Mark Waser wrote:
[snip]
Personally, I believe that Richard's complex systems problem is
overblown as well. I believe that if a mind is composed of many
heterogeneous units/subsystems (though the units may themselves be
composed of nearly identical units/design) that have bounded interfaces
and if the organization of these pieces and their aggregate
interfaces are scale-invariant in this boundedness -- that the
complexity will be firewalled and generally not cause rampant
instability. I believe that the complexity problems that many systems
have shown are due to overly large subunits, excessive connectivity, and
inadequate firewalling/interface controlling. This is one of the
reasons why I don't believe that single mathematical designs of
everything are likely to work. Not because they cant be made to work if
the higher level organization is designed correctly (as nature might
have done) but because the I don't believe that the necessary
higher-level organization is going to form spontaneously (unless you've
got evolutionary-sized time scales and numbers of entities -- and if you
look at the fact that recent scientific evidence is pushing much of
neural stuff all the way back to sponges . . . . ). My biggest
complaint about OpenCog has always been that I think that you have the
lower-level details down correctly but you're not worrying about the
higher-level stuff (or, at least, while you believe that you have it
handled, there's been nothing for others to look at). That seems to be
less the case with some of the new OpenCog documentation but I haven't
finished absorbing that yet.
Mark,
Actually, this is addressed not just to your thoughts above, but also to
Dave Hart's comments yesterday.
I think I have been guilty of not being specific enough about exactly
what is meant by saying that 'complexity' is a problem, and as a result
I have seen many interpretations that don't fit the idea that I actually
had in mind. So, when I read your description above, my first thought
was "Oh: that is not where I would have seen the complexity as being a
problem at all".
Roughly speaking, what I am most concerned about when I mention the CSP
is when researchers make *design* decisions that then have subtle,
unintended and uncontrollable consequences. So, a person might choose a
particular knowledge representation scheme, say, and then try to tweak
it later, when (as always happens) they find that it seems to be
limiting what they can do. The important question, to my mind, is what
kind of relationship exists between the (lowest-level, most basic)
design choices and the (high-level) behavior of the system.
Let me be more concrete. Suppose that someone decided to use
traditional symbols (items that simply had a label attached, like [cat]
and [like] and [running]), together with a method for combining these
symbols into statements, and with simple truth values attached to the
statements. In this kind of system you would find statements like "I
hate Brahms. (p = 0.91)".
Now, we all know that there are differences between how easy it is to
get different AI systems to work, depending on these design choices.
For example, if some other AI researcher picked a different scheme in
which there were not just 'truth values' like p = 0.91, but also
confidence intervals like p = 0.91, c = 0.04, we might expect this new
AI system to be able to do some things a lot better than the first one.
However, just exactly what is the relationship between these different
choices of design at the lowest level, and the 'power' of the overall
system? Is it the case, for example, that a system like the two I just
described could be improved to an arbitrary extent by adding new, more
subtle combinations of truth values, confidence intervals, and so on?
If we added enough machinery to the truth-value part of the design,
would we always be able to find a way to get from our initial design to
a design that had human-level intelligence?
Or, is it possible that the initial choice of design could never be
improved up to the human level, no matter what truth-value stuff was
added to it? Could it be that other aspects of the initial design have
already boxed it into a You-Can't-Get-There-From-Here situation?
What I am pointing to, then, is a 'complexity' that exists in the
relationship between low-level design choices and high level
consequences. So, when I see you write that "complexity problems that
many systems have shown are due to overly large subunits, excessive
connectivity, and inadequate firewalling/interface controlling", I see
something that is way, way higher up than the root cause that I am
referring to. In the kind of hypothetical AI design that I just
described, all that stuff you referred to (all the subunits,
connectivity, interfaces, etc) could be absolutely perfect and not
suffer from any of the troubles you mentioned, but at the same time the
system might be completely dead in the water, just because of the design
decision regarding the symbols and the p values. If the system was
already trapped in a dead end, no amount of cleanliness in the rest of
the design would make any difference.
I am not, of course, saying that most AI systems *are* boxed in like
this, I am only saying that there is a *possibility* that a design
choice can make it impossible to improve a system beyond a certain
level. I am saying that situations like that really do happen.
The big problem with my line of argument, so far, is that we all know
many examples of scientific or engineering challenges, in the past, that
were superficially similar to this, and many of these were overcome! So
when you hear me complain about the possibility of getting boxed into a
corner like this, you might be tempted to say that scientists are smart,
and they often have good intuition, so in cases like this they will
eventually get some clues about what kind of low-level design choices
would work. At the end of the day, that is how all discoveries are
made: people come to understand a system intuitively, and as a result
are able to work backwards from the overall behavior of the system to
the underlying mechanisms that cause the behavior. If the same story
happens in AGI research as happened in all the other branches of science
until now, it will only be a matter of time before the right combination
of design choices is found.
I probably don't need to labor the rest of the story, because you have
heard it before. If there is a brick wall between the overall behavior
of the system and the design choices that go into it - if it is
impossible to go from 'I want the system to behave like [that]' to
'therefore I need to make [this] choice of design at the low level' -
then all the stuff about using intuition to sense the right design would
go out the window. This is why the conversation yesterday about what
John Conway actually did when he came up with Game of Life was so
important: the documentary evidence suggests that what he and his team
did was just blind search. Other people have tried to assert that he
used mathematical intuition. The complex systems community would say
that in almost all projects like the one Conway undertook, there would
be absolutely no choice whatsoever but to do a blind search.
The problem, then, is that if the AGI case does have some resemblance to
the project that Conway undertook (and this seems to be a distinct
possibility, to say the least), then the *way* in which the complexity
is going to get you might be in the first few design decisions you make.
The whole show would be over long before you got to the details of
the design, so it would not matter how careful you were to keep the
subunits, connections and interfaces clean.
Let me know if this distinction makes sense. It is pretty close to the
one I tried to make in the paper, when I talked about 'static' and
'dynamic' complexity.
Cheers,
Richard Loosemore
-------------------------------------------
agi
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