Category Archives: unconscious

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 OKSIMO CASE as SUBJECT FOR PHILOSOPHY OF SCIENCE. Part 1

eJournal: uffmm.org
ISSN 2567-6458, 22.March – 23.March 2021
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

CONTEXT

This text is part of a philosophy of science  analysis of the case of the oksimo software (oksimo.com). A specification of the oksimo software from an engineering point of view can be found in four consecutive  posts dedicated to the HMI-Analysis for  this software.

THE OKSIMO EVENT SPACE

The characterization of the oksimo software paradigm starts with an informal characterization  of the oksimo software event space.

EVENT SPACE

An event space is a space which can be filled up by observable events fitting to the species-specific internal processed environment representations [1], [2] here called internal environments [ENVint]. Thus the same external environment [ENV] can be represented in the presence of  10 different species  in 10 different internal formats. Thus the expression ‘environment’ [ENV] is an abstract concept assuming an objective reality which is common to all living species but indeed it is processed by every species in a species-specific way.

In a human culture the usual point of view [ENVhum] is simultaneous with all the other points of views [ENVa] of all the other other species a.

In the ideal case it would be possible to translate all species-specific views ENVa into a symbolic representation which in turn could then be translated into the human point of view ENVhum. Then — in the ideal case — we could define the term environment [ENV] as the sum of all the different species-specific views translated in a human specific language: ∑ENVa = ENV.

But, because such a generalized view of the environment is until today not really possible by  practical reasons we will use here for the beginning only expressions related to the human specific point of view [ENVhum] using as language an ordinary language [L], here  the English language [LEN]. Every scientific language — e.g. the language of physics — is understood here as a sub language of the ordinary language.

EVENTS

An event [EV] within an event space [ENVa] is a change [X] which can be observed at least from the  members of that species [SP] a which is part of that environment ENV which enables  a species-specific event space [ENVa]. Possibly there can be other actors around in the environment ENV from different species with their specific event space [ENVa] where the content of the different event spaces  can possible   overlap with regard to  certain events.

A behavior is some observable movement of the body of some actor.

Changes X can be associated with certain behavior of certain actors or with non-actor conditions.

Thus when there are some human or non-human  actors in an environment which are moving than they show a behavior which can eventually be associated with some observable changes.

CHANGE

Besides being   associated with observable events in the (species specific) environment the expression  change is understood here as a kind of inner state in an actor which can compare past (stored) states Spast with an actual state SnowIf the past and actual state differ in some observable aspect Diff(Spast, Snow) ≠ 0, then there exists some change X, or Diff(Spast, Snow) = X. Usually the actor perceiving a change X will assume that this internal structure represents something external to the brain, but this must not necessarily be the case. It is of help if there are other human actors which confirm such a change perception although even this does not guarantee that there really is a  change occurring. In the real world it is possible that a whole group of human actors can have a wrong interpretation.

SYMBOLIC COMMUNICATION AND MEANING

It is a specialty of human actors — to some degree shared by other non-human biological actors — that they not only can built up internal representations ENVint of the reality external to the  brain (the body itself or the world beyond the body) which are mostly unconscious, partially conscious, but also they can built up structures of expressions of an internal language Lint which can be mimicked to a high degree by expressions in the body-external environment ENV called expressions of an ordinary language L.

For this to work one  has  to assume that there exists an internal mapping from internal representations ENVint into the expressions of the internal language   Lint as

meaning : ENVint <—> Lint.

and

speaking: Lint —> L

hearing: Lint <— L

Thus human actors can use their ordinary language L to activate internal encodings/ decodings with regard to the internal representations ENVint  gained so far. This is called here symbolic communication.

NO SPEECH ACTS

To classify the occurrences of symbolic expressions during a symbolic communication  is a nearly infinite undertaking. First impressions of the unsolvability of such a classification task can be gained if one reads the Philosophical Investigations of Ludwig Wittgenstein. [5] Later trials from different philosophers and scientists  — e.g. under the heading of speech acts [4] — can  not fully convince until today.

Instead of assuming here a complete scientific framework to classify  occurrences of symbolic expressions of an ordinary language L we will only look to some examples and discuss these.

KINDS OF EXPRESSIONS

In what follows we will look to some selected examples of symbolic expressions and discuss these.

(Decidable) Concrete Expressions [(D)CE]

It is assumed here that two human actors A and B  speaking the same ordinary language L  are capable in a concrete situation S to describe objects  OBJ and properties PROP of this situation in a way, that the hearer of a concrete expression E can decide whether the encoded meaning of that expression produced by the speaker is part of the observable situation S or not.

Thus, if A and B are together in a room with a wooden  white table and there is a enough light for an observation then   B can understand what A is saying if he states ‘There is a white wooden table.

To understand means here that both human actors are able to perceive the wooden white table as an object with properties, their brains will transform these external signals into internal neural signals forming an inner — not 1-to-1 — representation ENVint which can further be mapped by the learned meaning function into expressions of the inner language Lint and mapped further — by the speaker — into the external expressions of the learned ordinary language L and if the hearer can hear these spoken expressions he can translate the external expressions into the internal expressions which can be mapped onto the learned internal representations ENVint. In everyday situations there exists a high probability that the hearer then can respond with a spoken ‘Yes, that’s true’.

If this happens that some human actor is uttering a symbolic expression with regard to some observable property of the external environment  and the other human actor does respond with a confirmation then such an utterance is called here a decidable symbolic expression of the ordinary language L. In this case one can classify such an expression  as being true. Otherwise the expression  is classified as being not true.

The case of being not true is not a simple case. Being not true can mean: (i) it is actually simply not given; (ii) it is conceivable that the meaning could become true if the external situation would be  different; (iii) it is — in the light of the accessible knowledge — not conceivable that the meaning could become true in any situation; (iv) the meaning is to fuzzy to decided which case (i) – (iii) fits.

Cognitive Abstraction Processes

Before we talk about (Undecidable) Universal Expressions [(U)UE] it has to clarified that the internal mappings in a human actor are not only non-1-to-1 mappings but they are additionally automatic transformation processes of the kind that concrete perceptions of concrete environmental matters are automatically transformed by the brain into different kinds of states which are abstracted states using the concrete incoming signals as a  trigger either to start a new abstracted state or to modify an existing abstracted state. Given such abstracted states there exist a multitude of other neural processes to process these abstracted states further embedded  in numerous  different relationships.

Thus the assumed internal language Lint does not map the neural processes  which are processing the concrete events as such but the processed abstracted states! Language expressions as such can never be related directly to concrete material because this concrete material  has no direct  neural basis.  What works — completely unconsciously — is that the brain can detect that an actual neural pattern nn has some similarity with a  given abstracted structure NN  and that then this concrete pattern nn  is internally classified as an instance of NN. That means we can recognize that a perceived concrete matter nn is in ‘the light of’ our available (unconscious) knowledge an NN, but we cannot argue explicitly why. The decision has been processed automatically (unconsciously), but we can become aware of the result of this unconscious process.

Universal (Undecidable) Expressions [U(U)E]

Let us repeat the expression ‘There is a white wooden table‘ which has been used before as an example of a concrete decidable expression.

If one looks to the different parts of this expression then the partial expressions ‘white’, ‘wooden’, ‘table’ can be mapped by a learned meaning function φ into abstracted structures which are the result of internal processing. This means there can be countable infinite many concrete instances in the external environment ENV which can be understood as being white. The same holds for the expressions ‘wooden’ and ‘table’. Thus the expressions ‘white’, ‘wooden’, ‘table’ are all related to abstracted structures and therefor they have to be classified as universal expressions which as such are — strictly speaking —  not decidable because they can be true in many concrete situations with different concrete matters. Or take it otherwise: an expression with a meaning function φ pointing to an abstracted structure is asymmetric: one expression can be related to many different perceivable concrete matters but certain members of  a set of different perceived concrete matters can be related to one and the same abstracted structure on account of similarities based on properties embedded in the perceived concrete matter and being part of the abstracted structure.

In a cognitive point of view one can describe these matters such that the expression — like ‘table’ — which is pointing to a cognitive  abstracted structure ‘T’ includes a set of properties Π and every concrete perceived structure ‘t’ (caused e.g. by some concrete matter in our environment which we would classify as a ‘table’) must have a ‘certain amount’ of properties Π* that one can say that the properties  Π* are entailed in the set of properties Π of the abstracted structure T, thus Π* ⊆ Π. In what circumstances some speaker-hearer will say that something perceived concrete ‘is’ a table or ‘is not’ a table will depend from the learning history of this speaker-hearer. A child in the beginning of learning a language L can perhaps call something   a ‘chair’ and the parents will correct the child and will perhaps  say ‘no, this is table’.

Thus the expression ‘There is a white wooden table‘ as such is not true or false because it is not clear which set of concrete perceptions shall be derived from the possible internal meaning mappings, but if a concrete situation S is given with a concrete object with concrete properties then a speaker can ‘translate’ his/ her concrete perceptions with his learned meaning function φ into a composed expression using universal expressions.  In such a situation where the speaker is  part of  the real situation S he/ she  can recognize that the given situation is an  instance of the abstracted structures encoded in the used expression. And recognizing this being an instance interprets the universal expression in a way  that makes the universal expression fitting to a real given situation. And thereby the universal expression is transformed by interpretation with φ into a concrete decidable expression.

SUMMING UP

Thus the decisive moment of turning undecidable universal expressions U(U)E into decidable concrete expressions (D)CE is a human actor A behaving as a speaker-hearer of the used  language L. Without a speaker-hearer every universal expressions is undefined and neither true nor false.

makedecidable :  S x Ahum x E —> E x {true, false}

This reads as follows: If you want to know whether an expression E is concrete and as being concrete is  ‘true’ or ‘false’ then ask  a human actor Ahum which is part of a concrete situation S and the human actor shall  answer whether the expression E can be interpreted such that E can be classified being either ‘true’ or ‘false’.

The function ‘makedecidable()’ is therefore  the description (like a ‘recipe’) of a real process in the real world with real actors. The important factors in this description are the meaning functions inside the participating human actors. Although it is not possible to describe these meaning functions directly one can check their behavior and one can define an abstract model which describes the observable behavior of speaker-hearer of the language L. This is an empirical model and represents the typical case of behavioral models used in psychology, biology, sociology etc.

SOURCES

[1] Jakob Johann Freiherr von Uexküll (German: [ˈʏkskʏl])(1864 – 1944) https://en.wikipedia.org/wiki/Jakob_Johann_von_Uexk%C3%BCll

[2] Jakob von Uexküll, 1909, Umwelt und Innenwelt der Tiere. Berlin: J. Springer. (Download: https://ia802708.us.archive.org/13/items/umweltundinnenwe00uexk/umweltundinnenwe00uexk.pdf )

[3] Wikipedia EN, Speech acts: https://en.wikipedia.org/wiki/Speech_act

[4] Ludwig Josef Johann Wittgenstein ( 1889 – 1951): https://en.wikipedia.org/wiki/Ludwig_Wittgenstein

[5] Ludwig Wittgenstein, 1953: Philosophische Untersuchungen [PU], 1953: Philosophical Investigations [PI], translated by G. E. M. Anscombe /* For more details see: https://en.wikipedia.org/wiki/Philosophical_Investigations */

HMI Analysis for the CM:MI paradigm. Part 2. Problem and Vision

Integrating Engineering and the Human Factor (info@uffmm.org)
eJournal uffmm.org ISSN 2567-6458, February 27-March 16, 2021,
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

Last change: March 16, 2021 (minor corrections)

HISTORY

As described in the uffmm eJournal  the wider context of this software project is an integrated  engineering theory called Distributed Actor-Actor Interaction [DAAI] further extended to the Collective Man-Machine Intelligence [CM:MI] paradigm.  This document is part of the Case Studies section.

HMI ANALYSIS, Part 2: Problem & Vision

Context

This text is preceded by the following texts:

Introduction

Before one starts the HMI analysis  some stakeholder  — in our case are the users stakeholder as well as  users in one role —  have to present some given situation — classifiable as a ‘problem’ — to depart from and a vision as the envisioned goal to be realized.

Here we give a short description of the problem for the CM:MI paradigm and the vision, what should be gained.

Problem: Mankind on the Planet Earth

In this project  the mankind  on the planet earth is  understood as the primary problem. ‘Mankind’ is seen here  as the  life form called homo sapiens. Based on the findings of biological evolution one can state that the homo sapiens has — besides many other wonderful capabilities — at least two extraordinary capabilities:

Outside to Inside

The whole body with the brain is  able to convert continuously body-external  events into internal, neural events. And  the brain inside the body receives many events inside the body as external events too. Thus in the brain we can observe a mixup of body-external (outside 1) and body-internal events (outside 2), realized as set of billions of neural processes, highly interrelated.  Most of these neural processes are unconscious, a small part is conscious. Nevertheless  these unconscious and conscious events are  neurally interrelated. This overall conversion from outside 1 and outside 2 into neural processes  can be seen as a mapping. As we know today from biology, psychology and brain sciences this mapping is not a 1-1 mapping. The brain does all the time a kind of filtering — mostly unconscious — sorting out only those events which are judged by the brain to be important. Furthermore the brain is time-slicing all its sensory inputs, storing these time-slices (called ‘memories’), whereby these time-slices again are no 1-1 copies. The storing of time-sclices is a complex (unconscious) process with many kinds of operations like structuring, associating, abstracting, evaluating, and more. From this one can deduce that the content of an individual brain and the surrounding reality of the own body as well as the world outside the own body can be highly different. All kinds of perceived and stored neural events which can be or can become conscious are  here called conscious cognitive substrates or cognitive objects.

Inside to Outside (to Inside)

Generally it is known that the homo sapiens can produce with its body events which have some impact on the world outside the body.  One kind of such events is the production of all kinds of movements, including gestures, running, grasping with hands, painting, writing as well as sounds by his voice. What is of special interest here are forms of communications between different humans, and even more specially those communications enabled by the spoken sounds of a language as well as the written signs of a language. Spoken sounds as well as written signs are here called expressions associated with a known language. Expressions as such have no meaning (A non-speaker of a language L can hear or see expressions of the language L but he/she/x  never will understand anything). But as everyday experience shows nearly every child  starts very soon to learn which kinds of expressions belong to a language and with what kinds of shared experiences they can be associated. This learning is related to many complex neural processes which map expressions internally onto — conscious and unconscious — cognitive objects (including expressions!). This mapping builds up an internal  meaning function from expressions into cognitive objects and vice versa. Because expressions have a dual face (being internal neural structures as well as being body-outside events by conversions from the inside to body-outside) it is possible that a homo sapiens  can transmit its internal encoding of cognitive objects into expressions from his  inside to the outside and thereby another homo sapiens can perceive the produced outside expression and  can map this outside expression into an intern expression. As far as the meaning function of of the receiving homo sapiens  is sufficiently similar to the meaning function of  the sending homo sapiens there exists some probability that the receiving homo sapiens can activate from its memory cognitive objects which have some similarity with those of  the sending  homo sapiens.

Although we know today of different kinds of animals having some form of language, there is no species known which is with regard to language comparable to  the homo sapiens. This explains to a large extend why the homo sapiens population was able to cooperate in a way, which not only can include many persons but also can stretch through long periods of time and  can include highly complex cognitive objects and associated behavior.

Negative Complexity

In 2006 I introduced the term negative complexity in my writings to describe the fact that in the world surrounding an individual person there is an amount of language-encoded meaning available which is beyond the capacity of an  individual brain to be processed. Thus whatever kind of experience or knowledge is accumulated in libraries and data bases, if the negative complexity is higher and higher than this knowledge can no longer help individual persons, whole groups, whole populations in a constructive usage of all this. What happens is that the intended well structured ‘sound’ of knowledge is turned into a noisy environment which crashes all kinds of intended structures into nothing or badly deformed somethings.

Entangled Humans

From Quantum Mechanics we know the idea of entangled states. But we must not dig into quantum mechanics to find other phenomena which manifest entangled states. Look around in your everyday world. There exist many occasions where a human person is acting in a situation, but the bodily separateness is a fake. While sitting before a laptop in a room the person is communicating within an online session with other persons. And depending from the  social role and the  membership in some social institution and being part of some project this person will talk, perceive, feel, decide etc. with regard to the known rules of these social environments which are  represented as cognitive objects in its brain. Thus by knowledge, by cognition, the individual person is in its situation completely entangled with other persons which know from these roles and rules  and following thereby  in their behavior these rules too. Sitting with the body in a certain physical location somewhere on the planet does not matter in this moment. The primary reality is this cognitive space in the brains of the participating persons.

If you continue looking around in your everyday world you will probably detect that the everyday world is full of different kinds of  cognitively induced entangled states of persons. These internalized structures are functioning like protocols, like scripts, like rules in a game, telling everybody what is expected from him/her/x, and to that extend, that people adhere to such internalized protocols, the daily life has some structure, has some stability, enables planning of behavior where cooperation between different persons  is necessary. In a cognitively enabled entangled state the individual person becomes a member of something greater, becoming a super person. Entangled persons can do things which usually are not possible as long you are working as a pure individual person.[1]

Entangled Humans and Negative Complexity

Although entangled human persons can principally enable more complex events, structures,  processes, engineering, cultural work than single persons, human entanglement is still limited by the brain capacities as well as by the limits of normal communication. Increasing the amount of meaning relevant artifacts or increasing the velocity of communication events makes things even more worse. There are objective limits for human processing, which can run into negative complexity.

Future is not Waiting

The term ‘future‘ is cognitively empty: there exists nowhere an object which can  be called ‘future’. What we have is some local actual presence (the Now), which the body is turning into internal representations of some kind (becoming the Past), but something like a future does not exist, nowhere. Our knowledge about the future is radically zero.

Nevertheless, because our bodies are part of a physical world (planet, solar system, …) and our entangled scientific work has identified some regularities of this physical world which can be bused for some predictions what could happen with some probability as assumed states where our clocks are showing a different time stamp. But because there are many processes running in parallel, composed of billions of parameters which can be tuned in many directions, a really good forecast is not simple and depends from so many presuppositions.

Since the appearance of homo sapiens some hundred thousands years ago in Africa the homo sapiens became a game changer which makes all computations nearly impossible. Not in the beginning of the appearance of the homo sapiens, but in the course of time homo sapiens enlarged its number, improved its skills in more and more areas, and meanwhile we know, that homo sapiens indeed has started to crash more and more  the conditions of its own life. And principally thinking points out, that homo sapiens could even crash more than only planet earth. Every exemplar of a homo sapiens has a built-in freedom which allows every time to decide to behave in a different way (although in everyday life we are mostly following some protocols). And this built-in freedom is guided by actual knowledge, by emotions, and by available resources. The same child can become a great musician, a great mathematician, a philosopher, a great political leader, an engineer, … but giving the child no resources, depriving it from important social contexts,  giving it the wrong knowledge, it can not manifest its freedom in full richness. As human population we need the best out of all children.

Because  the processing of the planet, the solar system etc.  is going on, we are in need of good forecasts of possible futures, beyond our classical concepts of sharing knowledge. This is where our vision enters.

VISION: DEVELOPING TOGETHER POSSIBLE FUTURES

To find possible and reliable shapes of possible futures we have to exploit all experiences, all knowledge, all ideas, all kinds of creativity by using maximal diversity. Because present knowledge can be false — as history tells us –, we should not rule out all those ideas, which seem to be too crazy at a first glance. Real innovations are always different to what we are used to at that time. Thus the following text is a first rough outline of the vision:

  1. Find a format
  2. which allows any kinds of people
  3. for any kind of given problem
  4. with at least one vision of a possible improvement
  5. together
  6. to search and to find a path leading from the given problem (Now) to the envisioned improved state (future).
  7. For all needed communication any kind of  everyday language should be enough.
  8. As needed this everyday language should be extendable with special expressions.
  9. These considerations about possible paths into the wanted envisioned future state should continuously be supported  by appropriate automatic simulations of such a path.
  10. These simulations should include automatic evaluations based on the given envisioned state.
  11. As far as possible adaptive algorithms should be available to support the search, finding and identification of the best cases (referenced by the visions)  within human planning.

REFERENCES or COMMENTS

[1] One of the most common entangled state in daily life is the usage of normal language! A normal language L works only because the rules of usage of this language L are shared by all speaker-hearer of this language, and these rules are explicit cognitive structures (not necessarily conscious, mostly unconscious!).

Continuation

Yes, it will happen 🙂 Here.

 

 

 

 

 

 

KOMEGA REQUIREMENTS No.1. Basic Application Scenario

KOMEGA REQUIREMENTS No.1. Basic Application Scenario

ISSN 2567-6458, 26.July – 11.August 2020
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

CONTEXT

As described in the uffmm eJournal  the wider context of this software project is a generative theory of cultural anthropology [GCA] which is an extension of the engineering theory called Distributed Actor-Actor Interaction [DAAI]. In  the section Case Studies of the uffmm eJournal there is also a section about Python co-learning – mainly
dealing with python programming – and a section about a web-server with
Dragon. This document will be part of the Case Studies section.

PDF TEXT:

requirements-no1-v3-11Aug2020 (published: Aug-11, 2020; this version replaces the version from 7.August 2020)

requirements-no1-v2-2-7Aug2020 (published: Aug-7, 2020; this version replaces the version from 6.August 2020)

requirements-no1-v2-6Aug2020 (published: Aug-6, 2020; this version replaces the version from 25.July 2020)

requirements-no1-25july2020-v1-pub (published: July-26, 2020)

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)

 

 

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.

 

 

 

 

AAI-THEORY V2 – BLUEPRINT: Bottom-up

eJournal: uffmm.org,
ISSN 2567-6458, 27.February 2019
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

Last change: 28.February 2019 (Several corrections)

CONTEXT

An overview to the enhanced AAI theory version 2 you can find here. In this post we talk about the special topic how to proceed in a bottom-up approach.

BOTTOM-UP: THE GENERAL BLUEPRINT

Outine of the process how to generate an AS
Figure 1: Outline of the process how to generate an AS with a bottom-up approach

As the introductory figure shows it is assumed here that there is a collection of citizens and experts which offer their individual knowledge, experiences, and skills to ‘put them on the table’ challenged by a given problem P.

This knowledge is in the beginning not structured. The first step in the direction of an actor story (AS) is to analyze the different contributions in a way which shows distinguishable elements with properties and relations. Such a set of first ‘objects’ and ‘relations’ characterizes a set of facts which define a ‘situation’ or a ‘state’ as a collection of ‘facts’. Such a situation/ state can also be understood as a first simple ‘model‘ as response to a given problem. A model is as such ‘static‘; it describes what ‘is’ at a certain point of ‘time’.

In a next step the group has to identify possible ‘changes‘ which can be associated with at least one fact. There can be many possible changes which eventually  need different durations to come into effect. These effects can happen  as ‘exclusive alternatives’ or in ‘parallel’. Apply the possible changes to a  situation  generates   ‘successors’ to the actual situation. A sequence of situations generated by applied changes is  usually called a ‘simulation‘.

If one allows the interaction between real actors with a simulation by associating  a real actor to one of the actors ‘inside the simulation’ one is turning the simulation into an ‘interactive simulation‘ which represents basically a ‘computer game‘ (short: ‘egame‘).

One can use interactive simulations e.g. to (i) learn about the dynamics of a model, to (ii) test the assumptions of a model, to (iii) test the knowledge and skills of the real actors.

Making new experiences with a  simulation allows a continuous improvement of the model and its change rules.

Additionally one can include more citizens and experts into this process and one can use available knowledge from databases and libraries.

EPISTEMOLOGY OF CONCEPTS

Epistemology of concepts used in an AAI Analysis rprocess
Fig.2: Epistemology of concepts used in an AAI Analysis process

As outlined in the preceding section about the blueprint of a bottom-up process there will be a heavy   usage of concepts to describe state of affairs.

The literature about this topic in philosophy as well as many scientific disciplines is overwhelmingly and therefore this small text here can only be a ‘pointer’ into a complex topic. Nevertheless I will use exactly this pointer to explore this topic further.

While the literature is mainly dealing with  more or less specific partial models, I am trying here to point out a very general framework which fits to a more genera philosophical — especially epistemological — view as well as gives respect to many results of scientific disciplines.

The main dimensions here are (i) the outside external empirical world, which connects via sensors to the (ii) internal body, especially the brain,  which works largely ‘unconscious‘, and then (iii) the ‘conscious‘ part of he brain.

The most important relationship between the ‘conscious’ and the ‘unconscious’ part of the brain is the ability of the unconscious brain to transform automatically incoming concrete sens-experiences into more   ‘abstract’ structures, which have at least three sub-dimensions: (i) different concrete material, (ii) a sub-set of extracted common properties, (iii) different sets of occurring contexts associated with the different subsets. This enables the brain to extract only a ‘few’ abstract structures (= abstract concepts)  to deal with ‘many’  concrete events. Thus the abstract concept ‘chair’ can cover many different concrete chairs which have only a few properties in common. Additionally the chairs can occur in different ‘contexts’ associating them with different ‘relations’ which can  specify  possible different ‘usages’   of  the concept ‘chair’.

Thus, if the actor perceives something which ‘matches’ some ‘known’ concept then the actor is  not only conscious about the empirical concrete phenomenon but also simultaneously about the abstract concept which will automatically be activated. ‘Immediately’ the actor ‘knows’ that this empirical something is e.g. a ‘chair’. Concrete: this concrete something is matching an abstract concept ‘chair’ which can as such cover many other concrete things too which can be as concrete somethings partially different from another concrete something.

From this follows an interesting side effect: while an actor can easily decide, whether a concrete something is there  (“it is the case, that” = “it is true”) or not (“it is not the case, that” = “it isnot true” = “it is false”), an actor can not directly decide whether an abstract concept like ‘chair’ as such is ‘true’ in the sense, that the concept ‘as a whole’ corresponds to concrete empirical occurrences. This depends from the fact that an abstract concept like ‘chair’ can match with a  nearly infinite set of possible concrete somethings which are called ‘possible instances’ of the abstract concept. But a human actor can directly   ‘check’ only a ‘few’ concrete somethings. Therefore the usage of abstract concepts like ‘chair’, ‘house’, ‘bottle’ etc. implies  inherently an ‘open set’ of ‘possible’ concrete  exemplars and therefor is the usage of such concepts necessarily a ‘hypothetical’ usage.  Because we can ‘in principle’ check the real extensions of these abstract concepts   in everyday life as long there is the ‘freedom’ to do  such checks,  we are losing the ‘truth’ of our concepts and thereby the basis for a  realistic cooperation, if this ‘freedom of checking’ is not possible.

If some incoming perception is ‘not yet known’,  because nothing given in the unconsciousness does ‘match’,  it is in a basic sens ‘new’ and the brain will automatically generate a ‘new concept’.

THE DIMENSION OF MEANING

In Figure 2 one can find two other components: the ‘meaning relation’ which maps concepts into ‘language expression’.

Language expressions inside the brain correspond to a diversity of visual, auditory, tactile or other empirical event sequences, which are in use for communicative acts.

These language expressions are usually not ‘isolated structures’ but are embedded in relations which map the expression structures to conceptual structures including  the different substantiations of the abstract concepts and the associated contexts. By these relations the expressions are attached to the conceptual structures which are called the ‘meaning‘ of the expressions and vice versa the expressions are called the ‘language articulation’ of the meaning structures.

As far as conceptual structures are related via meaning relations to language expressions then  a perception can automatically cause the ‘activation’ of the associated language expressions, which in turn can be uttered in some way. But conceptual structures   can exist  (especially with children) without an available  meaning relation.

When language expressions are used within a communicative act then  their usage can activate in all participants of the communication the ‘learned’ concepts as their intended meanings. Heaving the meaning activated in someones ‘consciousness’ this is a real phenomenon for that actor. But from the occurrence of  concepts alone does not automatically follow, that a  concept is ‘backed up’ by some ‘real matter’ in the external world. Someone can utter that it is raining, in the hearer of this utterance the intended concepts can become activated, but in the outside external world no rain is happening. In this case one has to state that the utterance of the language expressions “Look, its raining” has no counterpart in the real world, therefore we call the utterance in this case ‘false‘ or  ‘not true‘.

THE DIMENSION OF TIME

The dimension of time based on past experience and combinatoric thinking
Fig.3: The dimension of time based on past experience and combinatoric thinking

The preceding figure 2 of the conceptual space is not yet complete. There is another important dimension based on the ability of the unconscious brain to ‘store’ certain structures in a ‘timely order’ which enables an actor — under certain conditions ! — to decide whether a certain structure X occurred in the consciousness ‘before’ or ‘after’ or ‘at the same time’ as another structure Y.

Evidently the unconscious brain is able do exactly this:  (i) it can arrange the different structures under certain conditions in a ‘timely order’;  (ii)  it can detect ‘differences‘ between timely succeeding structures;  the brain (iii) can conceptualize these changes as ‘change concepts‘ (‘rules of change’), and it can  can classify different kinds of change like ‘deterministic’, ‘non-deterministic’ with different kinds of probabilities, as well as ‘arbitrary’ as in the case of ‘free learning systems‘. Free learning systems are able to behave in a ‘deterministic-like manner’, but they can also change their patterns on account of internal learning and decision processes in nearly any direction.

Based on memories of conceptual structures and derived change concepts (rules of change) the unconscious brain is able to generate different kinds of ‘possible configurations’, whose quality is  depending from the degree of dependencies within the  ‘generating  criteria’: (i) no special restrictions; (ii) empirical restrictions; (iii) empirical restrictions for ‘upcoming states’ (if all drinkable water would be consumed, then one cannot plan any further with drinkable water).

 

 

 

 

 

 

 

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 – Actor Story (AS)

eJournal: uffmm.org,
ISSN 2567-6458, 28.Januar 2019
Email: info@uffmm.org
Author: Gerd Doeben-Henisch
Email: gerd@doeben-henisch.de

— Outdated —

CONTEXT

An overview to the enhanced AAI theory  version 2 you can find here.  In this post we talk about  the generation of the actor story (AS).

ACTOR STORY

To get from the problem P to an improved configuration S measured by some expectation  E needs a process characterized by a set of necessary states Q which are connected by necessary changes X. Such a process can be described with the aid of  an actor story AS.

  1. The target of an actor story (AS) is a full specification of all identified necessary tasks T which lead from a start state q* to a goal state q+, including all possible and necessary changes X between the different states M.
  2. A state is here considered as a finite set of facts (F) which are structured as an expression from some language L distinguishing names of objects (like  ‘D1’, ‘Un1’, …) as well as properties of objects (like ‘being open’, ‘being green’, …) or relations between objects (like ‘the user stands before the door’). There can also e a ‘negation’ like ‘the door is not open’. Thus a collection of facts like ‘There is a door D1’ and ‘The door D1 is open’ can represent a state.
  3. Changes from one state q to another successor state q’ are described by the object whose action deletes previous facts or creates new facts.
  4. In this approach at least three different modes of an actor story will be distinguished:
    1. A textual mode generating a Textual Actor Story (TAS): In a textual mode a text in some everyday language (e.g. in English) describes the states and changes in plain English. Because in the case of a written text the meaning of the symbols is hidden in the heads of the writers it can be of help to parallelize the written text with the pictorial mode.
    2. A pictorial mode generating a Pictorial Actor Story (PAS). In a pictorial mode the drawings represent the main objects with their properties and relations in an explicit visual way (like a Comic Strip). The drawings can be enhanced by fragments of texts.
    3. A mathematical mode generating a Mathematical Actor Story (MAS): this can be done either (i) by  a pictorial graph with nodes and edges as arrows associated with formal expressions or (ii)  by a complete formal structure without any pictorial elements.
    4. For every mode it has to be shown how an AAI expert can generate an actor story out of the virtual cognitive world of his brain and how it is possible to decide the empirical soundness of the actor story.