of the stuff that gets written
	about the importance of embodiment.
	
	 I suspect this reinvents some of Piaget's ideas. It is consistent
	with some of the main themes of McCarthy's 'The Well-Designed Child'.
	I have recently (April 2006) discovered many connections with the
	book The Infant's World by Philippe Rochat (2001).
	
	 The main idea is that children acquire types of information that
	are orthogonal insofar as they relate to aspects of things or situations
	in the environment that can vary (nearly) independently, e.g. kinds
	of stuff things are made of, kinds of local surface features, kinds
	of relations between things, kinds of whole objects (composed of
	stuff with specific surfaces and parts with multiple relations),
	kinds of processes, etc.
	
	 The competences are also recombinable insofar as they can be used
	in perceiving or producing novel structures and processes. The requirement
	for re-use in novel combinations seems to impose strong requirements
	on the forms of representation used. The recombination is predictive:
	you can imagine many details of the process of trying to put on a
	shirt made of paper, or lead, or the process of sitting on a chair
	made of butter, even if you have never encountered such a thing.
	
	 The competences can involve different levels of abstraction.
	
	 E.g. grasping something with your teeth and with finger and thumb
	are extremely different as regards sensory input and motor signals.
	But an animal that can represent what is common to both has a powerful
	re-usable abstraction that can also be applied to grasping done by
	another person (e.g. a child who may need help) or grasping done
	by machines.
	
	 I conclude that the so-called 'mirror neurones' should have been
	called 'abstraction neurones', and that might have prevented much
	confusion (e.g. about imitation).
	
	 Powerful innate mechanisms are needed for acquiring such competences
	through play and exploration. Very few species can do it. As far
	as I can tell there is nothing in AI that accounts for this, and
	no known neural mechanisms. (Data-mining techniques can be viewed
	as deriving separate 'competences' from large amounts of data, but
	as far as I know those techniques and the forms of representation
	chosen are not designed to support creative recombination, like solving
	a problem by inventing something new involving previously known kinds
	of motion, of shape, and of physical stuff)
	
	 I'd be interested to know if there's anything implemented by anyone
	in AI that models such learning. I have not yet found AI literature
	identifying the problem, though it's possible that I've read something
	in the past which I had forgotten.
	
	 It's also likely that someone has used a different label for this
	notion of orthogonal competences, which is why I failed to find previous
	work on this. },
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/orthogonal-competences.html}
}

@TECHREPORT{Sloman/etal:2005b,
  AUTHOR = {Aaron Sloman and Cosy-partners},
  TITLE = {{CoSy deliverable DR.2.1 Requirements study for representations}},
  INSTITUTION = {The University of Birmingham, UK},
  YEAR = {2005},
  NUMBER = {COSY-TR-0507},
  NOTE = {http://www.cs.bham.ac.uk/research/projects/cosy/papers/\#tr0507},
  ABSTRACT = {We report on some of the hard unsolved problems we have identified
	on the basis of detailed analysis of some of the processes that will
	have to occur when the PlayMate and Explorer robots perform their
	tasks. The analysis used our scenario-driven research methodology.
	We introduce some preliminary characterisations of the key problems
	and some preliminary ideas for dealing with them, inspired in part
	by studies of cognition in humans and other animals. We confirm the
	conjecture in the CoSy proposal that various kinds of representations
	are required for different sorts of sub-mechanisms (including for
	instance representations concerned with planning complex sequences
	of actions and representations used in producing and controlling
	fast and fluent movements). The different representations are in
	part related to different ontologies, since different sub-mechanisms
	acquire, manipulate and use information about different subject-matter.
	A substantial part of this report is therefore concerned with first
	draft, incomplete, ontologies that we expect our robots will need,
	some parts of which the robots will have to develop for themselves,
	especially ontologies concerned with objects and processes that have
	quite complex structures involving multi-strand relationships. A
	particularly important requirement for a robot with 3-D manipulation
	capabilities is the ability to perceive and understand what we have
	labelled 'multi-strand' relationships (where multiple parts of complex
	objects are related, e.g. edges, corners and faces of two cubes),
	which cause {\em multi-strand processes} to occur when objects are
	moved, with several different relationships changing in parallel.
	Perceiving such processes seems to require something like a simulation
	process to occur. Moreover, this needs to happen at different levels
	of abstraction concurrently (some continuous, with high or low resolution,
	and some discrete capturing 'qualitative' structural changes), for
	the same reason as many researchers have claimed that perception
	of static scenes involves multiple-levels of abstraction. So we conclude
	that our robot is likely to require an architecture and mechanisms
	that support several concurrent simulations at different levels of
	abstraction, in registration with one another and (where appropriate)
	with the sensory data. It seems that a mechanism like this can also
	implement some of what is often referred to as spatial or visual
	reasoning, and could be relevant to perception and understanding
	of affordances. We consider in particular requirements for a pre-linguistic
	robot that is capable of perceiving, acting in and to some extent
	reasoning about the world before being able to talk about it, and
	raise questions about how that might relate to learning that adds
	linguistic competence. We note that in animals there is wide variation
	between species that start with most of the ontology and representational
	competence they will ever need and those that somehow learn or develop
	what they need and suggest that further study of those cases may
	yield clues regarding options for robots of different kinds. Most
	of this work has not yet been published. This is work-in-progress
	and much of it remains to be expanded, clarified and polished.},
  DATE-ADDED = {2009-01-04 19:55:40 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab}
}

@TECHREPORT{Sridharan/etal:2007,
  AUTHOR = {Mohan Sridharan and Nick Hawes and Jeremy Wyatt and Richard Dearden
	and Aaron Sloman},
  TITLE = {Planning Information Processing and Sensing Actions},
  INSTITUTION = {University of Birmingham, School of Computer Science},
  YEAR = {2007},
  NUMBER = {COSY-TR-0706},
  MONTH = {November},
  ABSTRACT = { The goal of the CoSy project is to create cognitive robots to serve
	as a testbed of theories on how humans work, and to identify problems
	and techniques relevant to producing general-purpose human-like domestic
	robots. Given the constraints on the resources available at the robot's
	disposal and the complexity of the tasks that the robot has to execute
	during cognitive interactions with other agents or humans, it is
	essential that the robot perform just those tasks that are necessary
	for it to achieve its goal. In this paper we describe our attempts
	at creating such a system that enables a mobile robot to plan its
	information processing and sensing actions. We build on an existing
	planning framework, which is based on Continual Planning. Continual
	planning combines planning, plan execution and plan monitoring. Unlike
	classical planning approaches, here it is not necessary to model
	all contingencies in advance -- the agent acts as soon as it has
	a feasible plan, in an attempt to gather more information that would
	help resolve the uncertainty on the rest of the plan. We describe
	how the system addresses challenges such as state representation,
	conflict resolution and uncertainty. A few experimental results are
	provided to highlight both the advantages and disadvantages of the
	current approach, and to motivate directions of further research.
	All algorithms are implemented and tested in the playmate scenario.},
  DATE-ADDED = {2009-01-05 11:34:05 +0000},
  DATE-MODIFIED = {2009-01-06 09:03:50 +0000},
  KEYWORDS = {cosy; irlab},
  URL = {http://www.cognitivesystems.org/publications/jacobssonetal07binding.pdf}
}

@TECHREPORT{ullah07cold,
  AUTHOR = {Ullah, M. M. and Pronobis, A. and Caputo, B. and Luo, J. and Jensfelt,
	P.},
  TITLE = {The {COLD} Database},
  INSTITUTION = {Kungliga Tekniska Hoegskolan, CVAP/CAS},
  YEAR = {2007},
  NUMBER = {TRITA-CSC-CV 2007:1},
  MONTH = {October},
  URL = {http://www.cognitivesystems.org/publications/ullah07cold.pdf}
}

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