Category Archives: real world

THINKING: everyday – philosophical – empirical theoretical (sketch)

(First: June 9, 2023 – Last change: June 10, 2023)

Comment: This post is a translation from a German text in my blog ‘cognitiveagent.org’ with the aid of the deepL software

CONTEXT

The current phase of my thinking continues to revolve around the question how the various states of knowledge relate to each other: the many individual scientific disciplines drift side by side; philosophy continues to claim supremacy, but cannot really locate itself convincingly; and everyday thinking continues to run its course unperturbed with the conviction that ‘everything is clear’, that you just have to look at it ‘as it is’. Then the different ‘religious views’ come around the corner with a very high demand and a simultaneous prohibition not to look too closely. … and much more.

INTENTION

In the following text three fundamental ways of looking at our present world are outlined and at the same time they are put in relation to each other. Some hitherto unanswered questions can possibly be answered better, but many new questions arise as well. When ‘old patterns of thinking’ are suspended, many (most? all?) of the hitherto familiar patterns of thinking have to be readjusted. All of a sudden they are simply ‘wrong’ or strongly ‘in need of repair’.

Unfortunately it is only a ‘sketch’.[1]

THOUGHTS IN EVERYDAY

FIG. 1: In everyday thinking, every human being (a ‘homo sapiens’ (HS)) assumes that what he knows of a ‘real world’ is what he ‘perceives’. That there is this real world with its properties, he is – more or less – ‘aware’ of, there is no need to discuss about it specially. That, what ‘is, is’.

… much could be said …

PHILOSOPHICAL THINKING

FIG. 2: Philosophical thinking starts where one notices that the ‘real world’ is not perceived by all people in ‘the same way’ and even less ‘imagined’ in the same way. Some people have ‘their ideas’ about the real world that are strikingly ‘different’ from other people’s ideas, and yet they insist that the world is exactly as they imagine it. From this observation in everyday life, many new questions can arise. The answers to these questions are as manifold as there were and are people who gave or still give themselves to these philosophical questions.

… famous examples: Plato’s allegory of the cave suggests that the contents of our consciousness are perhaps not ‘the things themselves’ but only the ‘shadows’ of what is ultimately ‘true’ … Descartes‘ famous ‘cogito ergo sum’ brings into play the aspect that the contents of consciousness also say something about himself who ‘consciously perceives’ such contents …. the ‘existence of the contents’ presupposes his ‘existence as thinker’, without which the existence of the contents would not be possible at all …what does this tell us? … Kant’s famous ‘thing in itself’ (‘Ding an sich’) can be referred to the insight that the concrete, fleeting perceptions can never directly show the ‘world as such’ in its ‘generality’. This lies ‘somewhere behind’, hard to grasp, actually not graspable at all? ….

… many things could be said …

EMPIRICAL-THEORETICAL THINKING

FIG. 3: The concept of an ’empirical theory’ developed very late in the documented history of man on this planet. On the one hand philosophically inspired, on the other hand independent of the widespread forms of philosophy, but very strongly influenced by logical and mathematical thinking, the new ’empirical theoretical’ thinking settled exactly at this breaking point between ‘everyday thinking’ and ‘theological’ as well as ‘strongly metaphysical philosophical thinking’. The fact that people could make statements about the world ‘with the chest tone of conviction’, although it was not possible to show ‘common experiences of the real world’, which ‘corresponded’ with the expressed statements, inspired individual people to investigate the ‘experiential (empirical) world’ in such a way that everyone else could have the ‘same experiences’ with ‘the same procedure’. These ‘transparent procedures’ were ‘repeatable’ and such procedures became what was later called ’empirical experiment’ or then, one step further, ‘measurement’. In ‘measuring’ one compares the ‘result’ of a certain experimental procedure with a ‘previously defined standard object’ (‘kilogram’, ‘meter’, …).

This procedure led to the fact that – at least the experimenters – ‘learned’ that our knowledge about the ‘real world’ breaks down into two components: there is the ‘general knowledge’ what our language can articulate, with terms that do not automatically have to have something to do with the ‘experiential world’, and such terms that can be associated with experimental experiences, and in such a way that other people, if they engage in the experimental procedure, can also repeat and thereby confirm these experiences. A rough distinction between these two kinds of linguistic expressions might be ‘fictive’ expressions with unexplained claims to experience, and ’empirical’ expressions with confirmed claims to experience.

Since the beginning of the new empirical-theoretical way of thinking in the 17th century, it took at least 300 years until the concept of an ’empirical theory’ was consolidated to such an extent that it became a defining paradigm in many areas of science. However, many methodological questions remained controversial or even ‘unsolved’.

DATA and THEORY

For many centuries, the ‘misuse of everyday language’ for enabling ’empirically unverifiable statements’ was directly chalked up to this everyday language and the whole everyday language was discredited as ‘source of untruths’. A liberation from this ‘ monster of everyday language’ was increasingly sought in formal artificial languages or then in modern axiomatized mathematics, which had entered into a close alliance with modern formal logic (from the end of the 19th century). The expression systems of modern formal logic or then of modern formal mathematics had as such (almost) no ‘intrinsic meaning’. They had to be introduced explicitly on a case-by-case basis. A ‘formal mathematical theory’ could be formulated in such a way that it allowed ‘logical inferences’ even without ‘explicit assignment’ of an ‘external meaning’, which allowed certain formal expressions to be called ‘formally true’ or ‘formally false’.

This seemed very ‘reassuring’ at first sight: mathematics as such is not a place of ‘false’ or ‘foisted’ truths.

The intensive use of formal theories in connection with experience-based experiments, however, then gradually made clear that a single measured value as such does not actually have any ‘meaning’ either: what is it supposed to ‘mean’ that at a certain ‘time’ at a certain ‘place’ one establishes an ‘experienceable state’ with certain ‘properties’, ideally comparable to a previously agreed ‘standard object’? ‘Expansions’ of bodies can change, ‘weight’ and ‘temperature’ as well. Everything can change in the world of experience, fast, slow, … so what can a single isolated measured value say?

It dawned to some – not only to the experience-based researchers, but also to some philosophers – that single measured values only get a ‘meaning’, a possible ‘sense’, if one can at least establish ‘relations’ between single measured values: Relations ‘in time’ (before – after), relations at/in place (higher – lower, next to each other, …), ‘interrelated quantities’ (objects – areas, …), and that furthermore the different ‘relations’ themselves again need a ‘conceptual context’ (single – quantity, interactions, causal – non-causal, …).

Finally, it became clear that single measured values needed ‘class terms’, so that they could be classified somehow: abstract terms like ‘tree’, ‘plant’, ‘cloud’, ‘river’, ‘fish’ etc. became ‘collection points’, where one could deliver ‘single observations’. With this, hundreds and hundreds of single values could then be used, for example, to characterize the abstract term ‘tree’ or ‘plant’ etc.

This distinction into ‘single, concrete’ and ‘abstract, general’ turns out to be fundamental. It also made clear that the classification of the world by means of such abstract terms is ultimately ‘arbitrary’: both ‘which terms’ one chooses is arbitrary, and the assignment of individual experiential data to abstract terms is not unambiguously settled in advance. The process of assigning individual experiential data to particular terms within a ‘process in time’ is itself strongly ‘hypothetical’ and itself in turn part of other ‘relations’ which can provide additional ‘criteria’ as to whether date X is more likely to belong to term A or more likely to belong to term B (biology is full of such classification problems).

Furthermore, it became apparent that mathematics, which comes across as so ‘innocent’, can by no means be regarded as ‘innocent’ on closer examination. The broad discussion of philosophy of science in the 20th century brought up many ‘artifacts’ which can at least easily ‘corrupt’ the description of a dynamic world of experience.

Thus it belongs to formal mathematical theories that they can operate with so-called ‘all- or particular statements’. Mathematically it is important that I can talk about ‘all’ elements of a domain/set. Otherwise talking becomes meaningless. If I now choose a formal mathematical system as conceptual framework for a theory which describes ’empirical facts’ in such a way that inferences become possible which are ‘true’ in the sense of the theory and thus become ‘predictions’ which assert that a certain fact will occur either ‘absolutely’ or with a certain probability X greater than 50%, then two different worlds unite: the fragmentary individual statements about the world of experience become embedded in ‘all-statements’ which in principle say more than empirical data can provide.

At this point it becomes visible that mathematics, which appears to be so ‘neutral’, does exactly the same job as ‘everyday language’ with its ‘abstract concepts’: the abstract concepts of everyday language always go beyond the individual case (otherwise we could not say anything at all in the end), but just by this they allow considerations and planning, as we appreciate them so much in mathematical theories.

Empirical theories in the format of formal mathematical theories have the further problem that they as such have (almost) no meanings of their own. If one wants to relate the formal expressions to the world of experience, then one has to explicitly ‘construct a meaning’ (with the help of everyday language!) for each abstract concept of the formal theory (or also for each formal relation or also for each formal operator) by establishing a ‘mapping’/an ‘assignment’ between the abstract constructs and certain provable facts of experience. What may sound so simple here at first sight has turned out to be an almost unsolvable problem in the course of the last 100 years. Now it does not follow that one should not do it at all; but it does draw attention to the fact that the choice of a formal mathematical theory need not automatically be a good solution.

… many things could still be said …

INFERENCE and TRUTH

A formal mathematical theory can derive certain statements as formally ‘true’ or ‘false’ from certain ‘assumptions’. This is possible because there are two basic assumptions: (i) All formal expressions have an ‘abstract truth value’ as ‘abstractly true’ or just as ‘abstractly not true’. Furthermore, there is a so-called ‘formal notion of inference’ which determines whether and how one can ‘infer’ other formal expressions from a given ‘set of formal expressions’ with agreed abstract truth values and a well-defined ‘form’. This ‘derivation’ consists of ‘operations over the signs of the formal expressions’. The formal expressions are here ‘objects’ of the notion of inference, which is located on a ‘level higher’, on a ‘meta-level 1’. The inference term is insofar a ‘formal theory’ of its own, which speaks about certain ‘objects of a deeper level’ in the same way as the abstract terms of a theory (or of everyday language) speak about concrete facts of experience. The interaction of the notion of inference (at meta-level 1) and the formal expressions as objects presupposes its own ‘interpretive relation’ (ultimately a kind of ‘mapping’), which in turn is located at yet another level – meta-level 2. This interpretive relation uses both the formal expressions (with their truth values!) and the inference term as ‘objects’ to install an interpretive relation between them. Normally, this meta-level 2 is handled by the everyday language, and the implicit interpretive relation is located ‘in the minds of mathematicians (actually, in the minds of logicians)’, who assume that their ‘practice of inference’ provides enough experiential data to ‘understand’ the ‘content of the meaning relation’.

It had been Kurt Gödel [2], who in 1930/31 tried to formalize the ‘intuitive procedure’ of meta-proofs itself (by means of the famous Gödelization) and thus made the meta-level 3 again a new ‘object’, which can be discussed explicitly. Following Gödel’s proof, there were further attempts to formulate this meta-level 3 again in a different ways or even to formalize a meta-level 4. But these approaches remained so far without clear philosophical result.

It seems to be clear only that the ability of the human brain to open again and again new meta-levels, in order to analyze and discuss with it previously formulated facts, is in principle unlimited (only limited by the finiteness of the brain, its energy supply, the time, and similar material factors).

An interesting special question is whether the formal inference concept of formal mathematics applied to experience facts of a dynamic empirical world is appropriate to the specific ‘world dynamics’ at all? For the area of the ‘apparently material structures’ of the universe, modern physics has located multiple phenomena which simply elude classical concepts. A ‘matter’, which is at the same time ‘energy’, tends to be no longer classically describable, and quantum physics is – despite all ‘modernity’ – in the end still a ‘classical thinking’ within the framework of a formal mathematics, which does not possess many properties from the approach, which, however, belong to the experienceable world.

This limitation of a formal-mathematical physical thinking shows up especially blatantly at the example of those phenomena which we call ‘life’. The experience-based phenomena that we associate with ‘living (= biological) systems’ are, at first sight, completely material structures, however, they have dynamic properties that say more about the ‘energy’ that gives rise to them than about the materiality by means of which they are realized. In this respect, implicit energy is the real ‘information content’ of living systems, which are ‘radically free’ systems in their basic structure, since energy appears as ‘unbounded’. The unmistakable tendency of living systems ‘out of themselves’ to always ‘enable more complexity’ and to integrate contradicts all known physical principles. ‘Entropy’ is often used as an argument to relativize this form of ‘biological self-dynamics’ with reference to a simple ‘upper bound’ as ‘limitation’, but this reference does not completely nullify the original phenomenon of the ‘living’.

It becomes especially exciting if one dares to ask the question of ‘truth’ at this point. If one locates the meaning of the term ‘truth’ first of all in the situation in which a biological system (here the human being) can establish a certain ‘correspondence’ between its abstract concepts and such concrete knowledge structures within its thinking, which can be related to properties of an experiential world through a process of interaction, not only as a single individual but together with other individuals, then any abstract system of expression (called ‘language’) has a ‘true relation to reality’ only to the extent that there are biological systems that can establish such relations. And these references further depend on the structure of perception and the structure of thought of these systems; these in turn depend on the nature of bodies as the context of brains, and bodies in turn depend on both the material structure and dynamics of the environment and the everyday social processes that largely determine what a member of a society can experience, learn, work, plan, and do. Whatever an individual can or could do, society either amplifies or ‘freezes’ the individual’s potential. ‘Truth’ exists under these conditions as a ‘free-moving parameter’ that is significantly affected by the particular process environment. Talk of ‘cultural diversity’ can be a dangerous ‘trivialization’ of massive suppression of ‘alternative processes of learning and action’ that are ‘withdrawn’ from a society because it ‘locks itself in’. Ignorance tends not to be a good advisor. However, knowledge as such does not guarantee ‘right’ action either. The ‘process of freedom’ on planet Earth is a ‘galactic experiment’, the seriousness and extent of which is hardly seen so far.

COMMENTS

[1] References are omitted here. Many hundreds of texts would have to be mentioned. No sketch can do that.

[2] See for the ‘incompleteness theorems’ of Kurt Gödel (1930, published 1931): https://en.wikipedia.org/wiki/Kurt_G%C3%B6del#Incompleteness_theorems

OKSIMO.R – Start . The ‘inside’ of the ‘outside’ – Part 2

eJournal: uffmm.org
ISSN 2567-6458, 13.Januar 2023 – 18.January 2023, 08:08 p.m.
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

Parts of this text have been translated with www.DeepL.com/Translator (free version), afterwards only minimally edited.

CONTEXT

This post is part of the book project ‘oksimo.R Editor and Simulator for Theories’.

Part 2

( This text is an direct continuation of the text  “The ‘inside’ of the ‘outside’. Basic Building Blocks”)

Establishment of First Structures

At first sight, the previously described galactic cell association of a human body does not provide a natural clue for a ‘center’ of some kind. Which cell should be more important than others? Each one is active, each one does its ‘job’. Many ‘talk’ to many. Chemical substances are exchanged or by means of chemical substance exchange ‘electrical potentials’ are generated which can travel ‘faster’ and which can generate ‘impulse-like events’ which in turn activate chemical substances again. If one would make this ‘talking with chemical substances and electric potentials’ artificially audible, we would have a symphony of 127 trillion (127 x 10^12) single voices …

And yet, when we experience our human bodies in everyday life, we don’t see a huge cloud of galactic proportions of individual cells, we see a ‘delineated object’ with a surface that is ‘visible’; an object that can make ‘sounds’, that ‘smells’, that is ‘touchable’, that can ‘change’ and ‘move’. Moreover, it can ‘stuff things into itself’, and ‘gases’, ‘liquids’, and ‘more solid components’ also come out of it. Further it is obvious with longer observation that there are areas at the body which react to ‘light’ (eyes), to ‘sounds’ (ears), to ‘smells’ (nose), to ‘touch’ (skin), to ‘body positions’ (among other things sense of balance), to ‘temperature’ (skin), to ‘chemical compositions of substances in the mouth’ (taste organs in the mouth) and some more.

This everyday ‘experience’ suggests the assumption that the cells of our human body have spatially arranged themselves into ‘special networks’ [1], which show a high ‘degree of organization’, so pronounced that these networks appear like ‘one unit’, like a ‘single system’ with ‘input’ and ‘output’, and where complex processes take place between input and output. This opens up the possibility of viewing the galactic space of autonomous cells in a human body as a ‘collective of organized systems’ that appear to be in active exchange with each other.”[2], [4],[5]

In modern technical systems such as a car, an airplane, a computer, there is a ‘meta-level’ from which the whole system can be ‘controlled’. In the car the steering wheel, the brake, the gear shift etc., similarly in the airplane the cockpit with a multiplicity of instruments, or with the computer the input and output devices. However, for years an increasing ‘autonomy’ of these technical devices has been emerging, insofar as many control decisions of humans are shifted to ‘subsystems’, which thereby ‘self-perform’ more and more classical control performance of humans.[6].

In a human body there exists ‘parallel’ to the different body systems among other things the ‘nervous system’ with the ‘brain’ as central area, in which many ‘signals from the body systems’ run together and from which again ‘signals to the body systems’ are sent out. The brain with the nervous system seems to be a system of its own, which processes the incoming signals in different ‘neuronal processes’ and also sends out signals, which can cause ‘effects in the body systems’.[7] From the point of view of ‘functioning’ the brain with the nervous system can be understood as a kind of ‘meta-system’, in which properties of all other ‘body systems’ are ‘mapped’, find a ‘process-like interpretation’, and can be influenced (= ‘controlled’) to a certain degree with the help of these mappings and interpretations.

As the modern empirical sciences make visible more and more by their investigations and subsequent ‘interpretations’ (e.g. [4],[5]), the distinguishable body systems themselves have a very high complexity with their own ‘autonomy’ (stomach, liver, kidney, heart, …), which can be influenced only conditionally by the brain, but which conversely can also influence the brain. In addition, there is a hardly manageable amount of mutual influences via the immense ‘material flows’ in the blood circulation and in the body fluids.

For the context of this book, of particular interest here are those structures that are important for the ‘coordination of the different brains’ by means of ‘language’ and closely related to this are the ‘cognitive’ and ’emotional’ processes in the brain that are responsible for what ‘cognitive images are created in the mind’ with which a brain ‘interprets’ ‘itself’ and ‘everything else’.

How to describe the Human Being?

The description of the human cell galaxy as ‘subsystems’ with their own ‘input’ and ‘output’ and and including ‘inner processes’ – here simply called the ‘system function’ – can appear ‘simple’ at first sight, ‘normal’, or something else. We enter with this question the fundamental question, how we can describe the human cell galaxy – i.e. ‘ourselves’! – at all and furthermore maybe how we ‘should’ describe it: are there any criteria on the basis of which we should prefer a ‘certain way of description’?

In the case of the description of ‘nature’, of the ‘real world’, we may still be able to distinguish between ‘us’ and ‘nature’ (which, however, will later come out as a fallacy)), it becomes somewhat more difficult with the ‘description of ourselves’. If one wants to describe something, one needs certain conditions to be able to make a description. But what are these conditions if we want to describe ourselves? Doesn’t here the famous ‘cat bite into its own tail’?

In ‘normal everyday life’ [8] typical forms with which we describe are e.g. ‘pictures’, ‘photographs’, ‘videos’, ‘music’, ‘body movements’ and others, but above all linguistic expressions (spoken, written; everyday language, technical language; …).

Let’s stay for a moment with ‘everyday language (German, English, Italian, …).

As children we are born into a certain, already existing world with a respective ‘everyday life’ distinctive for each human person. At least one language is spoken in such an environment. If the parents are bilingual even two languages in parallel. If the environment is different from the language of the parents, then perhaps even three languages. And today, where also the environment becomes more and more ‘multi-cultural’, maybe even more than three languages are practiced.

No matter how many languages occur simultaneously for a person, each language has its own ‘rules’, its own ‘pronunciation’, its own ‘contextual reference’, its own ‘meanings’. These contexts can change; the language itself can change. And if someone grows up with not just one language, but more than one, then ‘in the person’, in the ‘speaker-listener’, there can naturally be multiple interactions between the different languages. Since this happens today in many places at the same time with more and more people, there are still hardly sufficient research results available that adequately describe this diversity in its specifics.

So, if we want to describe ‘ourselves’ as ‘part of the real world’, we should first of all accept and ‘consciously assume’ that we do not start at ‘point zero’ at the moment of describing, not as a ‘blank sheet’, but as a biological system which has a more or less long ‘learning process’ behind it. Thereby, the word ‘learning process’ as part of the language the author uses, is not a ‘neutral set of letters’, but likewise a ‘word’ of his language, which he shares with many other speakers of ‘German’. One must assume that each ‘speaker of German’ associates his own ‘individual conceptions’ with the word ‘learning process’. And also this word ‘conception’ is such a word, which as part of the spoken (and written) language normally does not come along ‘meaning-free’. In short, as soon as we speak, as soon as we link words in larger units to statements, we activate a set of ‘knowledge and skills’ that are somehow ‘present in us’, that we use ‘automatically’, and whose use is normally largely ‘unconscious’.”[9],[10]

When I, as the author of this text, now write down statements in the German language, I let myself be carried by a ‘wave of language usage’, so to speak, whose exact nature and effectiveness I cannot fully grasp at the moment of use (and this is the case for every language user). I can, however, when I have expressed myself, look more consciously at what has been expressed, and then — perhaps — see clearer whether and how I can place it in contexts known to me. Since also the ‘known to me’ is largely ‘unconscious’ and passes from ‘unconscious knowledge’ into ‘conscious’ knowledge, the task of a ‘clarification of speaking’ and the ‘meaning’ connected with it is always only fragmentarily, partially possible. The ‘conscious eye of knowledge’ is therefore perhaps comparable to a ‘shining knowledge bubble’ in the black sea of ‘unconscious knowledge’, which seems to be close to ‘not-knowing’ but it isn’t ‘not-knowing’: ‘unconscious knowledge’ is ‘inside the brain ‘real knowledge’, which ‘works’.

… to be continued …

COMMENTS

wkp := Wikipedia

[1] In microbiology as a part of evolutionary biology, one has recognized rudimentarily how the individual cells during the ‘growth process’ ‘communicate’ possible cooperations with other cells via chemical substances, which are ‘controlled’ by their respective individual ‘genetic program’. These processes can very well be described as ‘exchange of signals’, where these ‘signals’ do not occur in isolation, but are ‘related’ by the genetic program to other chemical substances and process steps. Through this ‘relating’, the chemical signal carriers, isolated in themselves, are embedded in a ‘space of meanings’ from which they find an ‘assignment’. This overall process fulfills all requirements of a ‘communication’. In this respect, it seems justified to speak of an ‘agreement’ between the individual cells, an ‘understanding’ about whether and how they want to ‘cooperate’ with each other.

[2] When thinking of complex connections between cells, one may first think of the cells in the brain (‘neurons’), certain types of which may have as many as 1000 dendrites (:= these are projections on an ‘axon’ and an axon is the ‘output’ on a neuron), each dendrite housing multiple synapses.[3] Since each synapse can be the endpoint of a connection to another synapse, it suggests that a complex network of the order of trillions (10^12) connections may exist here in a brain. In addition, there is also the system of blood vessels that run through the entire body and supply the approximately 36 trillion (10^12) body cells with various chemical substances.

[3] wkp [EN], Neuron, URL: https://en.wikipedia.org/wiki/Neuron, section ‚Connectivity‘, citation: „The human brain has some 8.6 x 1010 (eighty six billion neurons. Each neuron has on average 7,000 synaptic connections to other neurons. It has been estimated that the brain of a three-year-old child has about 1015 synapses (quadrillion). This number declines with age, stabilizing by adulthood. Estimates vary for an adult, ranging from 1014 to 5 x 1014 synapses (100 to 500 trillion).”

[4] Robert F.Schmidt, Gerhard Thews (Eds.), 1995, Physiologie des Menschen, 25th edition, Springer

[5] Niels Birbaumer, Robert F.Schmidt, 2006, Biologische Psychologie, 6.th edition, Springer

[6] Famously, the example of the ‘auto-pilot’ on an airplane, software that can ‘steer’ the entire plane without human intervention.

[7] Thus, the position of the joints is continuously sent to the brain and, in the case of a ‘directed movement’, the set of current joint positions is used to trigger an ‘appropriate movement’ by sending appropriate signals ‘from the brain to the muscles’.

[8] Of course, also a certain fiction, because everyone ultimately experiences ‘his everyday life’ to a certain degree, which only partially overlaps with the ‘everyday life of another’.

[9] When children in school are confronted for the first time with the concept of a ‘grammar’, with ‘grammatical rules’, they will not understand what that is. Using concrete examples of language, they will be able to ‘link’ one or another ‘grammatical expression’ with linguistic phenomena, but they will not really understand the concept of grammar. This is due to the fact that the entire processes that take place in the ‘inside of a human being’ have been researched only in a very rudimentary way until today. It is in no way sufficient for the formulation of a grammar close to everyday life.

[10] Karl Erich Heidoplh, Walter Flämig, Wolfgang Motsch (ed.), (1980), Grundzüge einer Deutschen Grammatik, Akademie-Verlag, Berlin. Note: Probably the most systematized grammar of German to date, compiled by a German authors’ collective (at that time still the eastern part of Germany called ‘German Democratic Republic’ (GDR)). Precisely because the approach was very systematic, the authors could clearly see that grammar as a description of ‘regular forms’ reaches its limits where the ‘meaning’ of expressions comes into play. Since ‘meaning’ describes a state of affairs that takes place in the ‘inside of the human being’ (of course in intensive interaction with interactions of the body with the environment), a comprehensive objective description of the factor ‘meaning’ in interaction with the forms is always only partially possible.

The Observer-World Framework. Part of Case-Studies Phase 1

Observer-World Framework. Part of Case-Studies Phase 1

ISSN 2567-6458, 16.July 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. Basic requirements for such
a tool will be described here with the example called a Hybrid Simulation Game Environment [HSGE]. To prepare a simulation game one needs an iterative development process which follows some general assumptions. In this paper the subject of discussion is the observer-world-framework.

PDF:observer-world-framework-v3 (Corrected Version UTC 08:40 + 2 for the author)

Go back to the Case-Study Collection.

CASE STUDIES

eJournal: uffmm.org
ISSN 2567-6458, 4.May  – 16.March   2021
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

CONTEXT

In this section several case studies will  be presented. It will be shown, how the DAAI paradigm can be applied to many different contexts . Since the original version of the DAAI-Theory in Jan 18, 2020 the concept has been further developed centering around the concept of a Collective Man-Machine Intelligence [CM:MI] to address now any kinds of experts for any kind of simulation-based development, testing and gaming. Additionally the concept  now can be associated with any kind of embedded algorithmic intelligence [EAI]  (different to the mainstream concept ‘artificial intelligence’). The new concept can be used with every normal language; no need for any special programming language! Go back to the overall framework.

COLLECTION OF PAPERS

There exists only a loosely  order  between the  different papers due to the character of this elaboration process: generally this is an experimental philosophical process. HMI Analysis applied for the CM:MI paradigm.

 

JANUARY 2021 – OCTOBER 2021

  1. HMI Analysis for the CM:MI paradigm. Part 1 (Febr. 25, 2021)(Last change: March 16, 2021)
  2. HMI Analysis for the CM:MI paradigm. Part 2. Problem and Vision (Febr. 27, 2021)
  3. HMI Analysis for the CM:MI paradigm. Part 3. Actor Story and Theories (March 2, 2021)
  4. HMI Analysis for the CM:MI paradigm. Part 4. Tool Based Development with Testing and Gaming (March 3-4, 2021, 16:15h)

APRIL 2020 – JANUARY 2021

  1. From Men to Philosophy, to Empirical Sciences, to Real Systems. A Conceptual Network. (Last Change Nov 8, 2020)
  2. FROM DAAI to GCA. Turning Engineering into Generative Cultural Anthropology. This paper gives an outline how one can map the DAAI paradigm directly into the GCA paradigm (April-19,2020): case1-daai-gca-v1
  3. CASE STUDY 1. FROM DAAI to ACA. Transforming HMI into ACA (Applied Cultural Anthropology) (July 28, 2020)
  4. A first GCA open research project [GCA-OR No.1].  This paper outlines a first open research project using the GCA. This will be the framework for the first implementations (May-5, 2020): GCAOR-v0-1
  5. Engineering and Society. A Case Study for the DAAI Paradigm – Introduction. This paper illustrates important aspects of a cultural process looking to the acting actors  where  certain groups of people (experts of different kinds) can realize the generation, the exploration, and the testing of dynamical models as part of a surrounding society. Engineering is clearly  not  separated from society (April-9, 2020): case1-population-start-part0-v1
  6. Bootstrapping some Citizens. This  paper clarifies the set of general assumptions which can and which should be presupposed for every kind of a real world dynamical model (April-4, 2020): case1-population-start-v1-1
  7. Hybrid Simulation Game Environment [HSGE]. This paper outlines the simulation environment by combing a usual web-conference tool with an interactive web-page by our own  (23.May 2020): HSGE-v2 (May-5, 2020): HSGE-v0-1
  8. The Observer-World Framework. This paper describes the foundations of any kind of observer-based modeling or theory construction.(July 16, 2020)
  9. CASE STUDY – SIMULATION GAMES – PHASE 1 – Iterative Development of a Dynamic World Model (June 19.-30., 2020)
  10. KOMEGA REQUIREMENTS No.1. Basic Application Scenario (last change: August 11, 2020)
  11. KOMEGA REQUIREMENTS No.2. Actor Story Overview (last change: August 12, 2020)
  12. KOMEGA REQUIREMENTS No.3, Version 1. Basic Application Scenario – Editing S (last change: August 12, 2020)
  13. The Simulator as a Learning Artificial Actor [LAA]. Version 1 (last change: August 23, 2020)
  14. KOMEGA REQUIREMENTS No.4, Version 1 (last change: August 26, 2020)
  15. KOMEGA REQUIREMENTS No.4, Version 2. Basic Application Scenario (last change: August 28, 2020)
  16. Extended Concept for Meaning Based Inferences. Version 1 (last change: 30.April 2020)
  17. Extended Concept for Meaning Based Inferences – Part 2. Version 1 (last change: 1.September 2020)
  18. Extended Concept for Meaning Based Inferences – Part 2. Version 2 (last change: 2.September 2020)
  19. Actor Epistemology and Semiotics. Version 1 (last change: 3.September 2020)
  20. KOMEGA REQUIREMENTS No.4, Version 3. Basic Application Scenario (last change: 4.September 2020)
  21. KOMEGA REQUIREMENTS No.4, Version 4. Basic Application Scenario (last change: 10.September 2020)
  22. KOMEGA REQUIREMENTS No.4, Version 5. Basic Application Scenario (last change: 13.September 2020)
  23. KOMEGA REQUIREMENTS: From the minimal to the basic Version. An Overview (last change: Oct 18, 2020)
  24. KOMEGA REQUIREMENTS: Basic Version with optional on-demand Computations (last change: Nov 15,2020)
  25. KOMEGA REQUIREMENTS:Interactive Simulations (last change: Nov 12,2020)
  26. KOMEGA REQUIREMENTS: Multi-Group Management (last change: December 13, 2020)
  27. KOMEGA-REQUIREMENTS: Start with a Political Program. (last change: November 28, 2020)
  28. OKSIMO SW: Minimal Basic Requirements (last change: January 8, 2021)

 

 

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.

 

 

 

 

AAI THEORY V2 –A Philosophical Framework

eJournal: uffmm.org,
ISSN 2567-6458, 22.February 2019
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

Last change: 23.February 2019 (continued the text)

Last change: 24.February 2019 (extended the text)

CONTEXT

In the overview of the AAI paradigm version 2 you can find this section  dealing with the philosophical perspective of the AAI paradigm. Enjoy reading (or not, then send a comment :-)).

THE DAILY LIFE PERSPECTIVE

The perspective of Philosophy is rooted in the everyday life perspective. With our body we occur in a space with other bodies and objects; different features, properties  are associated with the objects, different kinds of relations an changes from one state to another.

From the empirical sciences we have learned to see more details of the everyday life with regard to detailed structures of matter and biological life, with regard to the long history of the actual world, with regard to many interesting dynamics within the objects, within biological systems, as part of earth, the solar system and much more.

A certain aspect of the empirical view of the world is the fact, that some biological systems called ‘homo sapiens’, which emerged only some 300.000 years ago in Africa, show a special property usually called ‘consciousness’ combined with the ability to ‘communicate by symbolic languages’.

General setting of the homo sapiens species (simplified)
Figure 1: General setting of the homo sapiens species (simplified)

As we know today the consciousness is associated with the brain, which in turn is embedded in the body, which  is further embedded in an environment.

Thus those ‘things’ about which we are ‘conscious’ are not ‘directly’ the objects and events of the surrounding real world but the ‘constructions of the brain’ based on actual external and internal sensor inputs as well as already collected ‘knowledge’. To qualify the ‘conscious things’ as ‘different’ from the assumed ‘real things’ ‘outside there’ it is common to speak of these brain-generated virtual things either as ‘qualia’ or — more often — as ‘phenomena’ which are  different to the assumed possible real things somewhere ‘out there’.

PHILOSOPHY AS FIRST PERSON VIEW

‘Philosophy’ has many facets.  One enters the scene if we are taking the insight into the general virtual character of our primary knowledge to be the primary and irreducible perspective of knowledge.  Every other more special kind of knowledge is necessarily a subspace of this primary phenomenological knowledge.

There is already from the beginning a fundamental distinction possible in the realm of conscious phenomena (PH): there are phenomena which can be ‘generated’ by the consciousness ‘itself’  — mostly called ‘by will’ — and those which are occurring and disappearing without a direct influence of the consciousness, which are in a certain basic sense ‘given’ and ‘independent’,  which are appearing  and disappearing according to ‘their own’. It is common to call these independent phenomena ’empirical phenomena’ which represent a true subset of all phenomena: PH_emp  PH. Attention: These empirical phenomena’ are still ‘phenomena’, virtual entities generated by the brain inside the brain, not directly controllable ‘by will’.

There is a further basic distinction which differentiates the empirical phenomena into those PH_emp_bdy which are controlled by some processes in the body (being tired, being hungry, having pain, …) and those PH_emp_ext which are controlled by objects and events in the environment beyond the body (light, sounds, temperature, surfaces of objects, …). Both subsets of empirical phenomena are different: PH_emp_bdy PH_emp_ext = 0. Because phenomena usually are occurring  associated with typical other phenomena there are ‘clusters’/ ‘pattern’ of phenomena which ‘represent’ possible events or states.

Modern empirical science has ‘refined’ the concept of an empirical phenomenon by introducing  ‘standard objects’ which can be used to ‘compare’ some empirical phenomenon with such an empirical standard object. Thus even when the perception of two different observers possibly differs somehow with regard to a certain empirical phenomenon, the additional comparison with an ’empirical standard object’ which is the ‘same’ for both observers, enhances the quality, improves the precision of the perception of the empirical phenomena.

From these considerations we can derive the following informal definitions:

  1. Something is ‘empirical‘ if it is the ‘real counterpart’ of a phenomenon which can be observed by other persons in my environment too.
  2. Something is ‘standardized empirical‘ if it is empirical and can additionally be associated with a before introduced empirical standard object.
  3. Something is ‘weak empirical‘ if it is the ‘real counterpart’ of a phenomenon which can potentially be observed by other persons in my body as causally correlated with the phenomenon.
  4. Something is ‘cognitive‘ if it is the counterpart of a phenomenon which is not empirical in one of the meanings (1) – (3).

It is a common task within philosophy to analyze the space of the phenomena with regard to its structure as well as to its dynamics.  Until today there exists not yet a complete accepted theory for this subject. This indicates that this seems to be some ‘hard’ task to do.

BRIDGING THE GAP BETWEEN BRAINS

As one can see in figure 1 a brain in a body is completely disconnected from the brain in another body. There is a real, deep ‘gap’ which has to be overcome if the two brains want to ‘coordinate’ their ‘planned actions’.

Luckily the emergence of homo sapiens with the new extended property of ‘consciousness’ was accompanied by another exciting property, the ability to ‘talk’. This ability enabled the creation of symbolic languages which can help two disconnected brains to have some exchange.

But ‘language’ does not consist of sounds or a ‘sequence of sounds’ only; the special power of a language is the further property that sequences of sounds can be associated with ‘something else’ which serves as the ‘meaning’ of these sounds. Thus we can use sounds to ‘talk about’ other things like objects, events, properties etc.

The single brain ‘knows’ about the relationship between some sounds and ‘something else’ because the brain is able to ‘generate relations’ between brain-structures for sounds and brain-structures for something else. These relations are some real connections in the brain. Therefore sounds can be related to ‘something  else’ or certain objects, and events, objects etc.  can become related to certain sounds. But these ‘meaning relations’ can only ‘bridge the gap’ to another brain if both brains are using the same ‘mapping’, the same ‘encoding’. This is only possible if the two brains with their bodies share a real world situation RW_S where the perceptions of the both brains are associated with the same parts of the real world between both bodies. If this is the case the perceptions P(RW_S) can become somehow ‘synchronized’ by the shared part of the real world which in turn is transformed in the brain structures P(RW_S) —> B_S which represent in the brain the stimulating aspects of the real world.  These brain structures B_S can then be associated with some sound structures B_A written as a relation  MEANING(B_S, B_A). Such a relation  realizes an encoding which can be used for communication. Communication is using sound sequences exchanged between brains via the body and the air of an environment as ‘expressions’ which can be recognized as part of a learned encoding which enables the receiving brain to identify a possible meaning candidate.

DIFFERENT MODES TO EXPRESS MEANING

Following the evolution of communication one can distinguish four important modes of expressing meaning, which will be used in this AAI paradigm.

VISUAL ENCODING

A direct way to express the internal meaning structures of a brain is to use a ‘visual code’ which represents by some kinds of drawing the visual shapes of objects in the space, some attributes of  shapes, which are common for all people who can ‘see’. Thus a picture and then a sequence of pictures like a comic or a story board can communicate simple ideas of situations, participating objects, persons and animals, showing changes in the arrangement of the shapes in the space.

Pictorial expressions representing aspects of the visual and the auditory sens modes
Figure 2: Pictorial expressions representing aspects of the visual and the auditory sens modes

Even with a simple visual code one can generate many sequences of situations which all together can ‘tell a story’. The basic elements are a presupposed ‘space’ with possible ‘objects’ in this space with different positions, sizes, relations and properties. One can even enhance these visual shapes with written expressions of  a spoken language. The sequence of the pictures represents additionally some ‘timely order’. ‘Changes’ can be encoded by ‘differences’ between consecutive pictures.

FROM SPOKEN TO WRITTEN LANGUAGE EXPRESSIONS

Later in the evolution of language, much later, the homo sapiens has learned to translate the spoken language L_s in a written format L_w using signs for parts of words or even whole words.  The possible meaning of these written expressions were no longer directly ‘visible’. The meaning was now only available for those people who had learned how these written expressions are associated with intended meanings encoded in the head of all language participants. Thus only hearing or reading a language expression would tell the reader either ‘nothing’ or some ‘possible meanings’ or a ‘definite meaning’.

A written textual version in parallel to a pictorial version
Figure 3: A written textual version in parallel to a pictorial version

If one has only the written expressions then one has to ‘know’ with which ‘meaning in the brain’ the expressions have to be associated. And what is very special with the written expressions compared to the pictorial expressions is the fact that the elements of the pictorial expressions are always very ‘concrete’ visual objects while the written expressions are ‘general’ expressions allowing many different concrete interpretations. Thus the expression ‘person’ can be used to be associated with many thousands different concrete objects; the same holds for the expression ‘road’, ‘moving’, ‘before’ and so on. Thus the written expressions are like ‘manufacturing instructions’ to search for possible meanings and configure these meanings to a ‘reasonable’ complex matter. And because written expressions are in general rather ‘abstract’/ ‘general’ which allow numerous possible concrete realizations they are very ‘economic’ because they use minimal expressions to built many complex meanings. Nevertheless the daily experience with spoken and written expressions shows that they are continuously candidates for false interpretations.

FORMAL MATHEMATICAL WRITTEN EXPRESSIONS

Besides the written expressions of everyday languages one can observe later in the history of written languages the steady development of a specialized version called ‘formal languages’ L_f with many different domains of application. Here I am  focusing   on the formal written languages which are used in mathematics as well as some pictorial elements to ‘visualize’  the intended ‘meaning’ of these formal mathematical expressions.

Properties of an acyclic directed graph with nodes (vertices) and edges (directed edges = arrows)
Fig. 4: Properties of an acyclic directed graph with nodes (vertices) and edges (directed edges = arrows)

One prominent concept in mathematics is the concept of a ‘graph’. In  the basic version there are only some ‘nodes’ (also called vertices) and some ‘edges’ connecting the nodes.  Formally one can represent these edges as ‘pairs of nodes’. If N represents the set of nodes then N x N represents the set of all pairs of these nodes.

In a more specialized version the edges are ‘directed’ (like a ‘one way road’) and also can be ‘looped back’ to a node   occurring ‘earlier’ in the graph. If such back-looping arrows occur a graph is called a ‘cyclic graph’.

Directed cyclic graph extended to represent 'states of affairs'
Fig.5: Directed cyclic graph extended to represent ‘states of affairs’

If one wants to use such a graph to describe some ‘states of affairs’ with their possible ‘changes’ one can ‘interpret’ a ‘node’ as  a state of affairs and an arrow as a change which turns one state of affairs S in a new one S’ which is minimally different to the old one.

As a state of affairs I  understand here a ‘situation’ embedded in some ‘context’ presupposing some common ‘space’. The possible ‘changes’ represented by arrows presuppose some dimension of ‘time’. Thus if a node n’  is following a node n indicated by an arrow then the state of affairs represented by the node n’ is to interpret as following the state of affairs represented in the node n with regard to the presupposed time T ‘later’, or n < n’ with ‘<‘ as a symbol for a timely ordering relation.

Example of a state of affairs with a 2-dimensional space configured as a grid with a black and a white token
Fig.6: Example of a state of affairs with a 2-dimensional space configured as a grid with a black and a white token

The space can be any kind of a space. If one assumes as an example a 2-dimensional space configured as a grid –as shown in figure 6 — with two tokens at certain positions one can introduce a language to describe the ‘facts’ which constitute the state of affairs. In this example one needs ‘names for objects’, ‘properties of objects’ as well as ‘relations between objects’. A possible finite set of facts for situation 1 could be the following:

  1. TOKEN(T1), BLACK(T1), POSITION(T1,1,1)
  2. TOKEN(T2), WHITE(T2), POSITION(T2,2,1)
  3. NEIGHBOR(T1,T2)
  4. CELL(C1), POSITION(1,2), FREE(C1)

‘T1’, ‘T2’, as well as ‘C1’ are names of objects, ‘TOKEN’, ‘BACK’ etc. are names of properties, and ‘NEIGHBOR’ is a relation between objects. This results in the equation:

S1 = {TOKEN(T1), BLACK(T1), POSITION(T1,1,1), TOKEN(T2), WHITE(T2), POSITION(T2,2,1), NEIGHBOR(T1,T2), CELL(C1), POSITION(1,2), FREE(C1)}

These facts describe the situation S1. If it is important to describe possible objects ‘external to the situation’ as important factors which can cause some changes then one can describe these objects as a set of facts  in a separated ‘context’. In this example this could be two players which can move the black and white tokens and thereby causing a change of the situation. What is the situation and what belongs to a context is somewhat arbitrary. If one describes the agriculture of some region one usually would not count the planets and the atmosphere as part of this region but one knows that e.g. the sun can severely influence the situation   in combination with the atmosphere.

Change of a state of affairs given as a state which will be enhanced by a new object
Fig.7: Change of a state of affairs given as a state which will be enhanced by a new object

Let us stay with a state of affairs with only a situation without a context. The state of affairs is     a ‘state’. In the example shown in figure 6 I assume a ‘change’ caused by the insertion of a new black token at position (2,2). Written in the language of facts L_fact we get:

  1. TOKEN(T3), BLACK(T3), POSITION(2,2), NEIGHBOR(T3,T2)

Thus the new state S2 is generated out of the old state S1 by unifying S1 with the set of new facts: S2 = S1 {TOKEN(T3), BLACK(T3), POSITION(2,2), NEIGHBOR(T3,T2)}. All the other facts of S1 are still ‘valid’. In a more general manner one can introduce a change-expression with the following format:

<S1, S2, add(S1,{TOKEN(T3), BLACK(T3), POSITION(2,2), NEIGHBOR(T3,T2)})>

This can be read as follows: The follow-up state S2 is generated out of the state S1 by adding to the state S1 the set of facts { … }.

This layout of a change expression can also be used if some facts have to be modified or removed from a state. If for instance  by some reason the white token should be removed from the situation one could write:

<S1, S2, subtract(S1,{TOKEN(T2), WHITE(T2), POSITION(2,1)})>

Another notation for this is S2 = S1 – {TOKEN(T2), WHITE(T2), POSITION(2,1)}.

The resulting state S2 would then look like:

S2 = {TOKEN(T1), BLACK(T1), POSITION(T1,1,1), CELL(C1), POSITION(1,2), FREE(C1)}

And a combination of subtraction of facts and addition of facts would read as follows:

<S1, S2, subtract(S1,{TOKEN(T2), WHITE(T2), POSITION(2,1)}, add(S1,{TOKEN(T3), BLACK(T3), POSITION(2,2)})>

This would result in the final state S2:

S2 = {TOKEN(T1), BLACK(T1), POSITION(T1,1,1), CELL(C1), POSITION(1,2), FREE(C1),TOKEN(T3), BLACK(T3), POSITION(2,2)}

These simple examples demonstrate another fact: while facts about objects and their properties are independent from each other do relational facts depend from the state of their object facts. The relation of neighborhood e.g. depends from the participating neighbors. If — as in the example above — the object token T2 disappears then the relation ‘NEIGHBOR(T1,T2)’ no longer holds. This points to a hierarchy of dependencies with the ‘basic facts’ at the ‘root’ of a situation and all the other facts ‘above’ basic facts or ‘higher’ depending from the basic facts. Thus ‘higher order’ facts should be added only for the actual state and have to be ‘re-computed’ for every follow-up state anew.

If one would specify a context for state S1 saying that there are two players and one allows for each player actions like ‘move’, ‘insert’ or ‘delete’ then one could make the change from state S1 to state S2 more precise. Assuming the following facts for the context:

  1. PLAYER(PB1), PLAYER(PW1), HAS-THE-TURN(PB1)

In that case one could enhance the change statement in the following way:

<S1, S2, PB1,insert(TOKEN(T3,2,2)),add(S1,{TOKEN(T3), BLACK(T3), POSITION(2,2)})>

This would read as follows: given state S1 the player PB1 inserts a  black token at position (2,2); this yields a new state S2.

With or without a specified context but with regard to a set of possible change statements it can be — which is the usual case — that there is more than one option what can be changed. Some of the main types of changes are the following ones:

  1. RANDOM
  2. NOT RANDOM, which can be specified as follows:
    1. With PROBABILITIES (classical, quantum probability, …)
    2. DETERMINISTIC

Furthermore, if the causing object is an actor which can adapt structurally or even learn locally then this actor can appear in some time period like a deterministic system, in different collected time periods as an ‘oscillating system’ with different behavior, or even as a random system with changing probabilities. This make the forecast of systems with adaptive and/ or learning systems rather difficult.

Another aspect results from the fact that there can be states either with one actor which can cause more than one action in parallel or a state with multiple actors which can act simultaneously. In both cases the resulting total change has eventually to be ‘filtered’ through some additional rules telling what  is ‘possible’ in a state and what not. Thus if in the example of figure 6 both player want to insert a token at position (2,2) simultaneously then either  the rules of the game would forbid such a simultaneous action or — like in a computer game — simultaneous actions are allowed but the ‘geometry of a 2-dimensional space’ would not allow that two different tokens are at the same position.

Another aspect of change is the dimension of time. If the time dimension is not explicitly specified then a change from some state S_i to a state S_j does only mark the follow up state S_j as later. There is no specific ‘metric’ of time. If instead a certain ‘clock’ is specified then all changes have to be aligned with this ‘overall clock’. Then one can specify at what ‘point of time t’ the change will begin and at what point of time t*’ the change will be ended. If there is more than one change specified then these different changes can have different timings.

THIRD PERSON VIEW

Up until now the point of view describing a state and the possible changes of states is done in the so-called 3rd-person view: what can a person perceive if it is part of a situation and is looking into the situation.  It is explicitly assumed that such a person can perceive only the ‘surface’ of objects, including all kinds of actors. Thus if a driver of a car stears his car in a certain direction than the ‘observing person’ can see what happens, but can not ‘look into’ the driver ‘why’ he is steering in this way or ‘what he is planning next’.

A 3rd-person view is assumed to be the ‘normal mode of observation’ and it is the normal mode of empirical science.

Nevertheless there are situations where one wants to ‘understand’ a bit more ‘what is going on in a system’. Thus a biologist can be  interested to understand what mechanisms ‘inside a plant’ are responsible for the growth of a plant or for some kinds of plant-disfunctions. There are similar cases for to understand the behavior of animals and men. For instance it is an interesting question what kinds of ‘processes’ are in an animal available to ‘navigate’ in the environment across distances. Even if the biologist can look ‘into the body’, even ‘into the brain’, the cells as such do not tell a sufficient story. One has to understand the ‘functions’ which are enabled by the billions of cells, these functions are complex relations associated with certain ‘structures’ and certain ‘signals’. For this it is necessary to construct an explicit formal (mathematical) model/ theory representing all the necessary signals and relations which can be used to ‘explain’ the obsrvable behavior and which ‘explains’ the behavior of the billions of cells enabling such a behavior.

In a simpler, ‘relaxed’ kind of modeling  one would not take into account the properties and behavior of the ‘real cells’ but one would limit the scope to build a formal model which suffices to explain the oservable behavior.

This kind of approach to set up models of possible ‘internal’ (as such hidden) processes of an actor can extend the 3rd-person view substantially. These models are called in this text ‘actor models (AM)’.

HIDDEN WORLD PROCESSES

In this text all reported 3rd-person observations are called ‘actor story’, independent whether they are done in a pictorial or a textual mode.

As has been pointed out such actor stories are somewhat ‘limited’ in what they can describe.

It is possible to extend such an actor story (AS)  by several actor models (AM).

An actor story defines the situations in which an actor can occur. This  includes all kinds of stimuli which can trigger the possible senses of the actor as well as all kinds of actions an actor can apply to a situation.

The actor model of such an actor has to enable the actor to handle all these assumed stimuli as well as all these actions in the expected way.

While the actor story can be checked whether it is describing a process in an empirical ‘sound’ way,  the actor models are either ‘purely theoretical’ but ‘behavioral sound’ or they are also empirically sound with regard to the body of a biological or a technological system.

A serious challenge is the occurrence of adaptiv or/ and locally learning systems. While the actor story is a finite  description of possible states and changes, adaptiv or/ and locally learning systeme can change their behavior while ‘living’ in the actor story. These changes in the behavior can not completely be ‘foreseen’!

COGNITIVE EXPERT PROCESSES

According to the preceding considerations a homo sapiens as a biological system has besides many properties at least a consciousness and the ability to talk and by this to communicate with symbolic languages.

Looking to basic modes of an actor story (AS) one can infer some basic concepts inherently present in the communication.

Without having an explicit model of the internal processes in a homo sapiens system one can infer some basic properties from the communicative acts:

  1. Speaker and hearer presuppose a space within which objects with properties can occur.
  2. Changes can happen which presuppose some timely ordering.
  3. There is a disctinction between concrete things and abstract concepts which correspond to many concrete things.
  4. There is an implicit hierarchy of concepts starting with concrete objects at the ‘root level’ given as occurence in a concrete situation. Other concepts of ‘higher levels’ refer to concepts of lower levels.
  5. There are different kinds of relations between objects on different conceptual levels.
  6. The usage of language expressions presupposes structures which can be associated with the expressions as their ‘meanings’. The mapping between expressions and their meaning has to be learned by each actor separately, but in cooperation with all the other actors, with which the actor wants to share his meanings.
  7. It is assume that all the processes which enable the generation of concepts, concept hierarchies, relations, meaning relations etc. are unconscious! In the consciousness one can  use parts of the unconscious structures and processes under strictly limited conditions.
  8. To ‘learn’ dedicated matters and to be ‘critical’ about the quality of what one is learnig requires some disciplin, some learning methods, and a ‘learning-friendly’ environment. There is no guaranteed method of success.
  9. There are lots of unconscious processes which can influence understanding, learning, planning, decisions etc. and which until today are not yet sufficiently cleared up.

 

 

 

 

 

 

 

 

ACTOR-ACTOR INTERACTION ANALYSIS – A rough Outline of the Blueprint

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

Last corrections: 14.February 2019 (add some more keywords; added  emphasizes for central words)

Change: 5.May 2019 (adding the the aspect of simulation and gaming; extending the view of the driving actors)

CONTEXT

An overview to the enhanced AAI theory  version 2 you can find here.  In this post we talk about the blueprint  of the whole  AAI analysis process. Here I leave out the topic of actor models (AM); the aspect of  simulation and gaming is mentioned only shortly. For these topics see other posts.

THE AAI ANALYSIS BLUEPRINT

Blueprint of the whole AAI analysis process including the epistemological assumptions. Not shown here is the whole topic of actor models (AM) and as well simulation.
Blueprint of the whole AAI analysis process including the epistemological assumptions. Not shown here is the whole topic of actor models (AM) and as well simulation.

The Actor-Actor Interaction (AAI) analysis is understood here as part of an  embracing  systems engineering process (SEP), which starts with the statement of a problem (P) which includes a vision (V) of an improved alternative situation. It has then to be analyzed how such a new improved situation S+ looks like; how one can realize certain tasks (T)  in an improved way.

DRIVING ACTORS

The driving actors for such an AAI analysis are at least one  stakeholder (STH) which communicates a problem P and an envisioned solution (ES) to an  expert (EXPaai) with a sufficient AAI experience. This expert will take   the lead in the process of transforming the problem and the envisioned  solution into a working solution (WS).

In the classical industrial case the stakeholder can be a group of managers from some company and the expert is also represented by a whole team of experts from different disciplines, including the AAI perspective as leading perspective.

In another case which  I will call here the  communal case — e.g. a whole city —      the stakeholder as well as the experts are members of the communal entity.   As   in the before mentioned cases there is some commonly accepted problem P combined  with a first envisioned solution ES, which shall be analyzed: what is needed to make it working? Can it work at all? What are costs? And many other questions can arise. The challenge to include all relevant experience and knowledge from all participants is at the center of the communication and to transform this available knowledge into some working solution which satisfies all stated requirements for all participants is a central  condition for the success of the project.

EPISTEMOLOGY

It has to be taken into account that the driving actors are able to do this job because they  have in their bodies brains (BRs) which in turn include  some consciousness (CNS). The processes and states beyond the consciousness are here called ‘unconscious‘ and the set of all these unconscious processes is called ‘the Unconsciousness’ (UCNS).

For more details to the cognitive processes see the post to the philosophical framework as well as the post bottom-up process. Both posts shall be integrated into one coherent view in the future.

SEMIOTIC SUBSYSTEM

An important set of substructures of the unconsciousness are those which enable symbolic language systems with so-called expressions (L) on one side and so-called non-expressions (~L) on the other. Embedded in a meaning relation (MNR) does the set of non-expressions ~L  function as the meaning (MEAN) of the expressions L, written as a mapping MNR: L <—> ~L. Depending from the involved sensors the expressions L can occur either as acoustic events L_spk, or as visual patterns written L_txt or visual patterns as pictures L_pict or even in other formats, which will not discussed here. The non-expressions can occur in every format which the brain can handle.

While written (symbolic) expressions L are only associated with the intended meaning through encoded mappings in the brain,  the spoken expressions L_spk as well as the pictorial ones L_pict can show some similarities with the intended meaning. Within acoustic  expressions one can ‘imitate‘ some sounds which are part of a meaning; even more can the pictorial expressions ‘imitate‘ the visual experience of the intended meaning to a high degree, but clearly not every kind of meaning.

DEFINING THE MAIN POINT OF REFERENCE

Because the space of possible problems and visions it nearly infinite large one has to define for a certain process the problem of the actual process together with the vision of a ‘better state of the affairs’. This is realized by a description of he problem in a problem document D_p as well as in a vision statement D_v. Because usually a vision is not without a given context one has to add all the constraints (C) which have to be taken into account for the possible solution.  Examples of constraints are ‘non-functional requirements’ (NFRs) like “safety” or “real time” or “without barriers” (for handicapped people). Part of the non-functional requirements are also definitions of win-lose states as part of a game.

AAI ANALYSIS – BASIC PROCEDURE

If the AAI check has been successful and there is at least one task T to be done in an assumed environment ENV and there are at least one executing actor A_exec in this task as well as an assisting actor A_ass then the AAI analysis can start.

ACTOR STORY (AS)

The main task is to elaborate a complete description of a process which includes a start state S* and a goal state S+, where  the participating executive actors A_exec can reach the goal state S+ by doing some actions. While the imagined process p_v  is a virtual (= cognitive/ mental) model of an intended real process p_e, this intended virtual model p_e can only be communicated by a symbolic expressions L embedded in a meaning relation. Thus the elaboration/ construction of the intended process will be realized by using appropriate expressions L embedded in a meaning relation. This can be understood as a basic mapping of sensor based perceptions of the supposed real world into some abstract virtual structures automatically (unconsciously) computed by the brain. A special kind of this mapping is the case of measurement.

In this text especially three types of symbolic expressions L will be used: (i) pictorial expressions L_pict, (ii) textual expressions of a natural language L_txt, and (iii) textual expressions of a mathematical language L_math. The meaning part of these symbolic expressions as well as the expressions itself will be called here an actor story (AS) with the different modes  pictorial AS (PAS), textual AS (TAS), as well as mathematical AS (MAS).

The basic elements of an  actor story (AS) are states which represent sets of facts. A fact is an expression of some defined language L which can be decided as being true in a real situation or not (the past and the future are special cases for such truth clarifications). Facts can be identified as actors which can act by their own. The transformation from one state to a follow up state has to be described with sets of change rules. The combination of states and change rules defines mathematically a directed graph (G).

Based on such a graph it is possible to derive an automaton (A) which can be used as a simulator. A simulator allows simulations. A concrete simulation takes a start state S0 as the actual state S* and computes with the aid of the change rules one follow up state S1. This follow up state becomes then the new actual state S*. Thus the simulation constitutes a continuous process which generally can be infinite. To make the simulation finite one has to define some stop criteria (C*). A simulation can be passive without any interruption or interactive. The interactive mode allows different external actors to select certain real values for the available variables of the actual state.

If in the problem definition certain win-lose states have been defined then one can turn an interactive simulation into a game where the external actors can try to manipulate the process in a way as to reach one of the defined win-states. As soon as someone (which can be a team) has reached a win-state the responsible actor (or team) has won. Such games can be repeated to allow accumulation of wins (or loses).

Gaming allows a far better experience of the advantages or disadvantages of some actor story as a rather lose simulation. Therefore the probability to detect aspects of an actor story with their given constraints is by gaming quite high and increases the probability to improve the whole concept.

Based on an actor story with a simulator it is possible to increase the cognitive power of exploring the future even more.  There exists the possibility to define an oracle algorithm as well as different kinds of intelligent algorithms to support the human actor further. This has to be described in other posts.

TAR AND AAR

If the actor story is completed (in a certain version v_i) then one can extract from the story the input-output profiles of every participating actor. This list represents the task-induced actor requirements (TAR).  If one is looking for concrete real persons for doing the job of an executing actor the TAR can be used as a benchmark for assessing candidates for this job. The profiles of the real persons are called here actor-actor induced requirements (AAR), that is the real profile compared with the ideal profile of the TAR. If the ‘distance’ between AAR and TAR is below some threshold then the candidate has either to be rejected or one can offer some training to improve his AAR; the other option is to  change the conditions of the TAR in a way that the TAR is more closer to the AARs.

The TAR is valid for the executive actors as well as for the assisting actors A_ass.

CONSTRAINTS CHECK

If the actor story has in some version V_i a certain completion one has to check whether the different constraints which accompany the vision document are satisfied through the story: AS_vi |- C.

Such an evaluation is only possible if the constraints can be interpreted with regard to the actor story AS in version vi in a way, that the constraints can be decided.

For many constraints it can happen that the constraints can not or not completely be decided on the level of the actor story but only in a later phase of the systems engineering process, when the actor story will be implemented in software and hardware.

MEASURING OF USABILITY

Using the actor story as a benchmark one can test the quality of the usability of the whole process by doing usability tests.

 

 

 

 

 

 

 

 

 

 

 

AAI THEORY V2 – AS AND REAL WORLD MODELING

eJournal: uffmm.org,
ISSN 2567-6458, 2.February 2019
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

CONTEXT

An overview to the enhanced AAI theory  version 2 you can find here.  In this post we talk about  the special topic how the actor story (AS) can be used for a modeling of the real world (RW).

AS AND REAL WORLD MODELING

In the preceding post you find a rough description how an actor story can be generated challenged by a problem P. Here I shall address the question, how this procedure can be used to model certain aspects of the real world and not some abstract ideas only.

There are two main elements of the actor story which can be related to the real world: (i)  The start state of the actor story and the list of possible change expressions.

FACTS

A start state is a finite set of facts which in turn are — in the case of the mathematical language — constituted by names of objects associated with properties or relations. Primarily   the possible meaning of these expressions is  located in the cognitive structures of the actors. These cognitive structures are as such not empirical entities and are partially available in a state called consciousness. If some element of meaning is conscious and simultaneously part of the inter-subjective space between different actors in a way that all participating actors can perceive these elements, then these elements are called empirical by everyday experience, if these facts can be decided between the participants of the situation.  If there exist further explicit measurement procedures associating an inter-subjective property with inter-subjective measurement data then these elements are called genuine empirical data.

Thus the collection of facts constituting a state of an actor story can be realized as a set of empirical facts, at least in the format of empirical by everyday experience.

CHANGES

While a state represents only static facts, one needs an additional element to be able to model the dynamic aspect of the real world. This is realized by change expressions X. 

The general idea of a change is that at least one fact f of an actual state (= NOW), is changed either by complete disappearance or by changing some of its properties or by the creation of a new fact f1. An object called ‘B1’ with the property being ‘red’ — written as ‘RED(B1)’ — perhaps changes its property from being ‘red’ to become ‘blue’ — written as ‘BLUE(B1)’ –. Then the set of facts of the actual state S0= {RED(B1)} will change to a successor state S1={BLUE(B1)}. In this case the old fact ‘RED(B1)’ has been deleted and the new fact ‘BLUE(B1)’ has been created.  Another example:  the object ‘B1’ has also a ‘weight’ measured in kg which changes too. Then the actual state was S0={RED(B1), WEIGHT(B1,kg,2.4)} and this state changed to the successor state S1= {BLUE(B1), WEIGHT(B1,kg,3.4)}.

The possible cause of a change can be either an object or the ‘whole state‘ representing the world.

The mapping from a given state s into a successor state s’ by subtracting facts f- and joining facts f+ is here called an action: S –> S-(f-) u (f+) or action(s) = s’ = s-(f-) u (f+) with s , s’ in S

Because an action has an actor as a carrier one can write action: S x A –>  S-(f-) u (f+) or action_a(s) = s’.

The defining properties of such an action are given in the sets of facts to be deleted — written as ‘d:{f-}’ — and the sets of facts to be created — written ‘c:{f+}’ –.

A full change expression amounts then to the following format: <s,s’, obj-name, action-name, d:{…}, c:{…}>.

But this is not yet the whole story.  A change can be deterministic or indeterministic.

The deterministic change is cause by a deterministic actor or by a deterministic world.

The indeterministic change can have several formats:e.g.  classical probability or quantum-like probability or the an actor as cause, whose behavior is not completely deterministic.

Additionally there can be interactions between different objects which can cause a change and these changes   happen in parallel, simultaneously. Depending from the assumed environment (= world) and some laws describing the behavior of this world it can happen, that different local actions can hinder each other or change the effect of the changes.

Independent of the different kinds of changes it can be required that all used change-expressions should be of that kind that one can state that they are   empirical by everyday experience.

TIME

And there is even more to tell. A change has in everyday life a duration measured with certain time units generated by a technical device called a clock.

To improve the empirical precision of change expressions one has to add the duration of the change between the actual state s and the final state s’ showing all the deletes (f-) and creates (f+) which are caused by this change-expression. This can only be done if a standard clock is included in the facts represented by the actual time stamp of this clock. Thus with regard to such a standard time one can realize a change with duration (t,t’)  exactly in coherence with the standard time. A special case is given when a change-expression describes the effects of its actions in a distributed  manner by giving more than one time point (t,t1, …, tn) and associating different deletes and creates with different points of time.  Those distributed effects can make an actor story rather complex and difficult to understand by human brains.