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As we pointed out above, we identify the Knowledge level with
consciously accessible data and processing; the Perceptuo-Motor level
with ``hard-wired'', not consciously accessible processing and data
involved with motor control and perceptual processing; and the
Sensori-Actuator level with the lowest-level muscular and sensor
control, also not consciously accessible. The distinction of conscious
(Knowledge) levels vs. unconscious (Perceptuo-Motor and
Sensori-Actuator) levels is convenient as an anthropomorphic metaphor,
as it allows us to separate explicitly represented and reasoned about
knowledge from implicitly represented and processed knowledge. This
corresponds grosso modo to consciously accessible and not
consciously accessible knowledge for people. Although we
are aware of the pitfalls of introspection, this provides us with a
rule of thumb for assigning knowledge (and skills, behaviors, etc.)
to the various levels of the architecture. We believe that our
organization is to some extent psychologically relevant, although we
have not yet undertaken any experimental investigations in this
respect. The real test for our architecture is its usefulness in
applications to physical (robotic) autonomous agents (section
).
Knowledge in GLAIR can migrate from conscious to unconscious levels. In [Hexmoor et al. 1993a] we show how a video-game playing agent learns how to dynamically ``compile'' a game playing strategy that is initially formulated as explicit reasoning rules at the Knowledge level into an implicit form of knowledge at the Perceptuo-Motor level, a Perceptuo-Motor Automaton (PMA).
There are also clear computational advantages to our architectural
organization. A Knowledge Representation and Reasoning system as used for
the conscious Knowledge level is by its very nature slow and requires lots
of computational resources. The implementation mechanisms we use for the unconscious
levels, such as PMAs, are much faster and require much less resources.
Since the three levels of our architecture are semi-independent, they can
be implemented in a (coarse-grained) parallel distributed fashion; at least
each level may be implemented on distinct hardware, and even separate
mechanisms within the levels (such as individual reflex behaviors) may be.
Our Robot Waiter agent, for instance, uses distinct hardware for the three
levels (section
).
lammens@cs.buffalo.edu