AN EPISODIC MEMORY FOR A SIMULATED AUTONOMOUS ROBOT
Elisa Calhau de Castro1 , Ricardo Ribeiro Gudwin2
1
2
DCA-FEEC-UNICAMP, Campinas-SP, Brasil,
[email protected]
DCA-FEEC-UNICAMP, Campinas-SP, Brasil,
[email protected]
Abstract: In this paper we present the development of an
episodic memory module for the cognitive architecture controlling an autonomous mobile simulated robot, in a simulated 3D environment. The episodic memory has the role of
improving the navigation system of the robot, by evoking the
objects to be considered in planning, according to episodic remembrance of earlier contacts with those objects in the past.
We introduce the main background on human memory systems and episodic memory study, and provide the main ideas
behind our experiment.
ness, etc. are in some way modeled and used as a source of
inspiration in order to enhance the capabilities of autonomous
mobile robots. In many situations, robots equiped with a cognitive architecture are called artificial creatures [13]. Many
of such cognitive abilities were successfully reported as very
useful in making smarter creatures. Among others, abilities as
emotions, learning, language evolution, action selection and
either consciousness brought the performance of such creatures to an amazing level.
Nevertheless, there seems to be at least one of such cognitive abilities which was not so widely explored since so far.
This ability is what we may refer from now on as episodic
memory [14]. The first creatures used to live only in the
present, sensoring its surroundings and choosing its action
based only on the current situation. Next generations of creatures enhanced that by living not only on the present, but also
with an eye on the future, being able to making plans and creating expectations, which clearly sophisticated its behavior.
But few of them were able to refer to its past, just like we do
as humans.
Keywords: episodic memory, autonomous mobile robot,
navigation
1.
I NTRODUCTION
The research on autonomous mobile robots [1–3] has being very intense in the recent literature. Tasks like e.g. navigation and planning [4] have attracted the attention of many
researchers in the field. Research in autonomous mobile
robotics is usually split into two main sub-fields. The first,
which we will be calling here hard robotics, leads with real
robots, and is concerned mainly in dealing with real world
problems, like e.g. noise interference, sensors and actuators
and real world robotics tasks. The other subfield leads with
simulated robots in simulated environments, and is more concerned with strategies, general algorithms, complexity issues
and new techniques applied to the robotics domain. This second sub-field, which we will be calling here soft robotics is
more multi-disciplinary, sometimes running into other fields
of research, like e.g. artificial life and cognitive science. In
both the hard robotics and soft robotics subdomains, an approach, which is being called as cognitive robotics [5, 6] tries
to associate cognition to robot control. In some cases, this
inspiration in cognition is more biological [7]. In other cases,
this inspiration is really towards the construction of humanoid
robots [8]. Sometimes, the robotics issue is abstracted, and
the robot is treated simply like an agent [9]. A general field,
Cognitive Systems [10] was created to deal exclusively with
these ideas.
We (humans) are able to remember what we did by this
morning, some issues we lived last week, 2 months ago or
even years ago. And more than this, we are able to build up
a chronological time line, and order such events and locate
them in this time line. We use this memory in order to learn
things and to help us in performing our daily behavior. This
is currently a missing gap in cognitive systems research. It
will be an important improvement if our creatures were able
to remember that they already were in such and such location, where they met such and such objects and creatures, and
where such and such episodes were testified by them.
This is the main motivation of this work. Even though
some related initiatives already started to appear in the literature [12, 15–22], we are still very far from having this
as a well known technology to be widely used in intelligent
agents. In this work we report on our ongoing efforts to bring
up such technology by building up a cognitive architecture
where episodic memory is a central capability.
An important concept related to cognitive systems research
is the concept of a Cognitive Architecture [11, 12]. A cognitive architecture is usually a control system for a robot,
which comprises a set of modules responsible for the implementation of cognitive capabilities in such control system.
Cognitive architectures are mainly inspired by human neurocognitive and psychological abilities, where typical human
cognitive tasks as perception, learning, memory, emotions,
reasoning, decision-making, behavior, language, conscious-
2.
H UMAN M EMORY S YSTEM AND E PISODIC M EM ORY
The term “memory” can be used in many different contexts,
addressing different kinds of things. It can be used, e.g. in
the context of dynamical systems, to designate a specific state
variable, which maintains its value through time, and is able
to make an influence on the overall system state. We can also
1
An Episodic Memory for a Simulated Autonomous Robot
Elisa Calhau de Castro, Ricardo Ribeiro Gudwin
use the term “memory” in the context of a computer architecture, and so a memory will be an addressable array of flip-flop
circuits, carrying on some value, during many cycles of machine clock. But the term “memory” can also be used in the
context of human memory. Human memory, opposite to a dynamical system or a computer memory, is a very sophisticated
system, with many different behaviors, which comprise, in a
deeper analysis, an inter-related complex of different kinds of
memory systems. We will see, next, that episodic memory
is a specific subsystem which is a part of the whole human
memory system.
2.1.
memory. Following [23], we will be dividing long term memory into non-declarative and declarative memory.
Declarative Memories are memories that refers to facts that
can be explicitly declared, like e.g. a proposition given by a
phrase in a particular language. Non-declarative memories,
on the other side, constitute the many different parts involved
in a declarative memory, like e.g., the many different words
used in a phrase. In this sense, non-declarative memories are
used to record perceptions and actions, given rise to a further
sub-division of non-declarative memories into Perceptual and
Procedural memories.
Human Memory System
The Perceptual Memory is the memory of categories of
things which can be perceived by a Perceptual System. It
includes different things attributes and patterns which can be
categorized by a perceptual system. Each instance of a perceptual memory is a representation of a category used during
perception.
The human memory system has received a special attention
from the scientific community in general, therefore several research areas have focused their efforts in better understanding
this complex system. Although the research on memory, in
different areas, vary in aims and perspectives, they usually
consider the memory system divided in the following basic
aspects [23]:
The Procedural Memory is the memory of actions and behaviors of a system. It is a non-declarative memory which
refers to a “how to” kind of information, usually consisting of
a record of possible motor and behavioral skills.
• Working Memory
Declarative memories, on the other side, are used to describe knowledge, as it appears in complete sentences in a
natural language. They can be used to store both atemporal,
general common-sense knowledge, like e.g. “Dogs are a specific kind of animal”, or “My name is Paul”, or used to store
specific temporal event knowledge, like e.g. “Yesterday, from
23:00 to midnight I was sleeping in my bed”. So, declarative memory can be divided into two different subsystems:
Semantic Memory and Episodic Memory.
• Short Term Memory
• Long Term Memory
– Non-declarative Memory
∗ Perceptual Memory
∗ Procedural Memory
– Declarative Memory
∗ Semantic Memory
∗ Episodic Memory
The Semantic Memory is used to record facts of a general kind, not contextualized in time and space. The Episodic
Memory, on the other hand, is used to store facts particularly
contextualized in time and space, forming “episodes” which
refers to information specific to a particular location and timeframe.
In a first glance, the human memory system is divided between Working Memory, Short Term Memory and Long Term
Memory.
Cognitive studies with humans which had some kind of impairment on their memory system, due to brain damage, show
that it is possible to have damage in some kinds of memories while still retaining other kinds of memories. In cognitive systems research, we can also address the same observation. There may be cognitive systems which are responsible
for providing memory capabilities of one kind, while not providing memory capabilities of other kinds.
The Working Memory is used to store transient information during perception, reasoning, planning or other cognitive
functions. Its capacity in time and space is very short, ranging from a few dozen itens, and periods ranging from a few
seconds up to a few minutes.
The Short Term Memory is an intermediary kind of transient repository, which accomodates conscious information
(information which reached consciousness) in a buffer ranging from 3 to 6 hours, during a process of consolidation when
this information is permanently stored in long term memory.
In this work, we are particularly interested in the Episodic
Memory, so we will focus our attention and detain ourselves
to more deeply explore its inherent cognitive capabilities.
Finally, the Long Term Memory is a very complex memory
subsystem, where different kinds of information are stored for
long term retrieval. It can be decomposed into many different
subsystems. The division described here, though, is not a consensus among memory experts. Some experts may say that
the same kind of subdivisions employed here for long term
memory, may apply also to short term memory and working
3.
T HE E PISODIC M EMORY
Episodic Memory is a neurocognitive mechanism for
accessing timing contextualized information that naturally
makes part of the human process of decision making, usually
2
State-based episodes are easier to store, but more difficult to
be used by higher-level cognitive functions. In artificial cognitive systems they are the most popular option for implementation, due to the easiness of its implementation, but they can
be used only on specific kinds of applications, as its use on
more sophisticated applications will be difficulted.
Homer sees a pig
which reminds him of a previous situation
Scene-based Episodes encode a time-space segment as a
scene. In this scene, there are objects which were consciously
perceived by the agent, and an action, performed by the agent
itself or other agents appearing in the scene. Scene-based
Episodes, can be viewed as interpreted versions of state-based
episodes. They are easier to be used by high-level cognitive
functions, as they already segment the scene into discrete elements, which are playing its own role in the scene dynamics.
At the same time, they are more difficult to be implemented in
artificial systems, because they require a process of interpretation of sensorial information in order to discover the objects
and actions being performed in the environment.
A situation
to deal with
Episode is selected
among others
Figure 1: Episodic Memory
Episodes can also be autobiographic and nonautobiographic.
Autobiographic episodes are those
episodes where the agent itself is performing the action
being described in the episode. On the contrary, on nonautobiographic episodes, the subject of the action is another
agent. In this case, these actions are being observed by the
current agent and memorized as something seen, but not done
by the agent itself.
enhancing the chances of a successful behavior. This assertion is supported by human psychological research which indicate that the knowledge of his/her personal history enhances
one’s person ability to accomplish several cognitive capabilities in the context of sensing, reasoning and learning.
Take as an example what is happening in figure 1. The
character in the figure is dealing with a particular situation,
and needs to decide what to do. Using objects which are perceived in the current situation as a hint, the episodic memory
system is triggered, and a past situation where this object appeared is recovered as an episode. The character is now able
to use this information in order to decide what to do in the
current situation.
An episodic memory system do require three major subsystems [16]:
• Encoding Subsystem
• Storage Subsystem
As in the case of the character in figure 1, in an artificial
system, we would like to include an episodic memory subsystem, whose purpose is to assist the process of learning and
ultimately providing a mechanism for better performance of
intelligent autonomous agents in dynamic and possibly complex environments.
• Retrieval Subsystem
The Encoding subsystem is responsible for capturing the
episode from the perception system (and maybe the behavior
system, in the case of autobiographical episodes), and setting
up the way the episodes are captured and stored. This subsystem addresses issues concerning the proper time to record
the episodes and what information is to be stored within the
episodes.
The main unit of information in an Episodic Memory system is called an episode. An episode is a record defined within
a period of time and formed from information regarding the
agent’s task or other specific data observed in the environment. It also contains a measurement of “how successful”
or relevant that information was for accomplishing a task in
a past situation. In other words, the episode links particular data to a particular time and place in the environment and
provides an indication of how to use that information to successfully perform a task. Therefore, along the time, it builds a
repository of previous gathered experiences. Then whenever
the creature faces certain situations and has to decide how
to proceed next, it makes use of its repository of episodes to
evaluate the best decision to make.
The Storage subsystem is responsible for getting the
episode from the encoding subsystem and recording it in a
permanent storage. This subsystem is responsible to define
how the episodes are maintained, addressing issues such as
memory decay and possibly merging of episodes to compact
storage.
The Retrieval subsystem is responsible for providing
episodes for being used by other cognitive functions. In other
words, it defines how memory retrieval is triggered. This
subsystem addresses issues related to the cue determination
(which key data is used to trigger an episode) and how to use
the retrieved episode.
Episodes may be State-based Episodes or Scene-based
Episodes. State-based episodes store the episode as sequences
of an agent’s states (including environmental sensed states).
3
An Episodic Memory for a Simulated Autonomous Robot
Elisa Calhau de Castro, Ricardo Ribeiro Gudwin
Finally, to summarize this brief accounting of episodic
memory, it is important to point out some possible uses of
episodic memory in a cognitive architecture. The main use of
episodic memory is to implement a cognitive capability called
“mental time travel”. Mental time travel is the capacity of
“going back in time and space” and retrieving episodes related
to a present situation. This capacity can be used to improve
and enhance other cognitive capabilities, like e.g. perception,
learning, planning, decision-making and action selection and
execution.
• Dodd’s Episodic Memory for ISAC (Intelligent Soft
Arm Control)
For example, in perception, episodes may help in the
process of detecting repetition and relevant input. Besides
that, the mechanism provides the retrieval of features outside current perception which are relevant to the current task.
Episodic memory also assists the mechanisms of action modeling and environment modeling.
Soar (originally known as SOAR: State Operator And Result) is a general purpose cognitive architecture being developed since a long time by the team of Prof. John Laird at
University of Michigan, which was recently enhanced with an
Episodic memory module [16], developed by Andrew Nuxoll.
They performed several different experiments where different
approaches for episode were tested and results extensively
analyzed. For instance, they have analyzed effectiveness of
partial versus complete matching algorithms during the retrieval phase, providing insights and alerting to trade-offs to
be considered when dealing with cue and feature selection.
The work presented very promising results and concepts were
explored within a computer game environment.
• Brom’s virtual RPG actor with Episodic Memory
• Kim’s virtual creature Rity’s and its Episodic Memory
• Ho’s Autobiographic Memory Control Architecture
• Tecuci’s Generic Episodic Memory Module
In learning, episodic memory aids the learning processes
providing an efficient mechanism of reviewing experiences
and learning from them. Comparing multiple events simultaneously, the learning system is able to generalize knowledge. In addition, provides a way of recording previous failures and successes, which can be useful later for planning and
decision-making.
The team of Prof. Kazuhiko Kawamura from the Cognitive
Robotics Lab at Vanderbilt University developed ISAC (Intelligent Soft Arm Control), a cognitive robotic system - more
specifically - a humanoid robot equipped with airpowered actuators designed to work safely with humans and used as a research platform for human-humanoid robotic interaction and
robotic embodied cognitive systems. Will Dodd, a member of
Prof. Kawamura team presented interesting results [15] when
enhanced the ISAC with an Episodic Memory module. They
have analyzed the impact of the use of Episodic Memory in
terms of the robot performance and computational resources.
It also aids in planning and decision making processes
through predicting the outcome of possible courses of actions.
Basically, the episodic memory allows the person/agent to review its own past action or of another one. Decisions which
were useful in the past may be employed to solve current situations. Decisions which did not succeed may be avoided.
In action selection and execution, episodic memory may be
used to keep track of progress and manage long-term goals.
Using episodic memory, the system may be able to know that
specific parts of a plan have already been executed, so the
action-selection algorithm may define the next steps of a plan
to be executed.
Prof. Cyril Brom, from Charles University in Prague,
Czech Republic, developed a project to enhance an RPG (i.e.
a role-playing game) actor, a non-player character, with a
Memory module that allows it to reconstruct its personal story
[17]. Although the focus of the project is regarded with linguistics, it explores and analyzes the basis of an Episodic
Memory architecture, where episode structure, feature relevance and computational resources demanded are special issues to consider and which are crucial to the architecture efficiency. They show that in their game scenario, actors with
Episodic Memory present a better performance than those
without it, but only in low dynamic worlds and that the memory consumption is acceptable.
Besides that, episodic memory allows the person/agent to
develop a sense of identity, as the episodes creates what
could be accounted as the personal history of an individual.
This personal history encompass information of events which
were consciously perceived and performed by the person (or
agent).
4.
E PISODIC M EMORY IN C OGNITIVE S YSTEMS R E SEARCH
Most of the research concerning Episodic Memory within
Computer systems was published in the last five years.
Though being still an incipient area of research, the computational study of Episodic Memory has provided interesting
insights and these first works exploring its capabilities have
presented very stimulating and promising results. The following research have been the main references for our work.
Prof. Jong-Hwan Kim and his team from the Korea Advanced Institute of Science and Technology (KAIST), developed Rity, a dog-like virtual creature that is the “software
robot” unit of the Ubibot: the ubiquitous robot system project
at KAIST, which has largely evolved during the last ten years.
The Episodic Memory architecture was mainly developed by
researchers N. S. Kuppuswami and Se-Hyoung Cho, from
Kim’s team, in the middle of the decade in order to provide
• Nuxoll and Laird’s Episodic Memory for Soar
4
5.
a cognitive task selection mechanism for Rity. The creature’s
architecture explores the advantages of a reactive architecture
with the higher level planning offered by the Episodic Memory, in addition to provide a learning mechanism that evolves
with time, since Rity’s decision making process is more efficient as the creature’s experience grows [19].
T HE CACE P ROJECT - C OGNITIVE A RTIFICIAL
C REATURES E NVIRONMENT
5.1.
General characteristics and motivation
The CACE project - Cognitive Artificial Creatures Environment, being developed by our group at the University of
Campinas, Brazil, consists of a virtual environment where
robots (virtual creatures), controlled by a cognitive architecture, try to accomplish a given task. The task is a “leaflet”
containing a sequence of specific objects that must be collected in the environment and delivered in a specific place.
The performance is basically measured in how fast the robots
correctly accomplish their tasks along the available time. Figure 2 presents a screen shot of the scenario of the environment.
In the Adaptive Systems Research Group at the University
of Hertfordshire, UK, coordinated by Profs. Kerstin Dautenhahn and Chrystopher Nehaniv, the researcher Wan Ching Ho
developed an autobiographic memory control architecture (a
kind of Episodic Memory) for virtual creatures [22]. The architecture is mainly focused on navigation problems, but its
results are very promising confirming the effectiveness of the
use of Episodic Memory in decision-making problems. In
the architecture, whenever certain internal states of the creature are lower than a threshold, the creature searches through
all the records in memory and reconstructs an event using a
“meaningful search key” to recognize the possible sequence
of how an event should be organized (event reconstruction
mechanism). The records that match the key then provide the
target resources to satisfy the current internal needs.
The environment is essentially dynamic, since the robots
can change the position of the objects by hiding them under
the ground or simply moving them to other positions in the
environment space. Figures 3 and 4 show the robots and other
entities of the scenario: food (nuts and apples), obstacles (in
pink) and objects (bricks with different colors).
Dan Tecuci, from the University of Texas, designed a
generic Episodic Memory module that can be attached to a
variety of applications. He proposes that each generic episode
presents thee dimensions that will be used during the retrieval
phase and according to the type of application: context: general setting in which an episode occurs, for example, it could
be the initial state and the goal of the episode, contents: ordered set of events that make up the episode and outcome: the
evaluation of the episode’s effect. The kind of task (planning
oriented, goal recognition or classification) to be executed defines a scope focusing its procedures on one dimension of the
episodes. For example, a classification-like task mainly recognizes whether a goal is solvable according to a state of the
world. This corresponds to retrieval based on episode context and using the outcome of the retrieved episodes (i.e. their
success) for classification. The generic module provides an
API with two basic functions: store and retrieve. Store takes
a new Episode represented as a triple [context, contents, outcome] and stores it in memory, indexing it along the three
dimensions and retrieve takes a cue (i.e. a partially specified
Episode) and a dimension and retrieves the most similar prior
episodes along that dimension [20, 21]. This work provides
interesting insights in how to efficiently establish the features
that an episode must present in order to be actually useful after being retrieved and interpreted and those features that a
cue must address to allow the retrieval of the most promising
episodes
In our current experiments, competition among the robots
is encouraged and they never help each other or form teams.
Consequently, simply moving an object that does not belong
to its private leaflet, but that may belong to others, may be an
interesting move to interfere in the other robots’ performance.
In addition, homeostatic internal states must be observed: the
robots spend energy along the time, which has to be reestablished by food consuming. However, the food may be perishable or not. Consequently, along the time, it is expected that
the robots develop a strategy where perishable food is consumed preferably and within their validity period and the best
place to store the non-perishable food for future consumption
and precaution.
In this work, our main purpose is the development of an
“episodic memory” module for CACE, mainly consisted in
storing and using the agents’ previous actions and other spe-
Figure 2: Screenshot of the Environment
5
An Episodic Memory for a Simulated Autonomous Robot
Elisa Calhau de Castro, Ricardo Ribeiro Gudwin
Figure 5: Use of Episodic Memory in path-planning
Figure 3: Robot avoiding obstacles and moving
trates the idea. In other words, the information within the
episodes are used during the generation of a path plan and,
consequently, may also anticipate problems while the creature is navigating. Since the environment is dynamic, there
is no certainty regarding the path, but the episode provides
certain level of probability once refers to a path previously
observed.
After the path planning module evaluate all candidate
paths, the way points that form each path are analyzed based
on the information present in the Episodic Memory. If there
is no obstacle along the path it is considered feasible and the
shortest path among those evaluated as feasible is chosen.
Episodes instead of world map
Figure 4: Two robots looking for colored objects and food towards a
non-perishable food (nut)
Information regarding obstacles, food and other creatures perceived by the visual system are recorded within an episode.
Instead of storing this information in a “world map”, they are
maintained in episodes within the Episodic Memory. During planning process, episodes are recollected in the Working
Memory, and only “remembered” things are considered during the decision making process. This “remembered” information comes from episodes that matched the current situation in a certain level of similarity. A partial matching algorithm using different approaches have been considered when
comparing the cue of the current situation with the episode in
Memory: number of same features, key features in common
and relevance of features in common.
cific data, while exploring the simulation environment. This
module could be interpreted as a metaphor of a simplified
“declarative memory” of each agent. The agent could access this information whenever a similar situation emerges
and then decide how to proceed. Ultimately, the project aims
in verifying if the use of the “episodic memories” actually enhances the agents’ performance in accomplishing their tasks.
5.2.
The Use of Episodic Memory
In our work, the Episodic Memory is mainly used in decision planning. More specifically, it must aid in handling
and analyzing three issues that are described in the following
sections.
Possibility of emergence of strategies
The creature’s behavior is not deterministic. The creature’s
action decision mechanism is accomplished based on a behavior network [24–27] that provides a certain level of flexibility to the planning mechanism. It is possible thanks to inherent characteristics of behavior networks. Therefore, while
following a plan towards a “short-term” goal, opportunistic
decisions may be taken that satisfies “long-term” goals.
Path planning
When the environment is large, it is not feasible to plan using
all known obstacles and objects. So, the information within
the episodes is used to evaluate feasible paths (e.g. without
obstacles) during the navigation mechanism. Figure 5 illus-
6
In order to explore this behavior network characteristic, we
intend to analyze if certain strategies may emerge during the
simulations. One example is based on what we define in our
work as “non-autobiographical episodes”: those in which the
creature is a mere observer and not the subject of the action.
[10] H.I. Christensen, A. Sloman, G-J. Kruijff, and J. Wyatt, editors. Cognitive Systems. EU FP6 CoSy, 2009.
[11] P. Langley and J. Laird. Cognitive architectures: Research issues and
challenges. Cognitive Systems Research, 10(2):141–160, June 2009.
[12] S. Franklin, A. Kelemen, and L. McCauley. Ida: A cognitive agent
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For example, observing the opponents behaviors (perceiving episodes where the opponent is the agent performing actions) a creature may infer the opponents’ goals. Then, an
agent may try to hide the objects that the opponents need in
order to decrease their performance.
6.
[13] C. Balkenius. Natural Intelligence in Artificial Creatures. Lund University Cognitive Studies, 1995.
[14] E. Tulving. Episodic memory: From mind to brain. Annual Review of
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C ONCLUSION
[15] W. Dodd. The design of procedural, semantic and episodic memory
systems for a cognitive robot. Master’s thesis, Vanderbilt University,
2005.
Despite being still a young research area, in the context
of computational systems, the study of Episodic Memory in
cognitive systems has provided very interesting insights. The
works that have explored its computational capabilities have
presented very promising results which have consequently increased the scientific community curiosity. On the other hand,
exactly for being such an incipient area, there is still too much
to be explored, analyzed and experienced. Recent research
have shown that trade-offs must be taken into account and not
all scenarios may get much benefit from the use of Episodic
Memory. However, as cognitive systems become more and
more complex and have to handle more and more information, mechanisms with certain cognitive capabilities, such as
Episodic Memory, will be a prerogative.
[16] A. M. Nuxoll. Enhancing Intelligent Agents with Episodic Memory.
PhD thesis, University of Michigan, 2007.
[17] C. Brom, K. Peskova, and J. Lukavsky. What does your actor remember
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Computer Science, 4871:89–101, 2007. Proceedings of 4th ICVS.
[18] T. Deutsch, A. Gruber, R. Lang, and V. Velik. Episodic memory for
autonomous agents. In Proceedings of IEEE HSI Human System Interactions Conference, Krakow, Poland, May 25-27 2008.
[19] N.S. Kuppuswami, Se-Hyoung Cho, and Jong-Hwan Kim. A cognitive
control architecture for an artificial creature using episodic memory. In
Proc. SICE-ICASE Int. Joint Conf., pages 3104–3110, Busan, Korea,
Oct 2006.
[20] Dan Tecuci. Generic episodic memory module. Technical report, University of Texas in Austin, 2005.
The current work is still in progress and the final results
and analysis will be published in future papers.
[21] Dan Tecuci. A Generic Memory Module for Events. PhD thesis, University of Texas in Austin, 2007.
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