Category Archives: cognition

Collective human-machine intelligence and text generation. A transdisciplinary analysis.

Author: Gerd Doeben-Henisch

Email: info@uffmm.org

Time: Sept 25, 2023 – Oct 3, 2023

Translation: This text is a translation from the German Version into English with the aid of the software deepL.com as well as with chatGPT4, moderated by the author. The style of the two translators is different. The author is not good enough to classify which translator is ‘better’.

CONTEXT

This text is the outcome of a conference held at the Technical University of Darmstadt (Germany) with the title: Discourses of disruptive digital technologies using the example of AI text generators ( https://zevedi.de/en/topics/ki-text-2/ ). A German version of this article will appear in a book from de Gruyter as open access in the beginning of 2024.

Collective human-machine intelligence and text generation. A transdisciplinary analysis.

Abstract

Based on the conference theme “AI – Text and Validity. How do AI text generators change scientific discourse?” as well as the special topic “Collective human-machine intelligence using the example of text generation”, the possible interaction relationship between text generators and a scientific discourse will be played out in a transdisciplinary analysis. For this purpose, the concept of scientific discourse will be specified on a case-by-case basis using the text types empirical theory as well as sustained empirical theory in such a way that the role of human and machine actors in these discourses can be sufficiently specified. The result shows a very clear limitation of current text generators compared to the requirements of scientific discourse. This leads to further fundamental analyses on the example of the dimension of time with the phenomenon of the qualitatively new as well as on the example of the foundations of decision-making to the problem of the inherent bias of the modern scientific disciplines. A solution to the inherent bias as well as the factual disconnectedness of the many individual disciplines is located in the form of a new service of transdisciplinary integration by re-activating the philosophy of science as a genuine part of philosophy. This leaves the question open whether a supervision of the individual sciences by philosophy could be a viable path? Finally, the borderline case of a world in which humans no longer have a human counterpart is pointed out.

AUDIO: Keyword Sound

STARTING POINT

This text takes its starting point from the conference topic “AI – Text and Validity. How do AI text generators change scientific discourses?” and adds to this topic the perspective of a Collective Human-Machine Intelligence using the example of text generation. The concepts of text and validity, AI text generators, scientific discourse, and collective human-machine intelligence that are invoked in this constellation represent different fields of meaning that cannot automatically be interpreted as elements of a common conceptual framework.

TRANSDISCIPLINARY

In order to be able to let the mentioned terms appear as elements in a common conceptual framework, a meta-level is needed from which one can talk about these terms and their possible relations to each other. This approach is usually located in the philosophy of science, which can have as its subject not only single terms or whole propositions, but even whole theories that are compared or possibly even united. The term transdisciplinary [1] , which is often used today, is understood here in this philosophy of science understanding as an approach in which the integration of different concepts is redeemed by introducing appropriate meta-levels. Such a meta-level ultimately always represents a structure in which all important elements and relations can gather.

[1] Jürgen Mittelstraß paraphrases the possible meaning of the term transdisciplinarity as a “research and knowledge principle … that becomes effective wherever a solely technical or disciplinary definition of problem situations and problem solutions is not possible…”. Article Methodological Transdisciplinarity, in LIFIS ONLINE, www.leibniz-institut.de, ISSN 1864-6972, p.1 (first published in: Technology Assessment – Theory and Practice No.2, 14.Jg., June 2005, 18-23). In his text Mittelstrass distinguishes transdisciplinarity from the disciplinary and from the interdisciplinary. However, he uses only a general characterization of transdisciplinarity as a research guiding principle and scientific form of organization. He leaves the concrete conceptual formulation of transdisciplinarity open. This is different in the present text: here the transdisciplinary theme is projected down to the concreteness of the related terms and – as is usual in philosophy of science (and meta-logic) – realized by means of the construct of meta-levels.

SETTING UP A STRUCTURE

Here the notion of scientific discourse is assumed as a basic situation in which different actors can be involved. The main types of actors considered here are humans, who represent a part of the biological systems on planet Earth as a kind of Homo sapiens, and text generators, which represent a technical product consisting of a combination of software and hardware.

It is assumed that humans perceive their environment and themselves in a species-typical way, that they can process and store what they perceive internally, that they can recall what they have stored to a limited extent in a species-typical way, and that they can change it in a species-typical way, so that internal structures can emerge that are available for action and communication. All these elements are attributed to human cognition. They are working partially consciously, but largely unconsciously. Cognition also includes the subsystem language, which represents a structure that on the one hand is largely species-typically fixed, but on the other hand can be flexibly mapped to different elements of cognition.

In the terminology of semiotics [2] the language system represents a symbolic level and those elements of cognition, on which the symbolic structures are mapped, form correlates of meaning, which, however, represent a meaning only insofar as they occur in a mapping relation – also called meaning relation. A cognitive element as such does not constitute meaning in the linguistic sense. In addition to cognition, there are a variety of emotional factors that can influence both cognitive processes and the process of decision-making. The latter in turn can influence thought processes as well as action processes, consciously as well as unconsciously. The exact meaning of these listed structural elements is revealed in a process model [3] complementary to this structure.

[2] See, for example, Winfried Nöth: Handbuch der Semiotik. 2nd, completely revised edition. Metzler, Stuttgart/Weimar, 2000

[3] Such a process model is presented here only in partial aspects.

SYMBOLIC COMMUNICATION SUB-PROCESS

What is important for human actors is that they can interact in the context of symbolic communication with the help of both spoken and written language. Here it is assumed – simplistically — that spoken language can be mapped sufficiently accurately into written language, which in the standard case is called text. It should be noted that texts only represent meaning if the text producers involved, as well as the text recipients, have a meaning function that is sufficiently similar.
For texts by human text producers it is generally true that, with respect to concrete situations, statements as part of texts can be qualified under agreed conditions as now matching the situation (true) or as now not now matching the situation (false). However, a now-true can become a now-not-true again in the next moment and vice versa.

This dynamic fact refers to the fact that a punctual occurrence or non-occurrence of a statement is to be distinguished from a structural occurrence/ non-occurrence of a statement, which speaks about occurrence/ non-occurrence in context. This refers to relations which are only indirectly apparent in the context of a multitude of individual events, if one considers chains of events over many points in time. Finally, one must also consider that the correlates of meaning are primarily located within the human biological system. Meaning correlates are not automatically true as such, but only if there is an active correspondence between a remembered/thought/imagined meaning correlate and an active perceptual element, where an intersubjective fact must correspond to the perceptual element. Just because someone talks about a rabbit and the recipient understands what a rabbit is, this does not mean that there is also a real rabbit which the recipient can perceive.

TEXT-GENERATORS

When distinguishing between the two different types of actors – here biological systems of the type Homo sapiens and there technical systems of the type text-generators – a first fundamental asymmetry immediately strikes the eye: so-called text-generators are entities invented and built by humans; furthermore, it is humans who use them, and the essential material used by text-generators are furthermore texts, which are considered human cultural property, created and used by humans for a variety of discourse types, here restricted to scientific discourse.


In the case of text generators, let us first note that we are dealing with machines that have input and output, a minimal learning capability, and whose input and output can process text-like objects.
Insofar as text generators can process text-like objects as input and process them again as output, an exchange of texts between humans and text generators can take place in principle.

At the current state of development (September 2023), text generators do not yet have an independent real-world perception within the scope of their input, and the entire text generator system does not yet have such processes as those that enable species-typical cognitions in humans. Furthermore, a text generator does not yet have a meaning function as it is given with humans.

From this fact it follows automatically that text generators cannot decide about selective or structural correctness/not correctness in the case of statements of a text. In general, they do not have their own assignment of meaning as with humans. Texts generated by text generators only have a meaning if a human as a recipient automatically assigns a meaning to a text due to his species-typical meaning relation, because this is the learned behavior of a human. In fact, the text generator itself has never assigned any meaning to the generated text. Salopp one could also formulate that a technical text generator works like a parasite: it collects texts that humans have generated, rearranges them combinatorially according to formal criteria for the output, and for the receiving human a meaning event is automatically triggered by the text in the human, which does not exist anywhere in the text generator.
Whether this very restricted form of text generation is now in any sense detrimental or advantageous for the type of scientific discourse (with texts), that is to be examined in the further course.

SCIENTIFIC DISCOURSE

There is no clear definition for the term scientific discourse. This is not surprising, since an unambiguous definition presupposes that there is a fully specified conceptual framework within which terms such as discourse and scientific can be clearly delimited. However, in the case of a scientific enterprise with a global reach, broken down into countless individual disciplines, this does not seem to be the case at present (Sept 2023). For the further procedure, we will therefore fall back on core ideas of the discussion in philosophy of science since the 20th century [4]and we will introduce working hypotheses on the concept of empirical theory as well as sustainable empirical theory, so that a working hypothesis on the concept of scientific discourse will be possible, which has a minimal sharpness.

[4] A good place to start may be: F. Suppe, Editor. The Structure of Scientific Theories. University of Illinois Press, Urbana, 2 edition, 1979.

EMPIRICAL THEORY

The following assumptions are made for the notion of an empirical theory:

  1. an empirical theory is basically a text, written in a language that all participants understand.
  2. one part of the theory contains a description of an initial situation, the statements of which can be qualified by the theory users as now matching (true) or now not matching (false).
  3. another part of the theory contains a text that lists all changes that, to the knowledge of the participants, occur in the context of the initial situation and can change parts of the initial situation.
  4. changes in the initial situation are expressed by replacing certain statements of the initial situation with other statements. The resulting new text replaces the previous text.
  5. through the possibility of generating new initial situations, there is the possibility of making predictions (forming expectations) by applying rules of change to an applicable initial situation several times (at least once) in succession. The texts that are generated in each case induce in the minds of the participants, on the basis of the available meaning functions, the idea of a situation that is demanded to become qualified as now matching with intersubjective reality, should it occur. In the case of occurrence, the situation must correspond to the conception in the mind via perception. Whether such a correspondence can be established, after how long time and to what extent, this is basically open in the presence of the prediction making (the formation of an expectation) (autonomy of the object!).

SCIENTIFIC DISCOURSE NEW

Even before the introduction of the notion of a sustainable empirical theory, the notion of an empirical theory just introduced allows for initial statements about what a scientific discourse could or should be.
It is assumed here that the participants in a scientific discourse exchange their opinions about the world in the form of texts, all of which meet the requirements of an empirical theory.

WITH HUMANS

Insofar as the participants in the discourse are human beings, we know that they have basic species-typical abilities to generate subjective meanings by means of language, which can be decided as now true or now not true by reference to a real situation.

WITH TEXT GENERATORS

Insofar as the discourse participants would be text generators lacking these elementary skills (meaning, reality reference), they drop out as independent actors for a scientific discourse.
To illustrate this, here is a self-assessment of chatGPT4, a current text generator:

ChatGPT

Yes, your summary of our previous dialogue is accurate based on the points you’ve listed:

  1. I cannot read a book in the same way a human does, meaning I don’t interpret or comprehend in the same manner.
  2. My knowledge is up to September 2021, which means that I might not be aware of events, advancements, or publications after that point.
  3. My “learning” is different from human learning. I don’t learn from new experiences or information after my last update. Instead, I generate responses based on patterns in the data I was trained on.
  4. I don’t cite individual sources in my responses. I provide information based on the patterns recognized during my training.
  5. Responses I give can vary slightly even if the same question is posed multiple times.
  6. I can’t directly attribute my statements to specific, individual sources.
  7. The specifics about my training data and the processes that determine my responses are not transparently provided in each interaction.

You’ve captured the essence of our prior conversation well. If you have further questions or need clarifications on any of these points, please let me know. [5]

[5] This text is from a chat experiment conducted by the author with chatGPT4 on August 31, 2023. The citation can be found in: Gerd Doeben-Henisch, CONTINUE EXPERIMENT WITH CHATGPT4: Science, Empirical Science, Philosophy of Science, uffmm, Integrating Engineering and the Human Factor, eJournal uffmm.org ISSN 2567-6458,
8/31/2023 in [https://www.uffmm.org/2023/08/31/continue-experiment-with-chatgpt4-science-empirical-science-philosophy-of-science/ ] (accessed 9/27/2023).

The question then arises whether (current) text generators, despite their severely limited capabilities, could nevertheless contribute to scientific discourse, and what this contribution means for human participants. Since text generators fail for the hard scientific criteria (decidable reality reference, reproducible predictive behavior, separation of sources), one can only assume a possible contribution within human behavior: since humans can understand and empirically verify texts, they would in principle be able to rudimentarily classify a text from a text generator within their considerations.

For hard theory work, these texts would not be usable, but due to their literary-associative character across a very large body of texts, the texts of text generators could – in the positive case – at least introduce thoughts into the discourse through texts as stimulators via the detour of human understanding, which would stimulate the human user to examine these additional aspects to see if they might be important for the actual theory building after all. In this way, the text generators would not participate independently in the scientific discourse, but they would indirectly support the knowledge process of the human actors as aids to them.[6]

[6] A detailed illustration of this associative role of a text generator can also be found in (Doeben-Henisch, 2023) on the example of the term philosophy of science and on the question of the role of philosophy of science.

CHALLENGE DECISION

The application of an empirical theory can – in the positive case — enable an expanded picture of everyday experience, in that, related to an initial situation, possible continuations (possible futures) are brought before one’s eyes.
For people who have to shape their own individual processes in their respective everyday life, however, it is usually not enough to know only what one can do. Rather, everyday life requires deciding in each case which continuation to choose, given the many possible continuations. In order to be able to assert themselves in everyday life with as little effort as possible and with – at least imagined – as little risk as possible, people have adopted well-rehearsed behavior patterns for as many everyday situations as possible, which they follow spontaneously without questioning them anew each time. These well-rehearsed behavior patterns include decisions that have been made. Nevertheless, there are always situations in which the ingrained automatisms have to be interrupted in order to consciously clarify the question for which of several possibilities one wants to decide.

The example of an individual decision-maker can also be directly applied to the behavior of larger groups. Normally, even more individual factors play a role here, all of which have to be integrated in order to reach a decision. However, the characteristic feature of a decision situation remains the same: whatever knowledge one may have at the time of decision, when alternatives are available, one has to decide for one of many alternatives without any further, additional knowledge at this point. Empirical science cannot help here [7]: it is an indisputable basic ability of humans to be able to decide.

So far, however, it remains rather hidden in the darkness of not knowing oneself, which ultimately leads to deciding for one and not for the other. Whether and to what extent the various cultural patterns of decision-making aids in the form of religious, moral, ethical or similar formats actually form or have formed a helpful role for projecting a successful future appears to be more unclear than ever.[8]

[7] No matter how much detail she can contribute about the nature of decision-making processes.

[8] This topic is taken up again in the following in a different context and embedded there in a different solution context.

SUSTAINABLE EMPIRICAL THEORY

Through the newly flared up discussion about sustainability in the context of the United Nations, the question of prioritizing action relevant to survival has received a specific global impulse. The multitude of aspects that arise in this discourse context [9] are difficult, if not impossible, to classify into an overarching, consistent conceptual framework.

[9] For an example see the 17 development goals: [https://unric.org/de/17ziele/] (Accessed: September 27, 2023)

A rough classification of development goals into resource-oriented and actor-oriented can help to make an underlying asymmetry visible: a resource problem only exists if there are biological systems on this planet that require a certain configuration of resources (an ecosystem) for their physical existence. Since the physical resources that can be found on planet Earth are quantitatively limited, it is possible, in principle, to determine through thought and science under what conditions the available physical resources — given a prevailing behavior — are insufficient. Added to this is the factor that biological systems, by their very existence, also actively alter the resources that can be found.

So, if there should be a resource problem, it is exclusively because the behavior of the biological systems has led to such a biologically caused shortage. Resources as such are neither too much, nor too little, nor good, nor bad. If one accepts that the behavior of biological systems in the case of the species Homo sapiens can be controlled by internal states, then the resource problem is primarily a cognitive and emotional problem: Do we know enough? Do we want the right thing? And these questions point to motivations beyond what is currently knowable. Is there a dark spot in the human self-image here?

On the one hand, this questioning refers to the driving forces for a current decision beyond the possibilities of the empirical sciences (trans-empirical, meta-physical, …), but on the other hand, this questioning also refers to the center/ core of human competence. This motivates to extend the notion of empirical theory to the notion of a sustainable empirical theory. This does not automatically solve the question of the inner mechanism of a value decision, but it systematically classifies the problem. The problem thus has an official place. The following formulation is suggested as a characterization for the concept of a sustainable empirical theory:

  1. a sustainable empirical theory contains an empirical theory as its core.
    1. besides the parts of initial situation, rules of change and application of rules of change, a sustainable theory also contains a text with a list of such situations, which are considered desirable for a possible future (goals, visions, …).
    2. under the condition of goals, it is possible to minimally compare each current situation with the available goals and thereby indicate the degree of goal achievement.

Stating desired goals says nothing about how realistic or promising it is to pursue those goals. It only expresses that the authors of this theory know these goals and consider them optimal at the time of theory creation. [10] The irrationality of chosen goals is in this way officially included in the domain of thought of the theory creators and in this way facilitates the extension of the rational to the irrational without already having a real solution. Nobody can exclude that the phenomenon of bringing forth something new, respectively of preferring a certain point of view in comparison to others, can be understood further and better in the future.

[10] Something can only be classified as optimal if it can be placed within an overarching framework, which allows for positioning on a scale. This refers to a minimal cognitive model as an expression of rationality. However, the decision itself takes place outside of such a rational model; in this sense, the decision as an independent process is pre-rational.

EXTENDED SCIENTIFIC DISCOURSE

If one accepts the concept of a sustainable empirical theory, then one can extend the concept of a scientific discourse in such a way that not only texts that represent empirical theories can be introduced, but also those texts that represent sustainable empirical theories with their own goals. Here too, one can ask whether the current text generators (September 2023) can make a constructive contribution. Insofar as a sustainable empirical theory contains an empirical theory as a hard core, the preceding observations on the limitations of text generators apply. In the creative part of the development of an empirical theory, they can contribute text fragments through their associative-combinatorial character based on a very large number of documents, which may inspire the active human theory authors to expand their view. But what about that part that manifests itself in the selection of possible goals? At this point, one must realize that it is not about any formulations, but about those that represent possible solution formulations within a systematic framework; this implies knowledge of relevant and verifiable meaning structures that could be taken into account in the context of symbolic patterns. Text generators fundamentally do not have these abilities. But it is – again – not to be excluded that their associative-combinatorial character based on a very large number of documents can still provide one or the other suggestion.

In retrospect of humanity’s history of knowledge, research, and technology, it is suggested that the great advances were each triggered by something really new, that is, by something that had never existed before in this form. The praise for Big Data, as often heard today, represents – colloquially speaking — exactly the opposite: The burial of the new by cementing the old.[11]

[11] A prominent example of the naive fixation on the old as a standard for what is right can be seen, for example, in the book by Seth Stephens-Davidowitz, Don’t Trust Your Gut. Using Data Instead of Instinct To Make Better Choices, London – Oxford New York et al., 2022.

EXISTENTIALLY NEW THROUGH TIME

The concept of an empirical theory inherently contains the element of change, and even in the extended concept of a sustainable empirical theory, in addition to the fundamental concept of change, there is the aspect of a possible goal. A possible goal itself is not a change, but presupposes the reality of changes! The concept of change does not result from any objects but is the result of a brain performance, through which a current present is transformed into a partially memorable state (memory contents) by forming time slices in the context of perception processes – largely unconsciously. These produced memory contents have different abstract structures, are networked differently with each other, and are assessed in different ways. In addition, the brain automatically compares current perceptions with such stored contents and immediately reports when a current perception has changed compared to the last perception contents. In this way, the phenomenon of change is a fundamental cognitive achievement of the brain, which thus makes the character of a feeling of time available in the form of a fundamental process structure. The weight of this property in the context of evolution is hardly to be overestimated, as time as such is in no way perceptible.

[12] The modern invention of machines that can generate periodic signals (oscillators, clocks) has been successfully integrated into people’s everyday lives. However, the artificially (technically) producible time has nothing to do with the fundamental change found in reality. Technical time is a tool that we humans have invented to somehow structure the otherwise amorphous mass of a phenomenon stream. Since structure itself shows in the amorphous mass, which manifest obviously for all, repeating change cycles (e.g., sunrise and sunset, moonrise and moonset, seasons, …), a correlation of technical time models and natural time phenomena was offered. From the correlations resulting here, however, one should not conclude that the amorphous mass of the world phenomenon stream actually behaves according to our technical time model. Einstein’s theory of relativity at least makes us aware that there can be various — or only one? — asymmetries between technical time and world phenomenon stream.


Assuming this fundamental sense of time in humans, one can in principle recognize whether a current phenomenon, compared to all preceding phenomena, is somehow similar or markedly different, and in this sense indicates something qualitatively new.[13]

[13] Ultimately, an individual human only has its individual memory contents available for comparison, while a collective of people can in principle consult the set of all records. However, as is known, only a minimal fraction of the experiential reality is symbolically transformed.

By presupposing the concept of directed time for the designation of qualitatively new things, such a new event is assigned an information value in the Shannonian sense, as well as the phenomenon itself in terms of linguistic meaning, and possibly also in the cognitive area: relative to a spanned knowledge space, the occurrence of a qualitatively new event can significantly strengthen a theoretical assumption. In the latter case, the cognitive relevance may possibly mutate to a sustainable relevance if the assumption marks a real action option that could be important for further progress. In the latter case, this would provoke the necessity of a decision: should we adopt this action option or not? Humans can accomplish the finding of qualitatively new things. They are designed for it by evolution. But what about text generators?

Text generators so far do not have a sense of time comparable to that of humans. Their starting point would be texts that are different, in such a way that there is at least one text that is the most recent on the timeline and describes real events in the real world of phenomena. Since a text generator (as of September 2023) does not yet have the ability to classify texts regarding their applicability/non-applicability in the real world, its use would normally end here. Assuming that there are people who manually perform this classification for a text generator [14] (which would greatly limit the number of possible texts), then a text generator could search the surface of these texts for similar patterns and, relative to them, for those that cannot be compared. Assuming that the text generator would find a set of non-comparable patterns in acceptable time despite a massive combinatorial explosion, the problem of semantic qualification would arise again: which of these patterns can be classified as an indication of something qualitatively new? Again, humans would have to become active.

[14] Such support of machines by humans in the field of so-called intelligent algorithms has often been applied (and is still being applied today, see: [https://www.mturk.com/] (Accessed: September 27, 2023)), and is known to be very prone to errors.

As before, the verdict is mixed: left to itself, a text generator will not be able to solve this task, but in cooperation with humans, it may possibly provide important auxiliary services, which could ultimately be of existential importance to humans in search of something qualitatively new despite all limitations.

THE IMMANENT PREJUDICE OF THE SCIENCES

A prejudice is known to be the assessment of a situation as an instance of a certain pattern, which the judge assumes applies, even though there are numerous indications that the assumed applicability is empirically false. Due to the permanent requirement of everyday life that we have to make decisions, humans, through their evolutionary development, have the fundamental ability to make many of their everyday decisions largely automatically. This offers many advantages, but can also lead to conflicts.

Daniel Kahneman introduced in this context in his book [15] the two terms System 1 and System 2 for a human actor. These terms describe in his concept of a human actor two behavioral complexes that can be distinguished based on some properties.[16] System 1 is set by the overall system of human actor and is characterized by the fact that the actor can respond largely automatically to requirements by everyday life. The human actor has automatic answers to certain stimuli from his environment, without having to think much about it. In case of conflicts within System 1 or from the perspective of System 2, which exercises some control over the appropriateness of System 1 reactions in a certain situation in conscious mode, System 2 becomes active. This does not have automatic answers ready, but has to laboriously work out an answer to a given situation step by step. However, there is also the phenomenon that complex processes, which must be carried out frequently, can be automated to a certain extent (bicycling, swimming, playing a musical instrument, learning language, doing mental arithmetic, …). All these processes are based on preceding decisions that encompass different forms of preferences. As long as these automated processes are appropriate in the light of a certain rational model, everything seems to be OK. But if the corresponding model is distorted in any sense, then it would be said that these models carry a prejudice.

[15] Daniel Kahnemann, Thinking Fast and Slow, Pinguin Boooks Random House, UK, 2012 (zuerst 2011)

[16] See the following Chapter 1 in Part 1 of (Kahnemann, 2012, pages 19-30).

In addition to the countless examples that Kahneman himself cites in his book to show the susceptibility of System 1 to such prejudices, it should be pointed out here that the model of Kahneman himself (and many similar models) can carry a prejudice that is of a considerably more fundamental nature. The division of the behavioral space of a human actor into a System 1 and 2, as Kahneman does, obviously has great potential to classify many everyday events. But what about all the everyday phenomena that fit neither the scheme of System 1 nor the scheme of System 2?

In the case of making a decision, System 1 comments that people – if available – automatically call up and execute an available answer. Only in the case of conflict under the control of System 2 can there be lengthy operations that lead to other, new answers.

In the case of decisions, however, it is not just about reacting at all, but there is also the problem of choosing between known possibilities or even finding something new because the known old is unsatisfactory.

Established scientific disciplines have their specific perspectives and methods that define areas of everyday life as a subject area. Phenomena that do not fit into this predefined space do not occur for the relevant discipline – methodically conditioned. In the area of decision-making and thus the typical human structures, there are not a few areas that have so far not found official entry into a scientific discipline. At a certain point in time, there are ultimately many, large phenomenon areas that really exist, but methodically are not present in the view of individual sciences. For a scientific investigation of the real world, this means that the sciences, due to their immanent exclusions, are burdened with a massive reservation against the empirical world. For the task of selecting suitable sustainable goals within the framework of sustainable science, this structurally conditioned fact can be fatal. Loosely formulated: under the banner of actual science, a central principle of science – the openness to all phenomena – is simply excluded, so as not to have to change the existing structure.

For this question of a meta-reflection on science itself, text generators are again only reduced to possible abstract text delivery services under the direction of humans.

SUPERVISION BY PHILOSOPHY

The just-described fatal dilemma of all modern sciences is to be taken seriously, as without an efficient science, sustainable reflection on the present and future cannot be realized in the long term. If one agrees that the fatal bias of science is caused by the fact that each discipline works intensively within its discipline boundaries, but does not systematically organize communication and reflection beyond its own boundaries with a view to other disciplines as meta-reflection, the question must be answered whether and how this deficit can be overcome.

There is only one known answer to this question: one must search for that conceptual framework within which these guiding concepts can meaningfully interact both in their own right and in their interaction with other guiding concepts, starting from those guiding concepts that are constitutive for the individual disciplines.

This is genuinely the task of philosophy, concretized by the example of the philosophy of science. However, this would mean that each individual science would have to use a sufficiently large part of its capacities to make the idea of the one science in maximum diversity available in a real process.

For the hard conceptual work hinted at here, text generators will hardly be able to play a central role.

COLLECTIVE INTELLIGENCE

Since so far there is no concept of intelligence in any individual science that goes beyond a single discipline, it makes little sense at first glance to apply the term intelligence to collectives. However, looking at the cultural achievements of humanity as a whole, and here not least with a view to the used language, it is undeniable that a description of the performance of an individual person, its individual performance, is incomplete without reference to the whole.

So, if one tries to assign an overarching meaning to the letter combination intelligence, one will not be able to avoid deciphering this phenomenon of the human collective in the form of complex everyday processes in a no less complex dynamic world, at least to the extent that one can identify a somewhat corresponding empirical something for the letter combination intelligence, with which one could constitute a comprehensible meaning.

Of course, this term should be scalable for all biological systems, and one would have to have a comprehensible procedure that allows the various technical systems to be related to this collective intelligence term in such a way that direct performance comparisons between biological and technical systems would be possible.[17]

[17] The often quoted and popular Turing Test (See: Alan M. Turing: Computing Machinery and Intelligence. In: Mind. Volume LIX, No. 236, 1950, 433–460, [doi:10.1093/mind/LIX.236.433] (Accessed: Sept 29, 2023) in no way meets the methodological requirements that one would have to adhere to if one actually wanted to come to a qualified performance comparison between humans and machines. Nevertheless, the basic idea of Turing in his meta-logical text from 1936, published in 1937 (see: A. M. Turing: On Computable Numbers, with an Application to the Entscheidungsproblem. In: Proceedings of the London Mathematical Society. s2-42. Volume, No. 1, 1937, 230–265 [doi:10.1112/plms/s2-42.1.230] (Accessed: Sept 29, 2023) seems to be a promising starting point, since he, in trying to present an alternative formulation to Kurt Gödel’s (1931) proof on the undecidability of arithmetic, leads a meta-logical proof, and in this context Turing introduces the concept of a machine that was later called Universal Turing Machine.

Already in this proof approach, it can be seen how Turing transforms the phenomenon of a human bookkeeper at a meta-level into a theoretical concept, by means of which he can then meta-logically examine the behavior of this bookkeeper in a specific behavioral space. His meta-logical proof not only confirmed Gödel’s meta-logical proof, but also indirectly indicates how ultimately any phenomenal complexes can be formalized on a meta-level in such a way that one can then argue formally demanding with it.

CONCLUSION STRUCTURALLY

The idea of philosophical supervision of the individual sciences with the goal of a concrete integration of all disciplines into an overall conceptual structure seems to be fundamentally possible from a philosophy of science perspective based on the previous considerations. From today’s point of view, specific phenomena claimed by individual disciplines should no longer be a fundamental obstacle for a modern theory concept. This would clarify the basics of the concept of Collective Intelligence and it would surely be possible to more clearly identify interactions between human collective intelligence and interactive machines. Subsequently, the probability would increase that the supporting machines could be further optimized, so that they could also help in more demanding tasks.

CONCLUSION SUBJECTIVELY

Attempting to characterize the interactive role of text generators in a human-driven scientific discourse, assuming a certain scientific model, appears to be somewhat clear from a transdisciplinary (and thus structural) perspective. However, such scientific discourse represents only a sub-space of the general human discourse space. In the latter, the reception of texts from the perspective of humans inevitably also has a subjective view [18]: People are used to suspecting a human author behind a text. With the appearance of technical aids, texts have increasingly become products, which increasingly gaining formulations that are not written down by a human author alone, but by the technical aids themselves, mediated by a human author. With the appearance of text generators, the proportion of technically generated formulations increases extremely, up to the case that ultimately the entire text is the direct output of a technical aid. It becomes difficult to impossible to recognize to what extent a controlling human share can still be spoken of here. The human author thus disappears behind a text; the sign reality which does not prevent an existential projection of the inner world of the human reader into a potential human author, but threatens to lose itself or actually loses itself in the real absence of a human author in the face of a chimeric human counterpart. What happens in a world where people no longer have human counterparts?

[18] There is an excellent analysis on this topic by Hannes Bajohr titled “Artifizielle und postartifizielle Texte. Über Literatur und Künstliche Intelligenz” (Artificial and Post-Artificial Texts: On Literature and Artificial Intelligence). It was the Walter-Höllerer-Lecture 2022, delivered on December 8, 2022, at the Technical University of Berlin. The lecture can be accessed here [ https://hannesbajohr.de/wp-content/uploads/2022/12/Hoellerer-Vorlesung-2022.pdf ] (Accessed: September 29, 2023). The reference to this lecture was provided to me by Jennifer Becker.

CASE STUDY – SIMULATION GAMES – PHASE 1 – Iterative Development of a Dynamic World Model

ISSN 2567-6458, 19.-30.June 2020
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

CONTEXT

To work within the Generative Cultural Anthropology [GCA] Theory one needs a practical tool which allows the construction of dynamic world models, the storage of these models, their usage within a simulation game environment together with an evaluation tool.  To prepare a simulation game within a Hybrid Simulation Game Environment [HSGE] one needs an
iterative development process which is described below.

CASE STUDY – SIMULATION GAMES – PHASE 1: Iterative Development of a Dynamic World Model – Part of the Generative Cultural Anthropology [GCA] Theory

Contents
1 Overview of the Whole Development Process
2 Cognitive Aspects of Symbolic Expressions
3 Symbolic Representations and Transformations
4 Abstract-Concrete Concepts
5 Implicit Structures Embedded in Experience
5.1 Example 1

daai-analysis-simgame-development-v3 (June-30, 2020)

daai-analysis-simgame-development-v2 (June-20, 2020)

daai-analysis-simgame-development-v1 (June-19,2020)

Going back to the section Case Studies.

PHILOSOPHY LAB

eJournal: uffmm.org

ISSN 2567-6458, July 13,  2019
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

Changes: July 20.2019 (Rewriting the introduction)

CONTEXT

This Philosophy Lab section of the uffmm science blog is the last extension of the uffmm blog, happening July 2019. It has been provoked by the meta reflections about the AAI engineering approach.

SCOPE OF SECTION

This section deals with  the following topics:

  1. How can we talk about science including the scientist (and engineer!) as the main actors? In a certain sense one can say that science is mainly a specific way how to communicate and to verify the communication content. This presupposes that there is something called knowledge located in the heads of the actors.
  2. The presupposed knowledge usually is targeting different scopes encoded in different languages. The language enables or delimits meaning and meaning objects can either enable or  delimit a certain language. As part of the society and as exemplars of the homo sapiens species scientists participate in the main behavior tendencies to assimilate majority behavior and majority meanings. This can reduce the realm of knowledge in many ways. Biological life in general is the opposite to physical entropy by generating auotopoietically during the course of time  more and more complexity. This is due to a built-in creativity and the freedom to select. Thus life is always oscillating between conformity and experiment.
  3. The survival of modern societies depends highly on the ability   to communicate with maximal sharing of experience by exploring fast and extensively possible state spaces with their pros and cons. Knowledge must be round the clock visible to all, computablemodular, constructive, in the format of interactive games with transparent rules. Machines should be re-formatted as primarily helping humans, not otherwise around.
  4. To enable such new open and dynamic knowledge spaces one has to redefine computing machines extending the Turing machine (TM) concept to a  world machine (WM) concept which offers several new services for social groups, whole cities or countries. In the future there is no distinction between man and machine because there is a complete symbiotic unification because  the machines have become an integral part of a personality, the extension of the body in some new way; probably  far beyond the cyborg paradigm.
  5. The basic creativity and freedom of biological life has been further developed in a fundamental all embracing spirituality of life in the universe which is targeting a re-creation of the whole universe by using the universe for the universe.

 

ACI – TWO DIFFERENT READINGS

eJournal: uffmm.org
ISSN 2567-6458, 11.-12.May 2019
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de
Change: May-17, 2019 (Some Corrections, ACI associations)
Change: May-20, 2019 (Reframing ACI with AAI)
CONTEXT

This text is part of the larger text dealing with the Actor-Actor Interaction (AAI)  paradigm.

HCI – HMI – AAI ==> ACI ?

Who has followed the discussion in this blog remembers several different phases in the conceptual frameworks used here.

The first paradigm called Human-Computer Interface (HCI) has been only mentioned by historical reasons.  The next phase Human-Machine Interaction (HMI) was the main paradigm in the beginning of my lecturing in 2005. Later, somewhere 2011/2012, I switched to the paradigm Actor-Actor Interaction (AAI) because I tried to generalize over  the different participating machines, robots, smart interfaces, humans as well as animals. This worked quite nice and some time I thought that this is now the final formula. But reality is often different compared to  our thinking. Many occasions showed up where the generalization beyond the human actor seemed to hide the real processes which are going on, especially I got the impression that very important factors rooted in the special human actor became invisible although they are playing decisive role in many  processes. Another punch against the AAI view came from application scenarios during the last year when I started to deal with whole cities as actors. At the end  I got the feeling that the more specialized expressions like   Actor-Cognition Interaction (ACI) or  Augmented Collective Intelligence (ACI) can indeed help  to stress certain  special properties  better than the more abstract AAI acronym, but using structures like ACI  within general theories and within complex computing environments it became clear that the more abstract acronym AAI is in the end more versatile and simplifies the general structures. ACI became a special sub-case

HISTORY

To understand this oscillation between AAI and  ACI one has to look back into the history of Human Computer/ Machine Interaction, but not only until the end of the World War II, but into the more extended evolutionary history of mankind on this planet.

It is a widespread opinion under the researchers that the development of tools to help mastering material processes was one of the outstanding events which changed the path of  the evolution a lot.  A next step was the development of tools to support human cognition like scripture, numbers, mathematics, books, libraries etc. In this last case of cognitive tools the material of the cognitive  tools was not the primary subject the processes but the cognitive contents, structures, even processes encoded by the material structures of the tools.

Only slowly mankind understood how the cognitive abilities and capabilities are rooted in the body, in the brain, and that the brain represents a rather complex biological machinery which enables a huge amount of cognitive functions, often interacting with each other;  these cognitive functions show in the light of observable behavior clear limits with regard to the amount of features which can be processed in some time interval, with regard to precision, with regard to working interconnections, and more. And therefore it has been understood that the different kinds of cognitive tools are very important to support human thinking and to enforce it in some ways.

Only in the 20th century mankind was able to built a cognitive tool called computer which could show   capabilities which resembled some human cognitive capabilities and which even surpassed human capabilities in some limited areas. Since then these machines have developed a lot (not by themselves but by the thinking and the engineering of humans!) and meanwhile the number and variety of capabilities where the computer seems to resemble a human person or surpasses human capabilities have extend in a way that it has become a common slang to talk about intelligent machines or smart devices.

While the original intention for the development of computers was to improve the cognitive tools with the intend  to support human beings one can  get today  the impression as if the computer has turned into a goal on its own: the intelligent and then — as supposed — the super-intelligent computer appears now as the primary goal and mankind appears as some old relic which has to be surpassed soon.

As will be shown later in this text this vision of the computer surpassing mankind has some assumptions which are

What seems possible and what seems to be a promising roadmap into the future is a continuous step-wise enhancement of the biological structure of mankind which absorbs the modern computing technology by new cognitive interfaces which in turn presuppose new types of physical interfaces.

To give a precise definition of these new upcoming structures and functions is not yet possible, but to identify the actual driving factors as well as the exciting combinations of factors seems possible.

COGNITION EMBEDDED IN MATTER

Actor-Cognition Interaction (ACI): A simple outline of the whole paradigm
Cognition within the Actor-Actor Interaction (AAI)  paradigm: A simple outline of the whole paradigm

The main idea is the shift of the focus away from the physical grounding of the interaction between actors looking instead more to the cognitive contents and processes, which shall be mediated  by the physical conditions. Clearly the analysis of the physical conditions as well as the optimal design of these physical conditions is still a challenge and a task, but without a clear knowledge manifested in a clear model about the intended cognitive contents and processes one has not enough knowledge for the design of the physical layout.

SOLVING A PROBLEM

Thus the starting point of an engineering process is a group of people (the stakeholders (SH)) which identify some problem (P) in their environment and which have some minimal idea of a possible solution (S) for this problem. This can be commented by some non-functional requirements (NFRs) articulating some more general properties which shall hold through the whole solution (e.g. ‘being save’, ‘being barrier-free’, ‘being real-time’ etc.). If the description of the problem with a first intended solution including the NFRs contains at least one task (T) to be solved, minimal intended users (U) (here called executive actors (eA)), minimal intended assistive actors (aA) to assist the user in doing the task, as well as a description of the environment of the task to do, then the minimal ACI-Check can be passed and the ACI analysis process can be started.

COGNITION AND AUGMENTED COLLECTIVE INTELLIGENCE

If we talk about cognition then we think usually about cognitive processes in an individual person.  But in the real world there is no cognition without an ongoing exchange between different individuals by communicative acts. Furthermore it has to be taken into account that the cognition of an individual person is in itself partitioned into two unequal parts: the unconscious part which covers about 99% of all the processes in the body and in the brain and about 1% which covers the conscious part. That an individual person can think somehow something this person has to trigger his own unconsciousness by stimuli to respond with some messages from his before unknown knowledge. Thus even an individual person alone has to organize a communication with his own unconsciousness to be able to have some conscious knowledge about its own unconscious knowledge. And because no individual person has at a certain point of time a clear knowledge of his unconscious knowledge  the person even does not really know what to look for — if there is no event, not perception, no question and the like which triggers the person to interact with its unconscious knowledge (and experience) to get some messages from this unconscious machinery, which — as it seems — is working all the time.

On account of this   logic of the individual internal communication with the individual cognition  an external communication with the world and the manifested cognition of other persons appears as a possible enrichment in the   interactions with the distributed knowledge in the different persons. While in the following approach it is assumed to represent the different knowledge responses in a common symbolic representation viewable (and hearable)  from all participating persons it is growing up a possible picture of something which is generally more rich, having more facets than a picture generated by an individual person alone. Furthermore can such a procedure help all participants to synchronize their different knowledge fragments in a bigger picture and use it further on as their own picture, which in turn can trigger even more aspects out of the distributed unconscious knowledge.

If one organizes this collective triggering of distributed unconscious knowledge within a communication process not only by static symbolic models but beyond this with dynamic rules for changes, which can be interactively simulated or even played with defined states of interest then the effect of expanding the explicit and shared knowledge will be boosted even more.

From this background it makes some sense to turn the wording Actor-Cognition Interaction into the wording Augmented Collective Intelligence where Intelligence is the component of dynamic cognition in a system — here a human person –, Collective means that different individual person are sharing their unconscious knowledge by communicative interactions, and Augmented can be interpreted that one enhances, extends this sharing of knowledge by using new tools of modeling, simulation and gaming, which expands and intensifies the individual learning as well as the commonly shared opinions. For nearly all problems today this appears to be  absolutely necessary.

ACI ANALYSIS PROCESS

Here it will be assumed that there exists a group of ACI experts which can supervise  other actors (stakeholders, domain experts, …) in a process to analyze the problem P with the explicit goal of finding a satisfying solution (S+).

For the whole ACI analysis process an appropriate ACI software should be available to support the ACI experts as well as all the other domain experts.

In this ACI analysis process one can distinguish two main phases: (1) Construct an actor story (AS) which describes all intended states and intended changes within the actor story. (2) Make several tests of the actor story to exploit their explanatory power.

ACTOR STORY (AS)

The actor story describes all possible states (S) of the tasks (T) to be realized to reach intended goal states (S+). A mapping from one state to a follow-up state will be described by a change rule (X). Thus having start state (S0) and appropriate change rules one can construct the follow-up states from the actual state (S*)  with the aid of the change rules. Formally this computation of the follow-up state (S’) will be computed by a simulator function (σ), written as: σ: S* x X  —> S.

SEVERAL TESTS

With the aid of an explicit actor story (AS) one can define the non-functional requirements (NFRs) in a way that it will become decidable whether  a NFR is valid with regard to an actor story or not. In this case this test of being valid can be done as an automated verification process (AVP). Part of this test paradigm is the so-called oracle function (OF) where one can pose a question to the system and the system will answer the question with regard to all theoretically possible states without the necessity to run a (passive) simulation.

If the size of the group is large and it is important that all members of the group have a sufficient similar knowledge about the problem(s) in question (as it is the usual case in a city with different kinds of citizens) then is can be very helpful to enable interactive simulations or even games, which allow a more direct experience of the possible states and changes. Furthermore, because the participants can act according to their individual reflections and goals the process becomes highly uncertain and nearly unpredictable. Especially for these highly unpredictable processes can interactive simulations (and games) help to improve a common understanding of the involved factors and their effects. The difference between a normal interactive simulation and a game is given in the fact that a game has explicit win-states whereas the interactive simulations doesn’t. Explicit win-states can improve learning a lot.

The other interesting question is whether an actor story AS with a certain idea for an assistive actor (aA) is usable for the executive actors. This requires explicit measurements of the usability which in turn requires a clear norm of reference with which the behavior of an executive actor (eA) during a process can be compared. Usually is the actor Story as such the norm of reference with which the observable behavior of the executing actors will be compared. Thus for the measurement one needs real executive actors which represent the intended executive actors and one needs a physical realization of the intended assistive actors called mock-up. A mock-up is not yet  the final implementation of the intended assistive actor but a physical entity which can show all important physical properties of the intended assistive actor in a way which allows a real test run. While in the past it has been assumed to be sufficient to test a test person only once it is here assumed that a test person has to be tested at least three times. This follows from the assumption that every executive (biological) actor is inherently a learning system. This implies that the test person will behave differently in different tests. The degree of changes can be a hint of the easiness and the learnability of the assistive actor.

COLLECTIVE MEMORY

If an appropriate ACI software is available then one can consider an actor story as a simple theory (ST) embracing a model (M) and a collection of rules (R) — ST(x) iff x = <M,R> –which can be used as a kind of a     building block which in turn can be combined with other such building blocks resulting in a complex network of simple theories. If these simple theories are stored in a  public available data base (like a library of theories) then one can built up in time a large knowledge base on their own.

 

 

ENGINEERING AND SOCIETY: The Role of Preferences

eJournal: uffmm.org,
ISSN 2567-6458, 4.May 2019
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

FINAL HYPOTHESIS

This suggests that a symbiosis between creative humans and computing algorithms is an attractive pairing. For this we have to re-invent our official  learning processes in schools and universities to train the next generation of humans in a more inspired and creative usage of algorithms in a game-like learning processes.

CONTEXT

The overall context is given by the description of the Actor-Actor Interaction (AAI) paradigm as a whole.  In this text the special relationship between engineering and the surrounding society is in the focus. And within this very broad and rich relationship the main interest lies in the ethical dimension here understood as those preferences of a society which are more supported than others. It is assumed that such preferences manifesting themselves  in real actions within a space of many other options are pointing to hidden values which guide the decisions of the members of a society. Thus values are hypothetical constructs based on observable actions within a cognitively assumed space of possible alternatives. These cognitively represented possibilities are usually only given in a mixture of explicitly stated symbolic statements and different unconscious factors which are influencing the decisions which are causing the observable actions.

These assumptions represent  until today not a common opinion and are not condensed in some theoretical text. Nevertheless I am using these assumptions here because they help to shed some light on the rather complex process of finding a real solution to a stated problem which is rooted in the cognitive space of the participants of the engineering process. To work with these assumptions in concrete development processes can support a further clarification of all these concepts.

ENGINEERING AND SOCIETY

DUAL: REAL AND COGNITIVE

The relationship between an engineering process and the preferences of a society
The relationship between an engineering process and the preferences of a society

As assumed in the AAI paradigm the engineering process is that process which connects the  event of  stating a problem combined with a first vision of a solution with a final concrete working solution.

The main characteristic of such an engineering process is the dual character of a continuous interaction between the cognitive space of all participants of the process with real world objects, actions, and processes. The real world as such is a lose collection of real things, to some extend connected by regularities inherent in natural things, but the visions of possible states, possible different connections, possible new processes is bound to the cognitive space of biological actors, especially to humans as exemplars of the homo sapiens species.

Thus it is a major factor of training, learning, and education in general to see how the real world can be mapped into some cognitive structures, how the cognitive structures can be transformed by cognitive operations into new structures and how these new cognitive structures can be re-mapped into the real world of bodies.

Within the cognitive dimension exists nearly infinite sets of possible alternatives, which all indicate possible states of a world, whose feasibility is more or less convincing. Limited by time and resources it is usually not possible to explore all these cognitively tapped spaces whether and how they work, what are possible side effects etc.

PREFERENCES

Somehow by nature, somehow by past experience biological system — like the home sapiens — have developed   cultural procedures to induce preferences how one selects possible options, which one should be selected, under which circumstances and with even more constraints. In some situations these preferences can be helpful, in others they can  hide possibilities which afterwards can be  re-detected as being very valuable.

Thus every engineering process which starts  a transformation process from some cognitively given point of view to a new cognitively point of view with a following up translation into some real thing is sharing its cognitive space with possible preferences of  the cognitive space of the surrounding society.

It is an open case whether the engineers as the experts have an experimental, creative attitude to explore without dogmatic constraints the   possible cognitive spaces to find new solutions which can improve life or not. If one assumes that there exist no absolute preferences on account of the substantially limit knowledge of mankind at every point of time and inferring from this fact the necessity to extend an actual knowledge further to enable the mastering of an open unknown future then the engineers will try to explore seriously all possibilities without constraints to extend the power of engineering deeper into the heart of the known as well as unknown universe.

EXPLORING COGNITIVE POSSIBILITIES

At the start one has only a rough description of the problem and a rough vision of a wanted solution which gives some direction for the search of an optimal solution. This direction represents also a kind of a preference what is wanted as the outcome of the process.

On account of the inherent duality of human thinking and communication embracing the cognitive space as well as the realm of real things which both are connected by complex mappings realized by the brain which operates  nearly completely unconscious a long process of concrete real and cognitive actions is necessary to materialize cognitive realities within a  communication process. Main modes of materialization are the usage of symbolic languages, paintings (diagrams), physical models, algorithms for computation and simulations, and especially gaming (in several different modes).

As everybody can know  these communication processes are not simple, can be a source of  confusions, and the coordination of different brains with different cognitive spaces as well as different layouts of unconscious factors  is a difficult and very demanding endeavor.

The communication mode gaming is of a special interest here  because it is one of the oldest and most natural modes to learn but in the official education processes in schools and  universities (and in companies) it was until recently not part of the official curricula. But it is the only mode where one can exercise the dimensions of preferences explicitly in combination with an exploring process and — if one wants — with the explicit social dimension of having more than one brain involved.

In the last about 50 – 100 years the term project has gained more and more acceptance and indeed the organization of projects resembles a game but it is usually handled as a hierarchical, constraints-driven process where creativity and concurrent developing (= gaming) is not a main topic. Even if companies allow concurrent development teams these teams are cognitively separated and the implicit cognitive structures are black boxes which can not be evaluated as such.

In the presupposed AAI paradigm here the open creative space has a high priority to increase the chance for innovation. Innovation is the most valuable property in face of an unknown future!

While the open space for a real creativity has to be executed in all the mentioned modes of communication the final gaming mode is of special importance.  To enable a gaming process one has explicitly to define explicit win-lose states. This  objectifies values/ preferences hidden   in the cognitive space before. Such an  objectification makes things transparent, enables more rationality and allows the explicit testing of these defined win-lose states as feasible or not. Only tested hypothesis represent tested empirical knowledge. And because in a gaming mode whole groups or even all members of a social network can participate in a  learning process of the functioning and possible outcome of a presented solution everybody can be included.  This implies a common sharing of experience and knowledge which simplifies the communication and therefore the coordination of the different brains with their unconsciousness a lot.

TESTING AND EVALUATION

Testing a proposed solution is another expression for measuring the solution. Measuring is understood here as a basic comparison between the target to be measured (here the proposed solution) and the before agreed norm which shall be used as point of reference for the comparison.

But what can be a before agreed norm?

Some aspects can be mentioned here:

  1. First of all there is the proposed solution as such, which is here a proposal for a possible assistive actor in an assumed environment for some intended executive actors which has to fulfill some job (task).
  2. Part of this proposed solution are given constraints and non-functional requirements.
  3. Part of this proposed solution are some preferences as win-lose states which have to be reached.
  4. Another difficult to define factor are the executive actors if they are biological systems. Biological systems with their basic built in ability to act free, to be learning systems, and this associated with a not-definable large unconscious realm.

Given the explicit preferences constrained by many assumptions one can test only, whether the invited test persons understood as possible instances of the  intended executive actors are able to fulfill the defined task(s) in some predefined amount of time within an allowed threshold of making errors with an expected percentage of solved sub-tasks together with a sufficient subjective satisfaction with the whole process.

But because biological executive actors are learning systems they  will behave in different repeated  tests differently, they can furthermore change their motivations and   their interests, they can change their emotional commitment, and because of their   built-in basic freedom to act there can be no 100% probability that they will act at time t as they have acted all the time before.

Thus for all kinds of jobs where the process is more or less fixed, where nothing new  will happen, the participation of biological executive actors in such a process is questionable. It seems (hypothesis), that biological executing actors are better placed  in jobs where there is some minimal rate of curiosity, of innovation, and of creativity combined with learning.

If this hypothesis is empirically sound (as it seems), then all jobs where human persons are involved should have more the character of games then something else.

It is an interesting side note that the actual research in robotics under the label of developmental robotics is struck by the problem how one can make robots continuously learning following interesting preferences. Given a preference an algorithm can work — under certain circumstances — often better than a human person to find an optimal solution, but lacking such a preference the algorithm is lost. And actually there exists not the faintest idea how algorithms should acquire that kind of preferences which are interesting and important for an unknown future.

On the contrary, humans are known to be creative, innovative, detecting new preferences etc. but they have only limited capacities to explore these creative findings until some telling endpoint.

This suggests that a symbiosis between creative humans and computing algorithms is an attractive pairing. For this we have to re-invent our official  learning processes in schools and universities to train the next generation of humans in a more inspired and creative usage of algorithms in a game-like learning processes.

 

 

 

 

THE BIG PICTURE: HCI – HMI – AAI in History – Engineering – Society – Philosophy

eJournal: uffmm.org,
ISSN 2567-6458, 20.April 2019
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

A first draft version …

CONTEXT

The context for this text is the whole block dedicated to the AAI (Actor-Actor Interaction)  paradigm. The aim of this text is to give the big picture of all dimensions and components of this subject as it shows up during April 2019.

The first dimension introduced is the historical dimension, because this allows a first orientation in the course of events which lead  to the actual situation. It starts with the early days of real computers in the thirties and forties of the 20 century.

The second dimension is the engineering dimension which describes the special view within which we are looking onto the overall topic of interactions between human persons and computers (or machines or technology or society). We are interested how to transform a given problem into a valuable solution in a methodological sound way called engineering.

The third dimension is the whole of society because engineering happens always as some process within a society.  Society provides the resources which can be used and spends the preferences (values) what is understood as ‘valuable’, as ‘good’.

The fourth dimension is Philosophy as that kind of thinking which takes everything into account which can be thought and within thinking Philosophy clarifies conditions of thinking, possible tools of thinking and has to clarify when some symbolic expression becomes true.

HISTORY

In history we are looking back in the course of events. And this looking back is in a first step guided by the  concepts of HCI (Human-Computer Interface) and  HMI (Human-Machine Interaction).

It is an interesting phenomenon how the original focus of the interface between human persons and the early computers shifted to  the more general picture of interaction because the computer as machine developed rapidly on account of the rapid development of the enabling hardware (HW)  the enabling software (SW).

Within the general framework of hardware and software the so-called artificial intelligence (AI) developed first as a sub-topic on its own. Since the last 10 – 20 years it became in a way productive that it now  seems to become a normal part of every kind of software. Software and smart software seem to be   interchangeable. Thus the  new wording of augmented or collective intelligence is emerging intending to bridge the possible gap between humans with their human intelligence and machine intelligence. There is some motivation from the side of society not to allow the impression that the smart (intelligent) machines will replace some day the humans. Instead one is propagating the vision of a new collective shape of intelligence where human and machine intelligence allows a symbiosis where each side gives hist best and receives a maximum in a win-win situation.

What is revealing about the actual situation is the fact that the mainstream is always talking about intelligence but not seriously about learning! Intelligence is by its roots a static concept representing some capabilities at a certain point of time, while learning is the more general dynamic concept that a system can change its behavior depending from actual external stimuli as well as internal states. And such a change includes real changes of some of its internal states. Intelligence does not communicate this dynamics! The most demanding aspect of learning is the need for preferences. Without preferences learning is impossible. Today machine learning is a very weak example of learning because the question of preferences is not a real topic there. One assumes that some reward is available, but one does not really investigate this topic. The rare research trying to do this job is stating that there is not the faintest idea around how a general continuous learning could happen. Human society is of no help for this problem while human societies have a clash of many, often opposite, values, and they have no commonly accepted view how to improve this situation.

ENGINEERING

Engineering is the art and the science to transform a given problem into a valuable and working solution. What is valuable decides the surrounding enabling society and this judgment can change during the course of time.  Whether some solution is judged to be working can change during the course of time too but the criteria used for this judgment are more stable because of their adherence to concrete capabilities of technical solutions.

While engineering was and is  always  a kind of an art and needs such aspects like creativity, innovation, intuition etc. it is also and as far as possible a procedure driven by defined methods how to do things, and these methods are as far as possible backed up by scientific theories. The real engineer therefore synthesizes art, technology and science in a unique way which can not completely be learned in the schools.

In the past as well as in the present engineering has to happen in teams of many, often many thousands or even more, people which coordinate their brains by communication which enables in the individual brains some kind of understanding, of emerging world pictures,  which in turn guide the perception, the decisions, and the concrete behavior of everybody. And these cognitive processes are embedded — in every individual team member — in mixtures of desires, emotions, as well as motivations, which can support the cognitive processes or obstruct them. Therefore an optimal result can only be reached if the communication serves all necessary cognitive processes and the interactions between the team members enable the necessary constructive desires, emotions, and motivations.

If an engineering process is done by a small group of dedicated experts  — usually triggered by the given problem of an individual stakeholder — this can work well for many situations. It has the flavor of a so-called top-down approach. If the engineering deals with states of affairs where different kinds of people, citizens of some town etc. are affected by the results of such a process, the restriction to  a small group of experts  can become highly counterproductive. In those cases of a widespread interest it seems promising to include representatives of all the involved persons into the executing team to recognize their experiences and their kinds of preferences. This has to be done in a way which is understandable and appreciative, showing esteem for the others. This manner of extending the team of usual experts by situative experts can be termed bottom-up approach. In this usage of the term bottom-up this is not the opposite to top-down but  is reflecting the extend in which members of a society are included insofar they are affected by the results of a process.

SOCIETY

Societies in the past and the present occur in a great variety of value systems, organizational structures, systems of power etc.  Engineering processes within a society  are depending completely on the available resources of a society and of its value systems.

The population dynamics, the needs and wishes of the people, the real territories, the climate, housing, traffic, and many different things are constantly producing demands to be solved if life shall be able and continue during the course of time.

The self-understanding and the self-management of societies is crucial for their ability to used engineering to improve life. This deserves communication and education to a sufficient extend, appropriate public rules of management, otherwise the necessary understanding and the freedom to act is lacking to use engineering  in the right way.

PHILOSOPHY

Without communication no common constructive process can happen. Communication happens according to many  implicit rules compressed in the formula who when can speak how about what with whom etc. Communication enables cognitive processes of for instance  understanding, explanations, lines of arguments.  Especially important for survival is the ability to make true descriptions and the ability to decide whether a statement is true or not. Without this basic ability communication will break down, coordination will break down, life will break down.

The basic discipline to clarify the rules and conditions of true communication, of cognition in general, is called Philosophy. All the more modern empirical disciplines are specializations of the general scope of Philosophy and it is Philosophy which integrates all the special disciplines in one, coherent framework (this is the ideal; actually we are far from this ideal).

Thus to describe the process of engineering driven by different kinds of actors which are coordinating themselves by communication is primarily the task of philosophy with all their sub-disciplines.

Thus some of the topics of Philosophy are language, text, theory, verification of a  theory, functions within theories as algorithms, computation in general, inferences of true statements from given theories, and the like.

In this text I apply Philosophy as far as necessary. Especially I am introducing a new process model extending the classical systems engineering approach by including the driving actors explicitly in the formal representation of the process. Learning machines are included as standard tools to improve human thinking and communication. You can name this Augmented Social Learning Systems (ASLS). Compared to the wording Augmented Intelligence (AI) (as used for instance by the IBM marketing) the ASLS concept stresses that the primary point of reference are the biological systems which created and create machine intelligence as a new tool to enhance biological intelligence as part of biological learning systems. Compared to the wording Collective Intelligence (CI) (as propagated by the MIT, especially by Thomas W.Malone and colleagues) the spirit of the CI concept seems to be   similar, but perhaps only a weak similarity.