É ' "i ìli i Volume 19 Number 4 November 1995 ISSN 0350-5596 I Informatica An International Journal of Computing and Informatics Special Issue: Mind <> Computer Were Dreyfus and Winograd right? Guest Editors: Matjaž Gams (Europe, Africa) Marcin Paprzycki (Americas) Xindong Wu (Asia, Australia). The Slovene Society Informatika, Ljubljana, Slovenia Informatica An International Journal of Computing and Informatics Basic info about Informatica and back issues may be FTP'from ftp.arnes.si in magazines/informatica ID: anonymous PASSWORD: FTP archive may be also accessed with WWW (worldwide web) clients with URL; http://mww2.ijs.si/~mezi/informatica.html Subscription Informatio Informatica (ISSN 0350-5596) is published four times a year in Spring, Summer, Autumn, and Winter (4 issues per year) by the Slovene Society Informatika, Vožarski pot 12, 61000 Ljubljana, Slovenia. 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Sear., Engineering Index, INSPEC, Mathematical Reviews, Sociological Abstracts, Uncover, Zentralblatt für Mathematik und ihre Grenzgebiete., Linguistics and Language Behaviour Abstracts, Cybernetica Newsletter The issuing of the In formatica journal is financially supported by the Ministry for Science and Technology, Slovenska 50, 610Ò0 Ljubljana, Slovenia. MIND o COMPUTER: INTRODUCTION TO THE SPECIAL ISSUE Matjaž Gams, Marcin Paprzycki, Xindong Wu see FTP: ftp.arnes.si magazines/informatica anonymous your-mail or WWW: http://www2.ijs.si/~mezi/informatica.html This special issue of Informatica on Mind <> Machine aims to reevaluate the soundness of current AI research, especially the heavily disputed strong-AI paradigm, and to pursue new directions towards achieving true intelligence. It is a brainstorming issue about core ideas that will shape future AI. We have tried to include critical papers representing different positions on these issues. Submissions were invited in all subareas and on all aspects of AI research and its new directions, especially: - the current state, positions, and true advances achieved in the last 5-10 years in various subfields of AI (as opposed to parametric improvements), - the trends, perspectives and foundations of artificial and natural intelligence, and - strong AI vs. weak AI and the reality of most current "typical" publications in AI. Papers accepted for the special issue include invited papers from Agre, Dreyfus, Gams, Michie, Winograd and Wu, and regular submissions. The invited papers were refereed in the same way as regular submissions, and all authors were asked to accommodate comments from referees. The accepted papers are grouped into the following three categories. A. Overview and General Issues Making a Mind vs. Modelling the Brain: AI Back at a Branchpoint by H.L. Dreyfus and S.E. Dreyfus, and Thinking machines: Can there be? Are we? by T. Winograd, are both unique and worth reading again and again. Indeed, they present the motto of this special issue - were not H.L. Dreyfus, S.E. Dreyfus and T. Winograd right about this issue years ago? Were the attacks on them by the strong-AI community and large parts of the formal-sciences commuiiity unjustified? We believe the answer is yes. "Strong AI": An Adolescent Disorder by D. Michie advocates an integrative approach - let us forget about differences and keep doing interesting things. Artificial Selfhood: The Path to True Artificial Intelligence by B. Goertzel rejects formal logic and advocates designing complex self-aware systems. Strong vs. Weak AI by M. Gams presents an overview of the antagonistic approaches and proposes an AI version of the Heisenberg principle delimiting strong from weak AI. A Brief Naive Psychology Manifesto by S. Watt argues for naive commonsense psychology, by analogy to naive physics. People understand physics and psychology even in their childhood without any formal logic or equations. Stuffing Mind into Computer: Knowledge and Learning for Intelligent Systems by K.J. Cherka-uer analyses knowledge acquisition and learning as the key issues necessary for designing intelligent computers. Has Turing Slain the Jabberwock? by L. MarinofF attacks strong AI through slaying Turing and Jabberwock. The papers in this section are a mixture of interdisciplinary approaches, from computer- to cognitive sciences. The average paper takes a critical stand against strong AI. However, the level of criticism and' acclaim for intelligent digital computers varies. B. New Approaches Computation and Embodied Agency by P.E. Agre analyses computational theories of agents' interactions with their environments. Methodological Considerations on Modeling Cognition and Designing Human-Computer Interfa- ces - An Investigation from the Perspective of Philosophy of Science and Epistemologi! by M.F. Peschi investigates the role of representation in hoth cognitive modeling and the development of liuman-computer interfaces. Knowledge Objects by X. Wu, S. Ramakrishnan and H. Schmidt introduces knowledge objects as a step further from programming objects. Modeling Affect: The Next Step in Intelligent Computer Evolution by S. Walczak advocates implementing features such as affects in order to design intelligent programming systems. The Extracellular Containment of Natural Intelligence: A New Direction for Strong AIhy ^--L-Amoroso is one of the rare papers closely connecting physics and AI in this issue. Quantum Intelligence, QI; Quantum Mind, QM by B. Souček presents and defines concepts of quantum inteUigence and quantum mind. Representations, Explanations, and PDP: Is Representation-Talk Really Necessary? by R.S. StufHebeam addresses the connectionist approach. What has happened to the neural-network wave of optimism? C. Computability and Form vs. Meaning Is Consciousness a Computational Property? by G. Caplain proposes a detailed argument to show that mind can not be computationally modeled. Cracks in the Computational Foundations by P. Schweizer claims that computational procedures are not constitutive of the mind, and thus cannot play a fundamental role in AI. Gödel's Theorems for Minds and Computers by D. Bojadžiev, presents an overview of the uses of Gödel's theorems, claiming that they apply equally to humans and computers. On the Computational Model of the Mindhy M. Radovan examines various strengths and shortcomings of computers and minds. Although computers in many ways exceed natural mind, brains still have quite a few aces left. What Internal Languages Can't Do by P. Hi-pwell analyses the hmitations of internal representation languages in contrast with the brain's representations. Consciousness and Understanding in the Chinese Room by S. Gozzano proposes yet another re- ason why Searle's Chinese rooms present a hypothetical situation only. Acknowledgements The following reviewers are gratefully thanked for their time and effort to make this special issue a reahty: - Kenneth Aizawa - Alan Aliu - Balaji Bharadwaj - Leslie Burkholder - Frada Burstein - Sait Dogru - Mark Druzdzel - Stavros Kokkotos - Kevin Korb - Timothy Menzies - Madhav Moganti - John Mueller - Hari Narayanan - James Pomykalski - David Robertson - Olivier de Vel - John Weckert - Stefan Wrobel Making a Mind vs. Modeling the Brain: AI Back at a Branchpoint Hubert L. Dreyfus and Stuart E. Dreyfus University of California, Berkeley Keywords: mind, brain, AI directions Edited by: Matjaž Gams Received: October 17, 1994 Revised: October 4, 1995 Accepted: October 18, 1995 Nothing seems more possible to me than that people some day will come to the definite opinion that there is no copy in the... nervous system which corresponds to a particular thought, or a particular idea, or memory.^ Information is not stored anywhere in particular. Rather it is stored everywhere. Information is better thought of as "evoked" than "found" ? In the early 1950s, as calculating machines were coming into their own, a few pioneer thinkers began to realize that digital computers could be more than number crunchers.^ At that point two opposed visions of what computers could be, each with its correlated research program, emerged and struggled for recognition. One faction saw computers as a system for manipulating mental symbols; the other, as a medium for modeling the brain. One sought to use computers to instantiate a formal representation of the world; the other, to simulate the interactions of neurons. One took problem solving as its paradigm of intelhgence; the other, learning. One utilized logic, the other statistics. One school was the heir to the rationalist, reductionist tradition in philosophy; the other viewed itself as idealized, holistic neuro-science. 'L. Wittgenstein, Last Writings on the Philosophy of Psychology, Vol. I, Chicago University Press, 1982, #504, p. 66e. (Translation corrected). ^Rumelhart and Norman, "A Comparison of Models," ParalieJ Models of Associative Memory, Hinten and Anderson eds., Lawrence Erlbaum Associates, Publishers, 1981, p. 3. ^First published as Dreyfus, H. L. & Dreyfus, S. E. (1988), Making a mind versus modelling the brain: Artificial intelligence back at a branchpoint, Daedalus, 117(1):185-197. Reprinted with permission. The rallying cry of the first group was that both minds and digital computers were physical symbol systems. By 1955 Allen Newell and Herbert Simon, working at the RAND Corporation, had concluded that strings of bits manipulated by a digital computer could stand for anything - numbers, of course, but also features of the real world. Moreover, programs could be used as rules to represent relations between these symbols, so that the system could infer further facts about the represented objects and their relations. As Newell put it recently in his account of the history of issues in AI: The digital-computer field defined computers as machines that manipulated numbers. The great thing was, adherents said, that everything could be encoded into numbers, even instructions. In contrast, the scientists in AI saw computers as machines that manipulated symbols. The great thing was, they said, that everything could be encoded into symbols, even numbers.^ This way of looking at computers became the basis of a way of looking at minds. Newell and Simon hypothesized that the human brain and the digital computer, while totally different in structure and mechanism, had, at the appropriate level of abstraction, a common functional description. At this level, both the human brain and the appropriately programmed digital computer could be seen as two different instantiations of a single species of device - one which generated "Allen Newell, "Intellectual Issues in the History of Artificial Intelligence", in The Study of Information: Inter-disciplina.Ty Messages, F. Machlup and U. Mansfield, eds. (New York: John Wiley and Sons, 1983), p. 196. intelligent behavior by manipulating symbols by means of formal rules. Newell and Simon stated their view as an hypothesis: The Physical Symbol System Hypothesis. A physical symbol system has the necessary and sufficient means for general intelligent action. By "necessary" we mean that any system that exhibits general intelligence will prove upon analysis to be a physical symbol system. By "sufficient" we mean that any physical symbol system of sufficient size can be organized further to exhibit general intelligence.^ Newell and Simon trace the roots of their hypothesis back to Frege, Russell, and Whitehead® but, of course, Frege and company were themselves heirs to a long atomistic, rationalist tradition. Descartes already assumed that all understanding consisted in forming and manipulating appropriate representations, that these representations could be analyzed into primitive elements (naturaš simplices), and that all phenomena could be understood as a complex combinations of these simple elements. Moreover, at the same time, Ho-bbes implicitly assumed that the elements were formal elements related by purely syntactic operations, so that reasoning could be reduced to calculation. "When a man reasons, he does nothing else but conceive a sum total from addition of parcels," Hobbes wrote, "for REASON... is nothing but reckoning... Finally Leibniz, working out the classical idea of mathesis - the formalization of everything -, sought support to develop a universal symbol system, so that "we can assign to every object its determined characteristic number".® According to Leibniz, in understanding we analyze concepts into more simple elements. In order to avoid a regress of simpler and simpler elements, there must be ultimate simples in terms of which all complex concepts can be understood. Moreover, if concepts are to apply to the world, there must be simple features which these elements represent. Leibniz envisaged ®Allen Newell and Herbert Simon, "Computer Science as Empirical Inquiry: Symbols and Search", reprinted in Mind Design, John Haugeland, ed., (Cambridge: Bradford/MIT Press, 1981), p. 41. ®Ibid., p. 42. ^Hobbes, Leviathan, (New York: Library of Liberal Arts, 1958), p. 45. ^Leibniz, Selections, ed. Philip Wiener (New York: Scribner, 1951), p. 18. "a kind of alphabet of human thoughts"^ whose "characters must show, when they are used in demonstrations, some kind of connection, grouping and order which are also found in the objects."^® Ludwig Wittgenstein, drawing on Frege and Russell, stated the pure form of this syntactic, representational view of the relation of the mind to reality in his Tractatus Logico-Philosophicus. He defined the world as the totality of logically independent atomic facts: 1.1. The world is the totality of facts, not of things. Facts, in turn, were exhaustively analyzable into primitive objects. 2.01. An atomic fact is a combination of objects... 2.0124. If all objects are given, then thereby all atomic facts are given. These facts, their constituents, and their logical relations were represented in the mind. 2.1. We make to ourselves pictures of facts. 2.15. That the elements of the picture are combined with one another in a definite way,, represents that the things are so combined with one another.^^ AI can be thought of as the attempt to find the primitive elements and logical relations in the subject (man or computer) which mirror the primitive objects and their relations which make up the world. Newell and Simon's physical symbol system hypothesis in effect turns the Wittgenste-inian vision - which is itself the culmination of the classical rationalist philosophical tradition - into an empirical claim, and bases a research program on it. The opposed intuition, that we should set about creating artificial intelligence by modeling the brain not the mind's symboHc representation of the world, drew its inspiration not from philosophy but from what was soon to be called neuro-science. It was directly inspired by the work of D.O. Hebb who in 1949 suggested that a mass of neurons could learn if, when neuron A and neuron B were simultaneously excited, that increased the strength of the connection between them. This lead was followed by Frank Rosenblatt ®Ibid., p. 20. i^Ibid., p. 10. '^L. Wittgenstein, Tractatus Logico-Philosophicus, (London: Routledge and Kegan Paul, 1960). who reasoned that since intelligent behavior based on our representation of the world was likely to be hard to formalize, AI should rather attempt to automate the procedures by which a network of neurons learns to discriminate patterns and respond appropriately. As Rosenblatt put it: The implicit assumption of the symbol manipulating research program is that it is relatively easy to specify the behavior that we want the system to perform, and that the challenge is then to design a device or mechanism which will effectively carry out this behavior.,. It is both easier and more profitable to axiomatize the physical system and then investigate this system analytically to determine its behavior, than to axiomatize the behavior and then design a physical system by techniques of logical synthesis.^^ Another way to put the difference between the two research programs is that those seeking sym-boHc representations were looking for a formal structure that would give the computer the ability to solve a certain class of problems or discriminate certain types of patterns, Rosenblatt, on the other hand, wanted to build a physical device, or to simulate such a device on a digital computer, which then could generate its own abilities. Many of the models which we have heard discussed are concerned with the question of what logical structure a system must have if it is to exhibit some property, X. This is essentially a question about a static system... An alternative way of looking at the question is: what kind of a system can evolve property X ? I think we can show in a number of interesting cases that the second question can be solved without having an answer to the first.^^ Both approaches met with immediate and startling success. Newell and Simon succeeded by 1956 in programming a computer using symbohc representations to solve simple puzzles and prove theorems in the propositional calculus. On the basis of these early impressive results it looked like the physical symbol system hypothesis was about to be confirmed, and Newell and Simon were understandably euphoric. Simon announced: It is not my aim to surprise or shock you... But the simplest way I can summarize is to say that there are now in the world machines that think, that learn and that create. Moreover, their ability to do these things is going to increase rapidly until - in a visible future - the range of problems they can handle will be coextensive with the range to which the human mind has been applied.^^ He and Newell explained: We now have the elements of a theory of heuristic (as contrasted with algorithmic) problem solving; and we can use this theory both to understand human heuristic processes and to simulate such processes with digital computers. Intuition, insight, and learning are no longer exclusive possessions of humans: any large high-speed computer can be programmed to exhibit them also.^® Heuristic rules are rules that when used by human beings are said to be based on experience or judgment. Such rules frequently lead to plausible solutions to problems or increase the efficiency of a problem-solving procedure. Whereas algorithms guarantee a correct solution (if there is one) in a finite time, heuristics only increase the likehhood of finding a plausible solution. Rosenblatt put his ideas to work in a type of device which he called a perceptron.^® By 1956 '^Frank Rosenblatt, "Strategic Approaches to the Study of Brain Models," Principles of Self-Organiza-tion, H. von Foerster, ed., (Pergamon Press, 1962), p. 386. ^®Ibid., p. 387. ^"Herbert Simon and Allen Newell, "Heuristic Problem Solving: The Next Advance in Operations Research", Operations Research, Vol. 6 (January- February 1958), p. 6. "Ibid. ^®David Rumelhart and James McClelland in their recent book, Paraiiei Distributed Processing, describe the perceptron as follows: "Such machines consist of what is generally called a retina, an array of binary inputs sometimes taken to be arranged in a two-dimensional spatial layout; a set of predicates, a set of binary threshold units with fixed connections to a subset of units in the retina such that each predicate computes some local function over the subset of units to which it is connected; and one or more decision units, with modifiable connections to the predicates." (p. 111). They contrast the way a parallel distributed processing (PDP) model like the perceptron stores information with the way information is stored by symbolic representation. "In most models, knowledge is stored as a static copy of a pattern. Retrieval amounts to finding the pattern in long-term memory and copying it into a buffer or working memory. There is no real difference between the stored representation in long-term memory and the active representation in working memory. In PDP models, though, this is not the case. In these models, the patterns themselves are not stored. Rather, what is stored is the connection strengths between units that allow these patterns to be re-created." (p. 31) "Knowledge about any individual pattern is not stored in the connections of a special unit Rosenblatt was able to train a perceptron to classify certain types of patterns as similar and to separate these from other patterns which were dissimilar. By 1959 he too was jubilant and felt his approach had been vindicated: It seems clear that the... perceptron introduces a new kind of information processing automaton: For the first time, we have a machine which is capable of having original ideas. As an analogue of the biological brain, the perceptron, more precisely, the theory of statistical separability, seems to come closer to meeting the requirements of a functional explanation of the nervous system than any system previously proposed... As concept, it would seem that the perceptron has established, beyond doubt, the feasibility and principle of nonhuman systems which may embody human cognitive functions... The future of information processing devices which operate on statistical, rather than logical, principles seems to be clearly indicated. ^^ In the early sixties both approaches looked equally promising, and both made themselves equally vulnerable by making exaggerated claims. Yet the result of the internal war between the two research programs was surprisingly asymmetrical. By 1970 the brain simulation research which had its paradigm in the perceptron was reduced to a few, lonely, underfunded efforts, while those who proposed using digital computers as symbol manipulators had undisputed control of the resources, graduate programs, journals, symposia, etc. that reserved for that pattern, but is distributed over the connections among a large number of processing units." (p. 33) This led directly to Rosenblatt's idea that such machines should be able to acquire their ability through learning rather than by being programmed with features and rules: "If the knowledge is in the strengths of the connections, learning must be a matter of finding the right connection strengths so that the right patterns of activation will be produced under the right circumstances. This is an extremely important property of this class of models, for it opens up the possibiUty that an information processing mechanism could learn, as a result of tuning its connections, to capture the interdependencies between activations that it is exposed to in the course of processing." (p. 32) David E. Rumelhart, James L. McClelland, and the PDP Research Group, Parallel Distributed Processing. Vol 1. (Cambridge: Bradford/MIT Press, 1986), p. 158. ^^F. Rosenblatt, Mechanisation of Thought Processes: Proceedings of a Symposium held at the National Physical Laboratory, November 1958. Vol. L, p. 449., (London: HM Stationery Office). constitute a flourishing research program. Reconstructing how this came about is complicated by the myth of manifest destiny an on-going research program generates. Thus it looks to the victors as if symbolic information processing won out because it was on the right track, while the neural net approach lost because it simply didn't work. But this account of the history of the field is a retroactive illusion. Both research programs had ideas worth exploring and both had deep, unrecognized problems. Each position had its detractors and what they said was essentially the same: each approach had shown that it could solve certain easy problems but that there was no reason to think that either group could extrapolate its methods to real world complexity. Indeed, there was evidence that as problems got more complex the computation required by both approaches would grow exponentially and so soon become intractable. Marvin Minsky and Seymour Papert said in 1969 of Rosenblatt's perceptron: Rosenblatt's schemes quickly took root, and soon there were perhaps as many as a hundred groups, large and small, experimenting with the model... The results of these hundreds of projects and experiments were generally disappointing, and the explanations inconclusive. The machines usually work quite well on very simple problems but deteriorate very rapidly as the tasks assigned to them get harder.^^ Three years later, Sir James Lighthill, after reviewing work using heuristic programs such as Simon's and Minsky's reached a strikingly similar negative conclusion: Most workers in AI research and in related fields confess to a pronounced feeling of disappointment in what has been achieved in the past 25 years. Workers entered the field around 1950, and even around 1960, with high hopes that are very far from having been realized in 1972. In no part of the field have the discoveries made so far produced the major impact that was then promised... One rather general cause for the disappointments that have been experienced: failure to recognize the implications of the 'combinatorial explo- '®Marvin Minsky and Seymour Papert, Perceptrons: An Introduction to Computational Geometry, (Cambridge: The MIT Press, 1969), p. 19. Sion'. This is a general obstacle to the construction of a... system on a large knowledge base which results from the explosive growth of any combinatorial expression, representing numbers of possible ways of grouping elements of the knowledge base according to particular rules, as the base's size increases.^® As David Rumelhart succinctly sums it up: "Combinatorial explosion catches you sooner or later, although sometimes in different ways in parallel than in serial."^® Both sides had, as Jerry Fodor once put it, walked into a game of three-dimensional chess thinking it was tic-tac-toe. Why then, so early in the game, with so little known and so much to learn, did one team of researchers triumph at the total expense of the other? Why, at this crucial branchpoint, did the symbolic representation project become the only game in town? Everyone who knows the history of the field will be able to point to the proximal cause. About 1965 Minsky and Papert, who were running a laboratory at MIT dedicated to the symbol manipulation approach and therefore competing for support with the perceptron projects, began circulating drafts of a book directly attacking percep-trons. In the book they made clear their scientific position: Perceptrons have been widely publicized as "pattern recognition" or "learning" machines and as such have been discussed in a large number of books, journal articles, and voluminous "reports". Most of this writing... is without scientific value.^^ But their attack was also a philosophical crusade": They rightly saw that traditional rehance on reduction to logical primitives was being challenged by a new holism. Both of the present authors (first independently and later together) became involved with a somewhat therapeutic compulsion: to dispel what we feared to be the first shadows of a "holistic" or "Gestalt" misconception that would threaten to haunt the fields of engineering and artificial intelligence as it had earlier haunted biology and psychology.^^ They were quite right. Artificial neural nets may, but need not, allow an interpretation of their hidden nodes in terms of features a human being could recognize and use to solve the problem. While neural network modehng itself is committed to neither view, it can be demonstrated that association does not require that the hidden nodes be interpretable. Holists like Rosenblatt happily assumed that individual nodes or patterns of nodes were not picking out fixed features of the domain. Minsky and Papert were so intent on eliminating all competition and so secure in the atomistic tradition that runs from Descartes to early Wittgenstein, that the book suggests much more than it actually demonstrates. They set out to analyze the capacity of a one-layer perceptron while completely ignoring in the mathematical portion of their book Rosenblatt's chapters on multilayer machines and his proof of the convergence of an (inefficient) probabilistic learning algorithm based on back propagation of errors.^^ According to Rumelhart and McClelland: Minsky and Papert set out to show which functions can and cannot be computed by one-layer machines. They demonstrated, in particular, that such perceptrons are unable to calculate such mathematical functions as parity (whether an odd or even number of points are on in the retina) or the topological function of connectedness (whether all points that are on are connected to all other points that are on either directly or via other points that are also on) without making use of absurdly large numbers of predicates. The analysis is extremely elegant and demonstrates the importance of a mathematical approach to analyzing computational systems. James Lighthill, "Artificial Intelligence: A Gene-raj Survey" in Artificial Intelligence: a paper symposium, (London: Science Research Council, 1973). ^"David E. Rumelhart, James L. McClelland, op. cit., p. 158. ^'Minsky and Papert, Perceptrons, p. 4. ^^Ibid., p. 19. ^^F. Rosenblatt, Principles of Neurodynamics, Perceptrons and the Theory of Brain Mechanisms, (Washington, D.C.: Spartan Book, 1962), p. 292. See also: "The addition of a fourth layer of signal transmission units, or cross-coupling the A-units of a three-layer perceptron, permits the solution of generalization problems, over arbitrary transformation groups." (p.576) "In back-coupled perceptrons, selective attention to familiar objects in a complex field can occur. It is also possible for such a perceptron to attend selectively to objects which move differentially relative to their background." (p. 576) ^■'Rumelhart and McClelland, op. cit., p. 111. But the implications of the analysis are quite limited. Rumelhart and McClelland continue: Essentially... although Minsky and Papert were exactly correct in their analysis of the one-layer perceptron, the theorems don't apply to systems which are even a little more complex. In particular, it doesn't apply to multilayer systems nor to systems that allow feedback loops.^^ Yet, in the conclusion to Perceptrons, when Minsky and Papert ask themselves the question: "Have you considered perceptrons with many layers?", they give the impression, while rhetorically leaving the question open, of having settled it. Well, we have considered Gamba machines, which could be described as "two layers of perceptron." We have not found (by thinking or by studying the literature) any other really interesting class of multilayered machine, at least none whose principles seem to have a significant relation to those of the perceptron... We consider it to be an important research problem to elucidate (or reject) our intuitive judgment that the extension is sterile.^® Their attack of gestalt thinking in A.I. succeeded beyond their wildest dreams. Only an unappreciated few, among them S. Grossberg, J.A. Anderson and T. Kohonen, took up the "important research problem". Indeed, almost everyone in AI assumed that neural nets had been laid to rest forever. Rumelhart and McClelland note: Minsky and Papert's analysis of the limitations of the one-layer perceptron, coupled with some of the early successes of the symbolic processing approach in artificial intelligence, was enough to suggest to a large number of workers in the field that there was no future in perceptron-like computational devices for artificial intelligence and cognitive psychology.^^ But why was it enough? Both approaches had produced some promising work and some unfoun-.ded promises.^® It was too early to close accounts on either approach. Yet something in Minsky and Papert's book struck a responsive chord. It see- med AI workers shared the quasi-religious philosophical prejudice against holism which motivated the attack. One can see the power of the tradition, for example, in Newell and Simon's article on physical symbol systems. The article begins with the scientific hypothesis that the mirjd and the computer are intelligent by virtue of manipulating discrete symbols, but it ends with a revelation. "The study of logic and computers has revealed to us that intelligence resides in physical-symbol systems."^® Holism could not compete with such intense philosophical convictions. Rosenblatt was discredited along with the hundreds of less responsible network research groups that his work had encouraged. His research money dried up, he had troubled getting his work published, he became depressed, and one day his boat was found empty at sea. Rumor had it that he had committed suicide. Whatever the truth of that rumor, one thing is certain: by 1970, as far as AI was concerned, neural nets were dead. Newell, in his history of AI, says the issue of symbols versus numbers "is certainly -not alive now and has not been for a long time."^'' Rosenblatt is not even mentioned in John Haugeland's or in Margaret Boden's histories of the AI field.^^ p. 112. ^®Minsky and Papert, op. cit., pp. 231-232. ^'■Rumelhart and McClelland, op. cit., p. 112. ^®For an evaluation of the symbolic representation approach's actual successes up to 1970, see H. Dreyfus, What Computers Can't Do, (New York: Harper and Row, 2nd edition, 1979). ^®Newell and Simon, "Computer Science and Empirical Inquiry", op. cit., p. 64. ^"Op. cit., p. 10. Haugeland, Artißcial Intelligence: The Very Idea, (Cambridge: Bradford/MIT Press, 1985). M. Boden, Artificial Intelligence and Natural Man, (New York: Basic Books, 1977). Work on neural nets was continued in a marginal way in psychology and neuro-science. James A. Anderson at Brown University continued to defend a net model in psychology, although he had to live off other researchers' grants, and Stephen Grossberg worked out an elegant mathematical implementation of elementary cognitive capacities. For Anderson's position see, "Neural Models with Cognitive Implications" in Basic Processing in Reading, D. LaBerse and S.J. Samuels edts., (New Jersey: Erlbaum, 1978). For examples of Grossberg's work during the dark ages, see his book Studies of Mind and Brain; Neural Principles of learning, perception, development, cognition and motor control, (Boston: Reidel Press, 1982). Kohonen's early work is reported in Associative Memory -A System-Theoretical approach, (Berlin: Springer Verlag, 1977). At M.I.T. Minsky continued to lecture on neural nets and assign theses investigating their logical properties. But, according to Papert, this was only because nets had interesting mathematical properties whereas nothing interesting could be proved concerning the properties of symbol systems. Moreover, many A.I. researchers assumed But blaming the rout of the connectionists on an anti-holistic prejudice is too simple. There was a deeper way philosophical assumptions influenced intuition and led to an overestimation of the importance of the early symbol processing results. The way it looked at the time was that the perceptron people had to do an immense amount of mathematical analysis and calculating to solve even the most simple problems of pattern recognition such as discriminating horizontal from vertical lines in various parts of the receptive field, while the symbol manipulating approach had relatively effortlessly solved hard problems in cognition such as proving theorems in logic and solving puzzles such as the cannibal-missionary problem. Even more importantly, it seemed that given the computing power available at the time, the neural net researchers could only do speculative neuro-science and psychology, while the simple programs of symbolic representationists were on their way to being useful. Behind this way of sizing up the situation was the assumption that thinking and pattern recognition are two distinct domains and that thinking is the more important of the two. As we shall see later in our discussion of the common sense knowledge problem, this way of looking at things ignores both the preeminent role of pattern discrimination in human expertise and also the background of common sense understanding which is presupposed in real world, everyday thinking. Taking account of this background may well require pattern recognition. This gets us back to the philosophical tradition. It was not just Descartes and his descendants which stood behind symbolic information processing, but all of Western philosophy. According to Heidegger, traditional philosophy is defined from the start by its focusing on facts in the world while "passing over" the world as such.^^ that since Turing Machines were symbol manipulators and Turing had proved that Turing Machines could compute anything, he had proved that all intelligibihty could be captured by logic. On this view a hohstic (and in those days statistical) approach needed justification while the symbolic A.I. approach did not. This confidence, however, was based on confusing the uninterpreted symbols (zeroes and ones) of a Turing Machine with the semantically interpreted symbols of A.I. Martin Heidegger, Being and Time, (New York: Harper and Row), 1962, Sections 14-21, SeeH. Dreyfus, Being-in-the-world: A Commentary on Division I of Being and This means that philosophy has from the start systematically ignored or distorted the everyday context of human activity. ^^ That branch of the philosophical tradition that descends from Socrates, to Plato, to Descartes, to Leibniz, to Kant, to conventional AI takes it for granted, in addition, that understanding a domain consists in having a theory of that domain. A theory formulates the relationships between objective, context-free elements (simples, primitives, features, attributes, factors, data points, cues, etc.) in terms of abstract principles (covering laws, rules, programs, etc.). Plato held that in theoretical domains such as mathematics and perhaps ethics, thinkers apply explicit, context-free rules or theories they learned in another life, outside the everyday world. Once learned, such theories function in this world by controlling the thinker's mind whether he is conscious of them or not. Plato's account did not apply to everyday skills but only to domains in which there is a priori knowledge. The success of theory in the natural sciences, however, reinforced the idea that in any orderly domain there must be some set of context-free elements and some abstract relations between those elements which accounts for the order of thàt domain and for man's abihty to act intelligently in it. Thus Leibniz boldly generahzed the rationalist account to all forms of.intelligent activity, even everyday practice. The most important observations and turns of skill in all sorts of trades and professions are as yet unwritten. This fact is proved by experience when passing from theory to practice we desire to accomphsh something. Of course, we can also write up this practice, since it is at bottom just another theory more complex and particular... ^^ The symbolic information processing approach gains its assurance from this transfer to all domains of methods that were developed by philosophers and which have succeeded in the natural sciences. Since, on this view, any domain must be formalizable, the way to do AI in any area Time, (Cambridge: MIT Press/Bradford Books, 1988). ^^According to Heidegger, Aristotle came closer than any other philosopher to understanding the importance of everyday activity, but even he succombed to the philosophical distortions of the phenomenon of the everyday world implicit in common sense. ^^Leibniz, Selections, op. cit., p. 48 (Our italics.) is obviously to find the context-free elements and principles and base a formal, symbolic representation on this theoretical analysis. Terry Winograd characteristically describes his AI work in terms borrowed from physical science: We are concerned with developing a formalism, or "representation," with which to describe... knowledge. We seek the "atoms" and "particles" of which it is built, and the "forces" that act on it.^^ No doubt theories about the universe are often built up gradually by modeling relatively simple and isolated systems and then making the model gradually more complex and integrating it with models of other domains. This is possible because all the phenomena are presumably the result of the law-like relations between what Papert and Minsky call "structural primitives." Since no one argues for atomistic reductionism in A.I. it seems that A.I. workers must implicitly assume that the abstraction of elements from their everyday context, which defines philosophy and works in natural science, must also work in AI. This would account for the way the physical symbol system hypothesis so quickly turned into a revelation and for the ease with which Papert's and Minsky's book triumphed over the hoHsm of the perceptron. Teaching philosophy at M.I.T. in the mid-sixties, Hubert was soon drawn into the debate over the possibility of AI. It was obvious to him that researchers such as Newell, Simon, and Minsky were the heirs to the philosophical tradition. But given his understanding of later Wittgenstein and early Heidegger, that did not seem to be a good omen for the reductionist research program. Both these thinkers had called into question the very tradition on which symbolic information processing was based. Both were hohsts, both were struck by the importance of everyday practices, and both held that one could not have a theory of the everyday world. It is one of the ironies of intellectual history that Wittgenstein's devastating attack on his own Dractatus, his Philosophical Investigations,^^ was published in 1953 just as AI took over the ab- stract, atomistic tradition he was attacking. After writing the Tractatus Wittgenstein spent years doing what he called "phenomenology"^^ - looking in vain for the atomic facts and basic objects his theory required. He ended by abandoning his Tractatus and all rationalistic philosophy. He argued that the analysis of everyday situations into facts and rules (which is where most traditional philosophers and AI researchers think theory must begin) is itself only meaningful in some context and for some purpose. Thus the elements chosen already reflect the goals and purposes for which they are carved out. When we try to find the ultimate context-free, purpose-free elements, as we must if we are going to find the primitive symbols to feed a computer, we are in effect trying to free aspects of our experience of just that pragmatic organization which makes it possible to use them inteUigibly in coping with everyday problems. In the Philosophical Investigations Wittgenstein directly criticizes the logical atomism of the Ji'actatus. "What lies behind the idea that names really signify simples"? - Socrates says in the Theaetetus: "If I make no mistake, I have heard some people say this: there is no definition of the primary elements - so to speak - out of which we and everything else are composed... But just as what consists of these primary elements is itself complex, so the names of the elements become descriptive language by being compounded together." Both Russell's 'individuals' and my 'objects' {Tractatus Logico-Philosophicus) were such primary elements. But what are the simple constituent parts of which reality is composed?... It makes no sense at all to speak absolutely of the 'simple parts of a chair. Already in the 1920s Martin Heidegger had reacted in a similar way against his mentor, Edmund Husserl, who regarded himself as the culmination of the Cartesian tradition and was, therefore, the grandfather of AI.^® Husserl argued that an act of consciousness or noesis does not. Winograd, "Artificial Intelligence and Language Comprehension," in Artificial Intelligence and Language Comprehension, National Institute of Education, 1976, p. 9. ^^Wittgenstein, Philosophical Investigations, (Oxford: Basil Blackwell, 1953). ^^Ludwig Wittgenstein, Philosophical Remarks, University of Chicago Press, 1975. ^^Wittgenstein, Philosophical Investigations, (Oxford: Basil Blackwell, 1953), p. 21. ®®See H. Dreyfus ed., Husserl, IntentionaJity and Cognitive Science, (Cambridge: MIT Press/Bradford Books, 1982). on its own, grasp an object; rather, the act has intentionality (directedness) only by virtue of an "abstract form" or meaning in the noema correlated with the act.'^° This meaning or symbolic representation, as conceived by Husserl, was a complex entity that had a difficult job to perform. In Ideas'^^ Husserl bravely tries to explain how the noema gets the job done. Reference is provided by predicate-senses which, Hke Fregean Sinne, just have the remarkable property of picking out objects' atomic properties. These predicates are combined into complex "descriptions" of complex objects, as in Russell's theory of descriptions. For Husserl, who is close to Kant on this point, the noema contains a hierarchy of strict rules. Since Husserl thought of intelligence as a context-determined, goal-directed activity, the mental representation of any type of object had to provide a context or "horizon" of expectations or "predelineations" for structuring the incoming data: "a rule governing possible other consciousness of the object as identical - possible, as exemplifying essentially predelineated types."The noema must contain a rule describing all the features which can be expected with certainty in exploring a certain type of object-features which remain "inviolably the same: as long as the objectivity remains intended as this one and of this kind."^^ The rule must also prescribe "predelineations" of properties that are possible but not necessary features of this type of object: "Instead of a completely determined sense, there is always, therefore, a frame of empty sense... In 1973 Marvin Minsky proposed a new data structure, remarkably similar to Husserl's, for representing everyday knowledge: """"Der Sinn... so wie wir ihn bestimmt haben, ist nicht ein konkretes Wesen im Gesamtbestande des Noema, sondern eine Art ihm einwohnender abstrackter Form." Edmund Husserl, Ideen Zu Einer Reinen Ph.anomenologie und Ph:anomenologischen Philosophie, Nijhoff, 1950. For textual evidence that Husserl held that the noema accounts for the intentionality of mental activity, see H. Dreyfus, "Husserl's Perceptual Noema" in Husserl, Intentionality and Cognitive Science, M.LT./Bradford Books, 1982. ■"'E. Husserl, Ideas Pertaining to a Pure Phenomenology and to a Phenomenological Philosophy, trans. F. Kersten, (The Hague: Nijhoff, 1982). ^^Edmund Husserl, Cartesians Meditations, trans. D. Cairns, (The Hague: Nijhoff, 1960) p. 45 ^®Ibid., p. 53. "Ibid., p. 51. A frame is a data-structure for representing a stereotyped situation, like being in a certain kind of hving room, or going to a child's birthday party... We can think of a frame as a network of nodes and relations. The top levels of a frame are fixed, and represent things that are always true about the supposed situation. The lower levels have many terminals - slots that must be filled by specific instances or data. Each terminal can specify conditions its assignments must meet... Much of the phenomenological power of the theory hinges on the inclusion of expectations and other kinds of presumptions. A frame's terminals are normally already filled with "default" as-signments^^ In Minsky's model of a frame, the "top level" is a developed version of what in Husserl's terminology remains "inviolably the same" in the representation, and Husserl's predelineations have become "default assignments" - additional features that can normally be expected. The result is a step forward in AI techniques from a passive model of information-processing to one which tries to take account of the interactions between a knower and the world. The task of AI thus converges with the task of transcendental phenomenology. Both must try in everyday domains to find frames constructed from a set of primitive predicates and their formal relations. Heidegger, before Wittgenstein, carried out, in response to Husserl, a phenomenological description of the everyday world and everyday objects like chairs and hammers, and like Wittgenstein he found that the everyday world could not be represented by a set of context-free elements. It was Heidegger who forced Husserl to face precisely this problem. He pointed out that there are other ways of "encountering" things than relating to them as objects defined by a set of predicates. When we use a piece of equipment hke a hammer, Heidegger pointed out, we actuahze a skill (which need not be represented in the mind) in the context of a socially organized nexus of equipment, purposes, and human roles (which need not be represented as a set of facts). This context or world, and our everyday ways of skillful coping in it which Heidegger called circumspection, are not Marvin Minsky, "A Framework for Representing Knowledge," in Mind Design, J. Haugelanrl^ ed., p. 96. something we think but, as part of our socialization, forms the way we are. Heidegger concluded: The context... can be taken formally in the sense of a system of relations. But... the phenomenal content of these 'relations' and 'relata'... is such that they resist any sort of mathematical functionalization; nor are they merely something thought, first posited in an 'act of thinking.' They are rather relationships in which concernful circumspection as such already dwells. This defines the splitting of the ways between Husserl and AI on the one hand, and Heidegger and later Wittgenstein on the other. The crucial question becomes: Can there be a theory of the everyday world as rationalist philosophers have always held? Or is the common sense background rather a combination of skills, practices, discriminations, etc., which are not intentional states, and so, a fortiori, do not have any representational content to be explicated in terms of elements and rules? Husserl tried to avoid the problem posed by Heidegger by making a move soon to become familiar in AI circles. He claimed that the world, the background of significance, the everyday context, was merely a very complex system of facts correlated with a complex system of behefs, which, since they have truth conditions, he called "validities". Thus one could, in principle, suspend one's dwelling in the world and achieve a detached, description of the human belief system. One could thus complete the task that had been implicit in philosophy since Socrates. One could make explicit the beliefs and principles underlying all intelligent behavior. As Husserl put it: Even the background... of which we are always concurrently conscious but which is momentarily irrelevant and remains completely unnoticed, still functions according to its implicit validities.''^ Since he firmly believed that the shared background could be made explicit as a belief system Husserl was ahead of his time in raising the question of the possibility of AI. After discussing the possibiHty of a formal axiomatic system describing experience, and pointing out that such a system of axioms and primitives - at least as we know it in geometry - could not describe everyday shapes such as "scalloped" and "lens-shaped," Husserl leaves open the question whether these everyday concepts could nonetheless be formalized. (This is hke raising and leaving open the A.I. question whether one can axioma-tize common sense physics.) Picking up Leibniz's dream of a mathesis of all experience, Husserl remarks: The pressing question is ... whether there could not be... an idealizing procedure that substitutes pure and strict ideals for intuited data and that would... serve... as the basic medium for a mathesis of experience.^® But, as Heidegger predicted, the task of writing out a complete theoretical account of everyday life turned out to be much harder than initially expected. Husserl's project ran into serious trouble, and there are signs that Minsky's has too. During twenty-five years of trying to spell out the components of the subject's representation of everyday objects, Husserl found that he had to include more and more of a subject's common-sense understanding of the everyday world: To be sure, even the tasks that present themselves when we take single types of objects as restricted clues prove to be extremely complicated and always lead to extensive disciplines when we penetrate more deeply. That is the case, for example, with... spatial objects (to say nothing of a Nature) as such, of psycho-physical being and humanity as such, culture as such.''® He spoke of the noema's "huge concreteness"®° and of its "tremendous complication,"®'^ and he sadly concluded at the age of seventy-five that he was a perpetual beginner and that phenomenology was an "infinite task."®^ There are hints in his frame paper that Minsky has embarked on the same "infinite task" that eventually overwhelmed Husserl: Just constructing a knowledge base is a major intellectual research problem... We still know far too little about the contents and struc- ^®Heidegger, op. cit., pp. 121-122. ""^Edmund Husserl, Crisis of European Sciences and Transcendental Phenomenology, trans. D. Carr, (Evan-ston: Northwestern University Press, 1970), p. 149. ^®Husserl, Ideen zu einer reinen Phajìomenohgie und phenomenologischen Philosophie, Drittes Buch, 1913, #75, p. 134. ^®Husserl, Cartesians Meditations, pp. 54-55. ®°Husserl, Formal and Transcendental Logic, trans. D. Cairns (The Hague: NijhofF, 1969), p. 244. p. 246. ^^Husserl, Crisis, p. 291. ture of common-sense knowledge. A "minimal" common-sense system must "know" something about cause-effect, time, purpose, locality, process, and types of knowledge... We need a serious epistemologica! research effort in this area.^^ To a student of contemporary philosophy Min-sky's naivete and faith were astonishing. Husserl's phenomenology was just such a research effort. Indeed, philosophers, from Socrates to Leibniz, to early Wittgenstein, had carried on serious episte-mological research in this area for two thousand years without notable success. In the hght of Wittgenstein's reversal and Heidegger's devastating critique of Husserl, Hubert predicted trouble for symbolic information processing. As Newell notes in his history of AI, Hubert's warning was ignored: Dreyfus's central intellectual objection... is that the analysis of the context of human action into discrete elements is doomed to failure. This objection is grounded in phenomenological philosophy. Unfortunately, this appears to be a nonis-sue as far as AI is concerned. The answers, refutations, and analyses that have been forthcoming to Dreyfus's writings have simply not engaged this issue - which indeed would be a novel issue if it were to come to the fore.^'^ The trouble was not long in coming to the fore, however, as the everyday world took its revenge on AI as it had on traditional philosophy. As we see it, the research program launched by Newell and Simon has gone through three ten-year stages. From 1955-1965 two research themes, representation and search, dominated the field then called Cognitive Simulation. Newell and Simon showed, for example, how a computer could solve the cannibal and missionary problem, using the general heuristic search principle known as means-end analysis, viz. use any available operation that reduces the distance between the description of the current situation and the description of the goal. They then abstracted this heuristic technique and incorporated it into their General Problem Solver (GPS). The second stage (1965-1975), led by Marvin Minsky and Seymour Papert at M.I.T., was concerned with what facts and rules to represent. "Minsky, op. cit., p. 124. Newell, "Intellectual Issues in the history of Artificial Intelligence," p. 222-223. The idea was to develop methods for dealing systematically with knowledge in isolated domains called micro-worlds. Famous programs written around 1970 at M.I.T. include Terry Winograd's SHRDLU which could obey commands given in a subset of natural language about a simplified blocks-world, Thomas Evan's Analogy Problem Program, David Waltz's Scene Analysis Program and Patrick Winston's program which learned concepts from examples. The hope was that the restricted and isolated "micro-worlds" could be gradually made more realistic and combined so as to approach real world understanding. But researchers confused two domains which, following Heidegger, we shall distinguish as universe and world. A set of interrelated facts may constitute a universe, like the physical universe, but it does not constitute a world. The latter, like the world of business, the world of theater, or the world of the physicist, is an organized body of objects, purposes, skills, and practices on the basis of which human activities have meaning or make sense. To see the difference one can contrast the meaningless physical universe with the meaningful world of the discipline of physics. The world of physics, the business world, and the theater world, make sense only against a background of common human concerns. They are local elaborations of the one common-sense world we all share. That is, sub-worlds are not related hke isolable physical systems to larger systems they compose, but are rather, local elaborations of a whole, which they presuppose. Micro-worlds were not worlds but isolated meaningless domains, and it has gradually become clear that there was no way they could be combined and extended to arrive at the world of everyday life. In its third and so far final stage, roughly from 1975 to the present, AI has been wresthng with what has come to be called the common-sense knowledge problem. The representation of knowledge was always a central problem for work in AI, but the two earlier periods - cognitive simulation and micro-worlds - were characterized by an attempt to avoid the problem of common-sense knowledge by seeing how much could be done with as httle knowledge as possible. By the middle 1970s, however, thè issue had to be faced. Various data structure such as Minsky's frames and Roger Schank's scripts have been tried without success. The common-sense knowledge problem has kept AI from even beginning to fulfill Simon's prediction made twenty years ago, that "within twenty years machines will be capable of doing any work a man can do."®^ Indeed, the common-sense knowledge problem has blocked all progress in theoretical AI for the past decade. Winograd was one of the first to see the limitations of SHRDLU and all script and frame attempts to extend the micro-worlds approach. Having "lost faith" in AI, he now teaches Heidegger in his computer science courses at Stanford, and points out "the difficulty of formalizing the common-sense background that determines which scripts, goals and strategies are relevant and how they interact." What sustains AI in this impasse is the conviction that the common sense knowledge problem must be solvable since human beings have obviously solved it. But human beings may not normally use common sense knowledge at all. As Heidegger and Wittgenstein point out, what common sense understanding amounts to might well be everyday know-how. By know-how we do not mean procedural rules, but knowing what to do in a vast number of special cases.^^ For example, common sense physics has turned out to be extremely hard to spell out in a set of facts and rules. When one tries, one either requires more common sense to understand the facts and rules one finds or else one produces formulas of such complexity that it seems highly unlikely they are in a child's mind. Doing theoretical physics also requires background skills which may not be formahzable, but the domain itself can be described by abstract laws that make no reference to these background skills. AI researchers conclude that common sense physics too must be expressible as a set of abstract principles. But it just may be that the problem of finding a theory of common sense physics is insoluble because the domain has no theoretical structure. By playing all day with all sorts of liquids and solids for several years the child may simply have learned to discriminate prototypical cases of solids, liquids, etc. and learned typical skilled responses to their typical behavior in typical circumstances. The same might well be the case for the social world. If background understanding is indeed a skill, and skills are based on whole patterns and not on rules, we would expect symbolic representations to fail to capture our common-sense understanding. In the light of this impasse, classical, symbol-based AI appears more and more to be a perfect example of what Imre Lakatos has called a degenerating research program.®® As we have seen, AI began auspiciously with Newell and Simon's work at RAND, and by the late 1960s had turned into a flourishing research program. Minsky predicted that "within a generation the problem of creating 'artificial intelhgence' will be substantially solved.Then, rather suddenly, the field ran into unexpected difiüculties. It turned out to be much harder than one expected to formulate a theory of common-sense. It was not, as Minsky had hoped, just a question of cataloguing a few hundred thousand facts. The common-sense knowledge problem became the center of concern. Minsky's mood changed completely in five years. He told a reporter: "the AI problem is one of the hardest science has ever undertaken."®'' The Rationalist tradition had finally been put to an empirical test and it had failed. The idea of producing a formal, atomistic theory of the everyday common-sense world and representing that theory in a symbol manipulator had run into just the difficulties Heidegger and Wittgenstein discovered. Frank Rosenblatt's intuition that it would be hopelessly hard to formalize the world and thus give a formal specification of intelligent behavior had been vindicated. His repressed research program - using the computer to instantiate a holistic model of an idealized brain - which had never really been refuted, became again a live option. In journalistic accounts of the history of AI Rosenblatt is vilified by anonymous detractors as a snake-oil salesman: Simon, The Shape of Automation for Men and Management, Harper and Row, 1965, p. 96. ®®T. Winograd, "Computer Software for Working with Language," Scientific American, September 1984, p. 142. ®^This account of skill is spelled out and defended in Hubert and Stuart Dreyfus, Mind Over Machine, (New York: Free Press/Macmillan, 1986). ®®Imre Lakatos, Philosophical Papers, ed. J. Worrall, (Cambridge: Cambridge University Press, 1978). ®®Minsky, Computation: Finite and Infinite Machines, (New York: Prentice Hall, 1977), p. 2. ^''Gina Kolata, "How Can Computers Get Common Sense?", Science, Vol. 217, 24 September 1982. p. 1237. Present-day researchers remember that Rosenblatt was given to steady and extravagant statements about the performance of his machine. "He was a press agent's dream," one scientist says, "a real medicine man. To hear him tell it, the Perceptron was capable of fantastic things. And maybe it was. But you couldn't prove it by the work Frank did."" In fact he was much clearer about the capacities and limitations of the various types of per-ceptrons than Simon and Minsky were about their symbolic programs.®^ Now he is being rehabihta- ®^Pamela McCorduck, Machines Who Think, (San Francisco: W.H. Freeman and Company, 1979), p. 87. ®^Some typical quotations from Rosenblatt's Principles of Neurodynamics: "In a learning experiment, a perceptron is typically exposed to a sequence of patterns containing representatives of each type or class which is to be distinguished, and the appropriate choice of a response is "reinforced" according to some rule for memory modification. The perceptron is then presented with a test stimulus, and the probability of giving the appropriate response for the class of the stimulus is ascertained... If the test stimulus activates a set of sensory elements which are entirely distinct from those which were activated in previous exposures to stimuli of the same class, the experiment is a test of "pure generalization" . The simplest of perceptrons... have no capability for pure generalization, but can be shown to perform quite respectably in discrimination experiments particularly if the test stimulus is nearly identical to one of the patterns previously experienced." (p. 68) "Perceptrons considered to date show little resemblance to human subjects in their figure-detection capabilities, and gestalt-organizing tendencies." (p. 71) "The recognition of sequences in rudimentary form is well within the capability of suitably organized perceptrons, but the problem of figurai organization and segmentation presents problems which are just as serious here as in the case of static pattern perception." (p. 72) "In a simple perceptron, patterns are recognized before "relations"; indeed, abstract relations, such as "A is above B" or "the triangle is inside the circle" are never abstracted as such, but can only be acquired by means of a sort of exhaustive rote-learning procedure, in which every case in which the relation holds is taught to the perceptron individually." (p. 73) "A network consisting of less than three layers of signal transmission units, or a network consisting exclusively of linear elements connected in series, is incapable of learning to discriminate classes of patterns in an isotropic environment (where any pattern can occur in all possible retinal locations, without boundaries effects)." (p. 575) "A number of speculative models which are likely to be capable of learning sequential programs, analysis of speech into phonemes, and learning substantive "meanings" for nouns and verbs with simple sensory referents have been presented in the preceding chapters. Such systems represent the upper hmits of abstract behavior in perceptrons ted. Rumelhart, Hinton and McClelland reflect this new appreciation of his pioneering work: Rosenblatt's work was very controversial at the time, and the specific models he proposed were not up to all the hopes he had for them. But his vision of the human information processing system as a dynamic, interactive, self-organizing system lies at the core of the PDP approach.®^ The studies of perceptrons... clearly anticipated many of the results in use today. The critique of perceptrons by Minsky and Papert was widely misinterpreted as destroying their credibility, whereas the work simply showed limitations on the power of the most limited class of perceptron-like mechanisms, and said nothing about more powerful, multiple layer models. Frustrated AI researchers, tired of clinging to a research program which Jerry Lettvin characterized in the early 1980s as "the only straw afloat", flocked to the new paradigm. Rumelhart and McClelland's book. Parallel Distributed Processing, sold 6000 copies the day it went on the market. 30,000 are now in print. As Paul Smolensky put it: In the past half-decade the connectionist approach to cognitive modeling has grown from an obscure cult claiming a few true believers to a movement so vigorous that recent meetings of the Cognitive Science Society have begun to look like connectionist pep ralhes.®^ If multilayered networks succeed in fulfilling considered to date. They are handicapped by a lack of a satisfactory "temporary memory", by an inability to perceive abstract topological relations in a simple fashion, and by an inability to isolate meaningful figurai entities, or objects, except under special conditions" (p. 577). "The applications most likely to be realizable with the kinds of perceptrons described in this volume include character recognition and "reading machines", speech recognition (for distinct, clearly separated words), and extremely limited capabilities for pictorial recognition, or the recognition of objects against simple backgrounds. "Perception" in a broader sense may be potentially within the grasp of the descendants of our present models, but a great deal of fundamental knowledge must be obtained before a sufficiently sophisticated design can be prescribed to permit a perceptron to compete with a man under normal environmental conditions." (p. 583) Rumelhart and J. McClelland, op. cit., Vol 1., p. 45. «■»Ibid., Vol. 2., p. 535. ®®Paul Smolensky, "On the proper treatment of connec-tionism", Behavioral and Brain Sciences, final draft, p. 1, summer 1987. their promise researchers will have to give up Descartes', Husserl's and early Wittgenstein's conviction that the only way to produce intelligent behavior is to mirror the world with a formal theory in the mind. Worse, one may have to give up the more basic intuition at the source of philosophy that there must be a theory of every aspect of reality, i.e., there must be elements and principles in terms of which one can account for the intelligibility of any domain. Neural networks may show that Heidegger, later Wittgenstein and Rosenblatt were right in thinking that we behave intelligently in the world without having a theory of that world. If a theory is not necessary to explain intelhgent behavior we have to be prepared to raise the question whether, in everyday domains, such a theoretical explanation is even possible. Neural net modelers, influenced by symbol manipulating AI, are expending considerable effort, once their nets have been trained to perform a task, trying to find the features represented by individual nodes and sets of nodes. Results thus far are equivocal. Consider Geoffrey Hinton's network for learning concepts by means of distributed representations.Hinton's network can be trained to encode relationships in a domain which human beings conceptuahze in terms of features, without the network being given the features that human beings use. Hinton produces examples of cases in which in the trained network some nodes can be interpreted as corresponding to the features that human beings pick out, although they only roughly correspond to these features. Most nodes, however, cannot be interpreted se-mantically at all. A feature used in a symbolic representation is either present or not. In the net, however, although certain nodes are more active when a certain feature is present in the domain, the amount of activity varies not just with the presence or absence of this feature, but is affected by the presence or absence of other features as well. Hinton has picked a domain, family relationships, which is constructed by human beings precisely in terms of the features, such as genera- ®®Geoffrey Hinton, "Learning Distributed Representations of Concepts," Proceedings of the 8th Annual Conference Cogiiitive Science Society, Amherst, Mass., Aug. 1986 tion and nationality, which human beings normally notice. Hinton then analyzes those cases in which, starting with certain random initial connection strengths, some nodes after learning can be interpreted as representing these features. Calculations using Hinton's model show, however, that even his net seems, for some random initial connection strengths, to learn its associations without any obvious use of these everyday features. In one very limited sense, any successfully trained multilayer net has an interpretation in terms of features - not everyday features but what we shall call highly abstract features. Consider the particularly simple case of layers of binary units activated by feedforward, but not lateral or feedback, connections. To construct an account from a network that has learned certain associations, each node one level above the input nodes could, on the basis of connections to it, be interpreted as detecting when one of a certain set of input patterns is present. (Some of the patterns will be the ones used in training and some will never have been used.) If the set of input patterns which a particular node detects is given an invented name (it almost certainly won't have a name in our vocabulary), the node could be interpreted as detecting the highly abstract feature so named. Hence, every node one level above the input level can be characterized as a feature detector. Similarly, every node a level above these nodes can be interpreted as detecting a higher-order feature which is defined as the presence of one of a specified set of patterns among the first level features detectors. And so on up the hierarchy. The fact that intelligence, defined as the knowledge of a certain set of associations appropriate to a domain, can always be accounted for in terms of relations among a number of highly abstract features of a skill domain does not, however, preserve the rationalist intuition that these explanatory features must capture the essential structure of the domain, i.e., that one could base a theory on them. If the net is taught one more association of an input/output pair (where the input prior to training produces an output different from the one to be learned), the interpretation of at least some of the nodes will have to be changed. So the features which some of the nodes picked out before the last instance of training would turn out not to have been invariant structural features of the domain. Once one has abandoned the philosophical approach of classical AI and accepted the atheo-retical claim of neural netmodeling, one question remains: How much of everyday intelligence can such a network be expected to capture? Classical AI researchers are quick to point out - as Rosenblatt already noted - that neural net modelers have so far had difficulty dealing with step-wise problem solving. Connectionists respond that they are confident that they will solve that problem in time. This response, however, reminds one too much of the way that the symbol manipulators in the sixties responded to the criticism that their programs were poor at the perception of patterns. The old struggle between intellectu-alists who, because they can do context-free logic think they have a handle on everyday cognition but are poor at understanding perception, and gestaltists who have the rudiments of an account of perception®^ but none of everyday cognition, goes on. One might think, using the metaphor of the right and left brain, that perhaps the brain/mind uses each strategy when appropriate. The problem would then be how to combine them. One cannot just switch back and forth for, as Heidegger and the gestaltists saw, the pragmatic background plays a crucial role in determining relevance even in everyday logic and problem solving, and experts in any field, even logic, grasp operations in terms of their functional similarities. It is even premature to consider combining the two approaches, since so far neither has accomplished enough to be on solid ground. Neural network modeling may simply be getting a deserved chance to fail as did the symbolic approach. Still there is an important difference to remember as each research program struggles on. The physical symbol system approach seems to be failing because it is simply false to assume that there must be a theory of every domain. Neural network modehng, however, is not committed to this or any other philosophical assumption. However, simply building an interactive net sufficiently si- ^'^For a recent influential account of perception that denies the need for mental representation see, James J. Gibson, The Ecologica,! Approach to Visual Perception, (Boston: Houghton Mifflin Company, 1979). Gibson and Rosenblatt collaborated on a research paper for the Air Force in 1955. milar to the one our brain has evolved may be ius1 too hard. Indeed, the common sense knowledge problem, which has blocked the progress of symbolic representation techniques for fifteen years, may be looming on the neural net horizon, although connectionists may not yet recognize it. All neural net modelers agree that for a net to be intelligent it must be able to generalize, that is, given sufficient examples of inputs associated with one particular output, it should associate further inputs of the same type with that same output. The questions arises, however: What counts as the same type? The designer of the net has a specific definition in mind of the type required for a reasonable generalization, and counts it a success if the net generalizes to other instances of this type. But when the net produces an unexpected association can one say it has failed to generahze? One could equally well say that the net has all along been acting on a different definition of the type in question and that that difference has just been revealed. (All the "continue this sequence" questions found on intelligence tests really have more than one possible answer but most humans share a sense of what is simple and reasonable and therefore acceptable.) Neural network modelers attempt to avoid this ambiguity and make the net produce "reasonable" generahzations by considering only a pre-specified allowable family of generalizations, i.e., allowable transformations which will count as acceptable generalizations (the hypothesis space). They then attempt to design the architecture of their nets so that the net transforms inputs into outputs only in ways which are in the hypothesis space. Generahzation will then be possible only on the designer's terms. While a few examples will be insufficient to identify uniquely the appropriate member of the hypothesis space, after enough examples only one hypothesis will account for all the examples. The net will then have learned the appropriate generalization principle, i.e., all further input will produce what, from the designer's point of view, is the appropriate output. The problem here is that the designer has determined by means of the architecture of'the net tllät certain possible generalizations will never be found. All this is well and good for toy problems in which there is no question of what constitutes a reasonable generalization, but in real-world situa- tions a large part of human intelligence consists in generalizing in ways appropriate to the context. If the designer restricts the net to a pre-defined class of appropriate responses, the net will be exhibiting the intelligence built into it by the designer for that context but will not have the common sense that would enable it to adapt to other contexts as would a truly human intelhgence. Perhaps a net must share size, architecture and initial connection configuration with the human brain if it is to share our sense of appropriate generalizations. If it is to learn from its own "experiences" to make associations that are human-hke rather than be taught to make associations which have been specified by its trainer, it must also share our sense of appropriateness of outputs, and this means it must share our needs, desires, and emotions and have a human-like body with the same physical movements, abihties and possible injuries. If Heidegger and Wittgenstein are right, human beings are much more holistic than neural nets. Intelligence has to be motivated by purposes in the organism and other goals picked up by the organism from an on-going culture. If the minimum unit of analysis is that of a whole organism geared into a whole cultural world, neural nets as well as symbolically programmed computers, still have a very long way to go. References [1] M. Boden, Artifìcial Intelligence and Natural Man, (New York: Basic Books, 1977). [2] H. Dreyfus, What Computers Can't Do, (New York: Harper and Row, 2nd edition, 1979). [3] H. Dreyfus, Being-in-the-world: A Commentary on Division I of Being and Time, (Cambridge: MIT Press/Bradford Books, 1988). [4] H. Dreyfus ed., Husserl, Intentionality and Cognitive Science, (Cambridge: MIT Press/Bradford Books, 1982). [5] Hubert and Stuart Dreyfus, Mind Over Machine, (New York: Free Press/Macmillan, 1986). [6] James J. Gibson, The Ecological Approach to Visual Perception, (Boston: Houghton Mifflin Company, 1979). [7] J. Haugeland, Artificial Intelligence: The Very Idea, (Cambridge: Bradford/MIT Press, 1985). [8] Martin Heidegger, Being and Time, (New York: Harper and Row), 1962, Sections 1421, [9] Geoffrey Hinton, "Learning Distributed Representations of Concep," Proceedings of the 8th Annual Conference Cognitive Science Society, Amherst, Mass., Aug. 1986 [10] Hobbes, Leviathan, (New York: Library of Liberal Arts, 1958), p. 45. [11] E. Husserl, Ideas Pertaining to a Pure Phenomenology and to a Phenomenological Philosophy, trans. F. Kersten, (The Hague: Nijhoff, 1982). [12] Edmund Husserl, Crisis of European Sciences and Transcendental Phenomenology, trans. D. Carr, (Evanston: Northwestern University Press, 1970), p. 149. [13] Husserl, Ideen zu einer reinen Phänomenologie und phenomenologischen Philosophie, Drittes Buch, 1913, #75, p. 134. [14] Edmund Husserl, Ideen Zu Einer Reinen Ph:anomenologie und Ph:anomenologischen Philosophie, Nijhoff, 1950. [15] Husserl, Cartesians Meditations, pp. 54-55. [16] Husserl, Formal and Transcendental Logic, trans. D. Cairns (The Hague: Nijhoff, 1969), p. 244. [17] Edmund Husserl, Cartesians Meditations, trans. D. Cairns, (The Hague: Nijhoff, 1960) p. 45 [18] Gina Kolata, "How Can Computers Get Common Sense?", Science, Vol. 217, 24 September 1982. p. 1237. [19] Imre Lakatos, Philosophical Papers, ed. J. Worrall, (Cambridge: Cambridge University Press, 1978). [20] Leibniz, Selections, ed. Philip Wiener (New York: Scribner, 1951), p. 18. [21] Sir James Lighthill, "Artificial Intelligence: A General Survey" in Artifìcial Intelligence: a paper symposium, (London: Science Research Council, 1973). [22] Pamela McCorduck, Machines Who Think, (San Francisco: W.H. Freeman and Company, 1979), p. 87. [23] Marvin Minsky, "A Framework for Representing Knowledge," in Mind Design, J. Hauge-land, ed., p. 96. [24] Minsky, Computation: Finite and Infìnite Machines, (New York: Prentice Hall, 1977), p. 2. [25] Marvin Minsky and Seymour Papert, Per-ceptrons: An Introduction to Computational Geometry, (Cambridge: The MIT Press, 1969), p. 19. [26] Allen Newell, "Intellectual Issues in the History of Artificial Intelligence", in The Study of Information: Interdisciplinary Messages, F. Machlup and U. Mansfield, eds. (New York: John Wiley and Sons, 1983), p. 196. [27] Allen Newell and Herbert Simon, "Computer Sciencé as Empirical Inquiry: Symbols and Search", reprinted in Mind Design, John Haugeland, ed., (Cambridge: Bradford/MIT Press, 1981), p. 41. [28] Frank Rosenblatt, "Strategic Approaches to the Study of Brain Models," Principles of Self-Organization, H. von Foerster, ed., (Per-gamon Press, 1962), p. 386. [29] F. Rosenblatt, Principles of Neurodynamics, Perceptrons and the Theory of Brain Mechanisms, (Washington, D.C.: Spartan Book, 1962), p. 292. [30] F. Rosenblatt, Mechanisation of Thought Processes: Proceedings of a Symposium held at the National Physical Laboratory, November 1958. Vol. 1., p. 449., (London: HM Stationery Office). [31] David Rumelhart and James McClelland: Parallel Distributed Processing, [32] Rumelhart and Norman, "A Comparison of Models," Parallel Models of Associative Memory, Hinton and Anderson eds., Lawrence Erlbaum Associates, Publishers, 1981, p. 3. [33] H. Simon, The Shape of Automation for Men and Management, Harper and Row, 1965, p. 96. [34] Herbert Simon and Allen Newell, "Heuristic Problem Solving: The Next Advance in Operations Research", Operations Research, Vol. 6 (January- February 1958), p. 6. [35] Paul Smolensky, "On the proper treatment of connectionism", Behavioral and Brain Sciences, final draft, p. 1, summer 1987. [36] T. Winograd, "Artificial Intelligence and Language Comprehension," in Artifìcial Intelligence and Language Comprehension, National Institute of Education, 1976, p. 9. [37] T. Winograd, "Computer Software for Working with Language," Scientific American, September 1984, p. 142. [38] Wittgenstein, Philosophical Investigations, (Oxford: Basil Blackwell, 1953). [39] Ludwig Wittgenstein, Philosophical Remarks, University of.Chicago Press, 1975. [40] L. Wittgenstein, Last Writings on the Philosophy of Psychology, Vol. I, Chicago University Press, 1982, #504, p. 66e. (Translation corrected). [41] L. Wittgenstein, Tractatus Logico-Philoso-phicus, (London: Routledge and Kegan Paul, 1960). Thinking Machines: Can There Be? Are We? Terry Winograd Stanford University, Computer Science Dept., Stanford, CA 95305-2140, USA E-mail: winogradScs . Stanford, edu Keywords: thinking machines, broader understanding Edited by: Matjaž Gams Received: October 18, 1994 Revised: September 28, 1995 Accepted: October 25, 1995 Artifìcial intelligence researchers predict that "thinking machines" will take over our mental work, just as their mechanical predecessors were intended to eliminate physical drudgery. Critics have argued with equal fervor that "thinking machine" is a contradiction in terms. Computers, with their foundations of cold logic, can never be creative or insightful or possess real judgment. Although my own understanding developed through active participation in artifìcial intelligence research, I have now come to recognize a larger grain of truth in the criticisms than in the enthusiastic predictions. The source of the difficulties will not be found in the details of silicon micro-circuits or of Boolean logic, but in a basic philosophy of patchwork rationalism that has guided the research. In this paper I review the guiding principles of artifìcial intelligence and argue that as now conceived it is limited to a very particular kind of intelligence: one that can usefully be likened to bureaucracy. In conclusion I will briefìy introduce an orientation I call hermeneutic constructivism and illustrate how it can lead to an alternative path of design. 1 Introduction Futurologists have proclaimed the birth of a new species, machina sapiens, that will share (perhaps usurp) our place as the intelligent sovereigns of our earthly domain. These "thinking machines" will take over our burdensome mental chores, just as their mechanical predecessors were intended to eliminate physical drudgery. Eventually they will apply their "ultra-intelligence" to solving all of our problems. Any thoughts of resisting this inevitable evolution is just a form of "speciesism," born from a romantic and irrational attachment to the peculiarities of the human organism. Critics have argued with equal fervor that "thinking machine" is an oxymoron - a contradiction in terms. Computers, with their foundations of cold logic, can never be creative or insightful or possess real judgment. No matter how competent they appear, they do not have the genuine intentionality that is at the heart of human understanding. The vain pretensions of those who seek to understand mind as computation can be dismissed as yet another demonstration of the arrogance of modern science. Although my own understanding developed through active participation in artificial intelligence research, I have now come to recognize a larger grain of truth in the criticisms than in the enthusiastic predictions^. But the story is rnore complex. The issues need not (perhaps cannot) be debated as fundamental questions concerning the place of humanity in the universe. Indeed, artificial intelligence has not achieved creativity, insight and judgment. But its shortcomings are far more mundane: we have not yet been able to ^The work presented here was supported by the System Development Foundation under a grant to the Center for the Study of Language and Information at Stanford University. A version of this paper was presented at the conference on "Humans, Animals, and Machines: Boundaries and Projections," sponsored by the Stanford Humanities Center in April, 1987. This paper was pubUshed as Winograd, Terry, "Thinking machines: Can there be? Are We?," in James Sheehan and Morton Sosna, eds., The Boundaries of Humanity: Humans, Animals, Machines, Berkeley: University of California Press, 1991, pp. 198-223. Reprinted with permission. construct a machine with even a modicum of common sense or one that can converse on everyday topics in ordinary language. The source of the difficulties will not be found in the details of silicon micro-circuits or of Boolean logic. The basic philosophy that has guided the research is shallow and inadequate, and has not received sufficient scrutiny. It is drawn from the traditions of rationaHsm and logical empiricism but has taken a novel turn away from its predecessors. This new "patchwork rationalism" will be our subject of examination. First, we will review the guiding principles of artificial intelligence and see how they are embodied in current research. Then we will look at the fruits of that research. I will argue that "artificial intelligence" as now conceived is limited to a very particular kind of intelligence: one that can usefully be likened to bureaucracy in its rigidity, obtuseness, and inability to adapt to changing circumstances. The weakness comes not from insufficient development of the technology, but from the inadequacy of the basic tenets. But, as with bureaucracy, weaknesses go hand in hand with unique strengths. Through a reinterpretation and re-formulation of the techniques that have been developed, we can anticipate and design appropriate and valuable uses. In conclusion I will briefly introduce an orientation 1 call hermeneutic constructivism and illustrate how it can lead down this alternative path of design. 2 The mechanization of rationality In their quest for mechanical explanations of (or substitutes for) human reason, researchers in artificial intelligence are heirs to a long tradition. In his "Discourse on the method of properly guiding the reason in the search of truth in the sciences" (1637), Descartes initiated the quest for a systematic method of rationality. Although Descartes himself did not beheve that reason could be achieved through mechanical devices, his understanding laid the groundwork for the symbol-processing machines of the modern age. In 1651, Hobbes described reason as symbolic calculation: "When a man reasoneth, he does nothing else but conceive a sum total, from addition of parcels; or conceive a remainder... These operations are not incident to numbers only, but to all manner of things that can be added together, and taken one out of another... the logicians teach the same in consequences of words; adding together two names to make an affirmation, and two affirmations to make a syllogism; and many syllogisms to make a demonstration."^ Leibniz (as described by Russell) "... cherished through his life the hope of discovering a kind of generahzed mathematics, which he called Characteristica Universalis, by means of which thinking could be replaced by calculation. "If we had it," he says "we should be able to reason in metaphysics and morals in much the same way as in geometry and analysis. If controversies were to arise, there would be no more need of disputation between two philosophers than between two accountants. For it would suffice to take their pencils in their hands, to sit down to their slates, and to say to each other... 'Let us calculate.' Behind this program of mechanical reason was a faith in a rational and ultimately understandable universe. The model of "Let us calculate" is that of Euchdean geometry, in which a small set of clear and self- evident postulates provides a basis for generating the right answers (given sufficient diligence) to the most complex and vexing problems. Reasonable men could be rehed upon to agree on the postulates and the methods, and therefore dispute could only arise from mistaken calculation. The empiricists turned to physical experience and experiment as the true basis of knowledge. But. in rejecting the a priori status of the propositions on which reasoning was based, they did not abandon the vision of rigorous (potentially mechanizable) logical procedures. For our purposes here, it will suffice to adopt a broader characterization, in which much of both rationalism and empiricism fall within a common "rationalistic tradition."^ This label subsumes the varied (and at times hotly opposed) inheritors of Descartes' legacy — those who seek to achieve rational reason through a precise method of symbolic cal- ^Hobbes, Leviathan, quoted in Haugeland, Artificial Intelligence: The Very Idea, p24. ^Russell, A History of Western Philosophy, p. 592. ^See Chapter 2 of Winograd and Flores, Understanding Computers and Cognition. culation. The electronic computer gave new embodiment to mechanical rationality, making it possible to derive the consequences of precisely specified rules, even when huge amounts of calculation are required. The first decades of computing emphasized the application of numerical techniques. Researchers in operations research and decision theory addressed policy questions by developing complex mathematical models of social and political systems and calculating the results of proposed alternatives.® Although these techniques work well in specialized cases (such as scheduling delivery vehicles or controlling the operations in a refinery), they proved inadequate for the broader problems to which they were applied. The "mathematization" of experience required simplifications that made the computer results - accurate as they might be with respect to the models - meaningless in the world. Although there are still attempts to quantify matters of social import (for example in applying mathematical risk analysis to decisions about nuclear power), there is an overall disillusionment with the potential for adequately reducing human concerns to a precise set of numbers and equations.® The developers of artificial intelligence have rejected traditional mathematical mo-delhng in favor of an emphasis on symbolic - rather than numerical - formalisms. Leibniz's "Let us calculate" is taken in Hobbes broader sense to include not just numbers but also "afiirmations" and "syllogisms." 3 The promise of artificial intelligence Attempts to duplicate formal non-numerical reasoning on a machine date back to the earliest computers, but the endeavor began in earnest with the artificial intelligence (AI) projects of the mid 1950s.^ The goals were ambitious: to fully duplicate the human capacities of thought and langu- ®One large-scale and quite controversial example was the MIT/Club of Rome simulation of the world social and economic future (The Limits of Growth). ®See, for example, the discussions in Davis and Hersh, Descartes' Dream. ^See Gardner, The Mind's New Science, for an overview of the historical context. age on a digital computer. Early claims that a complete theory of intelligence would be achieved within a few decades have long since been abandoned, but the reach has not diminished. For example, a recent book by Minsky (one of the founders of AI) offers computational models for phenonemena as diverse as conflict, pain and pleasure, the self, the soul, consciousness, confusion, genius, infant emotion, foreign accents, and freedom of will.® In building models of mind, there are two distinct but complementary goals. On the one hand is the quest to explain human mental processes as thoroughly and unambiguously as physics explains the functioning of ordinary mechanical devices. On the other hand is the drive to create intelligent tools — machines that apply intelligence to serve some purpose, regardless of how closely they mimic the details of human inteUigence. At times these two enterprises have gone hand in hand, at others they have led down separate paths. Researchers such as Newell and Simon (two other founding fathers of artificial inteUigence) have sought precise and scientifically testable theories of more modest scope than Minsky suggests. In reducing the study of mind to the formulation of rule-governed operations on symbol systems, they focus on detailed aspects of cognitive functioning, using empirical measures such as memory capacity and reaction time. They hypothesize specific "mental architectures" and compare their detailed performance with human experimental results.® It is difficult to measure the success of this enterprise. The tasks that have been examined (such as puzzle-solving and the abihty to remember abbreviations for computer commands) do not even begin to approach a representative sample of human cognitive abilities, for reasons we will examine below. On the other side lies the goal of practical system building. In the late 1970s, the field of artificial inteUigence was drastically affected by the continuing precipitous drop in computing costs. Techniques that previously demanded highly specialized and costly equipment came within the reach of commercial users. A new term, "knowledge These are among the section headings in Minsky, The Society of Mind. ®See, for example, Newell & Simon, Human Problem Solving, and Laird et al., Universal Subgoaling and Chunking. FACTS: Tank #23 contains sulfuric acid. The plaintiff was injured by a portable power saw. RULES: If the sulfate ion test is positive, the spill material is sulfuric acid. If the plaintiff was negligent in the use of the product, the theory of contributory negligence applies. Figure 1: Rules for an expert system (from D. Waterman, A Guide to Expert Systems, p. 16). engineering," was coined to indicate a shift to the pragmatic interests of the engineer, rather than the scientist's search for theoretical knowledge. "Expert systems," as the new programs were called, incorporate "knowledge bases" made up of simple facts and "if... then" rules, as illustrated in Figure 1. These systems do not attempt to explain human inteUigence in detail, but are justified in terms of their practical applications, for which extravagant claims have been made. Humans need expert systems, but the problem is they don't often believe it... At least one high-performance medical diagnosis program sits unused because the physicians it was designed to assist didn't perceive that they needed such assistance; they were wrong, but that doesn't matter... There's a manifest destiny in information processing, in knowledge systems, a continent we shall all spread out upon sooner or later. The high hopes and ambitious aspirations of knowledge engineering are well documented, and the claims are often taken at face value, even in serious intellectual discussions. In fact, although a few widely-known systems illustrate specific potentials, the successes are still isolated pinnacles in a landscape of research prototypes, feasibihty studies, and preliminary versions. It is difficult to get a clear picture of what has been accomplished and to make a realistic assessment of what is yet to come. We need to begin by examining the difficulties with the fundamental methods these programs employ. 4 The foundations of artificial intelligence Artificial intelligence draws its appeal from the same ideas of mechanized reasoning that attracted Descartes, Leibniz and Hobbes, but it differs from the more classical forms of rationalism in a critical way. Descartes wanted his method to stand on a bedrock of clear and self-evident truths. Logical empiricism sought truth through observation and the refinement of formal theories that predicted experimental results. Artificial intelligence has abandoned the quest for certainty and truth. The new patchwork rationalism is built upon mounds of "micro-truths" gleaned through common sense introspection, ad hoc programming and so-called "knowledge acquisition" techniques for interviewing experts. The grounding on this shifting sand is pragmatic in the crude sense - "If it seems to be working, it's right." The resulting patchwork defies logic. Minsky observes: "For generations, scientists and philosophers have tried to explain ordinary reasoning in terms of logical principles - with virtually no success. I suspect this enterprise failed because it was looking in the wrong direction: common sense works so well not because it is an approximation of logic; logic is only a small part of our great accumulation of different, useful ways to chain things together."" In the days before computing, "ways to chain things together" would have remained a vague metaphor. But the computer can perform arbitrary symbol manipulations that we interpret as having logical import. It is easy to build a program to which we enter "Most birds can fly" and "Tweety is a bird" and which then produces "Tweety can fly" according to a regular (although logically questionable) rule. The artificial intelligence methodology does not demand a logically correct answer, but one that works sufficiently 10 Feigenbaum and McCorduck, pp. 86, 95, 152. "Minsky, The Society of Mind, p. 187. Although Min-sky's view is prevalent among AI researchers, not all of his colleagues agree that thought is so open-endedly non-logical. McCarthy (co-founder with Minsky of the MIT AI- lab), for example, is exploring new forms of logic that attempt to preserve the rigor of ordinary deduction, while dealing with some of the properties of commonsense reasoning, as described in the papers in Bobrow (ed.), Special Issue on Nonmonotonic Logic. often to be "heuristically adequate." In a way, this approach is very attractive. Everyday human thought does not follow the rigid strictures of formal deduction. Perhaps we can devise some more flexible (and even faUible) system that operates according to mechanical principles, but more accurately mirrors the mind. But this appeal is subtly deceptive. Minsky places the blame for lack of success in explaining ordinary reasoning on the rigidity of logic, and does not raise the more fundamental questions about the nature of all symbolic representations and of formal (though possibly "non-logical" ) systems of rules for manipulating them. There are basic limits to what can be done with symbol manipulation, regardless of how many "different, useful ways,to chain things together" one invents. The reduction of mind to the interactive sum of decontextualized fragments is ultimately impossible and misleading. But before elaborating on the problems, let us first review some assumptions on which this work proceeds: 1. Intelligence is exhibited by "physical symbol systems." 2. These systems carry out symbol manipulations that correspond to some kind of "problem solving." 3. Intelligence is embodied as a large collection of fragments of "knowledge." 4.1 The physical symbol system hypothesis The fundameirtal principle is the identification of intelligence with the functioning of a rule-governed symbol-manipulating device. It has been most explicitly stated by Newell and Simon: "A physical symbol system has the necessary and sufficient means for general intelfigent action,... By 'general intelligent action' we wish to indicate the same scope of intelligence we see in human action: that in any real situation behavior appropriate to the ends of the system and adaptive to the demands of the environment can occur, within some hmits of speed and complexity." ^^ This "physical symbol system hypothesis" presupposes materialism: the claim that all of the ^^Newell Simon, Computer science as emiprical inquiry (their speech accepting the ACM Turing Award - the computer science equivalent of the Nobel Prize). observed properties of intelligent beings can ultimately be explained in terms of lawful physical processes. It adds the claim that these processes can be described at a level of abstraction in which all relevant aspects of physical state can be understood as the encoding of symbol structures and that the activities can be adequately characterized as systematic application of symbol manipulation rules. The essential link is representation — the encoding of the relevant aspects of the world. Newell lays this out explicitly: "An inteUigent agent is embedded in a task environment; a task statement enters via a perceptual component and is encoded in an initial representation. Whence starts a cycle of activity in which a recognition occurs... of a method to use to attempt the problem. The method draws upon a memory of general world knowledge... It is clear to us all what representation is in this picture. It is the data structures that hold the problem and will be processed into a form that makes the solution available. Additionally, it is the data structures that hold the world knowledge and will be processed to acquire parts of the solution or to obtain guidance in constructing it."^^ [emphasis in original]. Complete and systematic symbolic representation is crucial to the paradigm. The rules followed by the machine can deal only with the symbols, not their interpretation. 4,2 Problem-solving, inference and search Newell and Simon's physical symbol systems aspire not to an ideahzed rationality, but to "behavior appropriate to the ends of the system and adaptive to the demands of the environment." This shift reflects the formulation that won Simon a Nobel prize in economics. He supplanted decision theories based on optimization with a theory of "satisficing" - effectively using finite decision -making resources to come up with adequate, but not necessarily optimal plans of action. As artificial intelligence developed in the 1950s and 60s, this methodology was formalized in the techniques of "heuristic search." The task that a symbol system is faced with, ^^Newell, The knowledge level, p. then, when it is presented with a problem and a problem space, is to use its limited processing resources to generate possible solutions, one after another, until it finds one that satisfies the problem-defining test.^'^ The "problem space" is a formal structure that can be thought of as enumerating the results of all possible sequences of actions that might be taken by the program. In a program for playing chess, for example, the problem space is generated by the possible sequences of moves. The number of possibilities grows exponentially with the number of moves, and is beyond practical reach after a small number. However, one can limit search in this space by following heuristics that operate on the basis of local cues ("If one of your pieces could be taken on the opponent's next move, try moving it... "). There have been a number of variations on this basic theme, all of which are based on expHcit representations of the problem space and the heuristics for operating within it. Figure 1 illustrated some rules and facts from expert systems. These are not represented in the computer as sentences in English, but as symbols intended to correspond to the natural language terms. As these examples indicate, the domains are naturally far richer and more complex than can be captured by such simple rules. A lawyer will have many questions about whether a plaintiff was 'negligent,' but for the program it is a simple matter of whether a certain symbolic expression of the form "Negligent(x)" appears in the store of representations, or whether there is a rule of the form "If... then Negligent(x)," whose conditions can be satisfied. There has been a great deal of technical debate over the detailed form of rules, but two principles are taken for granted in essentially all of the work: 1. Each rule is true in a limited (situation-dependent), not absolute sense. 2. The overall result derives from the synergistic combination of rules, in a pattern that need not (in fact could not in general) be anticipated in writing them. For example, there may be cases in which the "sulfate ion test is positive" even though the spill is not sulfuric acid. The overall architecture of the rule-manipulating system may lead to a conclusion being drawn that violates one of these rules (on the basis of other rules). The question is not whether each of the rules is true, but whether the output of the program as a whole is "appropriate." The knowledge engineers hope that by devising and tuning such rules they can capture more than the deductive logic of the domain: While conventional programs deal with facts, expert systems handle 'lore'... the rules of thumb, the hunches, the intuition and capacity for judgement that are seldom explicitly laid down but which form the basis of an expert's skill, acquired over a hfetime's experience.^^ This ad hoc nature of the logic applies equally to the cognitive models of Newell and Simon, in which a large collection of separate "production rules" operate on a symbolic store or "working memory," Each production rule specifies a step to be carried out on the symbols in the store, and the overall architecture determines which will be carried out in what order. The symbols don't stand for chemical spills and law, but for hypothesized psychological features, such as the symbolic contents of short term memory. Individual rules do things like moving an element to the front of the memory or erasing it. The cognitive modeler does not build an overall model of the system's performance on a task, but designs the individual rules in hopes that appropriate behavior will emerge from their interaction. Minsky makes explicit this assumption that intelligence will emerge from computational interactions among a plethora of small pieces. I'll call 'Society of Mind' this scheme in which each mind is made of many smaller processes. These we'll call agents. Each mental agent by itself can only do some simple thing that needs no mind or thought at all. Yet when we join these agents in societies - in certain very special ways - this leads to true intelligence.^'^ Minsky's theory is quite different from Newell's cognitive architectures. In place of finely tuned clockworks of precise production rules we find an impressionistic pastiche of metaphors. Minsky illustrates his view in a simple 'micro-world' of toy blocks, populated by agents such as BUILDER (which stacks up the blocks), ADD (which adds a "Newell & Simon, inquiry, p. 121. Computer science as empirical ^®Michie and Johnston, The Creative Computer, p. 35. ^®Minsky, The Society of Mind, p. 17. single block to a stack), and the like: For example, BUILDER'S agents require no sense of meaning to do their work; ADD merely has to turn on GET and PUT. Then GET and PUT do not need any subtle sense of what those turn-on signals "mean" — because they're wired up to do only what they're wired up to do.^^ These agents seem like simple computer subroutines — program fragments that perform a single well-defined task. But a subsequent chapter describes an interaction between the BUILDER agent and the WRECKER agent, which are parts of a PLAY-WITH-BLOCKS agent: Inside an actual child, the agencies responsible for BUILDING and WRECKING might indeed become versatile enough to negotiate by offe-, ring support for one another's goals. "Please, WRECKER, wait a moment more till BUILDER adds just one more block: it's worth it for a louder crash!" IS With a simple "might indeed become versatile... ", we have slipped from a technically feasible but limited notion of agents as subroutines, to an impressionistic description of a society of homunculi, conversing with each other in ordinary language. This sleight of hand is at the center of the theory. It takes an almost childish leap of faith to assume that the modes of explanation that work for the details of block manipulation will be adequate for understanding conflict, consciousness, genius, and freedom of will. One cannot dismiss this as an isolated fantasy. Minsky is one of the major figures in artificial intelligence and he is only stating in a simplistic form a view that permeates the field. In looking at the development of computer technology, one cannot help but be struck by the successes at reducing complex and varied tasks to systematic combinations of elementary operations. Why not, then, make the jump to the mind. If we are no more than protoplasm-based physical symbol systems, the reduction must be possible and only our current lack of knowledge prevents us from explicating it in detail, all the way from BUILDER'S clever ploy down to the logical circuitry. 4.3 Knowledge as a commodity All of the approaches described above depend on interactions among large numbers of individual elements: rules, productions, or agents. No one of these elements can be taken as representing a substantial understandable truth, but this doesn't matter since somehow the conglomeration will come out all right. But how can we have any confidence that it will? The proposed answer is a typical one of our modern society: "More is better!" "Knowledge is power, and more knowledge is more power." A widely-used expert systems text declares: "It wasn't until the late 1970s that AI scientists began to realize something quite important: The problem-solving power of a program comes from the knowledge it possesses, not just from the formalisms and inference schemes it employees. The conceptual breakthrough was made and can be quite simply stated. To make a program intelligent, provide it with lots of high-quality, specific knowledge about some problem area."^® This statement is typical of much writing on expert systems, both in the parochial perspective that inflates a homily into a "conceptual breakthrough" and in its use of slogans hke "high-quahty knowledge." Michie (the Dean of artificial intelligence in Britain) predicts : "[Expert systems]... can actually help to codify and improve expert human knowledge, taking what was fragmentary, inconsistent and error-infested and turning it into knowledge that is more precise, rehable and comprehensive. This new process, with its enormous potential for the future, we call 'knowledge refining.' Feigenbaum proclaims: "The miracle product is knowledge, and the Japanese are planning to package and sell it the way other nations package and sell energy, food, or manufactured goods... The essence of the computer revolution is that the burden of producing the future knowledge of the world will be transferred from human heads to machine artifacts." ^^ Knowledge is a kind of commoditj^ — to be produced, refined, and packaged. The knowledge en- "Ibid., p. 67. i®Ibid., p. 33. ^®Waterman, A Guide to Expert Systems, p. 4 [emphasis in the original], ^"Michie and Johnston, The Creative Computer, p. 129. ^^Feigenbaum & McCorduci:, The Fifth Generation, pp. 12, 40. gineers are not concerned with tlie age-old epistemologica! problems of what constitutes knowledge or understanding. They are hard at work on techniques of "knowledge acquisition" and see it as just a matter of sufficient money and effort: We have the opportunity at this moment to do a new version of Diderot's Encyclopedia, a gathering up of all knowledge - not just the academic kind, but the informal, experiential, heuristic kind - to be fused, amplified, and distributed, all at orders of magnitude difference in cost, speed, volume, and usefulness over what we have now.^^ Lenat has embarked on this task of "encod[ing] all the world's knowledge down to some level of detail." The plan projects an initial entry of about 400 articles from a desk encyclopedia (leading to 10,000 paragraphs worth of material), followed by hiring a large number of "knowledge enterers" to add "the last 99 percent." There is little concern that foundational problems might get in the way. Lenat asserts that "AI has for many years understood enough about representation and inference to tackle this project, but no one has sat down and done it."^^ 5 The fundamental problems The optimistic claims for artificial intelligence have far outstripped the achievements, both in the theoretical enterprise of cognitive modelling and in the practical application of expert systems. Cognitive models seek experimental fit with measured human behavior but the enterprise is fraught with methodological difficulty, as it straddles the wide chasm between the engineering bravado of computer science and the careful empiricism of experimental psychology. When a computer program duplicates to some degree some carefully restricted aspect of human behavior, what have we learned? It is all too easy to write a program that would produce that particular behavior, and all too hard to build one that covers a sufficiently general range to inspire confidence. As Pylyshyn (an enthusiastic participant in cognitive science) observes: "Most current computational models of cognition are vastly underconstrained and ad hoc; they are contrivances assembled to mimic arbitrary ^^Ibid., p. 229 [emphasis in the original]. ^^Lenat, CYC, p. 75. pieces of behavior, with insufficient concern for explicating the principles in virtue of which such behavior is exhibited and with little regard for a precise understanding."^'^ Newell and his colleagues' painstaking attention to detailed architecture of production systems is an attempt to better constrain the computational model, in hopes that experiments can then test detailed hypotheses. As with much of experimental psychology, a highly artificial experimental situation is required to get results that can be sensibly interpreted at all. Proponents argue that the methods and theoretical foundations that are being apphed to micro-behavior will eventually be extended and generalized to cover the full range of cognitive phenomena. As with Minsky, this leap from the micro-structure to the whole human is one of faith. In the case of expert systems, there is a more immediate concern. Apphed AI is widely seen as a means of managing processes that have grown too complex or too rapid for unassisted humans. Major industrial and governmental organizations are mounting serious eflForts to build expert systems for tasks such as air traffic control, nuclear power plant operation and - most distressingly -the control of weapons systems. These projects are justified with claims of generahty and fiexibi-hty for AI programs. They ignore or downplay the difficulties that will make the programs almost certain to fail in just those cases where their success is most critical. It is a commonplace in the field to describe expert systems as "brittle"-able to operate only within a narrow range of situations. The problem here is not just one of insufficient engineering, but is a direct consequence of the nature of rule-based systems. We will examine three manifestations of the problem: gaps of anticipation; bhndness of representation; and restriction of the domain. 5.1 Gaps of anticipation In creating a program or knowledge base, one takes into account as many factors and connections as feasible. But in any realistically complex domain, this gives at best a spotty coverage. The person designing a system for deahng with acid spills may not consider the possibility of rain le- 24 Pylyshyn, Computation and Cognition, p. xv. aking into the building, or of a power failure, or that a labelled bottle does not contain what it purports to. A human expert faced with a problem in such a circumstance falls back on common sense and a general background of knowledge. The hope of patchwork rationalism is that with a sufficiently large body of rules, the thought-through spots will successfully interpolate to the wastelands in between. Having written rule A with one circumstance in mind and rule B with another, the two rules in combination will succeed in yet a third. This strategy is the justification for the claim that AI systems are more flexible than conventional programs. There is a grain of truth in the comparison, but it is deceptive. The program applies the rules blindly with erratic results. In many cases, the price of flexibility (the ability to operate in combinations of contingencies not considered by the programmer) is irreparable and inscrutable failure. In attempting to overcome this brittleness, expert systems are built with many thousands of rules, trying to cover all of the relevant situations and to provide representations for all potentially relevant aspects of context. One system for medical diagnosis, called CADUCEUS (originally INTERNIST) has 500 disease profiles, 350 disease variations, several thousand symptoms, and 6,500 rules describing relations among symptoms. After fifteen years of development, the system is still not on the market. According to one report, it gave a correct diagnosis in only 75% of its carefully selected test cases. Nevertheless, Myers, the medical expert who developed it, "beheves that the addition of another 50 [diseases] will make the system workable and, more importantly, practical."^^ Human experts develop their skills through observing and acting in many thousands of cases. AI researchers argue that this results in their remembering a huge repertoire of speciahzed "patterns" (complex symbohc rules) that allow them to discriminate situations with expert finesse and to recognize appropriate actions. But it is far from obvious whether the result of experience can be adequately formalized as a repertoire of discrete patterns.^® To say that "all of the world's knowledge" could be explicitly articulated in any symbolic form (computational or not) we must assume the possibility of reducing all forms of tacit knowledge (skills, intuition, and the like) to explicit facts and rules. Heidegger and other phe-nomenologists have challenged this, and many of the strongest criticisms of artificial intelligence are based on the phenomenological analysis of human understanding as a "readiness-to-hand" of action in the world, rather than as the manipulation of "present-to-hand" representations.^''' Be that as it may, it is clear that the corresponding task in building expert systems is extremely difficult, if not theoretically impossible. The knowledge engineer attempts to provide the program with rules that correspond to the expert's experience. The rules are modified through analyzing examples in which the original rules break down. But the patchwork nature of the rules makes this extremely difficult. Failure in a particular case may not be attributable to a particular rule, but rather to a chance combination of rules that are in other circumstances quite useful. The breakdown may not even provide sharp criteria for knowing what to change, as with a chess program that is just faihng to come up with good moves. The problem here is not simply one of scale or computational complexity. Computers are perfectly capable of operating on millions of elements. The problem is one of human understanding — the ability of a person to understand how a new situation experienced in the world is related to an existing set of representations, and to possible modifications of those representations. In trying to remove the potentially unreliable "human element," expert systems conceal it. The power plant will no longer fail because a reactor-operator falls asleep, but because a knowledge engineer didn't think of putting in a rule specifying how to handle a particular failure when the emergency system is undergoing its periodic test, and the backup system is out of order. No amount of refinement and articulation can guarantee the absence of such breakdowns. The hope that a system based on patchwork rationalism will respond "appropriately" in such cases is just that: a hope, and one that can engender dangerous illusions of safety and security. ^^Newquist, The machinery of medical diagnosis, p. 70. ^®See the discussion in H. Dreyfus and S. Dreyfus, Mind Over Machine. ^^See, for example, H. Dreyfus, What Computers Can't Do, and Winograd & Flores, Understanding Computers and Cognition. 5.2 The blindness of representation The second problem lies in the symbol system hypothesis itself. In order to characterize a situation in symbolic form, one uses a system of basic distinctions, or terms. Rules deal with the interrelations among the terms, not with their interpretations in the world. Consider ordinary words as an analogy. Imagine that a doctor asks a nurse "Is the patient eating?" If they are deciding whether to perform an examination, the request might be paraphrased "Is she eating at this moment?" If the patient is in the hospital for anorexia and the doctor is checking the efficacy of the treatment, it might be more like "Has the patient eaten some minimal amount in the past day?" If the patient has recently undergone surgery, it might mean "Has the patient taken any nutrition by mouth," and so on. In responding, a person interprets the sentence as having relevance in the current situation, and will typically respond appropriately without conscious choosing among meanings. In order to build a successful symbol system, decontextualized meaning is necessary — terms must be stripped of open-ended ambiguities and shadings. A medical expert system might have a rule of the form: "IF Eating(x) THEN...," which is to be appHed only if the patient is eating, along with others of the form "IF ... THEN Eating (x)" which determine when that condition holds. Unless everyone who writes or reads a rule interprets the primitive term "Eating" in the same way, the rules have no consistent interpretation and the results are unpredictable. In response to this, one can try to refine the vocabulary. "Currently-Dining" and "Taking-Sohds" could replace the more generic term, or we could add construal rules, such as "in a context of immediate action, take 'Eating' to mean 'Currently-Dining'." Such approaches work for the cases that programmers anticipate, but of course are subject to the infinite regress of trying to decontextuahze context. The new terms or rules themselves depend on interpretation that is not represented in the system. 5.3 Restriction of the domain A consequence of decontextualized representation is the difficulty of creating AI pi ograms in any but the most carefully restricted domains, where almost all of the knowledge required to perform the task is special to that domain (i.e., little common sense knowledge is required). One can find specialized tasks for which appropriate Hmitations can be achieved, but these do not include the majority of work in commerce, medicine, law, or the other professions demanding expertise. Holt characterized the situation: "A brilliant chess move while the room is filling with smoke because the house is burning down does not show intelligence. If the capacity for brilliant chess moves without regard to life circumstances deserves a name, I would naturally call it 'artificial intelligence.' The briUiance of a move is with respect to a well-defined domain: the rules of chess. But acting as an expert doctor, attorney, or engineer takes the other kind of intelligence: knowing what makes sense in a situation. The mo.st successful artificial intelligence programs have operated in the detached puzzle-like domains of board games and technical analysis, not those demanding understanding of human hves, motivations, and social interaction. Attempts to cross into these diffi.cult territories, such as a program said to "understand tales involving friendship and adultery," ^^ proceed by replacing the real situation with a cartoon-like caricature, governed by simplistic rules whose inadequacy is immediately obvious (even to the creators, who argue that they simply need further elaboration). This reformulation of a domain to a narrower, more precise one can lead to systems that give correct answers to irrelevant problems. This is of concern not only when actions are based directly on the output of the computer system (as in one controlling weapons systems), but also when, for example, medical expert systems are used to evaluate the work of physicians.Since the system is based on a reduced representation of the situation, it systematically (if invisibly) values some aspects of care while remaining blind to others. Doctors whose salaries, promotions, or accredi- ^®Holt, Remarks made at ARPA Principal Investigators' Conference, p. 1. ^®See the discussion of the BORIS program in Winograd and Flores, Understanding Computers and Cognition, pp. 121fF. ®°See Athanasiou, High-tech politic, The case of artificial intelligence, p. 24. tation depend on the review of their actions by such a program will find their practice being subtly shaped to its mold. The attempt to encode "the world's knowledge" inevitably leads to this kind of simplification. Every explicit representation of knowledge bears within it a background of cultural orientation that does not appear as explicit claims, but is manifest in the very terms in which the 'facts' are expressed and in the judgment of what constitutes a fact. An encyclopedia is not a compendium of "refined knowledge," but a statement within a tradition and a culture. By calling an electronic encyclopedia a 'knowledge base' we mystify its source and its grounding in a tradition and background. 6 The bureaucracy of mind Many observers have noted the natural affinity between computers and bureaucracy. Lee argues that "bureaucracies are the most ubiquitous form of artificial intelHgence... Just as scientific management found its idealization in automation and programmable production robots, one might consider an artificiallyntelligent knowledge-based system as the ideal bureaucrat... Lee's stated goal is "improved bureaucratic software engineering," but his analogy suggests more. Stated simply, the techniques of artificial intelligence are to the mind what bureaucracy is to human social interaction. In today's popular discussion, bureaucracy is seen as an evil—a pathology of large organizations and repressive governments. But in his classic work on bureaucracy, Weber argued its great advantages over earher, less formalized systems, calling it the "unambiguous yardstick for the modernization of the state." He notes that "bureaucracy has a 'rational' character, with rules, means-ends calculus, a,nd matter-of-factness predominating,"^^ and that it succeeds in "eliminating from official business love, hatred, and all purely personal, irrational, and emotional elements which escape calculation."^^ The decisive reason for the advance of bureaucratic organization has always been its purely technical superiority over any other form of orga- nization, The fully developed bureaucratic apparatus compares with other organizations exactly as does the machine with the non-mechanical modes of production. Precision, speed, unambigu-ity, knowledge of the files, continuity, discretion, unity, strict subordination, reduction of friction and of material and personal costs - these are raised to the optimum point in the strictly bureaucratic administration.^"^ The benefits of bureaucracy follow from the reduction of judgment to the systematic application of expHcitly articulated rules. Bureaucracy achieves a predictability and manageability that is missing in earher forms of organization. There are striking similarities here with the arguments given for the benefits of expert systems, and equally striking analogies with the shortcomings as pointed out, for example, by March and Simon: "The reduction in personalized relationships, the increased internalization of rules, and the decreased search for alternatives combine to make the behavior of members of the organization highly predictable; i.e., they result in an increase in the rigidity of behavior of participants [which] increases the amount of difficulty with chents of the organization and complicates the achievement of client satisftion."^^ Given Simon's role in artificial intelHgence, it ironic that he notes these weaknesses of human-embodied rule systems, but sees the behavior of rule-based physical symbol s3'stems as "adaptive to the demands of the environment." Indeed, systems based on symbol manipulation exhibit the rigidities of bureaucracies, and are most problematic in dealing with "client satisfaction" — the mismatch between the decontextualized appUca-tion of rules and the human interpretation of the symbols that appear in them. Bureaucracy is most successful in a world that is stable and repetitive — where the rules can be followed without interpretive judgments. Expert systems are best in just the same situations. Their successes have been in stable and precise technical areas, where exceptions are not the rule. Michie's claim that expert systems can encode "the rules of thumb, the hunches, the intuition and capacity for judgement... " is wrong in the ^^Lee, Bureaucracy as artificial intelligence, p. 127. ®^Weber, Economy and Society, p. 1002. ^^Ibid., p. 975. ^''ibid., p. 973 [emphasis in original]. ^®March and Simon, Organizations, p. 38 [emphasis in original]. same way that it is wrong to seek a full account of an organization in its formal rules and procedures. Modern sociologists have gone beyond Weber's analysis, pointing to the informal organization and tacit knowledge that make organizations work effectively. This closely parallels the importance of tacit knowledge in individual expertise. Without it we get rigidity and occasional but irreparable failure. The depersonalization of knowledge in expert systems also has obvious parallels with bureaucracy. When a person views his or her job as the correct application of a set of rules (whether human-invoked or computer-based), there is a loss of personal responsibility or commitment. The "I just follow the rules" of the bureaucratic clerk has its direct analog in "That's what the knowledge base says." The individual is not committed to appropriate results (as judged in some larger human context), but to faithful application of the procedures. This forgetfulness of individual commitment is perhaps the most subtle and dangerous consequence of patchwork rationality. The person who puts rules into a knowledge base cannot be committed to the consequences of applying them in a situation he or she cannot foresee. The person who applies them cannot be committed to their formulation or to the mechanics by which they produce an answer. The result belongs to no one. When we speak here of "commitment," we mean something more general than the kind of accountability that is argued in court. There is a deep sense in which every use. of language is a reflection of commitment, as we will see in the following section. 7 Alternatives We began with the question of thinking machinesdevices that mechanically reproduce human capacities of thought and language. We have seen how this question has been reformulated in the pursuit of artificial intelhgence, to reflect a particular design based on patchwork rationalism. We have argued that the current direction will be inadequate to explain or construct real intelhgence. But, one might ask, does that mean that no machine could exhibit intelhgence? Is artificial intelligence inherently impossible, or is it just fi- endishly difficult? To answer sensibly we must first ask what we mean by "machine." There is a simple a priori proof that machines can be intelligent if we accept that our own brains are (in Minsky's provocative words) nothing but "meat machines." If we take "machine" to stand for any physically constituted device subject to the causal laws of nature, then the question reduces to one of materialism, and is not to be resolved through computer research. If, on the other hand, we take machine to mean "physical symbol system" then there is ground for a strong skepticism. This skepticism has become visible among practitioners of artificial intelhgence as well as the critics. 7.1 Emergent intelligence The innovative ideas of cybernetics a few decades ago led to two contrasting research programmes. One, which we have examined here, took the course of symbol processing. The other was based on modelhng neural activity and led to the work on "perceptrons," a research line that was discounted for many years as fruitless and is now being rehabilitated in "connectionist" theories, based on "massively paxallel distributed processing." In this work, each computing element (analogous to a neuron) operates on simple general principles, and intelhgence emerges from the evolving patterns of interaction.^® Connectionism is one manifestation of what Turkle calls "emergent AI."^"^ The fundamental intuition guiding this work is that cognitive structure in organisms emerges through learning and experience, not through explicit representation and programming. The problems of blindness and domain limitation described above need not apply to a system that has developed through situated experience. It is not yet clear whether we will see a turn back towards the heritage of cybernetics or simply a "massively parallel" variant of current cognitive theory and symbol processing design. Although the new connectionism may breathe new life into ®®For a historical account and analysis of the current debates, see H. Dreyfus, Making a mind vs. modeling the brain. For a technical view, see Rumelhart and MacLel-land, Parallel Distributed Processing. Maturana and Va-rela, in The Tree of Knowledge, offer a broad philosophy of cognition on this base. ®^Turkle, A new romantic reaction. cognitive modelling research, it suffers an uneasy balance between symbolic and physiological description. Its spirit harks back to the cybernetic concern with real biological systems, but the detailed models typically assume a simplistic representational base much closer to traditional artificial intelligence. Connectionism, like its parent cognitive theory, must be placed in the category of brash unproved hypotheses, which have not really begun to deal with the complexities of mind, and whose current explanatory power is extremely limited. In one of the earliest critiques of artificial intelligence, Dreyfus compared it to alchemy.^^ Seekers after the glitter of intelhgence are misguided in trying to cast it from the base metal of computing. There is an amusing epilogue to this analogy: in fact, the alchemists were right. Lead can be converted into gold by a particle accelerator hurling appropriate beams at lead targets. The AI visionaries may be right in the same way, and they are likely to be wrong in the same way. There is no reason but hubris to believe that we are any closer to understanding intelhgence than the alchemists were to the secrets of nuclear physics. The ability to create a glistening simulacrum should not fool us into thinking the rest is "just a matter of encoding a sufficient part of the world's knowledge" or into a quest for the philosopher's stone of "massively parallel processing." 7.2 Hermeneutic constructivism Discussions of the problems and dangers of computers often leave the impression that on the whole we would be better off if we could return to the pre-computer era. In a similar vein one might decry the advent of written language, which created many new problems. For example, Weber attributes the emergence of bureaucracy to the spread of writing and literacy, which made it possible to create and maintain systems of rules. Indeed, the written word made bureaucracy possible, but that is far from a full account of its relevance to human society. The computer is a physical embodiment of the symbohc calculations envisaged by Hobbes and Leibniz. As such, it is really not a thinking machine, but a language machine. The very notion of "symbol system" is inherently Hnguistic and what we duplicate in our programs with their rules and propositions is really a form of verbal argument, not the workings of mind. It is tempting - but ultimately misleading - to project the image of rational discourse (and its reflection in conscious introspection) onto the design of embodied intelligence. In taking inner discourse as a model for the activity of Minsky's tiny agents, or of productions that determine what token to process next, artificial intelhgence has operated with the faith that mind is linguistic down to the microscopic level. But the utility of the technology need not depend on this faith. The computer, like writing, is fundamentally a communication medium-one that is unique in its ability to perform complex manipulations on the linguistic objects it stores and transmits. We can reinterpret the technology of artificial intelligence in a new background, with new consequences. In doing so we draw on an alternative philosophical grounding, which I will call hermeneutic constructivism. We begin with some fundamental questions about what language is and how it works. In this we draw on work in hermeneutics (the study of interpretation) and phenomenology, as developed by Heidegger and Gadamer, along with the concepts of language action developed from the later works of Wittgenstein through the speech act philosophy of Austin, Searle, and Habermas.^^ Two guiding principles emerge; People create their world through language. Language is always interpreted in a tacitly understood background. Austin pointed out that "performative" sentences do not convey information about the world, but act to change that world. "You're hired," when uttered in appropriate conditions, creates — not describes — a situation of employment. Searle applied this insight to mundane language actions such as asking questions and agreeing to do something; Habermas extended it further, showing how sentences we would naively consider statements of fact have force by virtue of an act of commitment by the speaker. 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[13] Habermas, Juergen, Communication and the Evolution of Society (translated by Thomas McCarthy), Boston: Beacon Press, 1979. [14] Haugeland, John, Mind Design, Cambridge, Mass.: Bradford/MIT, 1981. [15] Haugeland, John, Artificial Intelligence: The Very Idea. Cambridge, Mass.: Bradford/MIT, 1985. [16] Holt, Anatol, Remarks made at ARPA Principal Investigators' Conference, Los Angeles, February 6-8, 1974 (unpublished manuscript). [17] Howard, Robert, Systems design and social responsibility: The political implications of 'computer-supported cooperative work,' address delivered at the First Annual Conference on Computer-Supported Cooperative Work, Austin, Texas, December 1986. [18] Laird, John, Paul Rosenbloom and Allen Newell, Universal Subgoaling and Chunking: The Automatic Generation and Learning of Goal Hierarchies, Hingham, Mass.: Kluwer, 1986. [19] Lee, Ronald M., Bureaucracy as artificial intelligence, in L.B. Methlie and R.H. Sprague (eds.). Knowledge Representation for Decision Support Systems, New York: Elsevier (North-Holland), 1985, 125-132. [20] Lee, Ronald M., Automating red tape: the performative vs. informative roles of bureaucratic documents. Office: Technology and People, 2 (1984), 187-204. [21] Lenat, Douglas, CYC: Using common sense knowledge to overcome brittleness and knowledge acquisition bottlenecks, AI Magazine 6:4 (1986), 65-85. [22] March, James G. and Herbert A. Simon, Organizations, New York: Wiley, 1958. [23] Maturana, Humberto R. and Francisco Va-rela. The Tree of Knowledge, Boston: Sham-bhala, in press. [24] Michie, Donald, and Rory Johnston, The Creative Computer, New York: Viking, 1984 [25] Minsky, Marvin, The Society of Mind, New York: Simon and Schuster, 1986. [26] Newell, Allen, The knowledge level, Artificial Intelligence 18 (1982), 87-127. [27] Newell, Allen and Herbert Simon, Computer science as empirical inquiry: Symbols and search. Communications of the ACM, 19 (March, 1976), 113-126. Reprinted in J. Haugeland (ed.). Mind Design, 35-66. [28] Newquist, Harvey P. Ill, The machinery of medical diagnosis, AI Expert 2:5 (May, 1987), 69-71. [29] Pylyshyn, Zenon, Computation and Cognition: Toward a Foundation for Cognitive Science, Cambridge, Mass.: Bradford/MIT, 1984. [30] Roszak, Theodore, The Cult of Information: The Folklore of Computers and the True Art of Thinking, New York: Pantheon, 1986. [31] Rumelhart, David, and James MacLel-land, Parallel Distributed Processing: Explorations in the Microstructures of Cognition (2 volumes), Cambridge, Mass.: Bradford/MIT, 1986. [32] Russell, Bertrand, A History of Western Philosophy, New York: Simon and Schuster, 1952. [33] Simon, Herbert, Models of Thought, New Haven: Yale Univ. Press, 1979. [34] Turkle, Sherry, A new romantic reaction: the computer as precipitant of anti-mechanistic definitions of the human, paper given at conference on Humans, Animals, Machines: Boundaries and Projections, Stanford University, April 1987. [35] Waterman, Donald, A Guide to Expert Systems, Reading, Mass.: Addison- Wesley, 1986. [36] Weber, Max, Economy and Society: An Outline of Interpretive Sociology, Berkeley: Univ. of California Press, 1968. [37] Winograd, Terry, A language/action perspective on the design of cooperative work, Human-Computer Interaction, 1987 (in press). [38] Winograd, Terry and Fernando Flores, Understanding Computers and Cognition: A New Foundation for Design, Norwood New Jersey: Ablex, 1986. "Strong AI": an Adolescent Disorder Donald Michie Professor Emeritus, University of Edinburgh, UK Associate Member, Josef Stefan Institute, Ljubljana, Slovenia Keywords: strong and weak AI, Turing's test, middle-ground Edited by: Matjaž Gams Received: October 24, 1994 Revised: October 19, 1995 Accepted: November 4, 1995 Philosophers have distinguished two attitudes to the mechanization of thought. "Strong AI" says that given a sufficiency of well chosen axioms and deduction procedures we have all we need to program computers to out-think humans. "Weak AI" says that humans don't think in logical deductions anyway. So why not instead devote ourselves to (1) neural nets, or (2) ultra-parallehsm, or (3) other ways of dispensing with symbolic domain-models? "Weak AI" thus has diverse strands, united in a common objection to "strong AI", and articulated in popular writings, see for example Hubert Dreyfus (1979), John Searle (1990) and Roger Penrose (1989). How should one assess their objection? 1 Turing's Test and Postulates If asked to investigate the alleged insolvency of the Fireproof Coal Corporation, a careful auditor first looks for evidence that such a corporation actually exists. Not being personally acquainted with adherents of the described "strong AI" school among professional colleagues, I looked for "strong AI" in the literature. I concluded that the description sufficiently matched an identifiable AI sub-community that flourished in the USA during the subject's adolescence (roughly 19651985) and probably retains professional adherents there today. Certainly the mind-set lives on in textbooks used for teaching. Because it steps backwards from Turing's original prescriptions, I use the label T-minus (for "Turing-minus") for this sub-school of symbolic AI. Misconceptions about T-minus may explain the philosophical attacks on "strong AI". A particularly salient mi- sconception, fostered in some textbooks, is that T-minus traces intellectual paternity to Alan Turing's (1950) paper in which he proposed a test to settle whether a given machine could think. The machine must fool a remote interrogator into mistaking it for a human. In reality T-minus, while retaining the Test itself, implicitly rejects the postulate that accompanied it, namely that the role of machine learning is central, and necessary for attainment of the desired capability. 1.1 Intelligence is in the discourse, not the action The capabilities that we call "intelligence" and "thought" are manifested not so much in problem solving as in discourse . In the context of Turing's imitation game, accurate problem solving was secondary. "It is claimed", he writes, "that the interrogator could distinguish the machine from the man simply by setting them a number of problems in arithmetic. The machine would be unmasked because of its deadly accuracy. The reply to this is simple. The machine (programmed for playing the game) would not attempt to give the right answers to the arithmetical problems. It would deliberately introduce mistakes in a manner calculated to confuse the interrogator." Of course there may be machine intelligence in deciphering the arithmetical question, in invoking a suitable low-level solving routine, and in concocting sufficient hesitancy or error to make the response look human-Hke. But Turing does not present the arithmetical calculation itself as a manifestation of intelligence and thus avoids identifying intelHgence with competence. The question of whether intelligence would be of any use in a creature lacking a competent problem-solving system is a separate issue. But the exercise of even very great competence in an intellectual domain is not in itself proof of intelHgence. Numerous computer triumphs of today, not restricted to arithmetic, remind us of this. In confining "intelligence" to the discourse-testable functions of understanding and after-the-event reporting, Turing made a wise move. Those who failed to follow his example look foohsh every time that an intelhgent Grandmaster is defeated by a super-competent chess machine. Today's game-playing machines are profoundly deficient in understanding even of the games that they win, as witnessed by their inability to annotate them. Writing such commentaries (as chess masters commonly do) would require, precisely, intelligence, in the sense in which Turing understood the term. 1.2 Insufficiency of hand-crafting methods Calculation shows hand-crafting to be infeasible for loading into the system the huge quantities of organized knowledge required for human-level intelligence. To estimate a lower bound, Turing made the optimistic assumption that a thousand megabits of program space might be sufficient for satisfactory playing of the imitation game, at least in the restricted form of play against a blind person, thus excluding from the accountancy the resource-hungry processes of visual perception. He continued: "At my present rate of working I produce about a thousand digits of program a day, so that about sixty workers, working steadily through the fifty years might accomplish the job, if nothing went into the wastepaper basket. Some more expeditious method seems desirable." The fantasy dubbed "Strong AI" by its critics is bhnd (at least in American textbook expositions) not only to these early calculations of Turing's but also to the arithmetic of modern commercial programming. According to the most recent estimate known to me, a typical rate for a large system is 10 lines of installed code per programmer per day. 1,3 Need for mechanized learning and teachability Having rejected direct programming of knowledge, and unaided deduction from programmed axioms, Turing turned to the bulk acquisition of knowledge through mechanized learning. He introduced the idea as follows. In the process of trying to imitate an adult human mind we are bound to think a good deal about the process which has brought it to the state that it is in. We may notice three components, 1. The initial state of the mind, say at birth, 2. The education to which it has been subjected, 3. Other experience, not to be described as education, to which it has been subjected. Instead of trying to produce a program to simulate the adult mind, why not rather try to produce one which simulates the child's? If this were then subjected to an appropriate course of education one would obtain the adult brain. 2 Definition and Difficulties of T-Minus T-minus essentially re-instates a proposal advanced by Leibniz in the seventeenth century, namety that we could obtain definitive knowledge about the world by the sole means of algebraic and deductive manipulations of symbols applied to symbolically coded facts. Two only of Turing's many extensions to Leibniz' programme were retained, namely use of high-speed computing to perform the manipulations, and the test for detecting intelhgent thought in the resulting system. Hence we could speak of "Leibniz plus" but have preferred "Turing minus", meaning Turing minus the central role of machine learning. We must now consider the persistence into the post-Turing era of this retrogressive position. The following definition of AI is from an authoritative exponent. Artificial Intelligence is the enterprise of constructing a Physical Symbol System that can reliably pass the Turing Test. (M Ginsberg, 1993, Chapter 1). Ginsberg's use here of "Physical Symbol System" follows Neweland Simon (1976), and is broad enough to cover any physical embodiment of a Universal Turing Machine. The definition is oriented towards engineering rather than philosophical goals, and Ginsberg emphasizes that "AI is fundamentally an engineering discipline, since our fundamental goal is that of building something." Moreover Ginsberg, like the Physical Symbol System Hypothesis' authors, speaks solely of the machine's reasoning from facts and laws explicitly communicated to it. Catastrophically, he excludes the nine tenths that in humans lies submerged below consciousness yet forms an essential core for run-time problem solving (see for example Michie 1993a, 1993b, 1994, 1995a, 1995b for reviews). It is interesting to contrast this hard-line aversion to the findings of psychology and brain science with the explicit distinction made in McCarthy's (1959) Advice Taker paper: "One might conjecture that division in man between conscious and unconscious thought occurs at the boundary between stimulus-response heuristics which do not have to be reasoned about but only obeyed, and the others which have to serve as premises in deduction." At the time when McCarthy wrote those words, no means were known for acquiring the submerged tacit procedures from human brains for machine use (but see Shapiro (1987) for a later exercise in doing just this; see also Urbancic and Bratko (1994) for a review of "behavioural cloning" of control skills). But he was sufficiently aware of the massive dependency of high-level cognition on low-level tacit procedures that he saw their incorporation in the infrastructure of intelligent systems as a necessity. In this respect among others, McCarthy had moved forward from Turing, and can justly be seen as the intellectual forerunner of the "Turing-plus", or T-plus, doctrine that we shall later consider. One should, however, mention Turing's 1947 report as showing that he v/as not unaware of these tacit proced^i' es and of their importance: "By long experience ve can pick up and apply the most complicated rules without being able to enunciate them at all". Before Ginsberg's book was written, T-minus was already being subjected to the standard validity test faced by any engineering doctrine: can you build it, and will it then stand? Indeed T- minus has so far been the only one of symbolic AI's construction doctrines to inspire serious attempts at all-round machine knowledgeability and intelhgence. Readers of Ginsberg's textbook are not however informed of these attempts nor of their disappointing outcomes. It is as though a text on bridge-building not only ignored established knowledge of wind-induced oscillations in exposed structures but omitted mention of the disasters that have resulted. Ferguson's (1993) "Engineering and the Mind's Eye" cites the British construction engineer Sir Alfred Pugsley on the subject of the collapse of the Tacoma Narrows suspension bridge in 1940. The major lesson was "the unwisdom of allowing a particular profession to become too inward looking and so screened from relevant knowledge growing up in other fields around it." Had the designers of the Tacoma Narrows Bridge known more of aerodynamics, Pugsley concluded, the collapse might have been averted. With the substitution of neuroscience for aerodynamics, relevant knowledge from which T-minus's disciples show signs of being screened includes evidence from cognitive and brain studies of solving problems, as opposed to justifying, documenting and explaining the solutions. The solving part is not generally performed symbolically, but through spatio-visual and above all unconscious intuitive processes (McCarthy's "stimulus-response heuristics"). Associated brain centres are anatomically remote from the cortical areas specialized for logical reasoning and language (see for example Squire, 1987). As to visuo-spatial thinking in engineering problem-solving, Ferguson (loc. cit.) supplies much relevant material. Examples abound in other works, many cited by Ferguson, on visual and intuitive components of problem-solving. In the light of all this, rejection by T-minus of Turing's machine learning prescription seems Mind indeed. Not only must the hand-crafting task, even on optimistic assumptions, take too long to accomplish. Worse, perhaps much of it is not susceptible to hand-crafting at all. This second possibility follows from the constant finding referred to earlier that expert problem solving depends critically on subcognitive skills inaccessible to conscious introspection. Yet unless algorithmic work-arounds can be devised in every case, introspection is left as the only source on which hand-crafting of mental skills can draw. Later we will consider the inductivist sub-school of symbolic AI, fast becoming the leading edge of T-plus, which accepts the importance of subarticu-late mental processes and dispenses almost entirely with introspective sources for accessing them. Instead, T-plus builds executable models of su-barticulate skills by another route, that is by inductive learning from imitation of skilled behaviour (see Urbancic and Bratko, 1994, for the interesting case of control skills), 3 T-Minus Under Test So how has it gone with "the enterprise of constructing a Physical Symbol System that can re-Hably pass the Turing Test"? Two substantial T-minus projects were launched within a few years of each other. Japan's Fifth Generation (5G) project (conducted between 1979-1981) was aimed at the declared goal of human-level intelligence by the end of the 1980's. The early history and divergent later course has been reviewed by Michie (1988). In 1984 a group led by Lenat at the Microelectronics and Computer Technology Corporation in Texas, USA, launched a ten-year project known as CYC. Its aim was to build a huge interactive knowledge base spanning most of what humans call common sense, that was eventually to "grow by assimilating textbooks, literature, newspapers, etc." Numerous large databases would also be accessible to the system. During the closing years, "a cadre of teachers" would replace hand-crafting. More than ten years on, we may note that both projects missed their stated marks. Before its collapse, the Tacoma Narrows suspension bridge at least looked like a bridge and behaved as a bridge. As elsewhere analysed (Michie, 1994; Gams, 1995) neither of the above-mentioned T-minus projects ever attained even the semblance of human-level knowledge and intelligence. What faults, then, underlay these failures? Neglect of Turing's child-machine postulate. 5G initially relied on hand-crafting. Realization then took hold in the project's leadership that inductive knowledge acquisition should be recognized as the central focus for the project. But at that stage the initial goals had been di- ffused by complexities of sponsorship from a diversity of private companies in addition to the MITI governmental agency. By the time that a productive impetus had developed for inductive logic programming and other learning methods, 5G had diverged from its initial performance specifications. The main effort became concentrated into what proved to be a successful programme of transfer into industry of existing techniques. CYC, on the other hand, acknowledged the necessary role of inductive learning from the start, but hung back from its systematic development. It is not clear from Lenat and Guha's (1989) interim report how this came about. Neglect of the multiplicity of "understanding". The word "intelligence" is derived from the Latin for "understanding" There is moreover agreement that to merit description as intelligent, a system's responses must, at the least, give the appearance of understanding the domain of discourse, that is to say, of utilizing a stored domain model. Some leading AI workers see the storage and use of only one kind of model of a domain as not going far enough. Minsky (1994) writes: "If you understand something in only one way, then you really do not understand it at all. The secret of what anything means to us depends on how we have connected it to all the other things we know. That is why, when someone learns 'by rote', we say that they do not really understand." There is a duality in human concepts. They are undeniably and commonly used, just as Minsky proposes, to represent one and the same notion in different ways, for example in symbol-strings and in pictures, with frequent and fluent inter-conversions between representations. Thus, there are two ways of seeing that an equilateral triangle has equal base angles. One is by Euchdean proof. The other is by mentally rotating it round the perpendicular and observing that the flipped image fits the unfiipped one. Neglect of science. Ginsberg remarks that all good engineering rests on a scientific foundation, and contrasts the views of extremist technologists with those of mathematical philosophers working on AI's scientific foundations. There are, it seems, AI technologists who believe "that the scientific foundation of AI has already been laid, and that the work that remains is engineering in nature." Against this "are people who beheve that AI has many fundamental scientific problems still to be solved; that the goal of constructing an intelligent artifact today is not dissimilar to the goal of building a nuclear reactor in 1920 ..." John McCarthy's school of research inaugurated by his 1959 "Programs with common sense" represents this second position. McCarthy has in particular pointed to a wealth of concepts that are fundamental to everyday discourse, concerned with temporal sequence, causality, intention, capability, context-dependence and other common usages. The latter may include such phenomena as the deployment by two or more interacting agents of models of each other. Formalizing these everyday notions has so far largely resisted the efforts of AI logicians. A good interim overview has been made available by Ginsberg (1987). Returning to the imitation game, we may reasonably enquire as follows. AI still lacks machine-executable languages in which elementary day-today transactions and inferences of human hfe may be expressed. So long as the lack persists, how can any project of 5G or CYC type hope to endow an automated conversationahst with the skill of describing such transactions? Neglect of user requirements. From the time of Archimedes through Leonardo's to the present day, engineering design has taken the client's statement of requirement as starting point. Turing's proposal of a machine for playing the imitation game departs from this. What customers were there for a disembodied general-purpose artificial intelligence? There was, and is, no shortage of general-purpose natural intelligences. They can be found in abundance on any street corner. Two circumstances need to be kept in mind. (1) Turing's paper was published in a journal devoted to the philosophy of mind. He was as much concerned to drive home a philosophical point as to launch a potential industry. This I beheve explains the Turing Test's curiously freefloating character. But the closing part of his paper, which few commentators appear to read, discusses implementation, including the question of where to start. Turing suggests more circumscribed domains such as game-playing and robotics, for both of which healthy commercial markets have since appeared. (2) In so far as the paper addresses non-philosophical issues they are concerned with engi- neering science rather than technology. Turing's vision was of intellectual tasks designed to serve as laboratory tests Unking the work of theoreticians and experimentalists. Work of this kind precedes market considerations, just as the years of experimentation by the Wright brothers preceded the era of military and commercial aircraft design. Turing's thinking is conveyed in a closing passage: "We may hope that machines will eventually compete with men in all purely intellectual fields. But which are the best ones to start with? Even this is a difficult decision. Many people think that a very abstract activity, like the playing of chess, would be best. It can also be maintained that it is best to provide the machine with the best sense organs that money can buy, and then teach it to understand and speak English. This process could follow the normal teaching of a child. Things would be pointed out and named, etc. Again I do not know what the right answer is, but I think both approaches should be tried." 5G and CYC began in the 1980's, remote in time from Turing's teachable blank slate. With the rise of expert systems, marketable innovation at the technology end of the AI spectrum was already an established fact, and a wide range of knowledge-based and rule-learning software techniques and tools were available. Market-oriented speciahzations of Turing's general-purpose question-answerer would not have been discouraged by CYC's industrial sponsors. It is as though the Wright brothers had not been content with restricted objectives, and had insisted that their machine must be built to do everything that a bird can do, and in addition that it would do this without using wings (no use was made of industrial-strength learning tools). Neglect not of one but of several factors lay at the root of of the failures of 5G and CYC (see also Gams, 1995, for analysis). The aim of the T-plus school of symboHc AI is to continue to develop these neglected factors. 4 Beyond the Turing Test T-minus was evidently for a time sufficiently entrenched to be the source of design ideas for two major software engineering projects. Yet in spite of disappointing results from these attempted applications, T-minus still survives as a doc- trine for instructing a new generation of AI engineers. This is quite evident from Ginsberg's book. But the action has already moved elsewhere. An inductive sector of symbolic AI is becoming the main-stream approach to large-scale knowledge-acquisition and refinement. I refer to Machine Learning (ML), and in particular to recent extensions via Prolog and other Logic Programming formalisms. This trend is not something newly sprung to prominence in AI thinking. On the contrary, it is intrinsic in the ideas of the founders. We have already considered Turing's own position. It was endorsed and extended by symbohc AI's grand architect John McCarthy. In his 1959 "Programs with common sense" he writes: "Our ultimate objective is to make programs that learn from experience as effectively as humans do." He goes on to warn that "in order for a program to be capable of learning something it must first be capable of being told it." McCarthy is here speaking not of blind stimulus-response skills, some of which do not need explicit representation languages to be machine-learnable (e.g. by neural nets). He has in mind concept learning. Obviously until a hypothesis language is available in which a given concept is expressible, that concept cannot be explicitly learned. For this reason the rise of logic languages such as Prolog, and of the craft of Inductive Logic Programming (ILP) in particular, has played an important role by extending the expressivity of ML's hypothesis languages (Muggleton 1991). Radical progress along the McCarthy-Muggleton hne is now necessary before a successful CYC-type project can be envisaged. Along with the critical issue of hypothesis languages, extensions of ILP are required. These include facilities for hierarchical structuring of domains into contexts, for incorporating object-oriented features, for interfacing with constraint satisfaction programming, for manufacture of new attributes by constructive induction, and for the seamless incorporation of capabilities of uncertain inference. In a recent review of some of ML's problems and current progress (Michie 1995b), I have stressed a further gap that still separates achievement from potential. Inductive Logic Programming packages, even after thousands of hours of significant theory-discovery in a given domain, end up no better at solving the next problem than at the start. Consider, for example, a human bio-molecular chemist's inductive inferences concerning hkely activities of newly synthesized drugs, as studied using ILP by Sternberg and colleagues (1994). These come faster as his or her experience grows of a given domain of compounds. So here is a kind of "meta-learning", crucial in human intelligence. Active brains somehow incrementally assimilate statistico-logical properties of learning environments into background knowledge in ways that AI has not yet attempted to emulate. 5 Concluding Remarks The time has come to venture beyond the horizons of the Turing Test. The IT market of today is looking to computers for more than intelligent chat. The need is for specialized intelligences that can deploy and articulate mastery of knowledgeintensive domains in science, engineering, medicine, pharmaceuticals, and finance. Advances in symbolic learning are gradually estabhshing a sufficient technical foundation for Turing's child-machine project. The year 2000 may see, not the first-base completion he had hoped for, but a belated start along the originally indicated hne. Meanwhile the "Strong AI" versus "Weak AI" debate, refuelled by Roger Penrose's 6-year-old book "The Emperor's New Mind", is again changing its character. Penrose (1994) has replaced the Strong/Weak dichotomy by a four-level gradation of attitudes. In his new book "Shadows of the Mind" these are distinguished .by the symbols A, B, C and D (set in curly font). With the "Strong" and "Weak" dichotomy superseded, both sides of this debate may find that their artillery is being wasted on positions that are not so much untenable as abandoned. A middle-ground position, integrating (as I believe) useful features of the two extremes, can be found in a paper of mine on "Knowledge, learning and machine intelligence" (Michie, 1993a). The salient features of this "integrative school" are summarised in the last of the three items below. Symbolic school. All thought can be modelled as deductive reasoning from logical descriptions of the world, and machinc-processed in this form. Neural school. Thought and knowledge are mainly intuitive, non-introspectable, non-logical, associative, approximate, stochastic and "fuzzy". Fidelity to neurobiological fact demands that we build similar properties into AI software. Integrative school. Thought requires co-operation between conscious reasoning, whether symbolic or visuo-spatial, and lower-level tacit operations. Different software representations are appropriate to different engineering requirements. The latter ordinarily cover not only run-time performance, but also self-documentation. Performance at high levels of domain complexity demands learning. Self-documentation of acquired knowledge demands that learning be symbohc. Acknowledgement This paper was completed while the author was in receipt of a Visiting Fellowship from the Engineering and Physical Sciences Research Council, UK (contract no. GR/J56806), at the Oxford University Computing Laboratory. References [1] Dreyfus, H. L. (1979). What Computers Can't Do: The Limits of Artificial Intelligence, New York: Harper & Row. [2] Ferguson (1993). Engineering and the Mind's Eye, MIT Press. [3] Gams, M. (1995). Strong vs. weak AI. Informatica, this issue. [4] Ginsberg, M.L. (ed, 1987). Readings in Nonmonotonic Reasoning, Los Altos, CA: Morgan Kaufmann. [5] Ginsberg, M.L. (1993) Essentials of Artificial Intelligence, San Francisco, CA: Morgan Kaufmann [6] Lenat, D.B. and Guha, R.V. (1989). Building Large Knowledge-Based systems, Reading, MA: Addison-Wesley. [7] McCarthy, J. (1959). Programs with common sense. In Mechanization of Thought Processes, 1, 77-84, London: Her Majesty's Stationery Office. Reprinted with additional material in Semantic information Processing, (ed. M. Minsky), Cambridge,MA and London, UK: The MIT Press, 1963. [8] Michie, D. (1988). The fifth generation's un-bridged gap, In A Half-Century of the Universal Turing Machine, (ed. R. Herken), Oxford: Oxford University Press. [9] Michie, D. (1993a). Knowledge, learning and machine intelligence, Chapter 1 of Intelligent Systems , (ed. L. Sterling), New York: Plenum Press, pp. 1-19. [10] Michie, D. (1993b). Turing's test and conscious thought, Artificial Intelligence, 60, 1-22. [11] Michie, D. (1994). Consciousness as an engineering issue, Part 1, J. Consciousness Studies, 1 (2), 182-95. [12] Michie, D. (1995a). Consciousness as an engineering issue. Part 2, J. Consciousness Studies, 2 (1), 52-66. [13] Michie, D. (1995b). Problem decomposition and the learning of skills. In Machine Learning: ECML-95, ed. N. Lavrac and S. Wro-bel, Lecture Notes in Artificial Intelligence, 914, BerHn, Heidelberg, New York: Springer Verlag, pp. 17-31. [14] Minsky, M. (1994). Will robots inherit the earth? Scientific American, 271 (4), 86-91. [15] Muggleton, S.H. (1991). Inductive Logic Programming. New Generation Computing, 8, 295-318. [16] Newell, A. and Simon, H.A. (1976). Computer science as empirical enquiry. Communications of the ACM, 19, 35-66. [17] Penrose, R. (1989). The Emperor's New Mind, Oxford, Oxford University Press. [18] Penrose, R. (1994). Shadows of the Mind, Oxford: Oxford University Press. [19] Searle, J.R. (1990). Is the brain's mind a computer program? Scientific American, 262, 20-25. [20] Shapiro, A. (1987). Structured Induction in Expert Systems, Wokingham, UK; Reading, Menlo Park and NewYork, USA: Addison-Wesley. [21] Squire, L.R. (1987), Memory and Brain, Oxford, Oxford University Press. [22] Sternberg, M.J.E., King, R.D., Lewis, R.A. and Muggleton, S. (1994). Application of machine learning to structural molecular biology, Phil. Trans R. Soc. Lond. B, 344, 365371. [23] Turing, A.M. (1947). Intelligent machinery. Report submitted in 1948 to the National Physical Laboratory, UK. Published in Machine Intelligence 5, (ed. B.Meitzer and D.Michie), Edinburgh University Press, 1969. [24] Turing, A.M. (1950). Computing machinery and intelligence. Mind, 59, 433-60. [25] Urbancic, T. and Bratko, I. (1994). Reconstructing human skill with machine learning, In Proc. Europ. Conf. On AI (ECAI-94), Amsterdam. Artificial Selfhood: The Path to True Artificial Intelligence Ben Goertzel Psychology Department, University of Western Australia Nedlands WA 6009, Australia E-mail: ben@psy.uwa.edu.au Keywords; artificial intelligence, complex systems, self, psynet model Edited by: Xindong Wu Received: March 7, 1995 Revised: September 14, 1995 Accepted: October 9, 1995 In order to make strong AI a reality, formal logic and formal neural network theory must be abandoned in favor of complex systems science. The focus must be placed on large-scale emergent structures and dynamics. Creative intelligence is possible in a computer program, but only if the program is devised in such a way as to allow the spontaneous organization and emergence of "self- and reality-theories." In order to obtain such a program it may be necessary to program whole populations of interacting, "artificially intersubjective" AI programs. 1 Introduction The march of progress toward true artificial intelligence has, in the opinion of many, come to a standstill. There has always been a tremendous gap between the creative adaptibihty of natural intelligence and the impotent rigidity of existing AI programs. In the beginning, however, there was an underlying faith that this impotence and rigidity could be overcome. Today enthusiasm seems to be flagging. Very few AI researchers carry out research aimed explicitly at the goal of producing thinking computer programs. Instead the field of AI has been taken over by the specialized study of technical sub-problems. The original goal of the field of AI - producing computer programs displaying general intelligence - has been pushed off into the indefinite future. We have sophisticated mathematical ■ treatments which deal with one or two aspects of intelligence in isolation. We have "brittle" computer programs which operate effectively within their narrowly constrained domains. We have con-nectionist networks and genetic classifier systems which approach their narrow domains with slightly more flexibility, but require exquisite tuning, and still lack any ability to comprehend new types of situation. What we still do not have, however is a halfway decent understanding of what needs to be done in order to construct an intelligent computer program. The goal of this paper is to suggest a simple answer for this "milhon dollar question." The principal ingredient needed to make strong AI a reality is, I claim, the self. A self is nothing mystical, it is a certain type of structure, evolving according to a certain type of dynamic, and depending on other structures and dynamics in specific ways. Self, I will argue, is necessary for creative adaptibihty - for the spontaneous generation of new routines to deal with new situations. Current AI programs do not have selves, and, I will argue, they do not even have the component structures out of which selves are built. This is why they are so rigid and so impotent. The fashioning of computer programs with selves - "artificial selfhood" - is not a theoretical impossibility, merely a difficult technical problem. For one thing, it clearly requires more memory and processing power than we currently have at our disposal. When sufficiently large MIMD parallel machines are developed, we will be able to make a serious attempt at v/riting an intelligent program. Until that time, it is foolish to expect success at strong AI. Even with appropriate hardware, however, serious difficulties may well arise, related to the problem of bringing a new self to maturity without a real "parent." It may perhaps be necessary to resort to the evolution of populations of intelligences - what has been called AI through A-IS or "artificial intersubjectivity." But these difficulties cannot be confronted or fully understood until we have appropriate hardware. Arguments about the possibility of strong AI, based on the results of experimentation on 1995 computers, have more than a small taint of absurdity. The plan of the remainder of the paper is as follows. Section 2 clarifies certain issues regarding the possibility of strong AI and the assumptions underlying different approaches to AI. Section 3 introduces the psychological notions of self- and reality-theories. Section 4 presents an argument for the crucial role of self- and reality-theories in creative inteUigence. Section 5 outhnes a mathematical model which uses ideas from complex systems science to explain the self-organization of self from simpler psychological constructs. Finally, Section 6 discusses A-IS or "artificial intersubjectivity," a possible technique for evolving AI systems with artificial selves. 2 Strong AI Is Possible Before addressing the problems of AI, it is first necessary to establish what the problem of AI is not. It cannot be emphasized too strongly that there is no fundamental obstacle to the construction of intelligent computer programs. The argument is a simple and familiar one. First premise: humans are intelligent systems. Second premise: humans are also systems governed by the equations of physics. Third premise: the equations of physics can be approximated, to within any degree of accuracy, by space and time discrete iterations that can be represented as Turing machine programs. Conclusion: intelligent behavior can be simulated, to within any degree of accuracy, by Turing machine programs. As I have pointed out in (Goertzel 1993), this argument can be made more rigorous by reference to the work of Deutsch (1985). Deutsch has defined a generalization of the deterministic Turing machine called "quantum computer," and he has proved that, according to the known principles of quantum physics, the quantum computer is capable of simulating any finite physical system to within any degree of accuracy. He has also proved that while a quantum computer can do everything an ordinary computer can, it cannot compute any functions besides those which an ordinary computer can run. However, quantum computers can compute some functions faster than Turing machines, in the average case sense and they have certain unique properties, such as the ability to generate truly random numbers. Because of Deutsch's theorems, the assertion that brains can be modeled as quantum computers is not a vague hypothesis but a physical fact. One must still deal with the possibility that in-telhgent systems are fundamentally quantum systems, and cannot be accurately modeled by deterministic Turing machines. But there is no evidence that this is the case; the structures of the brain that are considered cognitively relevant (neurons, synapses, neurotransmitters, etc.) all operate on scales so large as to render quantum effects insignificant. This point is not universally agreed upon: Hameroff (1990) has argued for the cognitive relevance of the molecular structures in the cytoplasm, and (Goertzel 1995a) has argued for a relation between consciousness and true randomness. Finally, Penrose (1987) has argued that, not only are brains not classical systems, but they are not quantum systems either: they are systems that must be modeled using the equations of a yet-undiscovered theory of quantum gravity. But all these arguments in favor of the non-classical brain reside in the realm of speculation. It is a physical fact that the brain is a quantum computer, and hence deals only with computable functions. And, given the physical evidence, it is at this stage a very reasonable assumption that the brain is actually a deterministic computer. This conclusion, however, is of limited practical utility. It leaves a very imports.nt question open: how to find these programs that carry out intel-hgent behaviors! We do not know the detailed structure of the human brain and body; and even if we did know it, the direct simulation of these systems on man-made machines might well be a very inefficient way to implement intelligence. The key question is, what are the properties that make humans inteUigent? The most pessimistic view is that only systems very, very similar to the human brain and body could ever be intelligent. At present this hypothesis cannot be proven or disproven. As has been pointed out, however, it is somewhat similar to the proposition that only systems very, very similar to birds can fly. The difference is that, while we have recently learned how to build flying machines, we have not yet learned to build thinking machines. On the other hand, it is possible that the key to intelligence lies in a certain collection of clever special-case problem-solving tools; or, perhaps in the possession of any sufficiently clever collection of special-case problem-solving tools. If this is the case then what AI researchers should be doing is to study small scale systems which are extremely effective at solving certain special problems. This, in fact, is what most AI researchers have been doing for the past few decades. Finally, a third alternative is that the key to intelligence lies in certain global structures, certain overall patterns of organization. If this is the correct possibility, then the conclusion is that clever algorithms for solving toy problems are, while perhaps useful and even necessary, not the essence of inteUigence. What matters most is the way that these clever algorithms are organized. This last point of view is the one adopted here. In particular, I wish to call attention to one particular "global structure," one particular overall pattern of organization: the self. 3 Self- and Reality-Theories What is the self? Psychology provides this question with not one but many answers. One of the most Al-relevant answers, however, is that provided by Epstein's (1984) synthetic personality theory. Epstein argues that the self is a theory. This is a useful perspective for AI because theorization is something with which AI researchers have often been concerned. Epstein's personality theory paints a refreshingly simple picture of the mind: The human mind is so constituted that it tends to organize experience into conceptual systems. Human brains make connections between events, and, having made connections, they connect the connections, and so on, until they have developed an organized system of higher- and lower-order constructs that is both differentiated and integrated... In addition to making connections between events, human brains have centers of pleasure and pain. The entire history of research on learning .indicates that human and other higher-order animals are motivated to behave in a manner that brings pleasure and avoids pain. The human being thus has an interesting task cut out simply because of his or her biological structure: it is to construct a conceptual system in such a manner as to account for reality in a way that will produce the most favorable pleasure/pain ratio over the foreseeable future. This is obviously no simple matter, for the pursuit of pleasure and the acceptance of reality not infrequently appear to be at cross- purposes to each other. He divides the human conceptual system into three categories: a self-theory, reality-theory, and connections between self-theory and reality-theory. And he notes that these theories may be judged by the same standards as theories in any other domain: [Since] all individuals require theories in order to structure their experiences and to direct their lives, it follows that the adequacy of their adjustment can be determined by the adequacy of their theories. Like a theory in science, a personal theory of reality can be evaluated by the following attributes: extensivity [breadth or range], parsimony, empirical validity, internal consistency, testability and usefulness. A person's self-theory consists of her best guesses about what kind of entity she is. In large part it consists of ideas about the relationship between herself and other things, or herself and other people. Some of these ideas may be wrong; but this is not the point. The point is that the theory as a whole must have the same qualities required of scientific theories. It must be able to explain familiar situations. It must be able to generate new explanations for unfamiliar situations. Its explanations must be detailed, sufficiently detailed to provide practical guidance for action. Insofar as possible, it should be concise and self-consistent. The acquisition of a self-theory, in the development of the human mind, is intimately tied up with the body and the social network. The in- fant must learn to distinguish her body from the remainder of the world. By systematically using the sense of touch - a sense which has never been reliably simulated in an AI program - she grows to understand the relation between herself and other things. Next, by watching other people she learns about people; inferring that she herself is a person, she learns about herself. She learns to guess what others are thinking about her, and then incorporates these opinions into her self-theory. Most crucially, a large part of a person's self-theory is also a meta-self-theory: a theory about how to acquire information for one's self-theory. For instance, an insecure person learns to adjust her self-theory by incorporating only negative information. A person continually thrust into novel situations learns to revise her self-theory rapidly and extensively based on the changing opinions of others - or else, perhaps, learns not to revise her self-theory based on the fickle evaluations of society. There is substantial evidence that a person's self- and reality-theories are directly related to their cognitive style; see for instance (Erdmann, 1988). ■ 4 Self and Intelligence My central thesis here is that the capacity for creative intelligence is dependent on the possession of effective self- and reality- theories. My argument for this point is not entirely an obvious one. I will argue that self- and reality- theories provide the dynamic data structures needed for flexible, adaptable, creative thought. The single quality most lacking in current AI programs is the ability to go into a new situation and "get oriented." This is what is sometimes called the brittleness problem. Our AI programs, however intelligent in their specialized domains, do not know how to construct the representations that would allow them to apply their acumen to new situations. This general knack for "getting oriented" is something which humans acquire at a very early age. People do not learn to get oriented all at once. They start out, as small children, by learning to orient themselves in relatively simple situations. By the time they build up to comphcated social situations and abstract intellectual problems they have a good amount of experience behind them. Coming into a new situation, they are able to reason associatively: "What similar situations have I seen before?" And they are able to reason hierarchically: "What simpler situations is this one built out of?" By thus using the information gained from orienting themselves to previous situations, they are able to make reasonable guesses regarding the appropriate conceptual representations for the new situation. In other words, they build up a dynamic data structure consisting of new situations and the appropriate conceptual representations. This data structure is continually revised as new information that comes in, and it is used as a basis for acquiring new information. This data structure contains information about specific situation and also, more abstractly, about how to get oriented to new situations. My claim is that this data structure depends crucially on the self, so that it is not possible to learn how to get oriented to complex situations, without first having constructed complex self- and reality-theories. In humans, self- and reality-theories are constructed in early childhood, as part of the process of getting oriented to simple, basic situations of human relationship - situations confronted by every human being by virtue of having a body and interacting with other humans. Thus, in the human mind, there are no given, a priori entities; everything bottoms out with the phenome-nological and perceptual, with those very factors that play a central role in the initial formation of self- and reahty-theories. Self- and reality- theories help us to build up these basic situations into more complex ones. They help us to define all the various parts of a complex system in terms of each other. On the other hand, we provide our AI programs with concepts which "make no sense" to them, which they are intended to consider as given, a priori entities. They have no self- and reality-theories to help them build up these complex concepts out of simple experiential concepts - for, indeed, they have no body, no sense of sociality, and no simple experiential concepts. The perception/action/memory hierarchy bottoms out prematurely, there can be no functioning dynamic data structure for getting oriented, no creative adaptability, no true intelhgence. 5 Self-Organization of the Self This view of self and intelligence may seem overly vague and "hand-waving," in comparison to the rigorous theories proposed by logic-oriented AI researchers, and the intricate calculus-based proofs of neural network theorists. However, there is nothing inherently non-rigorous about the build-up of simpler theories and experiences into complex self- and reality-theories. It is perfectly possible to model this process mathematically; the mathematics involved is simply of a different sort from what one is used to seeing in AI. Instead of formal logic, one must make use of ideas from dynamical systems theory (Devaney 1988) and, more generally, the emerging science of complexity (Green and Bossomaier 1994). In this section I will briefly outline one way of mathematically modeling the self-organization of the self, based on the psynet model of (Goertzel 1993, 1993a, 1994, 1995, 1995a). The treatment here will necessarily be somewhat condensed; more extensive discussion may be found in the references. The psynet model is based on the application of dynamical systems theory ideas to self-organizing agent systems (Agha 1988). An intelligent system is modeled as a collection of memory- and algorithm-carrying agents, which are able to act on other agents to produce yet other agents. Following (Goertzel 1994) these agents are called magicians. Cognitive structures are modeled as at-tractors of the magician-interaction dynamic. An hierarchy of nested attractor structures is postulated, culminating in the "dual network" of associative memory and hierarchical perception/control, and the "self- and reality-theory," a particular manifestation of the dual network. Let S denote a set, to be called the space of magicians. Then S*, the space of all finite sets composed of elements of S, with repeated elements allowed, is the space of magician systems. One may write Systemt+i = A (Systemt) (1) where Systemt is an element of S* denoting the magician population at time t, and A is the "action operator," a function mapping magician populations into magician populations. Let us assume, for simplicity's sake, that all magician interactions are binary, i.e., involving one magician acting on another to create a third. In this instance the machinery of magician operations may be described by a binary algebraic operation *, so that where a, b and c are elements of S, a*b — eis read "a acts on b to create c." The case of unary, ternary, etc. interactions may be treated in a similar way or, somewhat artificially, may be constructed as a corollary of the binary case. The action operator may be decomposed as AiX)=F{R{X)) (2) where R is the "raw potentiality" operator and F is a "filtering" operator. R is formally given by R R {Systemt) = •• •,«„(<)}) (3) = {ai*aj\\i,j = l,...,n{t)} The purpose of R is to construct the "raw potentiality" of the magician system Systemt, the set of all possible magician combinations which ensue from it. The role of the filtering operator F, on the other hand, is to select from the raw potentiality those combinations which are to be allowed to continue to the next time step. This selection may be all-or-none, or it may be probabilistic. To define the filtering operator formally, let P* denote the a space of all probability distributions on the space magician systems S*. Then, F is a function which maps S* x S* into P*. Magician systems, thus defined, are ageome-tric, or, to use the chemical term, "well-mixed." But one may also consider "graphical magician systems," magician systems that are specialized to some given graph G. Each magician is assigned a location on the graph as one of its defining properties, and magicians are only allowed to interact if they reside at the same or adjacent nodes. This does not require any reformulation of the fundamental equations given above, but can be incorporated in the filtering operator. This kind of system may at first sound like an absolute, formless chaos. But this glib perspective ignores something essential - the phenomenon, well known for decades among European systems theorists (Varela 1978; Kampis 1991), of mutual intercreation or autopoiesis. Systems of magicians can interproduce. For instance, a can produce b, while b produces a. Or a and b can combine to produce c, while b and c combine to produce a, and a and c combine to produce b. The number of possible systems of this sort is truly incomprehensible. But the point is that, if a system of magicians is mutually interproducing in this way, then it is likely to survive the continual flux of magician interaction dynamics. Even though each magician will quickly perish, it will just as quickly be re-created by its co- conspirators. Autopoiesis creates self-perpetuating order amidst flux. Some autopoietic systems of magicians might be unstable; they might fall apart as soon as some external magicians start to interfere with them. But others will be robust; they will survive in spite of external perturbations. In (Goertzel 1995b) these robust magician systems are called autopoietic attractors. This leads up to the natural hypothesis that thoughts, feehngs and beliefs are autopoietic attractors. They are stable systems of interproducing pattern/processes. But autopoietic attraction is not the end of the story. The next step is the intriguing possibility that, in psychological systems, there may be a global order to these autopoietic attractors. In (Goertzel, 1994) it is argued that these structures must spontaneously self-organize into larger autopoietic superstructures - and, in particular, into a special attracting structure called the dual network. The dual network, as its name suggests, is a network of magicians that is simultaneously structured in two ways. The first kind of structure is hierarchical. Simple structures build up to form more complex structures, which build up to form yet more complex structures, and so forth; and the more complex structures explicitly or implicitly govern the formation of their component structures. The second kind of structure is heterarchical: different structures connect to those other structures which are related to them by a sufficient number of pattern/processes. Psychologically speaking, as is elaborated in (Goertzel, 1993b; 1994), the hierarchical network may be identified with command-structured perception/control, and the heterarchical network may be identified with associatively structured memory. Mathematically, the formal definition of the dual network is somewhat involved; one approach is given in (Goertzel, 1995b). A simplistic dual network, useful for guiding thought though psychologically unrealistic, is a magician population living on a graph each node of which is connected to certain "heterarchical" neighbor nodes and certain "hierarchical" child nodes. A psynet., then, is a magician system which has evolved into a dual network attractor. The core claim of the "psynet model" is that intelligent systems are psynets. This does not imply that all psynets are highly intelligent systems; one can build a simplistic implementation of the psynet model that runs on an ordinary PC, and certainly does not deserve the label "intelligent." What makes the diflFerence between intelligent and unintelligent psynets is above all, I have argued, size. Small psynets do not have the memory or processing power required to generate self- and reality-theories. Thus they can never possess general intelligence. Obviously size is not the whole story: the power and flexibility of the component magicians also plays a role in determining system intelligence. But a substantial number of magicians is certainly necessary, in order to support the hierarchical and heterarchical build-up of processes for "getting oriented," as described in the previous section. Self- and reality- theories, in the psynet model, arise as autopoietic attractors within the context of the dual network. They cannot become sophisticated until the dual network itself has self-organized to an acceptable degree. On the other hand, the dual network cannot grow to encompass extremely complex situations without the help of self- and reality-theories. There is a dehcate symbiosis here which has never been seen to emerge from an AI program. Until we understand the workings of the human brain, or build massively MIMD parallel "brain machines," the psynet model will remain in large part an unproven hypothesis. However, the intricate mathematical constructions of the logic-oriented AI theorists are also speculations. The idea underlying the psynet model is to make mathematical speculations which are psychologically plausible. Complex systems science, as it turns out, is a useful tool in this regard. Accepting the essential role of the self means accepting the importance of self-organization and complexity for the achievement of flexible, creative intelligence. 6 A-IS The recognition of the cognitive importance of the self leads to a number of suggestions regarding the future direction of AI research. One of the most interesting such suggestions is the concept of A —IS, or "artificial intersubjectivity." The basis of A-IS is the proposition that self- and reality-theories can only evolve in an appropriate social context. While almost self-evident from the point of view of personality psychology, this proposition has been almost completely ignored by AI theorists. Today, however, computer science has progressed to the point where we can begin to understand what it might mean to provide artificial intelligences with a meaningful social context. In principle, any artificial life world populated with inteUigent agents could become an A-IS system, under appropriate conditions. The agents could come to collude in the modification of their world, so as to produce a mutually more useful simulated reality. In this way they would evolve interrelated self- and reality- theories, ergo artificial intersubjectivity. But speaking practically, this sort of "automatic intersubjectivity" cannot be counted on. Unless the different AI agents are in some sense "wired for cooperati-vity," they may well never see the value of collaborative subjective-world-creation. We humans became intelligent in the context of collaborative world-creation, of intersubjectivity (even apes are intensely intersubjective). Unless one is dealing with AI agents that evolved their intelligence in a social context - a theoretically possible but pragmatically tricky solution - there is no reason to expect significant intersubjectivity to spontaneously emerge through interaction. Fortunately, it seems that there may be an alternative. I will describe a design strategy called "explicit socialization" or e.s., which involves explicitly programming each AI agent, from the start, with: - an a priori knowledge of the existence and autonomy of the other programs in its environment — an a priori inclination to model the behavior of these other programs. In other words, in this strategy, one enforces AIS from the outside, rather than, as in natural "impHcit socialization," letting it evolve by itself. An initial implementations of e.s. is currently in the design stage. To make the idea of expHcit socialization a clearer, one must introduce some formal notation. Suppose one has a simulated environment E{t), and a collection of autonomous agents Ai{t), A2{t),..., Ajv(t), each of which takes on a different state at each discrete time t. And, for sake of simplicity, assume that each agent Ai seeks to achieve a certain particular goal, which is represented as the maximization of the real-valued function fi{E), over the space of possible environments E. This latter assumption is psychologically debatable, but here it is mainly a matter of convenience; e.g. the substitution of a shifting collection of interrelated goals would not affect the discussion much. Each agent, at each time, modifies E by executing a certain action Aci{t). It chooses the action which it suspects will cause fi {E{t 4-1)) to be as large as possible. But each agent has only a limited power to modify E, and all the agents are acting on E in parallel; thus each agent, whenever it makes a prediction, must always take the others into account. A-IS occurs when the population of agents self-organizes itself into a condition where E{t) is reasonably beneficial for all the agents, or at least most of them. This does not necessarily mean that E reaches some "ideal" constant value, but merely that the vector (Ai,.. .,An,E) enters an attractor in state space, which is characterized by a large value of the society wide average satisfaction {fi + ...-h fN)/^- The strategy of explicit socialization has two parts: input and modeling. Let us first consider input. For Ai to construct a model of its society, it must recognize patterns among the Acj and E-, but before it can recognize these patterns, it must solve the more basic task of distinguishing the Acj themselves. In principle, the Aci can be determined, at least approximately, from E-, a straightforward AILife approach would provide each agent with E alone as input. Explicit socialization, on the other hand, dictates that one should supply the Aci as input directly, in this way saving the agents' limited resources for other tasks. More formally, the input to Ai at time t is given by the vector ■ ■ ; E{t)) for some n < N, where the range of the index function v(i,,) defines the "neighbors" of agent Ai, those agents with whom Ai immediately interacts at time t. In the simplest case, the range of i is always 1,..., A'", and v(i,j,t) = j, but if one wishes to simulate agents moving through a spatially extended environment, then this is illogical, and a variable-range v is required. Next, coinciding with this specialized input process,, exphcit sociahzation requires a contrived internal modeling process within each agent Ai. In straightforward AILife, Ai is merely an "intelligent agent," whatever that might mean. In exphcit socialization, on the other hand, the internal processes of each agent are given a certain a priori structure. Each Ai, at each time, is assumed to contain n(t) + 1 different modules called "models": - a model M(E\Ai) of the environment, and - a model M{Aj\Ai) of each of its neighbors. The model M{X\Ai) is intended to predict the behavior of the entity X at the following time step, time f -I-1. At this point the concept of exphcit sociahzation becomes a little more involved. The simplest possibility, which I call first order e.s., is that the inner workings of the models M(X\Ai) are not specified at all. They are just predictive subprograms, which may be implemented by any AI algorithm whatever. The next most elementary case, second order e.s., states that each model M{Aj\Ai) itself contains a number of internal models. For instance, suppose for simplicity that n{t) = n is the same for all i. Then second order e.s. would dictate that each model M{Aj\Ai) contained n -f 1 internal models: a model M{E\Aj\Ai), predicting Aj's internal model of E, and n models M{Ak\iAj\Ai)), predicting A/s internal models of its neighbors Afc. The definition of n'th order e.s. for n > 2 follows the same pattern: it dictates that each Ai models its neighbors A j as if they used n — I'th order e.s. Clearly there is a combinatorial explosion here; two or three orders is probably the most one would want to practically implement at this stage. But in theory, no matter how large n becomes, there are still no serious restrictions being placed on the nature of the intelligent agents Ai. Explicit socialization merely guarantees that the results of their intelligence will be organized in a manner amenable to socialization. As a practical matter, the most natural first step toward implementing A-IS is to ignore higher-order e.s. and deal only with first-order modehng. But in the long run, this strategy is not viable: we humans routinely model one another on at least the third or fourth order, and artificial intelligences will also have to do so. The question then arises: how, in a context of evolving agents, does a "consensus order" of e.s. emerge? At what point does the multiphcation of orders become superfluous? At what depth should the modeling process stop? It would seem that the second order of modeling is probably out of reach for all animals besides humans and apes. In fact, if Uta Frith's (1989) psychology of autism is to be beheved, then even autistic humans are not capable of sophisticated second-order social modeling, let alone third-order modeling. They can model what other people do, but have trouble thinking about other peoples' images of them, or about the network of social relationship that is defined by each person's images of other people. This train of thought suggests that, while one can simulate some kinds of social behavior without going bej'ond first order e.s., in order to get true social complexity a higher order of e.s. will be necessary. As a first estimate one might place the maximum order of human social interaction at or a little below the "magic number seven plus or minus two" which describes human short term memory capacity. We can form a concrete mental image of "Joe's opinion of Jane's opinion of Jack's opinion of Jill's opinion on the water bond issue," a fourth-order construct, so we can carry out fifth-order reasoning about Joe ... but just barely! More speculations, perhaps too many speculations. But if intelhgence requires self, and self requires intersubjectivity, then there may be no alternative but to embrace A-IS. Just because strong AI is possible does not mean that the straightforward approach of current AI research will ever be effective. Even with arbitrarily much processing power, one still needs to respect the delicate and spontaneous self-organization of psychological structures such as the self. References [1] Agha, (1988) Actors, Cambridge MA: MIT Press [2] Barnsley, Michael (1988) Fractals Everywhere, New York: Addison-Wesley [3] Deutsch, David (1985) Quantum Theory, the Church-Turing Principle and the Universal Quantum Computer, Proc. R. Soc. London A 400, pp. 97- 117 [4] Devaney, Robert (1988) Chaotic Dynamical Systems, New York: Addison-Wesley [5] Epstein, Seymour (1984) The Self-Concept: A Review and the Proposal of an Integrated Theory of Personality, in Recent Advances in Peso-nality Psycholoyg, Englewood Cliffs: Prentice-Hall [6] Erdmann, R (1988) Boundaries in the Mind, Hilldale NJ: Erlbaum [7] Frith, Uta (1989) Autism: Explaining the Enigma, Oxford: Blackwell [8] Goertzel, Ben (1993) The Structure of Intelligence: A New Mathematical Model of Mind, New York: Springer-Verlag. [9] Goertzel, Ben (1993a) The Evolving Mind, New York: Gordon and Breach. [10] Goertzel, Ben (1994), Chaotic Logic: Language, Thought and Reality from the Perspective of Complex Systems Science, New York: Plenum. [11] Goertzel, Ben (1995), MAGIC WORLD: An Implementation of the Psynet Model of Mind/Brain, unpublished manuscript [12] Goertzel, Ben (1995a), Chance and Consciousness, Psychoscience, Spring-Summer 1995 [13] Goertzel (1995b) From Complexity to Creativity, submitted to Plenum Press. [14] Green, David and Terry Bossomaier (Editors) (1994), Complex Systems: from Biology to Computation, Amsterdam: lOS Press [15] Hameroff, Stuart (1990), Ultimate Computing. Amsterdam: North-Holland. [16] Kampis, George (1991) S elf-Modifying Systems in Biology and Cognitive Sciencem New York: Plenum. [17] Langton, Chris (Editor) (1992) Artificial Life II, New York: Addison-Wesley. [18] Penrose, Roger (1987) The Emperor's New Mind, New York: Addison-Wesley [19] Varela, Francisco (1978) Principles of Biological Autonomy, New York: Elsevier Strong vs. Weak AI Matjaž Gams Jožef Stefan Institute, Jamova 39, 61000 Ljubljana, Slovenia Phone: +386 61 17-73-644, Fax: +386 61 161-029 E-mail: matjaz.gams@ijs.si, WWW: http://www2.ijs.si/~mezi/matjaz.html Keywords: strong and weak AI, principle of multiple knowledge, Church's thesis, Turing machines Edited by: Xindong Wu Received: May 15, 1995 Revised: December 13, 1995 Accepted: December 17, 1995 An overview of recent AI turning points is presented through the strong-weak AI opposition. The strong strong and weak weak AI are rejected as being too extreme. Strong AI is refuted by several arguments, such as empirical lack of intelligence in the fastest and most complex computers. Weak AI rejects the old formalistic approach based only on computational models and endorses ideas in several directions, from neuroscience to philosophy and physics. The proposed line distinguishing strong from weak AI is set by the principle of multiple knowledge, declaring that single-model systems can not achieve intelligence. Weak AI reevaluates and upgrades several foundations of AI and computer science in general: Church's thesis and Turing machines. 1 Introduction The purpose of this paper is to present an overview of yet another turn-around going on in the artificial intelhgence (AI) community, and to propose a border between the strong (old) and weak (new) AI through the principle of multiple knowledge. To understand current trends in artificial intelligence, the history of AI can be of great help. In particular, it records ever recurring waves of ove-renthusiasm and overscepticism (Michalski, Te-cuci 1993): Early Enthusiasm or Tabula Rasa Craze (1955-1965)^ The first AI era was impressed by the fact that human brains are several orders of magnitude slower that computers (in transmission as well as coupling speed). Therefore, making a copy of a human brain on a computer would have to result in something ingeniously better. Three subjects were predominant: (1) learning without knowledge, (2) neural modeling (self-organizing 'Years are rounded by 5. Note that there are different opinions regarding the exact periods. systems and decision space techniques), and (3) evolutionary learning. Dark Ages (1965-1975) In the second epoch it became clear that the first approach yielded no fruitful results. There were strong indications that the proposed methods were unable to make further progress beyond solving a limited number of simple tasks. After funds for artificial intelhgence research were deeply cut worldwide, new approaches were searched for. This era recognized that to acquire knowledge one needs knowledge, and initiated symbolic concept acquisition. Renaissance (1975-1980) Research in artificial intelligence continued despite cuts in funding, since it is a subject that will probably challenge human interest forever. Taking modest aims more appropriate to the level of current technology and knowledge sometimes produced even better results than expected. The characteristics are: (1) exploration of different strategies, (2) knowledge-intensive approaches, (3) successful applications, and (4) conferences and workshops worldwide. AI Boom (1980-1990) Artificial intelligence R&D produced a number of commercial booms such as expert systems. Literature, conferences, funds and related events have been growing exponentially for a few years. Su-perprojects like the CYC project and the Fifth Generation project were in full progress approaching final stages. Artificial intelligence was reaching maturity as indicated by: (1) experimental comparisons of AI methods and systems, (2) revival of non-symbolic methods such as neural networks and evolutionary computing, (3) technology-based fields gained attention - agents and memory-based reasoning, (4) computational learning theory, (5) integrated and multistrategy systems, and (6) emphasis on practical applications. However, no generally accepted inteUigent (i.e. "truly" intelligent) system was in sight. New AI Winter (1990-1995) Major AI projects like the Fifth Generation project or the CYC project have not resulted in intelligent or commercially successful products. Ove-rexpectations backfired again and criticism emerged, with two basic claims: (1) There are several indications that intelligence can not be easily achieved on digital computers with existing approaches and methodologies^. (2) Today's computers as well as existing approaches basically do not differ much from those of 30 years ago (apart from being faster and having better storing capacities) and, therefore, are very unlikely to approach not only human-level but also any level of intelhgence established by biological intelligent systems. Possible consequences are profound: for example, if computers can not think, then quests for true intelligence on computers are as unrealistic as searching for perpetuum mobile. Another possible imphcation is as follows: if computers can nevertheless think and if the brightest minds have not been able to achieve intelligence in over 30 ^This viewpoint is close to the one presented by Penrose (1990) - we humans would recognise any true intelligence although different from the one we possess. Of course, there would be opinions that only humans possess intelligence even in the case when an intelligent computer passed all tests. However, at present there is no such system in sight and this is only an imaginary situation. j^ears on the best computers available, then they must have been trying in the wrong directions. Funds for science in general, and AI in particular are decreasing as a long-term trend. Invisible AI plus First Dawn Approaching? (1995-...) Invisible AI produces working systems, although it has disappeared from the first pages of scientific journals. Software engineers are adding model-based diagnoses, rule-based modules and intelHgent-interface agents on top of their conventional systems. AI techniques are invisibly interwoven with existing systems. It is not top AI science, but it works. At the same time, bold new ideas are emerging, challenging the fundamentals of computer science as well as science in general - the Turing machine paradigm, Gödel's theorem and Church's thesis. Pollock (1989) writes: "It represents the dream of AI since its infancy, but it is a dream that has faded in much of the AI community. This is because researchers in AI have made less progress than anticipated in achieving the dream." In the words of Minsky (1991): "the future work of mind design will not be much like what we do today". After this short overview of AI history, the AI mega projects FGCS and CYC are analysed in Section 2. The strong vs. weak AI issue is presented in Section 3, showing the basic differences between the two approaches and describing polarisations between their proponents. The line between strong and weak AI is proposed along the principle of multiple knowledge in Section 4. The principle presents a necessary condition for better performance and true intelligence in real-hfe domains. Fundamentals of AI and computer science are reexamined through the weak-AI viewpoint in Section 5, including the Turing test. Church's thesis, Gödel's theorem, and Turing machines. 2 AI Mega-Projects 2.1 The Fifth Generation Computer Systems (FGCS) Project The FGCS project (Furukawa 1993; FGCS 1993) was the first research project in Japan to embrace uircrnational collaboration and exchange (around 100 scientists involved). It created a frenzy in the developed countries, fearing that Japan is going to take the lead in another central technological area - new generation computers. As a result, several other projects were started, based on logic programming (LP), the core of the FGCS project. The project was heavily based on logic programming to bridge the gap between applications and machines. Several (some concurrent) versions of Prolog (e.g. KLl) were designed to support different levels, from the user-interface to machine language. The profound effect of LP is obvious even today, as it remains one of the central areas of computer research despite recent criticism®. The most crucial question posed is: is logic appropriate for real-hfe tasks? Obviously, it has several advantages, among them a very strict formal basis, and great expressive power. However, while it may be suitable for computers and formalists, it may not be so for humans and inteUigent systems in general. Arno Penzias says: "Logic is cumbersome - that's why humans rarely use it." The logical approach effectively assumes that AI is a subset of logic and that intelligence and life can be captured in a global and consistent logic form^. According to logicism (Birnbaum 1992)^, knowledge representation is independent of its use - quite opposite to the new AI approach based on biological and cognitive sciences. The progress in both logic programming and AI areas as well as in the pursuit of general-purpose parallel computers has been modest but certainly not null. Although the Fifth Generation has not been able to compete with commercial products, the rest of the world listened to it. Japan has already launched the Sixth Generation project, based on real-life domains, neural networks, optical connections, and heavy pairallelism. ®Just recently there have been substantial cuts in LP funding in Europe. ^One should be careful to distinguish between different kinds of logic. Fuzzy logic, logic of informal systems, and many-valued logic seem to be quite different from the logicism analysed here. Inductive logic programming (Bratko, Muggleton 1995) is another area that should not be identified with "pure" logic approach. ®Note that logicism cannot be directly identified with Nilsson's work (1991). 2.2 The CYC Project The CYC project was started by Dough Lenat in 1984 as a ten-year project (Stefik, Smohar 1993; Lenat, Guha 1990; Lenat 1995). Substantial funding was provided by a consortium of American companies. It is based on two premises: that the time has come to encode large chunks of knowledge into a meta-system encoding common-sense knowledge, and that expHcitly represented large-scale knowledge will enable a new generation of AI systems. This "knowledge is power" (the Renaissance-era slogan) approach claims that by using huge amounts of knowledge, performance and intelligence of new generation AI systems will increase substantially. The intention is to overcome one of the biggest obstacles of existing AI systems, their brittleness (dispersed isolated systems working only on carefully chosen narrow tasks). The CYC project addresses the tremendous task of codifying a vast quantity of knowledge possessed by a typical human into a workable system. Lenat estimates (1995) that they have entered 10® general assertions into CYC's knowledge base, using a vocabulary with approximately 10® atomic terms. CYC is intended to be able to give on-Hne sensible answers to all sensible queries, not just those anticipated at the time of knowledge entry. Lenat and Guha estimate that this will require at least ten million appropriately organized items of information, including rules and facts that describe concepts as abstract as causahty and mass, as well as specific histographic facts. CYC includes a wide range of reasoning facilities, including general deduction and analogical inference. Reasoning is done through argumentation, through comparison of pro and con arguments. CYC is the first project of its magnitude, and therefore represents a pioneering work. Several questions and problems were posed for the first time. The whole project has strong emphasis on pragmatism - to make something workable. There are four important design characteristics: (1) the language is first-order predicate calculus with a series of second-order extensions (2) frames are the normal (general) representation for propositions, (3) nonmonotonic inferences are made only when explicitly sanctioned by the user, and (4) knowledge acquisition and inference involve different languages between which translation is automatic. All knowledge in CYC is encoded in the form of logical sentences, and not in diagrams, procedures, semantic nets, or neural networks. The mechanism for managing uncertainty is not as common as Bayesian networks or reason maintenance systems. One of the interesting aspects in the CYC project is the distinction between episte-mological and heuristic levels of representation. A user communicates with CYC in a high level epistemologica! language. CYC translates queries and assertions in this language into a lower-level heuristic notation, which provides a variety of specialized inference mechanisms corresponding to special syntactic forms. According to the authors, success will be achieved if the system works and is used by different institutions for further research and development of new (generation of) expert and knowledge-based systems®. There have been several strange events related to the project from the start. For example, in the overview book by Lenat and Guha (1990), there are 22 publications, of which 7 were written by the head of the project (Lenat). In (Lenat 1995) there are only 9 publications, and only 4 of them were not (co)authored by Lenat. In addition and as pointed out by one of the anonymous referees, CYC's runtime behaviour as well as the assessment of the program in (Lenat, Guha 1990) is far too brief to be convincing. Reviewers of the project (Stefik, Smollar 1993) generally claim that it has not succeeded to the point proclaimed by the authors (although the project is not fully completed and the final evaluation has not been published yet). Lenat even claimed that machines will start learning by themselves when the CYC computer system becomes operational around 1994 (Lenat 1989). In 1995, it is becoming clear that nothing like that is going to happen. According to critics like Dreyfus (MTCM 1992), the CYC system is as dull as any other program^. Authors of the project have changed success criteria and basic aims a couple of times during the last ten years, obviously trying to please public interest and accommodate scientific remarks. One of these "commercial" moVes was quite probably the astronomic price of the CYC system. ^The anonymous referees of the paper seem to share the opinion that the paper could be even more critical of the project. On the other hand, important new understandings were arrived at, some positive and some negative, which could be very useful for new projects. In Lenat's words (1995): (CYC) " is not a bumb on a log. It saddens me how few software-related projects I can say that about these days."® 2.3 CYC and FGCS - AI Dinosaurs? The two projects have addressed several fundamental questions and come with modest and in some areas even with reasonable success. CYC has managed to encode a huge amount of knowledge and the Fifth Generation project resulted in tens of working computer systems (software plus hardware). Implemented systems have worked better than commercial ones on specific tasks. Their apparent commercial failure lies in the fact that commercial computer products such as new PC's and workstations are not only more general and applicable than the products of these huge R&D projects, but also the pace of their progress was and still is faster. Being a pioneer has its dangers, yet one has to do it if we are to get anywhere. After all, AI is constantly changing in search for true discoveries, and in a great majority of questionnaires it is predicted a great future. But in the eyes of public, both CYC and the Fifth Generation project have not fulfilled their promises. The relative failure revived the old hypotheses that classical symbolic AI may not be able to achieve intelHgence on digital computers. In the words of Dreyfus (MTCM 1992): (classical symbohc) "AI is finished". The analogy with dinosaurs lies in the fact that CYC and FGCS represent dominant approaches and achievements of the time, but their evolutionary Hne is at best shaky. "Hairy", weak AI systems will probably supplement formal ones. In the author's opinion, basic research directions in the two projects mentioned could not produce intelligent systems at all. Both projects have adopted the computationally strong-AI approach instead of at least combining it with others, e.g. cognitive weak-AI. Both projects relied on a onesided approach, disregarding the "new school of ®In my personal opinion, CYC has shown that common-sense knowledge is essential for any intelligent program. That brittle systems still dominating AI are not related to any true intelligence. AI". This new approach claims that to design an intelHgent system, one has to give it all properties of intelligent creatures: unity (i.e. multiple knowledge and multistrategy approach), intenti-onality, consciousness and autonomy along with generality and adaptability. However, doing this will be much more difficult than previously expected. 3 Strong and Weak AI 3.1 Description The terms "weak" and "strong" AI were originally defined by Searle (1982); here, we shall introduce similar ones based on our viewpoints. There are several terms attached to the old and still dominant AI: symbohc, classical, formalistic, and strong. The latest alludes to several versions of the strong AI thesis. More or less they all claim that it is possible to obtain intelligence by pure algorithmic processes regardless of technology or architecture. By weak AI we denote: - the negation of the strong AI thesis - adopting knowledge from interdisciplinary sciences to upgrade the computational approach. The extreme version of strong AI is termed strong strong AI, and the extreme version of weak AI weak weak AI. Whereas strong strong AI claims that even thermostats have feehngs, weak weak AI claims that only humans can have feelings because they are the only beings with souls. Both extremes fall out of the scope of this paper. There are several analyses of the strong-weak relations. Here, we present Sloman's gradations of the strong-weak scale (Sloman 1992). His vision of weak AI is based on architectural upgrades of Turing machines. In that sense he tries to avoid mentalism and cognitive sciences completely. Instead, he tries to upgrade the formalistic Turing-machines approach with engineering knowledge. Sloman denotes the strongest thesis of AI as Ti- Each version Tn declares something about an Undiscovered Algorithm of Intelligence (UAI). Ti is the strongest version, claiming that every instantiation of UAI has mental abilities - all that matters are data and algorithms - no time, rich execution mechanisms, meaning. However, abstract and statical structures can not have mental abilities. An often quoted example is the book of Einstein's brain. Supposedly, this book is no different than all the information and algorithms stored in Einstein's head. Indeed, hardly anybody would claim that any book itself - be it of Einstein's brain, Turing machines or anything else -is capable of thinking or speaking. A book on its own without any execution mechanism can not perform any action at all. A slightly modified version of Ti is Ti^: every time-instantiation of UAI has mental abihties. This eliminates the book case, but has other obvious flaws. For example, if we throw a bunch of paper sheets into the air we certainly do not get anything intelHgent even in the case that by chance a new interesting story emerges. The execution mechanism must be in some sort of stronger causal relation. What about Searle's Chinese room? According to Sloman the causal relation between a book (formal syntactic structures) and Searle (the execution mechanism) is too weak. There can be no understanding and intelligence in such a loose connection. T2 is a further modified version, requiring sufficient reliable links between program and process. This is not a strong, but a vague, mild version. Sloman analyses the properties of links between program and process from the engineering point of view. In his view, one algorithm executed on a single processor can not emulate intelligence. The process must consist of many interleaving and intensively communicating subprocesses. The architecture of the Turing machine with one algorithm and one processor (executioner) can not provide intelhgence. The difference between physical (T4) and virtual (T3) parallelism is similar to that between one- and many-processor architectures. One algorithm, however complicated, is not sufficient for intelligence. Parallelism has to be at the same time fine- and coarse-grained. Minsky, Moravec and Sloman have presented various parallel architectures. Parallelism is discussed in greater detail: Tpi enables intelhgence with a simulated continuous environment. Tp2 needs a serial processor with time-sharing. Tp^ states that intelligent properties can be obtained through an appropriate ne- twork of computers. What if any machine relying on digital technology is incapable of reproducing intelligence? T5 declares that at least in some subsystems supercomputing power is necessary, e.g. chemistry or biology. According to Sloman, even such discovery could be very valuable for focusing further research in AL Ti', abstract and statical procedures can reproduce mind Tia- time instantiation of Ti can have mental abi-Hties T2: links between programs and mechanisms T3: virtual parallelism T4: physical parallelism T^-. super-computing powers Figure 1: Sloman's strong (top) - weak (bottom) AI scale. In Figure 1 we can see Sloman's gradation of the strong-weak AI paradigms. There are several other directions of weak AI indicating that the new disciphne is intensively searching for new discoveries. The general approach seems promising, yet it is not clear in which particular direction the discovery of true intelligence lies. For the time being it seems that new AI is strongly related to interdisciplinary sciences, especially biological and cognitive sciences. In the words of Edelman (1992): "Cognitive science is an interdiscipHnary effort drawing on psychology, computer science and artificial intelhgence, aspects of neurobiology and linguistics, and philosophy." 3.2 Strong vs. Weak AI The strong AI thesis has been attacked by Dreyfus (1979), Searle (1982), Winograd (1991) , and Penrose (Penrose 1989; 1990; 1994). According to Sloman (1992), some practitioners of AI believe in the strong strong thesis. But that is a reason for criticising them, not AI. In any field there are the "naive, ill-informed, over-enthusiastic", axcording to Sloman. In Sloman's opinion, the main reason for such thinking is lack of appropriate training^"; in philosophy. Fair to say, the author of this paper was not much different a couple of years ago. After all, all students in computer sciences get acquainted with Church's thesis and Turing machines. After a while technical details fade away, and we are left with a frame in our memory declaring that anything that can be computed is executable by the Turing machine. And that it has been shown that the proof that the Turing machine can not solve "normal" (computable) problems cannot itself be computable (operational). Since weak AI opposes the core of not only predominant AI but also some interpretations of postulates' of computer science in general, it is of no great surprise that it has been successfully suppressed until recent years. The ideas of Winograd, Dreyfus or Searle were more or less rejected in the natural and engineering sciences community. But the discussion is becoming less and less one-sided in recent years. One of the turn-arounds was a discussion regarding the Oxford professor Roger Penrose. He is one of the most famous mathematical physicists, with several discoveries from physics (e.g. regarding black holes with Hawking) and mathematics (e.g. how to tile a plane non-periodically with only two shapes). He wrote his first book "The Emperors New Mind: Concerning Computers, Minds, and the Laws of Physics" (1989) because he was astonished by a TV debate with strong AI supporters. The title of the book alludes to the emperor's invisible dress - everybody admires it, yet there is nothing to be seen. According to Martin Gardner's foreword, Penrose is "the child sitting in the third row, a distance back from the leaders of AI, who dares to suggest that the emperors of strong AI have no clothes." In 1994, Joseph R. Abrahamson describes Penrose as one of those "who in the name of any one of a number of gods want to destroy rationality and science. It is important to be particularly aware when one of our attempts, in however subtle a manor, to suggest this magic should supplant or even be used to embellish reason and logic." Based on old literature citations in Penrose's book, the predominantly strong AI community harshly attacked Penrose because of his obvious lack of knowledge of current AI activities. Even more, Penrose's arguments remain debatable even inside the weak AI community. Yet, the criticism of classical AI failed. In a reply to Abrahamson's critique, Cronin (1994) writes: (the old) "AI community has become an arcane, closed-minded, and theoretically incestuous field of computer science." Such words certainly did not encourage friendliness between the so antagonized communities; however, they might contain at least a grain of truth especially regarding close-mindedness^. Angeli (1993, p.15) writes: "Do those AI people really think they can capture meaning with a logico-mathematical analysis?" In a reply to Cronin, Abrahamson (1994b) softens his criteria, posing the limit at rejecting nonscientific approaches. In this way he does not directly reject mild versions of weak AI. There are several well-established researchers in weak AI representing the major human factor why this new wave of weak AI was not rejected as before: - Francis Crick is probably one of the most well-deserved researchers for introducing consciousness as a legitimate subject of science. He shared a Nobel Prize for the discovery of DNA's structure in 1953. As a neuroscientist, he wants to study consciousness through the brain's internal structure. - Another Nobel Prize winner in weak AI is Gerald M. Edelman. He shared the prize in 1972 for research on antibodies. He is the author of neural Darwinism, a theory promoting competition between groups of neurons as the basis of awareness and consciousness. - Brian D. Josephson won his Nobel Prize in 1973 for a special quantum effect ( Josephson's junction). He proposes a unified field theory encapsulating mystical and psychic experiences. - Maurice W. Wilkes is one of computer-science pioneers and the first person ever earning money for Al-related events. In the 1992 paper in Communications of ACM he presents the opinion that classical AI is getting nowhere in the last years in the sense that all computer systems today are totally unintelligent, and that according to empirical observations in- telligence may be out of reach of digital computers. 4 Principle of Multiple Knowledge In this section a hne delimiting strong from weak AI is proposed, using the principle of multiple knowledge^" (Gams, Križman 1991). The principle is seen as an attempt to define an AI analogy of the Heisenberg physical principle which divides the world of atomic particles from the world of macro particles. Previous related work is presented, e.g. in (Sloman 1992, Minsky 1987, Minsky 1991, Penrose 1994). Our work is presented in (Gams, Karba, Drobnič 1993). Knowledge about domain properties can be uti-hsed as a single system (model) or as two or more subsystems, each representing a different viewpoint on the same problem. Usually, each (sub)model represents at least a part of the external world. The 'general' thesis of multiple knowledge states (Gams, Križman 1991): in order to obtain better performance in real-hfe domains, it is generally better to construct and combine several models representing different viewpoints on the same problem than one model alone, if only a reasonable combination can be designed. 'Reasonable' combination means e.g. a combination designed by a human expert. 'Performance' means e.g. percentage of successfully solved tasks. The 'strong' thesis of multiple knowledge states that multiple semantic models are an integral and necessary part of intelligence in any machine or being. In real-Hfe domains a single model can not achieve as good performance as multiple models because each model tries to fit data and noise according to its own structure and therefore tries to impose its own view. During the construction phase, it is difficult to estimate which of the models has imposed the most appropriate structure for the unseen data, and different subparts of the measurement space are typically more suitable for different models. When combining or integrating ®It should be noted that AI and closely related fields are becoming more and more open to discussions. For example, see (Glancey 1993; Minsky 1991; Vera, Simon 1993). ^"While the majority of sections in this paper represent an overview of the strong-weak AI relations, this section describes the author's personal opinion and contribution. single models it is usually not too difficult to eliminate unsuccessful parts of models. The general thesis of multiple knowledge implies that by constructing only one model it is practically impossible to achieve the same performance as by multiple models. In other words, although multiple models can be at any time (with more or less effort) transformed into one single model with the same performance as a set of models, in general it is not possible to construct such a single model in the process of learning without designing multiple models. Integration of models after they are designed seems not only feasible but also sensible because of reduction in storage and classification time. In our experiments (Gams, Karba, Drobnič 1993), after integration a decrease in complexity and an increase in classification accuracy was observed. 4,1 Confirmations of the Theses Attempts to confirm the theses of multiple knowledge were performed by: - analogy with humans, e.g. expert groups performing better than single experts; analogy to the human brain, neural Darwinism; analogy with the architecture of human brain, especially regarding split-brains. A hypothesis is presented that the human race owes its success to the rise of multiphcity in their brains (Gazzaniga 1989; Crick 1994; Brazdil et al. 1991; Edelman 1991). - Empirical learning, e.g. by analyses of PAC learning, which show that a combined system works better or the same as the best single system (Littlestone, Warmuth 1991); by practical measurements. - Simulated models, indicating that in reallife domains significant improvements can be expected when combining a couple of the best systems (Gams, Bohanec, Cestnik 1994). - Average-case formal models, indicating that in real-world domains combining has to be only a little bit better than by chance (success rate around 0.6) in order to produce improvements (Gams, Karba, Drobnič 1991). - Related cognitive sciences, confirming similar ideas as the Principle although not presented in a technical form (Dennett 1991). - Quantum physics, where the multiple-worlds theory (Dewitt 1973) enables computing in multiple universes (Deutch 1985; 1992) thus representing a possible theoretical background for the Principle. One-model systems work, but are not as useful as many-model systems in real-life domains. If top performance matters, combining or integrating several systems generally seems to be advantageous regardless of additional costs in programming and computer time. The strong version of the Principle represents one of the necessary conditions for true AI. It is neither sufficient nor the only necessary condition. However, it does substantially narrow the search space from single-model to many-model systems. For example, over 99% of all existing computer systems and most current AI orientations are based on a single model. Intelligent systems seem to have special properties, e.g. multiplicity. These systems are very rare among all the systems. It is highly unlikely that we find (construct) them when searching in the space of all possible systems without correctly assuming their special properties. The Principle is sometimes getting accepted as "everybody-knew-it-all-the-time". Indeed, there are many similar ideas around, e.g. Minsky's multiple representations (1991) or Sloman's parallel architectures (1992). Angeli (1993, p. 15) writes: "As if every word were not a pocket into which now this, now that, now several things at once have been put!" Accepting the Principle means introducing weak AI and leads to fundamental changes in future progress in AI and computer science alike. 5 Fundamentals of AI and Computer Science Weak AI reexamines and disputes the soundness of several well-established scientific fundamentals: Turing's test, Gödel's theorem, Church's thesis, and the Turing machine. ^^ According to the Principle, many research directions will not produce true intelligence, meaning that efforts, achievements and future funding in that areas are doubtful. 5.1 Turing's Test When Turing nearly half a century ago posed his famous question "Can computers think", electronic computers were just emerging. The back-bone of his test is a detective probabilistic quiz in which an interrogator has to be sufficiently sure which of the two subjects communicating through a computer interface (terminal plus keyboard) is human and which computer, given hmited time. Turing believed that his test would be passed in around 50 years when computer storage capacity reached 10®. By then, "an average interrogator would not have more than 70 per cent chance of making the right identification (as between human and computer) after five minutes of questioning." During years, several modifications of Turing's test have being proposed, e.g. the total Turing test (TTT) in which the subject has to perform tasks in the physical world such as moving blocks. Other remarks imply that the original test is (1) too easy since it is based on typed communication only, (2) too narrow since it is basically an imitation game, (3) too brittle since it can not reveal the internal structure of thinking processes - Searle's basic claim (Searle 1982), and (4) too difficult since no animal and many humans (e.g. handicapped) are unable to compete at all, and intelligence can be displayed well below average-human level. All these remarks have their counterarguments, e.g. that (1) communication through typing is more than relevant to evaluate the intelligence of a subject, e.g. by the IQ tests, (2) such cominunication allows very rich possibihties of questions and themata, (3) it is not possible to reveal the human thinking process either, and (4) if the Turing test (TT) is too difficult then the limited Turing test (LTT) can be applied. Indeed, such is the case in practical contests held annually (Shieber 1994). TT remains probabilistic, approximate, detective, fundamentaUstic, behaviouri-stic and functional. Although the Turing test is heavily analysed and disputed, it remains the most interesting scientific test up to date, offering important implications. The latest analyses of the Turing test were performed by Turing's contemporary Donald Michie (1993). In his opinion, there are two obstacles an intelligent computer system has to face in order to approach passing it: 1. subarticulacy - the human inability to articulate specific activities although performed by humans, and 2. superarticulacy - the abihty to explain particular thought processes in a suitably programmed machine although being subarticulate in humans. Regarding the first point, humans can not articulate their internal thought processes, which are sometimes more transparent to observers than to themselves. Therefore, how can human knowledge be transformed into computer, systems if humans are not able to specify it? The second point poses another problem. Computer programs are by default traceable - meaning their decisions can be traced and reproduced. Even systems like neural nets or numerical procedures can be 'understood' up to a point, and simulated by other transparent systems. All computer systems, therefore, have abilities nonexistent in humans. Some of these questions were discussed already by Turing. He proposed that machines would have to play the imitation game, thus simulating thought processes while inherently being di-, fferent. While it is not yet clear whether digital machines can achieve intelligence at all, it is becoming accepted that on digital computers, systems simulating human thought processes will be essentially different from humans. In light of this conclusion, the claim of connectionists - that sufficiently complex neural networks will be effectively the same as the human brain - is hard to accept. Even if neural networks were to achieve the performance of a human brain, it would be possible to extract weights, topology and other characteristics of nets. By not being able to do it in humans, one (of many) unavoidable substantial difference appears. The "End of Innocence" period, together with empirical verification, brings new insights, displaying the naivete of existing approaches and opening new directions. The Turing test indicates substantial differences between formal machines and real-hfe beings. Weak AI is in general satisfied with less than passing the Turing test. For example,' artificial life and evolutionary computing try to simulate rather primitive forms of life. Brooks (1991) proposes intelHgence without reasoning. low-intelligence robots (insects) without symbolic internal representation of the external world. Sloman (1992) finds the Turing machine rather unrelated to real life. It represents an artificial machine very capable for specific formal tasks only. Sloman, Penrose and also people in general tend to believe that even animals can display certain aspects of intelligence when solving reallife problems. On the other hand, while machines can solve difficult formal problems which are often practically unsolvable even by humans and definitively unsolvable for all animals, they are still regarded as totally unintelligent. 5.2 Church's Thesis and Turing Machine Around 1930 Church, Godei, Kleene, Post, Turing and others tackled questions such as: what can be computed and what not, are all statements either provable or not inside a formal system? They have come with basic concepts that represent a backbone of today's computer science. Church's thesis is the assertion that any process that is eff'ective or algorithmic in nature defines a mathematical function. These functions form a well-defined class, denoted by terms such as recursive, A-definable, Turing computable. All these functions are computable by the Turing machine, a formal model of computers. Anything that a digital or analog computer can compute, be it deterministic of probabilistic, is computable by the abstract Turing machine, given enough time and space. The problems that the Turing machine can not solve are unsolvable for present and future formal computer systems as well, be it simple PC's, supercomputers or parallel connec-tionist machines. Church's thesis provides the essential foundation for strong AL If computable problems are solvable by the Turing machine then digital computers can solve them if only they are quick enough. Therefore, achieving true intelhgence on computers demands only very fast hardware with sufficient memory capabilities and a program. In Abrahamson's opinion (1994) it is only a matter of time and technological progress. In general, there are two major philosophical orientations regarding the human mind and our world in general: mentalistic and mechanistic. Mechanicists regard mind as a material object obeying the laws of nature. Mind is a (biological, physical ... ) machine. Mentalists see mental states as something beyond formal sciences (mild version) or even extramaterial, i.e. outside the real world (strong version). Church's thesis implies that its computational essence can not be refuted by effective means. It means that the opposing hypothesis can not be effective at all, or in other words, it can not be computed in the general meaning of the word. The strong principle of multiple knowledge collides with the direct explanation of Church's thesis. One possible compromise is that although intelligent models can be - at least in principle, with unknown practical problems - designed and executed on any Turing machine, it is not possible to design intelhgent computer programs in the form of a single model not consisting of multiple models. Therefore, if the program on the Turing machine is multiple enough and has the needed additional properties, it could simulate intelhgence. However, the principle does not exclude the other possibility - that true intelligence can not be achieved on Turing machines at all, that stronger computational mechanisms having explicit multiplicity at the core of the computing process are necessary. Practically all weak AI researchers in this or another way distance their ideas from Church's thesis (see Section 3). Neuroscientists (Edelman 1992) propose their models of the brain. Physicists propose new physical theories enabling new computing mechanisms - Penrose proposes microtubules where quantum effects in relation to the correct quantum gravity enable supercomputing powers. Deutch (1992) proposes a quantum Turing machine. Sloman's viewpoint is similar to the principle of multiple knowledge based on the engineering architecture of the computing machine. Theoretically, it has been proven that the computational power of one Turing machine is equal to the power of many parallel machines. From the engineering point of view this is not the case. The key is not in speed or time, but in the architecture. For example, a fatal error in one processor simulating parallel computing causes malfunction in serial architectures yet is usually only a smaller obstacle in appropriate parallel hardware architectures. If one processor simulates several virtual processors then it must constantly check the internal states of each parallel process. This disables true asynchronous interaction with complex real-life environments. Although the parallel and sequential process display equal computational powers, they substantially differ in causal relations. 5.3 Seeing the Truth of Gödel's Sentence In his 1931 paper, Godei showed that for any formal system F broad enough to express the arithmetic of natural numbers, there is a construction of a formula Pk{k) where k is the Gödel's number of that formula itself. This well-defined formula is denoted by G{F). Gödel's theorem states that if F is consistent, there can be no derivation of G{F), and if F is omega-consistent, no derivation of -'G{F). Therefore, G{F) is undeci-dable (unprovable), and the formal system F is incomplete. Not only that Gödel's theorem is formally provable, computer programs such as SHUNYATA (Ammon 1993) have been able to automatically reproduce, i.e. rediscover the proof. By proving his theorem Godei demolished the strong formalistic approach in science. He proved that at least one formula (statement, sentence) can not be proven inside a formal system (later it was found that there are many such statements). Therefore, there is no way a formal machine can prove a specific sentence constructed by a formal (legal) procedure. Many relevant researchers including Godei and Turing thought that although the proof shows that it is not possible to formally prove G(F), G{F) is nevertheless true. Of course, no formal proof of G(F) can be constructed inside F since it has been formally proven that such a proof does not exist. Therefore, how can G{F) be seen as true by humans? In 1961 Lucas presented his view of this paradoxical situation hypothesising what happens if humans use some kind of a formal algorithm UAL This idea was revived and extended by Penrose (1989). Lucas proposes - in his viewpoint - a vahd mathematical procedure for seeing the truth of G(F). Namely, if the sentence asserts about itself that it is not provable, and the formal proof showed that G{F) can not be proved, then the sentence is obviously true. Therefore, humans can see at G{F) is true. Penrose's extension is as follows: even if a human uses some kind of (probably very complex) formal algorithm UAI executable on a Turing machine, and we construct a formal Gödel's sentence G(UAI) for that algorithm, he can see the truth of it. Not only Penrose and mathematicians, probably all students in natural and technical sciences can intuitively see (or have that feeling of) the truth of Penrose's line of reasoning. Therefore, we can assume that all humans are at least in principle able to see it. Furthermore, all humans use similar processes when seeing the truth of Gödel's sentence. Since formal systems are not able to formally prove the truth of Gödel's sentence, and humans can see it, humans do not always apply formal algorithms (e.g. UAI). Therefore, since humans can in principle reproduce anything that Turing machines can, and Turing machines in principle can not reproduce all things humans can (e.g. seeing the truth of Gödel's sentence), Turing machines do not possess all computational powers that humans do. Since Turing machines are capable of reproducing any computation by digital computers, true intelligence can not be achieved on digital computers. Among the common objections to this kind of reasoning are the following: - it is not possible to see that G{F) true since this requires proving that F is consistent^^; - G{F) can be seen to be true by flible and incomplete procedures (similar to the ones humans use); - Gödel's theorem is not related to real life; it is just a formal matter relevant to formal systems. Although this means that we have to reject deductive semantics as means of describing human intelhgence, we can endorse other types of inference, e.g. abductive logic. - in a computationally stronger metaF it is possible to formally prove a statement (theorem) provable{metaF, G{F)). '^As pointed out by Boolos, Chalmers, Davis and Perlis (Penrose 1990), the consistency of complex mathematical systems, e.g. ZF systems, can not be proved. This means that nobody, Turing machines and Penrose included, can prove or even see the truth of Gödel's sentence in ZF systems. The most fundamental denial of Penrose's argument was presented by Sloman (1992). He attacked the core meaning of Gödel's theorem: Gödel's sentence does not mean what it seems to mean, and Penrose can not see the truth of G{F) since there are models in which it is true and those in which it is false. The first premise does not seem to be justified as shown by Bojadžiev (1995). Sloman's claim is based on constructing two models: of (F, G(F)) and of (F, ^G(F)). This is valid since neither G{F) nor -iG{F) are provable in F, if consistent. Now, nobody can see the truth of G(F) in {F,-^G{F)), Penrose concluded. However, in models of {F, -'G{F) it is possible to establish the truth of ^G{F), therefore, G(F) is not unprovable anymore if {F, -^G{F) is consistent. Extended models of F usually do not correspond to classes of universal Turing machines. This is a common case in computational capabilities of systems: stronger mechanisms can often answer puzzles in weaker mechanisms, yet have their own undecidable questions. Sometimes it is even sufficient to apply meta-reasoning inside systems with the same computational powers, but again new undecidable questions can be produced. For example, it has been formally proven by a meta-system that Gödel's sentence G{F) is true in natural numbers if F is consistent. Therefore, the truth of Gödel's theorem in certain mathematical models, e.g. in Peano Arithmetic can be formally proven outside F if it is consistent. Here we shall translate the same problem into the world of Turing machines. Namely, Gödel's theorem corresponds to the halting problem of Turing machines, i.e. to the question if a Turing machine can in general predict whether a Turing machine will stop or not. It has been formally proven that the halting problem is in general undecidable (Turing 1936; Hopcroft, Ullman 1979). Furthermore, the concept of Gödel's theorem is so fundamental for formal systems that it can be reproduced in many forms (see for example Penrose's second book (1994)). Consider for example an Algol-like procedure U which shows that a procedure can not determine whether it will stop or not. Reasoning starts with the hypothesis that there exists a procedure T which can determine for any procedure proc whether it stops or not. Then we construct a proce- dure U which includes the procedure T. If U itself (self-reference) is given as an input for U, it should stop when it should not (i.e. T{U) is false) and vice versa. Since the transformation from T to U is legal inside the same description mechanism of Turing machines, and U cannot exist, T cannot exist. Therefore, a procedure which determines for any procedure whether it will stop or not, does not exist. procedure U(proc); begin while T(proc) do; write('OK'); end; The self-referential appUcability of U, and the halting problem in Turing machines and formal programming languages are beyond reasonable doubt. Furthermore, high-school students usually do not have troubles seeing or understanding the paradoxical nature of the halting problem. Penrose replies that there is no reason for dealing with unsound or incomplete systems. Under this assumption it is possible to see the truth of Gödel's sentence, it is possible to formally prove it outside F, and quite probably possible to duplicate Penrose's semantical reasoning about truth by special meta-systems. In summary, Penrose's version of the Gödel theorem and the halting problem represents an interesting hypothesis, however is not proven. On the other hand, several attempts to formally disprove Penrose's version have been formally proven to be wrong. 6 Discussion The history of AI teaches us that the only constant is its ever-changing nature. In recent years new, fresh ideas are coming from interdisciplinary sciences - neurobiology, philosophy, cognitive sciences. In this way, the computational approaches are being enriched and upgraded. Weak AI reexamines basic postulates of AI and computer science. In regard to Turing's test, proponents of weak AI see the test as an indicator of important differences between humans and computers. Computer systems can explain their line of reasoning in detail. Humans do not know how reasoning is performed in their heads and do not know how to reveal (transplant) that to computers. Just passing the test is not sufficient to be accepted as intelligent. A computer chess program beating most humans is not intelligent although it performs brilliantly compared to an average human. Animals are not capable of playing chess, yet some of them show properties of intelligence while computers are regarded as totally unintelHgent. By-passing Church's thesis, weak AI does not accept that one Turing machine performing one algorithm is sufficient to achieve intelligence. The principle of multiple knowledge proposes multiple-model structures as one of necessary conditions for intelligent systems. Extreme viewpoints see digital computers as incapable of achieving intelligence. There are several indications that the human brain is computationally more powerful than digital computers, e.g. observed through the progress of computer power and the lack of computer intelligence. Theoretical analyses are often performed through the Godei theorem and halting problem. The principle of multiple knowledge dictates a step-up of complexity from one optimal model to an optimal combination of models. It upgrades the centuries old Occam's Razor indicating that the Razor can be even misleading when bUn-dly applied. However, an upgraded version of Occam's Razor might be vaHd in the multiple-model world. Similarly, human knowledge is seen as significantly more complex than currently expected. Multiple models introduce an additional level of combinatorial explosion, thus making knowledge less transparent, more difficult to store, and more powerful. Clashes between strong and weak AI proponents may help sift new ideas and eliminate unsound attempts. Weak AI is still in the brainstorming state - lots of new ideas and not many confirmed achievements. Weak AI is getting accepted as another discipHne researching consciousness and relations to computers. Similarly, most of new nonsymbolic approaches in AI were rejected at first and then accepted, be it neural networks or evolutionary computing. How can weak AI be proven wrong? The simplest proof would be constructive - to design a single-model computer system capable of true in- teUigent behaviour. Note that just designing an intelligent computer system executable on a Turing machine is not enough. How can strong AI be proven wrong? There are several possibihties. For example, it is enough that the Penrose's hypothesis about Gödel's theorem gets proven. Or that the principle of multiple knowledge gets proven. Or that neurosci-ence produces substantial new discoveries about the human brain. Or that a new physical theory gets proven. Or ... Today, the house of science is based on empirical validation and formal verification. Formal verification is well within the domain of Turing computable functions. The fear that weak AI is attacking the core of science by reevaluating Church's thesis and other scientific postulates is not grounded. For example, if Penrose's ideas get accepted, meaning that unprovable true functions are computable by humans but not by computers, scientific knowledge will essentially expand. Science will expand even if the principle of multiple knowledge gets accepted. Instead of relying on formal models, other aspects will gain prominence, e.g. engineering or cognitive enrichments of formal sciences. Acknowledgments This work was supported by the Ministry of Science, Research and Technology, RepubHc of Slovenia and was carried out as part of different European projects. Research facihties were provided by the "Jozef Stefan" Institute. 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Simon (1993), Situated Action: A Symbolic Interpretation, Cognitive Science 17, pp. 7-48. [48] M. W. Wilkes (1992), Artificial Intelhgence as the Year 2000 Approaches, Communications of the ACM 35, pp. 17-20. [49] T. Winograd (1991), Thinking Machines: Can there be? Are We?, The Boundaries of Humanity: Humans, Animals, Machines, Berkeley, University of California press, pp. 198223, (ed.) J. Sheehan, M. Sosna. Also in this issue. A Brief Naive Psychology Manifesto Stuart Watt Department of Psychology, The Open University, Milton Keynes MK7 6AA. UK. Phone: +44 1908 654513; Fax: +44 1908 653169 E-mail: S.N.K. WattOopen .ac.uk Keywords: naive psychology, common sense, anthropomorphism Edited by: Matjaž Gams Received: May 11, 1995 Revised: October 2, 1995 Accepted: October 23, 1995 This paper argues that artifìcial intelligence has failed to address the whole problem of common sense, and that this is the cause of a recent stagnation in the field. The big gap is in common sense—or naive—psychology, our natural human ability to see one another as minds rather than as bodies. This is especially important to artificial intelligence which must eventually enable us humans to see computers not as grey boxes, but as minds. The paper proposes that artificial intelligence study exactly this—what is going on in people's heads that makes them see others as having minds. 1 Introduction: from naive physics to naive psychology Ten years ago, Hayes published the "Second naive physics manifesto" (Hayes, 1985b). Hayes proposed that we "put away childish things by building large-scale formalisations," beginning with "our knowledge of the everyday physical world." He, and others, have since put a lot of effort into developing models of our common sense understanding of the physical world. But common sense has been a big problem for artificial intelligence, and despite the attempts of many brave souls (e.g. Hayes, McCarthy, McDer-mott, and Lenat) it hasn't really yielded: "the common sense knowledge problem has blocked all progress in theoretical artificial intelligence" (Dreyfus & Dreyfus, 1988). This is due to deep technical and methodological problems which have arisen in the study of common sense, most famous of which is perhaps the "frame problem" (McCarthy & Hayes, 1969). This paper will present a position orthogonal to that of Hayes. Hayes' initiative clarified many of the issues associated with common sense, and other developments in comparative and developmental psychology have further highlighted the apparently fundamental nature of naive physics but they have also revealed a deeper and bigger problem than that of naive physics—naive psychology. Naive psychology (Clark, 1987, Hayes, 1985b) can be thought of as the natural human ability to infer and reason about other people's mental states—the faculty that normal adult people have which, in short, enables them to see one another as minds rather than bodies. This is an issue that artificial intelhgence must also address. Although people see one another as minds not simply bodies, they don't see computers as minds in the same way (Caporael, 1986). To overcome this barrier, we humans must be able to see minds in artifacts, to ascribe mental states to artificial intelhgences in the same way that we do to people. There is evidence that a lot of human intelligence is 'Machiavellian' (Byrne & Whiten, 1988) in the way people use it to outwit each other and to recognise and manipulate one another's mental states; our social environments are considerably more complex than our physical ones. Survival in these social environments require us to become "natural psychologists" (Humphrey, 1984), capable of recognising and reasoning about one another's mental states. Naive psychology is at the core of our understanding of the world. Humphrey even suggests that naive physics may be itself derived from a leaky naive psychology. At the heart of this proposal is a methodological inversion. Usually, artificial inteUigence is thought of as the 'science of smart behaviour'— building systems which behave in a way that seems 'intelligent.' This leads to all sorts of navel-oriented definitions and operational interpretations of the word 'intelligent,' none of which help to find intelligence. The reason they don't help is they miss the point: a definition of intelligence becomes part of science, but doesn't have any impact where it counts, which is on everyday human naive psychology. Artificial intelligence also needs to study naive psychology to find out what is going on in my head to make me see other people as having minds—and it is this that is an inversion of the conventional approach. There should be two parts to the study of intelligence: the smart behaviour we're all familiar with, but also our ability to recognise that behaviour as smart. So the sin of artificial inteUigence is a sin of omission—it hasn't properly addressed the second part of the problem, that of naive psychology. Naive psychology is not more important or significant than other abihties, but it is equally an essential element of human cognition, and, further, it is an important part of how we recognise intelligence. It should become a topic for serious research in artificial intelligence. Naive psychology isn't new to artificial intelligence, which has already tried a number of approaches to the problem. Perhaps the most successful have been the axiomatic formalisms (e.g. Cohen & Levesque, 1990), which represent naive psychology as the ability to make inferences about a set of beliefs, desires, and intentions, corresponding to an agent's mental states. These axiomatic formal approaches to naive psychology are usually based on some kind of modal logic. These logics enable representation and reasoning about someone's mental states by making these states unob-servable, so agents can believe something which other people know to be false, for example. But representational approaches to naive psychology also have their critics (e.g. McDer-mott, 1987). McDermott's criticism is that the representations and the use of those representations cannot be truly separated, as they are separated in formalisms based on pure logic. But besides this criticism, there are deeper ones—are mental states really best described in terms of beliefs, desires, and intentions? (Dennett, 1987). This is an assumption, and while it works well a lot of the time, there are some mental states which fit uneasily in this model (e.g. moods, hostility.) The most widely voiced criticisms of explicit representations in artificial intelligence haven't really had much impact in this field, because they have to deal with something rare in physical environments, this opacity that people have. Both situated and connectionist approaches break down with the opaque nature of other agents. While these approaches are often good at dealing with observables, they are less good at dealing with the unobservable nature of other agent's mental states. This really does seem to require something which does the job of a theory—and this is what representations are good at. If representations had to become situated to deal with the physical world, situated approaches have to become representational to deal with the psychological one. There has been significant work in this field, but perhaps artificial intelligence just hasn't realised the scale or importance of the problem. All the major philosophical stumbling blocks of artificial intelligence (e.g. consciousness, intenti-onahty) can be traced to our inability to understand when to ascribe mental states to computers or other artifacts. This doesn't mean that naive psychology is logically prior to these problems, but that it is methodologically prior. Within artificial inteUigence, there is often an assumption that there is something which can be called 'inteUigence,' but which is very different from what we caU 'inteUigence' in people. We can call this the 'alien inteUigence hypothesis.' It is entirely possible that the alien inteUigence hypothesis is false. If the complex bag of phenomena we call 'intelligence' is something people use to interact with each other in human societies, an aUen inteUigence which didn't interact in the same way might not be seen by us as inteUigence. And supposing alien inteUigence did exist, could we recognise it without appealing to our human recognition of inteUigence? Perhaps systems are just seen as inteUigent in proportion to how well we can understand their patterns of behaviour. On this principle, computers (along with lettuce and beer cans) could already be inteUigent, we just can't recognise them as such. We can, of course, take McCarthy's stance: "this is artificial intelligence and so we don't care if it's psychologically real" (Kolata, 1982). But as soon as we talk about minds we are talking about something psychological, so to compare minds and computers will inevitably be partly a psychological question. The actual nature of the distinction between human intelligence and artificial intelligence does matter. We—the people who are designing and evaluating these machines—are people with relatively uniform cultures, societies, and biologies—at least when compared to machines. Perhaps, as Searle (1992) claims, these factors affect human mental phenomena. If so, it would be surprising if they didn't also affect our recognition and interpretation of those phenomena. The problem is this persistent anthropocentri-city — we can't step outside our humanity although we perpetually see things as if they are independent of us. For physics that doesn't usually matter, but for psychological concepts such as 'intelHgence,' we must remember that we are human. We need to discover what it is to be human before we can truly know where the differences between people and machines are. 2 Models for naive psychology In looking at what is going on our heads when we see people as minds rather than as bodies, some of the most useful tools are models of the process of ascribing mental states to other systems. In this section, three candidate models will be examined in a httle more detail, anthropomorphism, the simulation model, and the theory model. 1. Anthropomorphism. One way of ascribing mental states to a system is just to anthropomor-phise it—to ascribe it human mental characteristics without reference to their real competences, but anthropomorphism is a complex and subtle phenomenon (Eddy et al., 1993) and not one that has been studied much. Eddy et al. (1993) looked at people's tendency to anthropomorphise animals, and suggest that there are two primary mechanisms involved: "people are hkely to attribute similar experiences and cognitive abihties to other animals based on (1) the degree of physi- cal similarity between themselves and the species in question (e.g. primates,) and (2) the degree to . which they have formed an attachment bond with a particular animal (e.g. dogs and cats)" (Eddy et al., 1993). Computers don't score too well on physical similarity, so this is likely to form a persistent bias against people ascribing mental states to them, unless we build them with a physical resemblance to us. Famiharity, fortunately, offers us a way out of this trap—we can in principle learn to see computers as minds. There are several possible theories of anthropomorphism. Caporael (1986) suggests that it is a "'default schema' applied to non-social objects, one that is abandoned or modified in the face of contradictory evidence," but the evidence is against either animals or computers really being 'nonsocial' and familiarity can increase rather than decrease the tendency to anthropomorphise (Eddy et al., 1993). Alternatively, perhaps our tendency to anthropomorphise is really a disposition to take the "intentional stance" (Dennett, 1971), to see others as minds rather than as bodies. If, instead of taking the intentional stance, the physical stance is taken, the very different faculty of naive physics will be deployed. Anthropomorphism, then, determines whether or not an intentional stance will be taken, but it is not truly part of the stance itself. It plays the role of the rationality assumption in Dennett's model—although clearly anthropomorphism isn't the same thing as rationality—and the suggestion that the rationality assumption is "pre-theoretic" (Dennett, 1971) does allow us to interpret it as psychological rather than philosophical. 2. Simulation. Sometimes prediction of other people's mental states is better modelled by 'simulating' the other person, by pretending to be them, and to look at the world from their point of view. Clark suggests that a similar simulation process could even account for naive physics— perhaps Hayes' paper on liquids could be recast as a kind of simulation, and as far as the predictions are concerned, viewed externally, there needn't be any difference. For naive psychology, there is evidence that for some predictions—particularly those involving affective states—an. ability to simulate other people works well (Hobson, 199.3, Ferner, 1991). Representational artificial intelli- gence does simulation all the time—it's just another kind of hypothetical reasoning. Simulation, or taking another person's role, is a way that we can understand some aspects of another's mental states; for instance, to recognise somebody's ignorance. So simulation is another way that we can reason about another's mental states. It works rather better for affective than for cognitive states (Hobson, 1993) but doesn't deal with everything: there are some tasks which children actually answer differently, but which they ought to answer the same if they use simulation to get the answer. Something is left over, and that something is a 'theory' of mind—not a theory in the scientific sense (Clark, 1987, Searle, 1992)—simply a theory in the sense of a set of tools for thinking about the unobservables of another person's mental states. 3. Theory. This theory aspect of prediction is that aspect which is most similar to the representational artificial intelligence. Some (e.g. Fo-dor) even take it as the complete answer to naive psychology, but this stretches it too far; a strong representational theory of mind is subject to too many philosophical and evolutionary objections (Dennett, 1987), and fails to account for all phenomena (Hobson, 1993). But just because a representational theory of mind can't provide a complete naive psychology doesn't mean that it doesn't form part of a complete naive psychology. The theory theory, as it is currently interpreted in psychology, describes naive psychology as a set of rules for dealing with the unobservable mental states of others. Its best analogue in artificial intelligence, therefore, would be a body of laws and heuristics for guessing at one other's mental states. In artificial intelligence, the best programs for playing games like chess (and games are often a good metaphor for human social interaction) use a subtle mixture of simulation (look ahead) and theory (heuristics) because neither alone is sufficient. In principle, of course, a heuristic theory can generate a simulation and in practice an actual system—such as a trained connectionist network—might show aspects of theory and simulation under different circumstances, just as electrons can behave hke particles or like waves. These three models—anthropomorphism, simulation, and theory—represent different aspects of naive psychology rather than the whole, but they can be combined to create a complex composite model. When trying to predict or reason about the behaviour of a system, a complex of dispositions, one of which is anthropomorphism, selects a stance with respect to that system. These stances deploy natural faculties—so when dealing with a physical system, naive physics is applied, but for a psychological system, naive psychology is applied. Often, both stances could in principle be taken to the same system (even a thermostat, and although in practice there seems to be a mutual exclusion between the different stances (Dennett, 1971) this is where individual differences in the dispositions and the social context can influence how different people see the same system. A mind will only be seen in the system from the intentional stance (Dennett, 1971)—that selected by anthropomorphism—and within the intentional stance as a whole there are different substances which depend on the access to the other's mental states that is required. If we are to 'simulate' it—to see what it is Hke to be the system— that can only happen if the system is believed to have the right kind of mechanism. The theory stance, on the other hand, is better at dealing with external, behavioural, questions. How well do these models do? Although they barely hint at the true complexity of naive psychology, they do have some predictive power—one instance of this is in Woolgar's (1985) description of a device which bolts on to a video recorder and spHces out advertisements during recording. On one level this is clearly intelligent behaviour, but if you then read the instructions, and they tell you that it actually works by detecting a particular signal in the transmission, this changes the ascription of intelligence, and "redefines and thus reserves the attribute of 'intelligence' for some future assessment of performance" (Woolgar, 1985). The change in our knowledge affects the stance that we take—affects whether or not we see the system from the intentional stance. This integrated model shows a sensitivity to physical form and our knowledge of the system's design which is perhaps rather distressing for strong artificial intelligence. It seems to show not that it is impossible in principle, but that it is just very hard for people to see things which don't physically, structurally, and behaviourally resemble people as being intelligent. Perhaps Brooks and Stein (1993) were right to design Cog with a humanoid form, not for any technical reason, but simply because it will make it easier for us to see Cog as an intelligent system. 3 Conclusions Hayes concluded his "Second naive physics manifesto" (1985b) with a discussion on the importance of common sense for artificial intelligence. The reasons for this proposal are orthogonal to his, so the justifications are different. Of all the naive disciplines proposed by Hayes and others, naive psychology is the only one that is obviously specifically human, but in all this work there is an implicit anthropocentricity. Right back to McCarthy's 1959 proposal of common sense, it was assumed that the common sense to be used is human common sense. It is entirely possible that intelligent behaviour is distinguished not by an objective criterion of success, rationality, adaptiveness, or what have you, but by a subjective criterion of compatibility with our human naive psychology. At the core there was a simple problem: we forgot about anthropocentricity and took too much of what we intuitively felt to be right as being the truth. Stepping outside our humanity is something that perhaps we can never do in principle, but that doesn't inean that we shouldn't try—not by a regress to the Skinnerian vantage point (with apologies to Dennett, 1987) denying human mentalistic terms completely, but by indirectly looking at the effects of the ultimate unobservable, our anthropocentric point of view. There is no strong methodological component to this proposal, because the project is just too important to be dismissed as a project merely on methodological grounds—and the same goes for naive physics. Dreyfus and Dreyfus clairn, for example, that "the problem of finding a theory of common sense physics is insoluble because the domain has no theoretical structure" (Dreyfus & Dreyfus, 1988, original emphasis). This depends on what you want from the theory. Even if naive physics can't be described fully by reference to "abstract laws," that doesn't mean that we sho- uld give up. In the real world, theories aren't just right or wrong, but provide a greater or lesser measure of predictive competence—and even a partially correct theory is better than none. This proposal is, Hke Hayes', a descriptive one: the construction of broad models of naive psychology. At least to start with, a broad and shallow approach is needed to sketch out naive psychology; it is not yet anywhere near as clearly structured into topics as Hayes presents naive physics. Pushing hard on one topic, hke an air bubble under the wallpaper, might just move the problems somewhere else. The problems that artificial intelligence is tackling are big ones—big enough to make some think that there are fundamental and possibly irretrievable flaws either in the disciphne or even in the whole of science. This is an over-reaction; certainly our anthropocentricity is a big problem, but not one that is inaccessible in principle to science. At the end of the day, we can all recognise intelligent behaviour when we see it. When we see people, we see them as rninds, not just as bodies. When we see computers, we don't see minds. The difference between people and computers lies in ourselves as well as in thern, and if we are to overcome this fundamental anthropocentric asymmetry, artificial intelligence must join up with psychology at least the extent of finding when and how we see minds. It must begin to study naive psychology. References [Brooks and Stein, 1993] Brooks, R. A. & Stein, L. A. (1993). Building brains for bodies. AI Memo 1439, MIT AI Laboratory. [Byrne and Whiten, 1988] Byrne, R. W. & Whiten, A., editors (1988). Machiavellian Intelligence: Social Expertise and the Evolution of Intellect in Monkeys, Apes, and Humans. Oxford University Press, Oxford. [Caporael, 1986] Caporael, L. R. (1986). Anthro-pornorphism and mechanomorphism: Two faces of the human machine. Computers in Human Behavior, 2(3):215-234. [Clark, 1987] Clark, A. (1987). FYom folk psychology to naive psychology. Cognitive Science, 11:139-154. [Cohen and Levesque, 1990] Cohen, P. R. & Le-vesque, H. J. (1990). Intention is choice with commitmeiit. Artificial Intelligence, 42:213261. [Dennett, 1971] Dennett, D. C. (1971). Intentional systems. Journal of Philosophy, 68:87-106. [Dennett, 1987] Dennett, D. C. (1987). The Intentional Stance. MIT Press, Cambridge, Massachusetts. [Dreyfus and Dreyfus, 1988] Dreyfus, H. L. k Dreyfus, S. E. (1988). Making a mind versus modelling the brain: Artificial inteUigence back at a branchpoint. Daedalus, 117(1):185-197. [Eddy et al., 1993] Eddy, T. J., Gallup, G. G., & Povinelli, D. J. (1993). Attribution of cognitive states to animals: Anthropomorphism in com-paritive perspective. Journal of Social Issues, 49(1):87-101. [Hayes, 1985] Hayes, P. J. (1985). The second naive physics manifesto. In Hobbs, J. R. and Moore, R. C., editors, Formal Theories of the Commonsense World, pages 1-36. Ablex, Norwood, New Jersey. [Hobson, 1993] Hobson, P. (1993). Understanding persons: The role of affect. In BaronCohen, S., Tager-Flusberg, H., k Cohen, D. J., editors. Understanding Other Minds: Perspectives From Autism, pages 204-227. Oxford University Press, Oxford. [Humphrey, 1984] Humphrey, N. K. (1984). Consciousness Regained. Oxford University Press. [Kolata, 1982] Kolata, G. (1982). How can computers get common sense? Science, 217:12371238. [McDermott, 1987] McDermott, D. (1987). A critique of pure reason. Computational Intelligence, 3:151-160. [Perner, 1991] Perner, J. (1991). Understanding the Representational Mind. MIT Press, Cambridge, Massachusetts. [Searle, 1992] Searle, J. R. (1992). The Rediscovery of the Mind. MIT Press, Cambridge, Massachusetts. [Woolgar, 1985] Woolgar, S. (1985). Why not a sociology of machines? the case of sociology and artificial intelligence. Sociology, 19:557572. Stuffing Mind into Computer: Knowledge and Learning for Intelligent Systems Kevin J. Cherkauer Department of Computer Sciences University of Wisconsin-Madison 1210 West Dayton St., Madison, WI 53706, USA Phone: 1-608-262-6613, Fax: 1-608-262-9777 E-mail: cherkauer@cs.wisc.edu http://www.cs.wisc.edu/~cherkaue/cherkauer.html Keywords: artificial intelligence, knowledge acquisition, knowledge representation, knowledge refinement, machine learning, psychological plausibility, philosophies of mind, research directions Edited by: Marcin Paprzycki Received: May 10, 1995 Revised: November 21, 1995 Accepted: November 28, 1995 The task of somehow putting mind into a computer is one that has been pursued by artificial intelligence researchers for decades, and though we are getting closer, we have not caught it yet. Mind is an incredibly complex and poorly understood thing, but we should not let this stop us from continuing to strive toward the goal of intelligent computers. Two issues that are essential to this endeavor are knowledge and learning. These form the basis of human intelligence, and most people believe they are fundamental to achieving similar intelligence in computers. This paper explores issues surrounding knowledge acquisition and learning in intelligent artificial systems in light of both current philosophies of mind and the present state of artificial intelligence research. Its scope ranges from the mundane to the (almost) outlandish, with the goal of stimulating serious thought about where we are, where we would like to go, and how to get there in our attempts to render an intelligence in silicon. 1 Introduction Perhaps our systems can use learning to acquire and modify the knowledge they need largely on their own. Instead of trying to stuff our own brains into the computer one bit at a time (Figure 1), , . „ • i„ -xi • XI £ perhaps we can write programs that let the com- complex thmg we call "mmd" withm the confines , , r xu i x xi_ j x r ■ 1 X in T J X J 1 puters learn for themselves what they need to The ultimate goal of artificial intelligence (AI) is to somehow implement a very wonderful and of an artificial computer. Even if undaunted by the incredible paucity of our own understanding of mind, we may nonetheless find ourselves put off by the sheer complexity and size we usually know. Learning is, after all, the way humans fill their own brains with knowledge. But how much can we gain from human analogies? Is psycho- ^ . logical plausibility a necessity or a curse? Will imagme this machmery must entail. Despite our , . , ,. , ..... . , .,., , ,. r , -i , r- . , our machines need emotional motivation m order to be truly successful learners? The questions, as always, come thick and fast. inability to satisfactorily define intelligence, one component we generally feel must be present is a large store of knowledge about every aspect of the world. However, it helps us httle to decide. In this paper we will take a moment to examine "Let us put everything we know into a computer." these issues of knowledge and learning in the Hght How do we represent this knowledge? How do we of both current philosophies of mind and the pre- refine it? And how do we get it into the system? sent state of artificial intelligence research. It is Surely we do not have time to put everything in not often, in the world of technical papers, that we by hand! allow our thought processes to roam free. That is Figure 1: Figure 2: i the main goal of this paper—to visit some of the wild pastures of imagination that spawned the field of AI in the first place. We hear these days that all those far-flung dreams of intelligent computers from decades ago are still as out of reach as ever. We spend too much of our time being apologetic, trying to present AI advances in as narrow a scope as possible, almost as if we wish them to appear insignificant in order to avoid accusations of chasing hopeless fantasies. It is indeed important to keep a firm grip on reality—I do not think anyone would argue otherwise. But if we are truly to achieve wonders, we must first allow ourselves to imagine them. I hope you will join me in doing so! 2 How Should Our Systems Acquire Knowledge? The question of how to get knowledge into our systems is a key issue in building intelligences. Most expert systems currently acquire knowledge through painstaking hand programming by a knowledge engineer working closely with a domain expert. A major goal of AI is to produce machines that perforni intelligent tasks, so a dedicated AI researcher may suggest that the best answer to our question, "How should our systems acquire knowledge?" is, "Why, through machine learning, of course!" Some obvious advantages of automa- ting the knowledge acquisition process through machine learning (ML) are speed and accuracy of rule construction. However, to succeed in this endeavor we must somehow develop ML techniques which are as good at creating sets of rules for specific domains as an expert human knowledge engineer. This just pushes the problem of emulating expert behavior one level deeper: in trying to avoid hand coding a program that embodies the knowledge of a domain expert, we find we must now hand code a program that embodies that of a knowledge engineer! We may still manage to tackle this problem if we can find some way to make the knowledge engineer's knowledge easier to program than the domain expert's. Humans use their knowledge and intelhgence to construct expert system knowledge bases. Our comparatively dim-witted computers' only chance to overcome their own lack of insight is their blinding speed and tireless persistence (Figure 2) and their utter disdain for the human propensities toward fatigue, boredom, distraction, careless mistakes, and other such egregious vices. Since these are the computer's fortes, we must exploit them. For instance, we can have our machines search very large numbers of possible rules and rule fragments to find a good set. Whereas a human knowledge engineer examines only a few alternative rules, banking on the domain expert's deep understanding of the problem to insure a good solution, the less knowledgeable computer must succeed through perseverance. The Foil system [38] is one example of a large-scale search appro- ach to construct predicate calculus rules describing a domain. Part of my own recent work [8, 9] has concentrated on high-speed parallel search methods to sift through hundreds of thousands of potentially useful features for representations that make learning easier. Computers have an advantage over people in dealing with huge volumes of data. In many cases a problem is too complex and poorly understood for people to construct effective rules to solve it. All that is really available is a large set of raw data. Object recognition, image understanding, speech production, argument construction, complex motor skills, breast cancer prognosis, and protein folding prediction are all real-world problems that fit this description. Some of these are problems of perception and action that humans accomplish effortlessly, yet we cannot articulate how we do so. Others are more abstract problems of interest to science and medicine. All of them have been the subject of machine learning research (e.g. [7, 25, 35, 37, 40, 44, 45, 46]). This is not to say we should require our machines to learn absolutely everything from scratch. We should certainly take advantage of existing domain knowledge, both low- and high-level, to the extent we can afford it. There is no reason to learn logical inference rules from first principles when we can easily code them into a knowledge base. Likewise, if a domain expert can provide partial sets of high-level rules or other advice, this will jump-start the system and reduce the amount learning time and data required [21, 34, 50], Guidance from domain knowledge may also be crucial to prevent so-called "oversearching" [39], or the discovery of spurious correlations during learning. Unfortunately, human expertise is too expensive to allow us to hand code everything in a system of the size and complexity needed for intelhgence. The builders of the monumental Cyc knowledge system, though willing to invest large amounts of effort to hand code much of the knowledge, nonetheless advocated automating this process as much as possible through ML techniques even from the early stages [19], and they continued to add learning mechanisms over the years [17]. As the intelligent systems we design become increasingly sophisticated, we have no choice but to adopt machine lea,rning techniques as facilitators. To reach human-level intelligeiice, an arti- ficial system must be enormously more complex than anything we have created to date. The journey to machine intelligence will be shortest if we continue to develop and apply the powers of machine learning on this quest. 3 What Form Should tlie Knowledge Take? A serious problerh with using ML for knowledge acquisition is what Michalski terms the "knowledge ratification bottleneck" [23]. That is, for applications in which malfunction could have costly, critical, or even life-threatening consequences, any knowledge a system uses must be closely examined for correctness. It is difficult enough to do this with large knowledge bases written by humans; the problem is only coinpounded if they are cobbled together automatically by a machine. Michalski contends that in such situations, the explanation capabilities of ML systerns must be well developed, and the knowledge representation used should be comprehensible to humans. These constraints seem to favor the sym-bohc, rule-like representations we have spoken of so far over other alternatives like connectionism. Or do they? Are huge rule bases of the scale needed to simulate human-level intelligence any more comprehensible than artificial neural networks (ANNs)? On the other hand, why can not connectionist representations be made as understandable as rules? Mitchell and Thrun [25] develop ANNs which model various primitive robot actions and then treat these networks as if they were rules. Others have developed methods that allow the extraction of symbolic rules from trained neural networks [10, 13, 14, 42, 48, 49], so the two representa,tion styles are not as irreconcilable as they look. The question of what form knowledge should be stored in relates to the question discussed in the previous section of how a system acquires knowledge. If learning is used to do this, many different internal representations are possible, rules and ANNs among them. The hand coding approach, in which humans construct the knowledge base, generally favors a symbolic storage representation. However, there exist machine learning systems that can store and refine initi#y symbolic knowledge in connectionist ANNs (see Section 5), so there is no reason hand-coded knowledge must remain in its original form. There are arguments other than understandabi-lity for preferring symbolic knowledge structures. Higher-level human cognitive processes operate in an apparently symbolic fashion, perhaps suggesting we should use similar approaches in computers. However, a connectionist might reply that the perceived symboHc nature of our reasoning processes is an illusion, as the brain is a connectionist device. A third person might dismiss both of these arguments, claiming it does not matter how humans solve problems if our goal is to build machines to do the same. The classic conflicts over psychological and physiological plausibility persist. Let us explore these conflicts further in the next section. 4 Psychological Plausibility: Friend or Foe? A common argument against using rules to describe knowledge is that of psychological (and sometimes physiological) plausibility. The brain is physically a connectionist device. It is tempting thus to equate psychological plausibility with connectionist implementations, but in fact it is less clear how much the details of abstract cognition depend directly on the connectionist nature of the hardware. It is not unknown for discussions of these questions to become quite animated, especially as there seem to be almost as many points of view as there are interested parties. An imaginary conversation may help us to better understand the extent of the rifts that exist.^ Engineer: Psychological plausibility is just a meaningless hoop to jump through, completely superfluous to our goal of building thinking machines! It's hard enough to get anything like intelligence out of a computer even without a bunch of arbitrary anthropo-centric constraints. Now you're telling me you won't be satisfied with mere human-/ifce intelligence, but you insist on immai,n-structured intelligence to boot! Next you'll demand android bodies, vat-grown neural brains, and probably even—emotions! We should just go ^Of course, there are many more points of view within a given field than these caricatures present. with what works regardless of what it looks like. Psychologist: How can you take such a position when the human mind is our only example of advanced intelligence? Only incredible arrogance would let us imagine we can start from scratch, ignoring everything psychology has to tell us, and do a better job. If we ever want our systems to speak to us as peers, they will have to understand things the same way we do. It is sheer folly to attempt a computer intelligence that conflicts with our accumulated body of psychological knowledge. Neurobiologist: (Clapping hands.) Bravo! But the psychologist does not go far enough. I'll grant that we know a few things about human cognition, but we have even more specific knowledge about the hardware that implements it. We know exactly how neurons fire, what chemicals they use to transmit signals across synapses—even their patterns of connection in some parts of the brain. AI's best bet is to simulate this hardware as closely as possible, as it is the only thing we thing we have a concrete description of. Engineer: Ah ha! (Dons a smug look.) I knew someone would want vat-grown brains! Philosopher: (With a sly look.) Hold on! Why are we limiting our vision to puny, human-like machine intelligences? Shouldn't our goal be to create machines that are smarter than people? We can't copy knowledge from adults to babies or put people through a thousand years of education, but we can build computer memories big enough to hold entire libraries and processors fast enough to digest them. Does piscine plausibihty help us build nuclear submarines? Does avian plausibility help us build airliners? (Throws up hands.) Absolutely not! In fact, these things merely hold us back! Indeed, there seem to be two diametrically opposed and largely antagonistic camps with respect to this issue: those who believe that psychological (or even biological) plausibihty is essential to producing an inteUigent artificial system, and those who believe these requirements are merely contrived obstacles that slow our progress or limit the goals we set for AL One is tempted to say that what we need most of all is a moderate voice, a compromiser, a fence-sitter—perhaps even a Politician: Ah, you people are hopeless. The problem is hard enough without all these religious schisms. We should use what ideas we can from psychology without promising to produce a psychologically plausible computer system. We should look to neurobiology for insight without promising vat-grown brains—or even neural networks. We should apply machine learning without promising that every component of the final system will be automatically generated instead of hand programmed. We should follow visions from philosophy without promising to reahze them without revision (if I may be so bold as to pun). In short (waving hands), we should take everything we can get our hands on and guarantee nothing in return! (Er...that didn't_ come out quite right....) Underlying all this waffling is an important issue which has so far remained implicit, and that is the distinction between the hardware on which an algorithm is implemented and the algorithm itself. Von Neumann [27] states unequivocally that, while we understand the abstract concepts of logic and mathematics in a symboUc way, these concepts must necessarily be implemented very differently in human brains than in digital computers because of fundamental hardware differences. The brain is a massively parallel, low-precision device that encodes information robustly via statistical patterns and performs relatively short chains of calculation. Digital computers are (much more) serial and depend on long chains of brittle, high-precision calculations in which a single corrupted bit can cause a system crash. When we speak of logic and mathematics, we are really using a pseudocode that describes the algorithm without saying anything about the details of implementation. Symbolic descriptions of high-level natural languages and reasoning systems tell us little about their biological implementations. The implication is that they will tell us no more about how to implement them in digital computers. For these reasons, I believe the most fruitful approach to resolving the controversy of this section is to view psychology and biology as tools for discovering the algorithms the human brain runs. Knowing the algorithms, we can then focus on producing the (radically different) implementations required for digital computers where this appears suitable. We must keep in mind that the brain's massively parallel algorithms may often be impractical under serial reimplementation due to time or space requirements [43]. There will also be many cases where psychological and biological study are unable to glean the specific algorithm the brain uses to solve a given problem. In these situations, we must resort to more bottom-up engineering that takes best advantage of the strengths of digital computers to arrive at alternate solutions. One example of success using this approach is that of chess playing programs. Although few would argue that human grand masters and computers implement the same chess playing algorithms, it is impossible to deny that computers can play chess at the grand master level. In this problem, an alternate algorithm based on high-speed serial search has achieved the same quality of results as the very different process of high-level human reasoning. To summarize, psychology and biology should be treated as two tools among many the AI researcher can use to gain insight into methods of intelligent problem solving, but they should not be seen as the only legitimate tools in the arsenal. While the computational properties of the brain and digital computers do overlap, they are far from identical. We can gain algorithmic insight from the brain's solutions, but we will certainly need to tailor these solutions, and often radically alter them, to fit the differing properties of the computer. I do not think there is much to gain by demanding psychological plausibility, whatever that may be, in computer systems that are by nature so unlike the brain, nor do I think there is any real justification in this context to prefer so-called "connectionist" over "symbolic" computer implementations or vice versa.^ Our time is better spent developing and testing algorithms than arguing about these points. ^Comprehensibility of the knowledge base, which favors symbolic representations, is a separate issue. 5 Knowledge Refinement As research continues on the problem of using ML for knowledge acquisition, we will develop more guided approaches than the weak search methods. One step that has already been taken in this direction is that of automatically refining incorrect or partial domain knowledge [4, 11, 12, 15, 16, 20, 21, 22, 26, 30, 31, 32, 33, 34, 47, 50]. Even if we do not have a fully satisfactory set of rules for solving a problem, our learning algorithms can still benefit from the incomplete knowledge we do have. Knowledge refinement systems such as those cited are often able to use partial knowledge to produce better solutions to real-world problems than was previously possible with weak methods alone. Knowledge refinement systems, like other learning systems, can be symbolic or connectionist. A symbohc approach typically starts with a set of imperfect rules from a human expert and ite-ratively modifies it in order to improve its correctness or coverage, e.g. by adding and deleting terms. Either [32, 33] and Neither [4] are systems which refine propositional Horn clause rule sets in such a manner, and Forte [26] extends the technique to function-free Horn clause representations of logic programs. The Kbann family of algorithms represents a connectionist knowledge refinement approach. It translates a set of propositional rules [50] or a description of a finite state automaton [20] into the nodes and weights of an ANN. The network, and therefore its embodied knowledge, is then refined by standard ANN backpropagation training [41]. One can then either use the modified network as it stands or apply methods to extract symbolic rules from it [10, 13, 14, 42, 48, 49]. Knowledge refinement systems can take advantage of partial knowledge and correct and embellish it automatically through ML techniques. Their use will greatly reduce the effort needed to create knowledge bases for intelligent systems. 6 Are Rules Sufficient? There is a possibility that some problems simply cannot be soived by symbolic rules. Perhaps the reason human cognitive processes are so hard to pin down is that they operate in a fundamentally distributed and unrule-like way. Chaos the- ory tells us the only accurate model of the weather is the weather itself. The idea tliat the world is its own best model has sometimes been used to argue against knowledge representation in any form [2, 3, 5, 6]. Perhaps the only way to model human cognition is through a device that is similar in structure and complexity to the human brain [27]. Penrose [36] suspects that the physics of brain operation makes some of our thought processes (especially the feeling of awareness) nonal-gorithmic, questioning the "strong AI" position that all our thinking is merely the enacting of some algorithm. If this is true, we may have no hope of modeling these aspects at all, either by symbolism or connectionism, using current computer architectures. I would like to challenge the extremity of these positions. Though it is true that we cannot precisely model the weather at a micro scale, this does not mean there is no high-level structure amenable to abstraction. A meteorologist does not need to predict the temperature of every cubic centimeter of air to tell us it will drop when a cold front moves in. This is a simple symbohc rule with real predictive power. In chaotic domains, any model at all—symbolic or not—must approach the complexity of the system itself in order to achieve arbitrary accuracy, but this misses the point of having a model in the first place. One needs only a very small set of rules to do better than chance in predicting the next day's weather. One of the simplest and most accurate systems for one-day weather forecasting consists of a single rule: "Tomorrow's weather will be the same as today's." Simplification through models allows us to find order and understanding where there would otherwise be none. In this vein, symbolic rules may be used to model the processes of cognition, even though the brain's implementation is a distributed one. Much of our thinking can be described symbolically. We communicate with one another with symbols, and we store knowledge in external libraries and other media in the same way. There is thus plenty of reason to expect rule-driven symbol manipulation à la the classic Physical Symbol System Hypothesis [29] to be a reasonable model for many aspects of human intelligence. Just as we need not reproduce every detail of bird anatomy to make an airplane that flies, we need not reproduce every cell and connection of the brain to make a machine that thinks. I beheve symbolic rules are sufficient to capture most aspects of human intelligence at the everyday level of granularity most useful to us, even though at a micro level they will operate differently than the human brain. 7 Are Emotions Necessary for Learning? Whether we need to include emotions in our learning systems may seem Hke a strange question, but with a moment's thought we reahze that much of human learning is motivated by emotions. Our engineer of Section 4 spoke of emotions as if they were totally irrelevant to machine intelligence. However, the same cannot be said of human intelligence. Children must receive love and nurture to survive and thrive. Emotional involvement is a powerful motivator in their development and success and continues to be throughout adulthood. In a classic essay, Hadamard [18] investigates the role of human emotion in fostering creative discovery and invention. If we hope to build truly intelligent machines, might we not also need to build in such a motivating drive? Even if it is not completely necessary for artificial systems, can we afford to ignore this complex and powerful urge to learn? In The Society of Mind [24], Minsky casts emotions as fundamental to the success of our intelligence. They spur our creativity while preventing us from obsessively fixating on a single idea or purpose. Without them, we would become robotic drones and accomplish little. Emotions are important checks and balances in the complex system of mind. However, Minsky does not attribute any special status to emotions. He views them simply as tools that interacting mental agents use to accomplish their goals. For example, he describes Anger a tool agent Work can exploit to prevent agent Sleep from gaining control of the mind. No mysterious qualities need be assigned to Anger to explain it. It is simply one of many competing mechanisms which help get things done in the mind. Newell [28], on the other hand, defines intelligence without reference to emotions. For Newell, intelligence depends only on how well a system uses the knowledge it has. Perfect use constitutes perfect intelHgence, while a system that ignores its knowledge has no intelligence. I find Newell's definition flawed specifically where emotions and learning are concerned. A system with emotions may have a curiosity that leads it to formulate and test theories about the world. It does not know whether these theories are true, nor does it know it may benefit from testing them, so any exploration and learning arising from this curiosity do not count in Newell's definition of intelligence. An otherwise identical system that lacks the motivation of curiosity, and so learns nothing, is considered equally intelligent. Nonetheless, empirical investigation often leads to new knowledge that can improve life for the system. Would we not credit a curious, exploring, experimenting system that continually expands its own knowledge base, capabilities, and efficiency (and happiness, perhaps?) with more intelligence than a mentally sedentary one that mechanically applies the same old knowledge to just get by? I hope we would! Does this imply that emotions are necessary for learning? Not at all. While emotions play a key role in motivating human learning, they are certainly not the only possible incentives for learning in general. One may sharpen a skill simply by repeating a task many times, whether one intends to become better at it or not. One may make a great discovery purely by accident. Furthermore, computers are not humans, and they can be motivated in other ways. In a computer system, learning may simply be something the machine is required to do by its program. Both emotions and learning should be important components of any definition of intelligence, but emotions are not prerequisite for learning to occur. 8 Building Superintelligences Most of the time the ultimate goal of AI is stated as building an artificial intelligence of human capabilities, as suggested by the famous Turing test [51]. As long as we are being ambitious, however, why not aim for intelligences that are even greater? Why stop with a machine Albert Einstein if we can hope for even more? Even though this is far beyond our present capabilities, it should still be a subject to think about (Figure 3). K.J. Cherkauer Figure 3: Z o Great One — what is life's GR8-1 Universal Turing Machine Assuming we had already reached the goal of creating machines as smart as individual humans, what would be our next step toward the higher goal of superintelligences? One avenue to explore is that of societies of intelligent agents. We could seek emergent superinteUigence from the interactions of "regular" intelligences in much the same way Minsky seeks emergent intelhgence from the interactions of unintelligent agents in The Society of Mind [24]. This may be a useful insight, but we must examine it more closely to reap its potential benefits. To wit, if our Einstein unit (person or machine) has an IQ of 300, do three average people (100 IQ each) equal one Einstein? I doubt it. They are probably more like 0.4 Einsteins. One might therefore argue that we just need ten or so average people to boost up to one Einstein. I don't buy this either—there is surely a law of diminishing returns operating such that each successive person adds progressively less to the Einstein index, even if only due to communications problems. Does a colony of thousands of micro-Einsteinian ants ever approach an Einstein of intelligence? Probably not, but ants may be a bad example—their interagent communication and knowledge storage capabihties are surely quite limited. Perhaps the only real problem with applying the extended society of mind metaphor to humans is that humans are too loosely coupled (i.e. our communication bandwidth is too low). We can store as much knowledge as we want using external media. The problem is only in how quickly we can process and apply it. I postulate that sophisticated symbolic commu- nication among intelligent agents is sufficient to achieve emergent superinteUigence. The main reason we do not see obvious mega-Einsteinian strides in the intelligence of cooperating groups of people is slow communication. If low bandwidth is the only substantive obstacle in the path of emergent superinteUigence in human societies, we should be able to see evidence of mega-Einsteinian accomplishments if we observe societies for a long enough period of time. And lo—this is exactly what we do see in the rise of technological societies! The knowledge and achievements of these systems is vastly greater than anything a single human could ever accomplish, no matter how smart. So without even realizing it, we already have hard evidence of the success of this approach to building superinteUigences! If we could implement in a machine (or machines) a large number of intelhgent agents communicating and interacting mentally at high speeds, we might get somewhere in our fantasy project of producing a time-locahzed, mega-Einsteinian reasoner. Since humans will probably not be networking their minds together telepathically any time soon, our best hope for a high-speed, superintelligent reasoning system is to build an artificial one. Interacting conglomerations of intelligent agents present a realistic paradigm for achieving this. In the mean time, we should reexamine the idea of human-level intelhgence emerging from collections of interacting unintelligent agents. I beHeve this is the most likely route to our first truly intelligent machine. 9 Conclusion We have explored some important current issues of knowledge and learning for the creation of artificial intelligence, raising many questions and, hopefully, a few answers in the process. If my presentation has also raised a few eyebrows, so much the better. I believe that knowledge and learning are both essential to the enormous task of implementing intelhgent artificial systems, and research on these fronts is steadily progressing. At the same time, as we toil through the technical details of basic research, we should not lose the ability to dream of greater things for tomorrow. It is these dreams that will make intelligent machines a reality. 10 Acknowledgments Like most human intellectual achievements, this paper is the product of many brains. I would like to thank those who provoked my thoughts on these subjects through symbolic communication, either spoken or written, especially Larry Travis, who inspired the character of the Philosopher in Section 4; Derek Zahn, who exposed me to different points of view; Marvin Minsky, whose ideas [24] helped mine to germinate; three anonymous reviewers, whose comments and suggestions greatly improved the paper; and, of course, Douglas Adams, whose work [1] ehcited Figure 3. References [1] Douglas Adams. The Hitchhiker's Guide to the Galaxy. Harmony Books, New York, NY, 1980. [2] P.E. Agre and D. Chapman. Pengi: An implementation of a theory of activity. 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Picture if you will the earnest human subject, dutifully looking up non-existent word after non-existent word, experiencing repeated disappointment if. not frustration, and trying to puzzle out what, if anything, is intended by the text. Finally, on the penultimate word of the last line, the subject strikes paydirt. Contrary to conditioned negative expectation, an unknown word, actually appears in the dictionary! In consequence, it becomes a focus of meaning for the entire hne; e.g. "And the fairies dug out raths." This is another clever attempt to couch semantic content in lexical resemblance, and the subject even pencilled notes which illustrate her thought-processes: "mome" was interpreted as "gnome" (which was then plu-ralized and transmuted to "fairies"), while "outgrabe" conveniently became "dug out". Another subject was evidently so transported at finding "rath" in the dictionary that he substituted its definition wholesale: "And the wonderous [sic] hill-forts camouflaged". This conveys a palpable chunk of meaning, and it even harbours a vestige of resemblance. Although I speedily replaced the dictionary in question with a less fortified edition, I could not dispossess the human subjects of their penchants to make the stanza more grammatical and meaningful. While the half-dozen most suitable versions offered sufficient ingenuity and variety to motivate tier #3, they also posed one serious problem. All the human subjects—whether aided by the dictionary or not—had identified and variously substituted for the contraction " 'Twas". The computer alone had come up with " 'Twos", and its version seemed obviously distinguishable from the others on that ground alone. So I wilfully enga- ged in a subterfuge. I contrived version (8) as a decoy, which not only reproduced the problematic distinguishing feature of (1), but which also did things that I thought the computer itself could or should have accomplished. I also confess to having deleted version (l)'s syntactically irrelevant leading apostrophe, which seemed to me a dead giveaway. But given what transpired in tier 7^3, I probably need not have worried. 3.3 Third Tier I would prefer to offer herein a simple résumé of the results of this tier, and to reserve philosophical discussion for the concluding section. But an unavoidable methodological question now arises, that cannot be divorced from certain presuppositions; namely, with respect to which hypothesis are the quantitative data to be interpreted? And a conceptual question also arises: how—if at all— does the experiment relate to Turing's imitation game? At least one philosopher who responded in tier #3 raised the obvious objection to the experiment (and described it as obvious even while raising it, and charitably supposed that I had already conceived a reply to it): is this experiment a Turing test at all? The question's tenor is rhetorical, for in at least one respect the answer appears clearly negative. Turing's original imitation test entailed a phase during which both human and computer were subjected to blind interrogation. Thus, to fulfil this condition strictly, our interrogators (tier #3 respondents) should have been able to ask questions of, and receive answers from, all the agents who produced the tier #2 versions of the poem. Under Turing's ideal conditions, this might have given rise to exchanges such as: Interrogator [to agent (2)]: "What does 'brillig' mean to you?" Agent (2): "It doesn't mean a thing to me. word is replaced; however, tier #3 respondents were aware that the instructions to tier #2 subjects do not compel substitution in evprv instance. Interrogator: "Why did 'briUiant' for 'brillig'?" you substitute Agent (2): "Because I was following the experimenter's instructions, and 'brilliant' is a dictionary word that resembles 'brillig'." Interrogator: "What do you understand by the assertion 'X resembles F'?" Agent (2): "I. understand by it that 'X appears similar to y in some basic way." Interrogator [to agent (1)]: "What does 'brillig' mean to you?" Agent (1): "It doesn't mean a thing to me." Interrogator: "Why didn't you substitute 'brilliant'for'brillig'?" Agent (1): "Because I was following the experimenter's instructions, and although 'briUiant' is a dictionary word that is identical with 'brillig' in its first six characters, it does not sufficiently resemble 'brillig' to warrant the substitution." Interrogator: "What do you understand by the assertion 'X resembles y ?" Agent (1): "I understand by it that 'X appears similar to y in some basic way." > From these hypothetical dialogues (or dialogues which resemble them), I assert that the ideal interrogator would not be able to infer that agent (2) is human, and agent (1) is a computer. The ideal interrogator would be able to infer firstly that the agents employ different criteria in their respective assessments of the truth-value of the proposition 'X resembles Y\ where y is a dictionary word and X is not, and,secondly that both agents behave in ways consistent with the experimenter's instructions and their respective assessments. Both agents are able to furnish the interrogator with plausible reasons for their respective decisions. The hypothetical computer would therefore pass Turing's imitation test. But note that the interrogator does not require these hypothetical dialogues to draw the previous inference. In fact, many (and perhaps most) dialogues of this kind are already implied by the instruction set in tier #2, which was shown to all "interrogators" in tier #3. While instruction (5) grants permission to make a substitution, instruction (6) declares in effect that a substitution should be made only on the grounds of sufficient resemblance. Nowhere is "sufficient resemblance" defined for the interrogator, yet the notion is implicitly constrained by the information that the spell-checker functions exclusively on a word-byword basis, which in turn implies that it ignores syntax and semantics. This information is surely inferable from the instruction set which, recall, is said to be consistent with the function of the spell-checker. In consequence, the interrogator should conclude that both the substitution "brilliant" for "brilhg", and no substitution at all for "brilhg", are consistent with plausible computers, and therefore that the computer's version must be distinguished by some other means. It follows that this experiment cannot be said not to be a Turing test on the grounds that it fails to allow for dialogues between the interrogator and the agents, as concerns their output. In fact, many such dialogues can be conducted implicitly by an interrogator, in the manner of thought-experiments. I claim that, by asking rhetorically whether particular substitutions are consistent with the instruction set, an interrogator can indeed eliminate versions (2) through (8). Consider, for example: Interrogator [thought - experimentally, to agent (2)]: "Why did you render 'And the mother rather outgoing' ?" Interrogator [thought - experimentally, for agent (2)]: "Because it is grammatical, and moreover it has meaning." Interrogator [thought - experimentally, to agent (2)]: "I conclude that you are not the computer." Similarly, the human authorship of version (3) is betrayed by the substitution of "gave out" for "outgrabe"; for while a computer's spell-checker might have rendered "out gave" (more likely "out grave"), it would not have inverted the wordorder for syntactic purposes. In version (4), the grammatical giveaway is "out grabbing". As well, "That was" is an incorrect expansion of " 'Twas", while "borrow" is somewhat anomalous. In version (5), the substitution "whirl" for "gyre" is synonymous—the product of a thesaurus, not a,spellchecker. In version (6), the substitution of "This" for " 'Twas" is incorrect, and "thrilling" for "brillig" is quite suspect. In version (7), "mimicking" is a long way from "mimsy", but the clincher is "And the mole rashes out broke". While "mole rashes" is undeniably ingenious, the spell-checker couldn't have known-that rashes "break out"—and in the past tense, "broke out". Hence, the computer could scarcely have rendered "out broke", because that is cognate with the inversion of a syntactic form which is itself embedded in a semantic context. This leaves versions (1) and (8) as the sole possibilities. (Many tier #3 respondents arrived at this conclusion, and volunteered arguments consonant with the foregoing). But while there are persuasive reasons for selecting either (1) or (8), there is perhaps an overriding reason for eliminating version (8). The telling structural difference between these two versions is that (1) conserves the number of given words, whereas (8) does not. The latter version splits "borogroves" into "boron groves" and "outgrabe" into "out grab". While this operation may well be the kind of thing that OCR software ought to do, the operation is not in fact entailed by the given instruction set. In order to entail it, instruction (4) would have to be modified to read "If you do not find a given word in the dictionary, then try to think of a word or words you know, or try to find a dictionary word or words, that resembles or resemble the given word" (modifications emphasized). Instructions (5) and (6) would require similar modification. Then the operation of word-splitting would be strictly inferable from the instruction set. But as things stand, version (8) (among others) is guilty of having derived "is" from "ought".^ By hypothetical default, then, version (1) is the remaining choice. ^A common feature of all the computer-generated stanzas (with the exception of one occurrence involving handwritten input) is their conservation of word number. See the appendix. Empirically, however, the conservation of word number, which the given instructions imply, appears as a statistical non-factor in the tier #3 decisionmaking process. One-hundred-and-six respondents chose versions which conserve word number [(1),(2),(5), or (6)], while one- hundred-and-seven chose versions which do not conserve it [(3),(4),(7), or (8)]. No respondent made explicit mention of this "conservation law" and its violation by half the versions on offer. Many respondents voluntarily communicated other ratiocinations. For example, one found "smithy troves" more computeresque than "slimy stoves" because it is less grammatical. This may well be the case, but then again "smithy troves" is coincidentally more poetic: it connotes images of beaten copper and hammered gold—a blacksmith's treasure-trove. Others chose version (1) primarily because of its proper nouns; these respondents were well-acquainted with spellcheckers that routinely render capitalizations. Still others (as anticipated) seized upon "Twos" as a basis for eliminating all but versions (1) and (8), but could not choose decisively between them. Then again, some respondents' reasonings were far from consistent: many indicated their second choices as well as their first, and some who selected either (1) or (8) in the first place did not necessarily select (8) or (1), respectively, in the second. Moreover, some who selected neither (1) nor (8) in the first place selected either (1) or (8) in the second. We return to the conceptual question: how does this experiment relate to Turing's imitation game? I claim that although the experiment is not a literal Turing test in the original sense, it is another species of that same genus. This experiment constitutes a "reverse Turing test", which inquires not how proficiently a computer can imitate a human; rather, how proficiently a human can imitate a computer. And on this view, the statistical data bear further comment. Clearly, the empirical results corroborate the argument that (1) and (8) are the sole plausible computer-rendered versions, notwithstanding (8)'s failure to conserve word number. Statistically, versions (1) and (8) were together selected with significantly greater frequency than were (2) and (7): 46% ± 2.4% for the former pair, versus 37% ± 2.1% for the latter. Then again, on an individual basis, none of these four most popular versions was selected with statistically greater frequency than any other; their individual selection ranges all overlap. These data certainly suggest that a human can successfully imitate a computer, at least in the estimation of other humans. But the data conflict directly with the argument ex hypothesi, that version (1) is uniquely identifiable as the computer's. Theoretical and logical considerations indicate that versions (2), (7) and (8) should not have been selected with greater frequency than versions (3),,(4), (5) and (6), because they all bear distinct marks of human fabrication. This leads to a further question: who or what is the supreme arbiter of proficiency in such tests? On what does the credibility of an imitation ultimately depend? Turing seems to have assumed that a good correspondence would generally obtain between theoretical and empirical evaluations of a given imitation. Turing's interrogator resembles the philosopher's imaginary "man on the Clapham omnibus" and the jurist's fanciful "reasonable man". They are all incorruptible and infallible appraisers of evidence; in other words, they cannot be deceived unless, of course, the experimenter, barrister or philosopher intends that they be deceived. I hold that such a correspondence need not obtain. An imitation which the experimenter adjudges credible may be rejected by relatively many interrogators as incredible; or—as in this experiment with respect to versions (2), (7) and (8)—an imitation which the experimenter adjudges incredible may be accepted by relatively many interrogators as credible. Hence a given experiment may inform the experimenter about the nature of credibility either less or more than it is informed by him. In our reverse Turing test, the humans who produced versions (2), (7) and (8) proved theoretically improficient yet empirically proficient at imitating the computer. This in turn suggests that many interrogators were not very proficient at gauging the credibility of the imitation. While it may be objected that the tier #2 subjects did not know the real purpose of their endeavour, this objection can be finessed by considering that in the original Turing test, the computer need not "know" that it is imitating a human. It follows that in a reverse Turing test, a human need not know that he or she is imitating a computer. Mo- reover, that the humans were indeed imitating a computer follows syllogistically from the premises that the humans were asked to implement a set of instructions, and that those instructions (if followed) simulated the function of a computer. Neither the computer nor the humans possessed any broader knowledge of the context itself, yet the differences in their respective functions were demonstrable. In the concluding section, I discuss the reverse Turing test more generally, with the intention of proposing new ways—or at least new bottles for old ways—in which to illustrate differences between humans and computing machines. 4 The Reverse Turing Test Turing posited his imitation test in a generation when computer science was nascent and computing technology comparatively primitive. In Turing's day, if one conceived of pitting a computer against a human in contests designed to measure "intelligence" generically construed, the computer was the absolute underdog. In fact, the computer was a pre-underdog, in that the technology was not advanced enough to permit such contests to take place. Turing predicted that computers would become sophisticated enough so that, in some specified context, human interrogators would be unable to decide (with more than 30% accuracy) whether a computer or a human had rendered a given body of nominally conversational output. In other words, Turing envisioned computing progress only to the extent that human versus machine output would be indistinguishable to human interrogators. Turing seems to have supposed that a computer's ability to imitate a human would improve as a smooth function of its increased storage capacity. While current storage capacities are now remarkably close to those predicted by Turing, the computer's "cognitive" abilities have lagged far behind, to the extent that no true imitation test, in Turing's original strong sense, has yet proved feasible. Turing's hypothesis has been weakly vindicated in many narrow contexts, notably with programs like Weizenbaum's "Eliza" (e.g. see Boden 1977, Johnson 1986). And, for example, a test group of psychiatrists could not distinguish a transcript of the output of Colby's program "Parry", which simulates the verbal responses of a paranoiac, from transcripts of dialogues with human paranoids (e.g. Boden 1977, pp.96-111 ff). We generously interpret this as a success of computing, rather than a failure of psychiatry. And, for example, James Sheridan's team has "taught" a computer to compose lyrical poetry within a specified structure, such that test subjects cannot distinguish its better efforts > From poetry composed within the same structure by humans (Kern 1983, Sheridan 1987). While these examples, among others, constitute successful Turing imitation tests in a very weak sense, they naturally tend to fuel rather than to resolve the debate surrounding the strong AI thesis. Proponents of the strong thesis, or "formalists" (e.g. Minsky 1968, Hofstadter 1981) hold that human intelligence is a property wholly explicable in terms of algorithmic complexity. Given sufficiently powerful hardware and sophisticated software, formahsts believe that a computer can be built which exhibits understanding, awareness of meaning, and any and all aspects of human consciousness. They hypothesize moreover that all aspects of human consciousness consist of nothing but complex algorithms executed by a "biological computer". Opponents of the strong thesis, or "holists" (e.g. Searle 1984, Penrose 1989) hold that understanding, awareness of meaning, and other aspects of human consciousness cannot be explained solely in terms of algorithmic complexity. Holists believe that even if a computer could be built which passes any conceivable Turing test, this would not necessarily demonstrate that the computer is self-aware, that it understands what it does, or that it possesses consciousness of the human quality. My central claim ultimately bears on this debate, but it is advanced initially on quite a different tack. On one view, progress in AI now begins to satisfy Turing's expectations, because we can conduct successful imitation tests, if but in a very weak sense. On another view, progress in computing still falls short of Turing's expectations, because there remain any number of imitation tests that the computer readily fails. Then again, on a third view, computers are able to out-perform humans in many areas, and in this sense have per- haps exceeded Turing's expectations. When it comes to performing quantitative tasks in competition with humans including playing games such as checkers and backgammon, or even chess and Go the computer is no longer underdog but overdog; not yet and perhaps never to be a Nietzschean Übermensch in evolutionary terms (e.g. Nietzsche 1982), but demonstrably an überhund at parlour games. While much of the computer's outperformance of humans is confined to various forms of "highspeed idiocy"® (i.e. number-crunching and the like), many humans display, by contrast, various forms of "low-speed genius" (e.g. mathematical intuition and artistic creativity). I submit that a—perhaps the—salient difference between computer versus human performance lies not merely in what they can or cannot do, rather in how they attempt to do what they can or cannot do. In methodological terms, the computer is an entity that strictly follows instructions, while the human is a being that constitutionally disregards them. Computers do exactly and only what they have been instructed to do, whereas humans are capable of an inexactitude that includes but is not restricted to the self-prompted or unconscious misinterpretation, omission, permutation and modification of members of a given instruction set. In the course of this experiment, I made typically human errors in carrying out my own meta-instructions. The first involved the mistranscription of "borogroves" for "borogoves". I suppose that I too succumbed to the spellf meaning—after all, any kind of "grove" is more meaningful than every kind of "gove". My second error involved misinforming the tier #3 respondents that all the human versions were rendered by non-native speakers of Enghsh. I subsequently rediscovered in the experimental log that version (7) was rendered by a native speaker of English. A characteristically human disregard for the tier #2 instructions was displayed by several tier #3 respondents, who chose version (2) on the grounds that it is the only version which contains all and only valid words. The instructions do not necessitate that condition. A creative human disregard for both the tier #2 and the tier #3 in- ®This phrase was used by Gleick (1987) to describe a dismissive attitude of some mathematicians and scientists toward computers. structions was displayed by the two respondents who concluded that none of the eight versions was rendered by a computer. One of these two respondents argued that all the versions were rendered by human test-subjects, because the original "gyre" is a vahd word which every version had replaced. The other expressed a synthetic a priori suspicion that all eight versions had been contrived by the experimenter. While these disregards affect the experiment's statistics but negligibly, they affect its conclusions significantly. I am fairly certain that all my undergraduate students are capable, say, of carrying out the following instruction: "If you wake up in the middle of the night, make yourself a sandwich." But no robot is yet capable of carrying this out, for at least two reasons. First, the antecedent of that instruction, although decidable by humans, is not sufficiently comprehensible to humans to be made intelligible to or analogous for a computer. (What is the nature of sleep, wakefulness, dreaming, so-mnambulence? Like Descartes, how do you know that you are not dreaming that you are awake? Pinch yourself, and see it if hurts.) But even if we simulate the antecedent by placing our robot in "sleep mode" (an idle, low-power-consumption state) at dusk, and by programming some probability with which it will "wake" before dawn, we will be defeated by the instruction's consequent until the frame problem is solvèd (e.g. see Py-lyshyn 1987). The generic instruction "make yourself a sandwich" can be carried out by humans only because humans are able draw necessary and necessarily self-prompted inferences from a vast store of experience and background knowledge, which a robot simply lacks. Supplying a robot with a complete set of axioms, along with a complete set of rules for correct inference-making in an epistemological—as opposed to a logical— context, is as yet an unaccomplished task.^ What is more telling: even if we were able to solve this multi-faceted problem, we would be assured only that if the robot "woke up" during the night, it would indeed make itself a sandwich. For while the human being understands the instruction, the price of human understanding somehow entails the possibility of disregarding. The hu- man is capable of beginning sincerely to seek the ingredients for a sandwich, of being disappointed or distracted by the findings, and of completing the task by ordering a pizza, or by obeying any other overriding caprice. By contrast, I am very certain that, if I instruct my undergraduate students to print their names according to the format "last name, first name, middle initial(s) if any", at least one and probably more will write in script, or will invert the ordering, or will omit their middle initial(s), and so forth. But if I instruct (i.e. program) my computer to print out a class list according to that format, then—given the data—it will do so with a negligibly small chance of making a functional error. In an overwhelming majority of such trials, the computer would execute my instructions flawlessly. This general idea suggests a way to thwart a Turing imitation scenario. Let the interrogator give the agents instructions for the performance of some task (i.e. the generation of some verbal output). The interrogator will soon discover which agent disregards them or, commensurately, makes errors—whether intended or unintended— in their execution. That agent is human. Thus the reverse Turing test can be employed to ferret out the agents' true identities. Note that programming a computer to output wrong answers to questions does not circumvent the reverse Turing test, for the instruction set would then have to contain a member which says, in effect, "compute the correct answer and output a different answer". The interrogator would be aware of this instruction, so an unbroken string of wrong answers would again point to the computer—for the interrogator would find that the human agent will sooner or later make a mistake and, in this case, inadvertently output a correct answer. Imagine, if you will, playing "Simon says" with a host of humans and an ideal robot. If it doesn't malfunction, the robot cannot lose; and increasingly rehable technologies diminish the li-kehhood of such malfunction. But even the most accomplished human player will eventually err.^'' Naturally there are trivial cases in which the Turing (1950) recognized this problem in a section called "The Argument from Informality of Behaviour", and adroitly side-stepped it. ^"Turing (1950) also anticipated this possibility in a section entitled "Arguments From Various Disabilities", but discounted it because his generation of computers was disposed to significant functional error. interrogator could not distinguish the agents. For example, if the instruction set said: "Flip a coin one hundred times, and output the results in random order", then only a small proportion of humans agents would mistakenly output, say, ninety-nine or onehundred-and-one results. Similarly, a small proportion of human agents would disregard the instruction about randomizing output order, and would output the results in their obtained order (or some other order), while the randomness of the raw results themselves would preclude the interrogator's verification of their random re-ordering. But this example is utterly trivial, whereas Turing's examples of imitation tests are far from trivial, even by today's computing standards. Any useful reverse Turing test would have to be non-trivial too. At first blush, the theses "It is conceivable that a computer can imitate a human" and "It is inconceivable that a human can imitate a computer" seem logically and empirically independent, in that the demonstrable truth of the latter appears not to condition the conjectural truth or falsehood of the former. But I claim that a deeper reading of the latter provides evidence against the former; in other words, that the reverse Turing test gives rise to an argument against the strong AI thesis. Consider the following two syllogisms, which represent (respectively but not uniquely)^^ the formalist and holist positions: All and only intuitively computable functions are Turing computable. (Church's thesis) Understanding and meaning are intuitively computable functions, (formalist premise) Therefore understanding and meaning are Turing computable, (strong AI thesis) All and only intuitively computable functions are Turing computable. (Church's thesis) Understanding and meaning are not intuitively computable functions, (holist premise) Therefore understanding and meaning are not Turing computable, (contra strong AI thesis) ^^The holistic position herein affirms Church's thesis, as does Penrose (1989). One may also espouse a holistic position by denying Church's thesis. These arguments cannot both be sound and, if Church's thesis is false, they are both unsound. But one may suppose Church's thesis to be true (e.g. see Boolos and Jeffreys 1974). One cannot prove it true; one could only prove it false, by finding a counterexample. No counterexample has yet been found. Moreover, one can suspect that Church's thesis is true, because independent arguments lead to its equivalent statement (e.g. Turing 1937, Church 1941.) The "burden of proof" plausibly shifts to a "burden of disproof", in the absence of which we can believe the thesis confirmed until disconfirmed. And we have reasons for supposing that understanding and meaning are not intuitively computable. The reverse Turing test furnishes one such reason. Suppose that a human (HI) is given a set of instructions (SI) which, if faithfully executed, would result in the imitation of some Turing machine (Tl). But suppose that the human makes meaningful mistakes in their execution. Now we ask whether we can build another Turing machine, T2, such that T2 can similarly make meaningful mistakes. If we reply "no", then the strong AI thesis fails because Church's thesis fails, for we will have found an intuitively computable function which a Turing machine (T2) cannot perform: namely, misunderstanding, a function whose successful performance fails to imitate another Turing machine (Tl). If understanding is intuitively computable, as the formalists claim, then misunderstanding should be intuitively computable too. So formalists presumably reply "yes": we can build such a Turing machine, T2, which fails to imitate Tl, and therefore which passes the Turing test in question. But whereas the human HI fails to imitate Tl by virtue of making meaningful mistakes while executing SI, T2 must be given a set of instructions other than SI. For were T2 a universal Turing machine, T2 would execute SI faithfully, would successfully imitate Tl, would therefore fail to fail to imitate Tl, and would therefore fail the test. So we must give T2 some other set of instructions, S2, whose faithful execution results in the failure to imitate Tl. Then T2 would pass the Turing test in question. But in that case, T2 would necessarily fail the associated reverse Turing test. For the reverse Turing test depends on an interrogator's exami- nation of input as well as output. An interrogator would note that input SI, which should have led to an imitation of Tl's output, failed to do so; and that input S2, which should not have led to an imitation of T2's output, succeeded in not doing so. An interrogator would then conclude that SI had been improperly executed by a human, and that S2 had been properly executed by a Turing machine. (An interrogator could fail to distinguish the agents only in the event that the interrogator improperly executed the meta-instructions governing the reverse Turing test itself, and thus unwittingly played the human role in a hypothetical second-order reverse Turing test. This actually occurred in tier #3 herein, in the cases of the two respondents who decided that no stanza was computergenerated.) Now a formahst could object that T2 is not on a "level playing-field" with HI. In other words, a formahst could claim that the human brain is actually running simultaneous parallel background programs (the biological equivalent of multiple "memory-resident" routines), and that mistakes in executing a given instruction set (i.e. so-called "human errors") arise from problems of interference, override, timing and other difficulties latent in parallel dataprocessing. A formalist might claim that a meaningful mistake is just a complex kind of human software "bug" or wetware dysfunction, which occurs when (putative) semantic, syntactic, analytical, emotive and other instruction sets become conflated during simultaneous execution. A formalist would claim that we can in principle program memory-resident routines in a computer that would compel it to mis-process subsequent input in apparently "meaningful" but in altogether Turing computable ways; and thus that we can in principle build a Turing machine that would fool an interrogator in a reverse Turing test. A holistic reply to this objection is straightforward, and is consistent with the justification for assuming Church's thesis to be true; namely, that the burden of disproof hes with the doubter. Continued failure to disconfirm Church's thesis lends evidential and heuristic support to its confirmation. Similarly, we cannot prove the holist premise that understanding and meaning a,re not intuitively computable functions. (And perhaps we cannot disprove it either, as Searle's Chinese Room impjies). But continued failure to produce even a putative disconfirmation of the holist premise lend!s evidential and heuristic support to its confirmation. To that support I add this modest empirical result, and the bolder notion of the reverse Turing test to which that experiment gives rise. Let anyone who denies the holist premise produce not only à set of instructions that would allow a machine to pass a strong Turing test by meaningfully manipulating tokens of natural language, but also a set of meta-instructions that would allow a machine to pass a strong reverse Turning test by meaningfully misunderstanding instructions for manipulating tokens of natural language. While no computer extant can accomplish even the former task for want of explicit instructions, mind can accomplish both tasks in the absence of exphcit instructions and metainstructi-ons ahke. Until such be produced, I find no reason to discredit the holistic syllogism. Turing has yet to slay the Jabberwock. 5 Acknowledgements I wish to thank the University of British Columbia's Centre for AppHed Ethics, which provided the hardware and software for tier #1, the students at UBC who participated in tier #2, the respondents who participated in tier #3, and the respondents who volunteered other computergenerated stanzas. I would also hke to thank those who afli'orded useful discussions about and comments on this paper; in particular, Andrew Irvine, Meg Levin, Michael Levin, James Sheridan, and the referees for Informatica. 6 Appendix These versions were generated by other software packages. They rather speak for themselves. 'Twas brishng and the smithy toes Did gyre and gamble in the wade All missy were the borogroves And the Mme rates outgrabe. {MS Word 5.0) 'Was broiled and the slushy moves Did gyre and gamble in the wage All mimes were the barographs And the come rates utterable. {FrameMaker 3.0 and 4-0, PageMaker 3.0) 'Twos brittle and the sloths doves Did gyre and gimbal in the wake All mamas were the brokerages And the home wraths outcrop. {PageMaker 3.0, alternative) 'Taws briUig and the smithy toes Did gyre and gimbals in the wade All maims were the borogroves And the mime rates outgrabe. {WordPerfect 5.1) 'Teas briUig and the sleuth tokes Did gyre and gamble in the wage All moms were the borogroves And the mode rats outgrabe. {WordPerfect 5.1, alternative) Teas WiUis and the sticky tours Did gym and Gibbs in the wake All mimes were the borrowers And the moderate Belgrade. {Apple Newton) References [1] Boden, M. (1978), Artificial Intelligence and Natural Man, Basic Books, Inc., NY. [2] Boolos, G. and Jeffrey R. (1974), Computabi-lity and Logic, Cambridge University Press. [3] Carroll, L. (1871), Alice's Adventures in Wonderland, and Through the Looking Glass, Three Sirens Books, NY (undated). [4] Church, A. (1941), The Calculi of Lambda-Conversion, Annals of Mathematical Studies, #6, Princeton University Press. [5] Dennett, D. (1984), 'Cognitive Wheels: The Frame Problem of AI', in inds, Machines and Evolution, ed. C. Hookaway, Cambridge University Press, Cambridge. [6] Gleick, J. (1987), Chaos, Viking Penguin Inc., NY. [7] Hofstadter, D. (1981), 'A Conversation with Einstein's Brain', in D. Hofstadter and D. Dennett, eds.. The Mind's I, Basic Books Inc., NY. [8] Johnson, G. (1986), Machinery of the Mind, Times Books, NY. [9] Kern, A. (1983), 'GOTO Poetry', Perspectives in Computing 3, #3, 44-52. [10] Marinoff, L. (1995), 'On Virtual Liberty; Offense, Harm and Censorship in Cyberspace', under review by Computer Mediated Communication. [11] Minsky, M. (1968), 'Matter, Mind, and Models', in Semantic Information Processing, ed. M. Minsky, MIT Press, Cambridge, MA. [12] Nietzsche, F. (1982), 'Thus Spake Zarathu-. stra', from The Portable Nietzsche, ed. W. Kaufmann, Viking Penguin Inc., NY. [13] Penrose, R. (1989), The Emperor's New Mind, Oxford University Press, Oxford. [14] Pylyshyn, Z., ed. (1987), The Robot's Dilemma, Ablex Publishing Corporation, Norwood, NJ. [15] Searle, J. (1984), Minds, Brains and Science, Harvard University Press, Cambridge, MA. [16] Sheridan, J. (1987), 'Basic Poetry', The Computers and Philosophy Newsletter 1, 83-95. [17] Turing, A. (1937), 'On Computable Numbers, with AppHcation to the Entscheidungsproblem', Proceedings of the London Mathematical Society (series 2) 42, 230-65; a correction 43, 544-6. [18] Turing, A. (1950), 'Computing Machinery and Intelligence', Mind 9, 433-460. Computation and Embodied Agency Philip E. Agre Department of Communication University of California, San Diego La Jolla, California 92093-0503 E-mail: pagre@ucsd.edu (619) 534-6328, fax (619) 534-7315 Keywords: artificial intelligence, planning, structural coupling, critical cognitive science, history of ideas, interaction, environment Edited by: Matjaž Gams Received: October 26, 1994 Revised: September 28, 1995 Accepted: October 30, 1995 An emerging movement in artifìcial intelligence research has explored computational theories of agents' interactions with their environments. This research has made clear that many historically important ideas about computation are not well-suited to the design of agents with bodies, or to the analysis of these agents' embodied activities. This paper will review some of the diSculties and describe some of the concepts that are guiding the new research, as well as the increasing dialog between AI research and research in fields as disparate as phenomenology and physics. 1 Introduction From its origins in a small number of well-funded laboratories, the field of artificial intelligence has been undergoing steady structural changes: - The field's scope has grown more precise as various neighboring fields have matured. These include disciplines such as artificial life and neural network modelling that use computational methods to study animal and human activities but that do not identify themselves as part of AI. - AI has also witnessed the development of specialized subfields such as machine learning, natural language processing, and computational logic with their own literatures, meetings, and disciplinary cultures. These subfields develop distinctive cultures, particularly with regard to the standards by which research projects are judged. - Research communities have arisen to apply AI methods to particular domains such as manufacturing and medicine. These communities respond to their domains in a more complex and realistic way than mainstream AI has usually done, but as a consequence they often have less freedom to explore new methods that are still poorly understood. Many projects cross the borders among these areas of research. Many of these communities, moreover, have been heavily infiuenced by ideas and methods from outside AI as well, giving them a hybrid character. By choosing which disciplinary communities to associate themselves with, researchers have some flexibility in deciding, for example, whether they are engaged in scientific discovery or engineering design (or perhaps both). As the field of AI has decentralized, its growing pluralism has made room for a variety of critical interventions and interdisciplinary dialogues. It becomes possible for groups of researchers to discover common threads in their work and to explore these collectively without needing to struggle against prestructured disciplinary boundaries or to proclaim the existence of a new, permanent institution. This article describes one such initiative, which draws together research from several fields to propose alternatives to some of the basic concepts of AI. The idea that unifies in this emerging style of research is not architectural - work is included from a remarkable variety of technical research programs. Rather, the unifying idea is conceptual and methodological: using principled characterizations of interactions between agents and their environments to guide explanation and design The theme of interaction, of course, has a long history. Systems described in the AI literature have interacted with their environments (physical or social, real or simulated) for a long time, Simon (1970: 24-25) famously pointed out that simple ants can engage in complex interactions with complicated beaches, and the concepts of cybernetics had a significant influence in the original founding of the field (Edwards 1996). The point is to bring new tools to the analysis of these interactions and to make new uses of the resulting analyses. Some rough initial explication of the key words may help orient the reader to the detailed discussions below. interactions: The focus of this research is on activities that take place in the material world. The agents may or may not be understood as having internal mental processes that play roles in shaping the activities, but the focus is on the activities themselves. environments: The environments in which these activities take place will generally have both physical and social aspects. The research described here, though, is primarily concerned with embodied activity in simplified versions of the physical world. agents: The research might concern people, animals, or robots. The point is certainly not to equate people to animals or robots, but simply to establish dialogue among research projects with different goals. Serious ideas about conversational interaction and its consequences for computational modelling of human beings, for example, may inspire clearer thinking about other kinds of interaction as well. characterizations: Attempts to conceptualize interactions between agents and their environments will require theorists to draw clear distinctions between the theorist's "aerial view" of an activity and the agent's "ground view" of that same activity. Agents that are not omniscient or omnipotent will necessarily engage in activities that are not wholly scripted, and that therefore have emergent structures that can be studied and understood. principled: Both formal/mathematical and informal/qualitative kinds of characterizations are included. The important thing is that they be grounded in the intellectual disciplines of some field of research. guide: It is impossible to determine in advance what forms these characterizations might take, what lessons might be learned from them, or what kinds of guidance they might offer to research. Some of this guidance will take the form of knock-down arguments, formal or otherwise, and the rest will be a heuristic matter of probabilities. Both types of guidance are valuable. explanation and design: The goals of the research might include both scientific explanation of existing agents-in-environments and engineering design of new ones. Despite their distinct goals, the activities of science and engineering have a long history of cross-fertihzation in computational research; the important thing is simply to be aware ofhich is which. Stanley J. Rosenschein and I have recently (1995) edited a special double volume of the journal Artificial Intelligence that explores this approach to AI research in detail, including seventeen papers that develop the approach in particular directions. The purpose of this article is to explore some of the intellectual background to this research (Section 2), to summarize some of what has been learned from it (Section 3), and to reflect on how this research may portend the emergence of a critical cognitive science, grounded in computational experiment but simultaneously guided by critical research on its own practices and their place in history (Section 4). 2 Agents in the world: Cognition and planning Every research community, whether it knows it or not, inherits an extensive network of ideas from its predecessors. This inheritance may be regarded as a type of historical memory, carried across generations in the language and artifacts and interactional forms of a community, and it matters whether the memories are conscious or unconscious. Unconsciously inherited ideas will continue to shape thought and research in the present day, structuring agendas and methods and interpretations while making it difficult to conceptualize alternatives. Although it is probably impossible for any research community to become encyclopedically aware of its intellectual heritage, critical research can make a community aware of patterns that have gone unnoticed and options that it did not know it had. This view of the role of critical reflection is common sense in many fields, particularly philosophy. Yet it is still unfamihar in most scientific and technical fields, which are accustomed to understanding themselves as wholly aware of their own ideas and methods. The tendency of scientific fields to reconstruct their history within present-day frameworks has been long remarked (Kuhn 1962); in technical fields this sort of organized forgetting is manifested in the "state of the art" which is nowise defined by its origins. While we might be suspicious of such an assumption in chemistry or ecology or antenna physics, it is particularly implausible in the case of AI, which clearly draws upon an ancient and complex tradition of Western thought about such categories as "the mind" (Agre 1995a). Concepts of mental hfe have been central to AI since its beginnings; its whole premise was that computations occurring inside a computer might be regarded as modeling or mimicking the thoughts occurring inside a human being's mind. The root metaphor here is spatial: the mind/computer as a container with an inside and an outside. Perceptions might pass into the container and willed actions might pass out of it, but the unit of analysis is the process going on inside it, as opposed to the interactions with an environment that it enters into. This way of framing AI's subject matter is understandable, given that the computers of the 1950's had only the crudest capabilities for interacting with their environments. But this framing was not a fully conscious choice; it was part of the philosophical tradition from which the psychology of that day had itself descended. Behaviorists and mentali-sts argued about whether it was alright to posit any mechanisms in the space between stimulus and response, but they did not argue about the stimulus-response paradigm and the container metaphor it implied. To be sure, the lines of descent which provided AI with its root metaphors were not wholly straight. Perhaps the field's most influential founder, Herbert Simon, had previously embraced a more complex view of human beings and their lives in his writings on public administration. In his first major book. Administrative Behavior, Simon (1957) described numerous measures through which organizations compensate for the "limited rationality" of their members. The creation of stable job descriptions and the overall division of labor, for example, compensate for finite human abilities. Deliberately designed communication channels, likewise, compensate for individuals' limited knowledge and limited capacities to absorb new information. And hierarchical organizations provide individuals with bounded goals while providing for overall coordination. Simon portrays people and their organizational environments as fitted to one another. Metaphorically, the jagged edges of individuals' capabilities are met by the complementary shape of the world around them. Individuals are treated not as self-sufficient and self-defining but as participants in a larger organizational metabolism. Although this theory may tend to underestimate the scope of human agency, it at least begins to comprehend people as participants in a larger world. In particular, it provides a positive theory of the attributes of that larger world which interact constructively with the complex pattern of strengths and weaknesses found in individual cognition. Yet when Simon went on to collaborate with Allen Newell in the first symbohc models of human thought (e.g., Newell and Simon 1963), the only element of it that remained is the assumption that people get their goals from their hierarchical superiors - or, more to the point, from the psychologists who are running the experiment. Administrative Behavior was a study of decision-making in an environment that provided the conditions for satisfactory choices despite limitations of individual rationality; Human Problem Solving (Newell and Simon 1972) was a study of problem- solving in an "environment" defined in terms of the formal structure of a "problem" as a "search" through an abstract "space." AI ideas about action have generally been framed in terms of "planning," which is roughly the notion of conducting one's life by constructing and executing computer programs (Allen, Kendler, and Tate 1990). Somewhat confusingly, this term originally entered the AI lexicon from Newell and Simon's work, but with a different meaning - it was a mechanism for shortening searches through a hierarchy of search spaces representing different degrees of detail. But its more common denotation was influenced by Newell and Simon's work as well, the idea being roughly that one constructs a plan by conducting a search through the space of possible plans, looking for the one that reaches a recognized goal state. The development of the concept of planning provides an instructive lesson in the workings of technical ideas. The most elaborate and widely influential early articulation of it was found in George Miller, Eugene Galanter, and Karl Pribram's book Plans and the Structure of Behavior (1960). According to Miller, Galanter, and Pribram: A Plan is any hierarchical process in the organism that can control the order in which a sequence of operations is to be performed (1960: 16). This definition is remarkably vague, speaking not of a symbolic structure but of a "process." (The process is hierarchical in the sense articulated by Newell and Simon in their own concept of "planning.") In practice, though. Miller, Galanter, and Pribram constantly shifted back and forth between two concepts of a Plan. According to the first concept, a Plan is a recipe that someone might retrieve from memory and execute as a single choice; the day's repertoire of habitual routines might be understood as a library of these Plans. This concept provides an easy explanation of why behavior has a structure: this structure is caused by a Plan that has that same structure. But it provides no explanation of how complex patterns behavior of respond to the unfolding complexities of the environment. This was the purpose of second concept, usually referred to as the Plan, which was a large hierarchical structure in the individual's mind, assembled from bits and pieces of Plans. At any given time the Plan would be partially assembled, well worked out in some areas and sketchy in others. The only requirement was that any given section of the Plan be completely filled in when the time comes to execute it. These two distinct concepts responded to distinct needs that Miller, Galanter, and Pribram did not know how to reconcile. Their text betrays no evidence that they were aware of the internal tension in their ideas; nor was the problem discussed in the extensive literature that they inspired. Instead, later computational research focused heavily on the construction of single Plans, with little attention to the more improvi-sational aspects of human activity that required the incremental assembly of the longer-term Plan. In retrospect, much conceptual trouble in AI has arisen through a subtle tendency to conflate two logically distinct points of view: (1) that of the observer or theorist investigating an agentenvironment system; and (2) that of the agent being studied or designed. Thus, for example. Miller, Galanter, and Pribam failed to distinguish consistently between two of their central theses: (1) that behavior has a structure; and (2) that behavior has the structure it does because it is caused by a Plan that has that same structure. Perhaps in consequence of this, it has become common in AI to use the term "plan" to refer either to a behavioral phenomenon or a mental entity. This usage makes it difficult to conceptuaUze any other explanation for the recurring structures of behavior, for example that they might arise through the repeated interaction of particular agents (which may or may not employ plans) with particular environments (which are probably arranged to facilitate beneficial forms of interaction). The AI literature has also failed to distinguish consistently between the observer's view of the world and the agent's own model of the world. Agents are often said to possess "world models" which stand in systematic point-by-point correspondence with the outside world, and programs often receive correct, complete, consistent, up-to-date models automatically. It is of course possible that some real agents employ world models of this type, or that artificial agents might benefit from them. But the case for world models becomes less automatic once we recognize that real, situated, finite agents can only maintain models of the world by piecing together bits and pieces of information perceived at distant places and times, often without precise knowledge of their location. Likewise, it is important to distinguish two uses of the word "situation," which can be used to refer to the totality of the state of the world at a given moment or else to the agent's own knowledge or immediate sense perceptions of the world at that moment. Throughout this history, the unrecognized root metaphor of mind-as-container frustrated clear thinking about computational theories of action. It is clear in retrospect that action should be a promising site for reexamination of basic AI ideas, precisely because action constantly crosses the boundaries between the mind-inside and the world-outside. Yet this realization came slowly to the AI community, largely through a series of experiments with "situated" or "reactive" systems that effectively reinvented the second, neglected half of Miller, Galanter, and Pribram's ambiguous concept (Agre and Chapman 1987, Brooks 1986, Ge-orgeff and Lansky 1987, Rosenschein and Kael-bhng 1986, Schoppers 1987). 3 Structural coupling In the context of this history, the ambition of the approach to AI that I sketched at the outset - characterizing interactions in principled ways - is to reconcile the two demands that pulled the "planning" theory in contradictory directions: explaining the sense in which activity has a structure and explaining how activity responds to a steady stream of environmental contingencies. These explanations will not be simple, nor would it be desireable to force them into a single vocabulary. Early projects in this area have been primarily concerned with mapping the territory and identifying specific, relatively modest results that can provide models for further research. This section summarizes some of these early projects, with special reference to the work described in Agre and Rosenschein (1995). A unifying theme for this results is Maturana and Varela's (1987) notion of structural coupling. Structural coupling is a difficult concept to understand within the theories of causality that have been implicit in the majority of AI research. But it is easier to understand in its original context of evolutionary biology. Any given ecosystem, consisting of a number of species and a certain physical environment, will exhibit a great deal of mutual adaptation as the various species have coevolved while constantly having effects on their surroundings. Over time, the "design" of each species becomes increasingly interlocked with the rest of the ecosystem, so that its structure becomes well-adapted to particular forms of interaction while contributing certain ongoing influences in turn. In this sense, the structures of the various species and their environments become "coupled" -implying one another through their mutual adaptation and their roles in creating the conditions of continued existence for one another. As a result, it makes httle sense to study an organism in isolation from its environment. Simple descriptive anatomy might provide a useful source of reference material, but it will not provide concepts to explain how the organism functions in its natural surroundings or why it is structured as it is. The notion of structural coupling might be extended to other spheres, for example in understanding the systems of cultural practices by which people conduct their lives. It would be a serious mistake to reduce these practices to a simple matter of biological adaptation or survival, thereby converting AI into a type of sociobiology, but the biological metaphor has heuristic value nonetheless. Computational research on human interactions with the physical world suggests exploring the specifically cognitive dimension of these practices - the ways that they bridge the gap between the structure of an underlying architecture and the structure of an environment of activity. 3.1 Hors will Horswill (1995) offers a framework for thinking about the adaptation of a robot's perceptual architecture to its environment. Research in AI has most often aimed at building extremely general architectures to match the seemingly infinite flexibility of human intelligence. This emphasis on generality discourages attention to environmental adaptation. Horswill, by contrast, seeks general methods for building specialized systems. Intuitively, one might imagine a lattice structure in which general-purpose systems are located toward the top and very speciahzed systems are located toward the bottom. The partial order that in- duces the lattice is "works correctly in a broader range of environments than." The discovery of new forms of structure in the environment - for example, a geometric structure or property of reflected light (cf Marr 1982) - should allow the designer to move downward in the lattice, selecting a design that employs simpler machinery. Horswill uses this framework to describe the workings of a robot that provides visitors with tours of a floor of an office building. This environment has special properties whose computational significance may not be evident at first. For example, the floors in this environment have no low-frequency surface markings since they consist of square floor tiles of uniform color, whereas all other objects do have such small markings. As a result, a simple bandpass filter, together with information from stereo matching about an object's distance from the camera, suffices to distinguish between floors and other objects. Other such environmental constraints remove the necessity of calibrating the camera, since analysis of the necessary computations reveals that, in order to make the specific decisions that it needs to make in carrying out its purpose, the robot need only calculate a function that is monotonically related to a correct measurement of the world. The final result of these discoveries is that the robot can be built with simple hardware. The point, however, is not to promote simple hardware as such, nor to suggest any particular type of hardware is universally applicable, but to provide principled means for choosing the simplest hardware that is compatible with a given environment and (desired or observed) pattern of interaction. This method does not provide a mechanical formula for system design, since it takes considerable thought and post-hoc rationalization to discover which environmental constraints actually permit a given system's calculations to be simplified. Nonetheless, experience with this process ought to provide designers with a library of instructive case studies in both the design of adapted systems and the explanation of natural systems. 3.2 Kirsh Whereas Horswill's design methods produce essentially passive perceptual systems, Kirsh (1995) describes and categorizes a wide variety of measures through which people actively manage their physical environments to assist their perception and cognition. Gathering the tools and ingredients needed to cook a particular dish into a specific area of the kitchen, for example, reduces the amount of visual discrimination needed to select the right object to pick up; it also provides reminders of steps that might otherwise have been forgotten. When disassembling a bicycle, arranging the parts in the order in which they were removed effectively serves as a mnemonic device to guide the process of putting them back on again (Chapman and Agre 1986). By analogy with manufacturing automation, in which workspaces are frequently provided with "jigs" that hold parts in place while other operations are performed on them, Kirsh refers to these tricks as "informational jigging." The phenomenon of informational jigging provides numerous clues about the strengths and limitations of human cognition. It is easier, for example, to discern the length of a row than the volume of a pile. As a result, when arranging various foods on a tray it is helpful to place them in parallel fines across the countertop to ensure that one is using them in steady proportions. Capture errors are common when two common tasks provide similar patterns of visual cues; it helps to differentiate these tasks by performing them in different places or with different tools. 3.3 Hammond, Converse, and Grass This pattern of reasoning generalizes the pattern found in Horswill's work. In each case, recourse to very general architectures is avoided by looking for structure in the relationship between agent and environment. For Horswill, this structure is a matter of perceptual patterns that permit computations to be simplified. For Kirsh, it is a matter of active interventions in the environment that produce the same effect. Hammond, Converse, and Grass (1995) take this line of reasoning further, investigating much longer-term relationships between agents and their environments. This is a striking departure from AI planning research, which has generally understood activity in terms of the pursuit of single, discrete goals. The starting-point for Hammond, Converse, and Grass's argument is a particular kind of architecture: "case-based" systems that work by treating previously encountered situations as prece- dents for reasoning about new ones. Case-based systems offer an explanation of why ordinary activities can proceed so smoothly despite their great complexity - most of the complexity has been encountered elsewhere before. A great deal of research has explored the memory structures needed to support case-based reasoning (Schank 1982), and Hammond, Converse, and Grass wished to apply these results to the modeling of long-term activities. Doing so, though, required some account of why newly situations are hkely to be similar to old ones. The answer, in large part, is that people actively "stabilize" their environments. A simple example of stabihzation is putting tools away and cleaning up when a task is finished. That way, the work environment will look largely the same at the beginning of each task. 3.4 Agre and Horswill With the work of both Kirsh and Hammond, Converse, and Grass, the "principled characterization" of the environment takes the form of a heuristic argument and the classification of a broad range of example phenomena. Although this kind of theory is valuable, it does not support strong forms of proof. One cannot use these concepts, for example, to demonstrate formally that a particular kind of agent will necessarily enjoy all of the reminders and perceptual distinctions necessary to perform a given task. The theorist faces a trade-off: formal proofs usually require that the agent and world be understood in relatively simple and unrealistic ways. The work of Agre and Horswill (see Agre 1995b, Agre and Horswill 1992) provides a case study in the formalization of cultural practices. They explore tasks that involve operations on artifacts, for example the artifacts found in Western kitchens during the preparation of simple customary meals. One might try formalizing these tasks in terms of the various states that each type of object might occupy (a fork might be clean or dirty; eggs might be intact, broken, beaten, or cooked; and so on) and the operations that cause objects to move from one state to another (beating an broken egg with a fork causes the egg to become beaten and the fork to become dirty). Each type of object would thus have a state-graph similar to the graphs found in conventional formalizations of planning as a matter of search. It is possible to conceive of kitchens, on another planet perhaps, in which these state-graphs are extremely tangled, so that the cook must consider a vast range of combinatorial possibilities before making any moves. But the kitchens that have evolved in human cultures do not cause such problems. An investigation of the state-graphs for famihar tools and materials suggests one reason why: these graphs fall into a small number of simple formal categories which permit a simple mechanism to determine what actions to take next. Cooking is not always this simple, of course, but a formal analysis predicts when difficulties are likely to arise - for example when the interleaving of several complex recipes makes it necessary to schedule the use of a hmited resource such as the oven. For most purposes, though, culture has evolved tools that serve cognitive functions: they help make it simple to decide what to do next, thereby reducing the need for the complex forms of state-space search that planning research has developed. Considered together, these research projects begin to paint a picture quite different from that found in the cognitive tradition AI research. Instead of disembodied thinking, this research discovers embodied agents engaged in intricate interactions with their environments, and the properties of these interactions turn out to have substantial consequences for the agents' architectures. Just as Simon's Administrative Behavior had imagined organization members as fitted to their cognitive environments in complex ways that compensated for their limited rationality, this research paints human beings as fitted to their physical environments. More importantly, this research breaks down the conventional concept of cognition: cognition, it turns out, is not usefully understood as something that happens inside an individual's head. The natural unit of analysis, rather, is to be found in the interactional patterns that arrange the world as someplace that is good to think in. Research can reconstruct the structural coupling between architectures and environments by moving back and forth analytically between them, investigating the environmental structures and customary practices that might compensate for the limitations that an architecture might seem to possess when considered in isolation. 4 Critical cognitive science The research I have described suggests an alternative conceptualization of the field of artificial intelligence. On a substantive level it suggests new units of analysis for AI, starting with the principled characterization of interactions between agents and their environments and proceeding to an exploration of the structural coupling between them. On a critical level it suggests a more sophisticated awareness of the inner conceptual workings of the field: the inheritance the field has received from its forebears and the technical difficulties that persist when this inheritance is not reexamined in the light of experience. It is conceivable that the research reported here has stumbled upon the best possible set of substantive concepts to guide future research. But this is unHkely, and it would be unfortunate to simply create a rigid new framework to replace the old one. The focus on interactions arose through reflexive study of the ideas and recurring tensions in AI research, and this habit of reflection should be codified and taught. Although this critical approach might be brought to the design of robots or the study of insects, my own principal concern is with the study of human beings. The purpose of a "critical cognitive science," I would propose, is to employ computational techniques to study people and their lives while simultaneously cultivating an awareness of the implicit theory of humanity that this research presupposes and discovers. A critical cognitive science would be marked by the following six activities: 1. taking computational ideas seriously as ideas and investigating their place in the history of both ideas and institutions; 2. studying the discursive forms (the metaphors, narratives, grammar, and so on) of computational research against this same background; 3. using engineering methods as tools but doing so critically, not permitting them to import whole philosophical worldviews into the research; 4. embracing technical difficulties and impasses as potentially instructive symptoms of internal tensions in the underlying ideas; 5. critically interrogating the concepts of human beings and their lives that are implicit in technical ideas; and 6. establishing dialogue with a wide variety of other fields, according equal value to technical and non-technical interlocutors. Measured against these standards, the research reported here provides simple, inevitably flawed starting points. The focus on interactions between agents and their environments, for example, permits this research to enter into dialogue with a wide variety of other research programs which also regard interaction as constitutive of humanity. Most of these research programs have considerably more sophisticated ideas about interaction than computational research can accommodate using the technical methods that have arisen to date. On the other hand, computational research provides powerful tools for submitting theoretical concepts to practical tests. The process of building something regularly reveals issues that have been glossed over in descriptive research, or even in formal laboratory research that has not fully enumerated the assumptions that allow laboratory phenomena to be treated as evidence for or against a theory. Critical cognitive science will have matured when the interdisciplinary dialogue routinely provides intellectual challenges in both directions. References [1] Philip E. Agre and David Chapman, Pengi: An implementation of a theory of activity, Proceedings of the Sixth National Conference on Artificial Intelligence, Seattle, 1987, pages 196-201. [2] Philip E. Agre and Ian Horswill, Cultural support for improvisation, Proceedings of the Tenth National Conference on Artificial Intelligence, Los Altos, CA: Morgan Kaufmann, 1992. [3] Phihp E. Agre and Stanley J. Rosenschein, eds, Special Double Volume on Computational Theories of Interaction and Agency, Artificial Intelligence 72-73, 1995. [4] Philip E. Agre, The soul gained and lost: Artificial intelligence as a philosophical project, Stanford Humanities Review 4(2), 1995a, pages 1-19. [5] Philip E. Agre, Computational research on interaction and agency, Artificial Intelligence 72(1-2), 1995b, pages 1-52. [6] James Allen, James Kendler, Austin Tate, eds, Readings in Planning, San Mateo, CA: Morgan Kaufmann, 1990. [7] Rodney A. Brooks, A robust layered control system for a mobile robot, IEEE Journal of Robotics and Automation 2(1), 1986, pages 14-23. [8] David Chapman and Philip E. Agre, Abstract reasoning as emergent from concrete activity, in Michael P. Georgeff and Amy L. Lansky, eds, Reasoning about Actions and Plans: Proceedings of the 1986 Workshop, Morgan-Kaufmann PubHshers, Los Altos, CA, 1986. [9] Paul Edwards, The Closed World: Computers and the Politics of Discourse, MIT Press, 1996.. [10] Michael P. Georgeff and Amy L. Lansky, Reactive reasoning and planning. Proceedings of the Sixth National Conference on Artificial Intelligence, Seattle, 1987, pages 677-682. [11] Kristian J. Hammond, Timothy M. Converse, and Joshua W. Grass, The stabilization of environments. Artificial Intelligence 72(1-2), 1995, pages 305-327. [12] Ian Horswill, Analysis of adaptation and environment, Artificial Intelligence 73(1-2), 1995, pages 1-30. [13] David Kirsh, The intelligent use of space. Artificial Intelligence 73(1-2), 1995, pages 3168. [14] Thomas S. Kuhn, The Structure of Scientific Revolutions, Chicago: University of Chicago Press, 1962. [15] David Marr, Vision, San Francisco: Freeman, 1982. [16] Humberto R. Maturana and Francisco J. Va-rela, The Tree of Knowledge: The Biological Roots of Human Understanding, Boston: New Science Library, 1987. [17] George A. Miller, Eugene Galanter, and Karl H. Pribram, Plans and the Structure of Behavior, Henry Holt and Company, 1960. [18] Allen Newell and Herbert A. Simon, GPS: A program that simulates human thought, in Edward A. Feigenbaum and Julian Feldman, eds. Computers and Thought, McGraw-Hill, 1963, pages 279-296. [19] Allen Newell and Herbert A. Simon, Human Problem Solving, Englewood Cliffs, N.J., Prentice-Hall, 1972. [20] Stanley J. Rosenschein and Leslie Pack Ka-elbling, The synthesis of digital machines with provable epistemic properties, in Joseph Halpern, ed. Proceedings of the Conference on Theoretical Aspects of Reasoning About Knowledge, Monterey, CA, 1986. [21] Roger C. Schank, Dynamic Memory: A Theory of Reminding and Learning in Computers and People, Cambridge University Press, 82. [22] Marcel Schoppers, Universal plans for reactive robots in unpredictable environments. Proceedings of the Tenth International Joint Conference on Artificial Intelligence, Milan, 1987, pages 1039-1046. [23] Herbert A. Simon, Administrative Behavior: A Study of Decision-Making Processes in Administrative Organization, second edition. New York, Macmillan, 1957. [24] Herbert A. Simon, The Sciences of the Artificial, Cambridge: MIT Press, 1970. Methodological Considerations on Modeling Cognition and Designing Human-Computer Interfaces — an Investigation from the Perspective of Philosophy of Science and Epistemology Markus F. Peschi Dept. for Philosophy of Science University of Vienna Sensengasse 8/10, A-1090 Wien Austria, Europe Tel. +43 1 402-7601/41, Fax: +43 1 408-8838 E-mail: aeilldaaOvm.univie. ac . at. Keywords: cognition, epistemology, HCl, knowledge representation Edited by: Matjaž Gams Received: May 15, 1995 Revised: October 30, 1995 Accepted: December 4, 1995 This paper investigates the role of representation in both cognitive modeling and the development of human-computer interfaces/inter action (HCl). It turns out that these two domains are closely connected over the problem of knowledge representation. The main points of this paper can be summarized as follows: (i) Humans and computers have to be considered as two representational systems which are interacting with each other via the externalization of representations, (ii) There are different levels and forms of representation involved in the process of HCl as well as in the processing mechanisms of the respective system. (Hi) As an implication there arises the problem of a mismatch between these representational forms - in some cases this mismatch leads to failures in the effectiveness of HCIs. The main argument is that representations (e.g., symbols) typically ascribed to humans are built/projected into computers - the problem is, however, that these representations are merely external manifestations of internal neural representations whose nature is still under investigation and whose structure seems to be different from the traditional (i.e., referential) understanding of representation. This seems to be a serious methodological problem. This paper suggests a way out of this problem: fìrst of all, it is important to understand the dynamics of internal neural representations in a deeper way and seriously consider this knowledge in the development of HCIs. Secondly, the task of HCI-design should be to trigger appropriate representations, processes, and/or state transition in the participating systems. This enables an effective and closed feedback loop between these systems. The goal of this paper is not to give detailed instructions, "how to build a better cognitive model and/or HCl", but to investigate the epistemologica! and representational issues arising in these domains. Furthermore, some suggestions are made how to avoid methodological and epistemological "traps" in these fìelds. 1 Introduction — setting the into the domain of computer science. Techniques stage strategies from computer graphics, software engineering, etc. are assumed to be the foundation and the starting point for • developing a Designing a model of cognition or a human- human-computer interface. Contrary to this view, computer interface is normally considered to fall the goal of this paper is to show that issues from cognitive science (e.g., [62, 55, 71, 73] and many others), epistemology (e.g., [45, 4, 7, 11, 38] and many others), as well as from philosophy of science (e.g., [8, 27, 16, 5] and many others) are at least as important as the technical questions which are covered by computer science. An even more radical approach is suggested: before one can even start to think about a human-computer interface, he/she has to consider and investigate a much more fundamental level, which - only at first glance - seems to be completely detached from the original idea of implementing a humancomputer interface. This fundamental level concerns the epistemological question of knowledge (representation). In the course of this paper a perspective will be developed in which knowledge representation is the implicit theme on which all activities in human-computer interface development are based. The goal of this paper is to-make explicit all the different levels and forms of knowledge representation which are involved and interacting with each other when a cognitive system interacts with a computer. The two main claims of this paper can be summarized as follows: in order to develop a successful and adequate human-computer interface two criteria have to be fulfilled: (i) one has to be clear about the epistemological situation in which he/she finds him-/herself when either developing or using a computer (interface). In other words, there has to be some clarity about the different forms, levels, and dynamics of knowledge which are interacting with each other when someone uses a computer, (ii) only if one has an adequate cognitive model, it is possible to create an effective and efficient interaction between human and computers. I.e., only a sound theory about the dynamics of the cognitive processes being involved in humancomputer interaction guarantees a successful interface between these two systems. 1.1 Humans, computers, nervous systems, and knowledge Before tackling the questions which are arising in the context of human-computer interfaces, I am suggesting to take a step back and look at the whole problem from a more abstract, fundamental, and epistemological perspective. In most approaches this step is either regarded as uninteresting or it is ignored at all. However, in order to achieve a clear view of the problems being involved in designing a model of cognition and using a computer interface the following considerations will prove very useful in the sections to come. So, what is the basic situation in which we find ourselves when developing a human computer interface and/or a model of cognition? First of all, we have to be clear about the participating systems which are involved in this interaction: (i) the user who can be characterized as a cognitive system which tries to solve some problem or to accomplish a task more efficiently by making use of a computer; (ii) the computer which can be characterized as a machine transforming inputs into outputs in a non-linear manner^; (iii) the interaction media in the computer allow the interaction between the cognitive system and the computer. There exists a wide range of input/output devices: mouse, keyboard, printers, graphic displays, acoustic in/output devices, data glove, etc.; (iv) one must not forget that the user has also his/her interaction devices, namely his/her sensory and motor systems. They allow external stimuU (such as pixels on a screen) to enter into the (neural) representation system and that internal representations can be externalized via behavioral actions. These behavioral actions (might) change the environmental structure (e.g., move the mouse, hit a key of the keyboard, etc.); (v) finally there is an observer ~ in most cases this observer is also the designer of the human-computer interface and/or of the cognitive model. He/she has access to both the internal structures of the computer program and to the behavioral structures of the user. We have to keep in mind that the access to the user's internal representational structures is only limited, as the user can only externalize a small fraction of his/her knowledge via behavioral actions, such as language. It is the task of the designer to develop an adequate model of the cognitive processes and of the potential user's internal representations (and their dynamics) by making use of neuroscientific theories and findings from cognitive science. Investigating the processes which are going on ^Of course, cognitive systems can be characterized as transformation systems as well - and this paper assumes that this is the case. in human-computer interaction, it is clear that we are not dealing with a one-way interaction, but with systems which try to mutually influence and trigger each other in a more or less beneficial manner. As it is the case in almost any interaction between a cognitive system with its environment or with other cognitive systems, we are deahng with a feedback relationship - the goal of this relationship is to establish a more or less stable feedback loop being based on a "smooth" interaction and on effectively triggering the respective representation/processing systems. By now its has become clear that a lot of interactions are going on between these two systems (i.e., the human and the computer). Consequently, there have to be devices which act as interfaces between these two systems which - at first glance - do not seem to be compatible. In other words, how is the interaction between the user's and the computer's dynamics realized? The answer to this question covers a large part of what the field of human-computer interaction is all about. Let's have a short look at the interaction media which are involved in this process of interaction: (a) the user's motor system (e.g., hand, voice, etc.), (b) the user's sensory system (e.g., visual system, tactile receptors, acoustic system, etc.), (c) the computer's input devices (e.g., keyboard, mouse, data glove, etc.), and (d) the computer's output devices (e.g., graphical displays, all kinds of virtual reality output devices, etc.). These interaction media are responsible for creating some kind of compatibility between the internal representations of the participating systems. Their task is to transform the internal representations into structural changes of the environment (e.g., activating a muscle which moves a mouse, activating a pixel on a screen, etc.) and vice versa. The human and the computer can only interact with each other via mutually changing the environmental structure/dynamics (e.g., generating sound, pressing a key on the keyboard, etc.). Similarly as in (natural, spoken, or written) language, communication is only possible by making use of the environment as carrier for the mutual stimulations. 1.2 Properties of the participating parties In order to understand the processes occurring in the interaction between humans and computers, we have to be clear about the "epistemo-logical context" in which these interactions take place. Therefore, before designing cognitive models and/or HCIs the participating systems and their (representational) dynamics have to be investigated more closely (see the following subsections). The focus of our attention should be the (human) cognitive system and its representational function, as it is the "main player" setting the boundary conditions in these interaction processes. Secondly, the environment ("world") has to be considered: every cognitive system is embedded into and has to survive in this world by making use of its representations of the environment. Thus, we have to study the representational relationship between the cognitive system and the environment (see sections 1.3 and 2)^. It turns out that language and symbol systems (in the broadest sense) play an important role in the problem of knowledge representation. In the course of the section to come it will become clear, however, that these linguistic/symbolic representations are embedded in a more general and more flexible representational substratum, namely neural systems. In a last step the epistemological properties and role of computers (as representation systems and simulation machines) have to be studied (see section 1.2.4). Only then we will be able to understand the processes and problems which are arising in the context of modeling cognition and developing HCIs. 1.2.1 Cognitive system/user The central part of human-computer interaction is the cognitive system which is not only interacting with the computer, but also (and for the most part) with the remaining environment as well as with other cognitive systems. From observing a cognitive system which is acting (successfully) in its environment one can conclude that this system must possess some kind of knowledge about its environment, Otherwise it would not be possible to ^This is an essential epistemological requirement for developing an adequate model ot cognition and, consequently, an effective HCL behave adequately in the environment^. Cognitive science as well as (cognitive) psychology assume that cognitive systems represent knowledge about the environment and about how to successfully interact with this environment. More specifically, a representation system is postulated to hold some kind of information about the environment and how to survive in a given internal and external environmental context. Furthermore, these "cognitive disciphnes" assume that the cognitive system makes use of its representation system and the representations in order to generate adequate behavior (e.g., [3, 7, 62, 55] and many others). "Adequate behavior" and "survival" are used in a very wide sense: to externahze adequate behavior refers to behavior which ensures survival in a physical (e.g., finding food), social, linguistic, cultural, or even scientific context. The goal of a cognitive system can be characterized as the attempt to establish a stable (feedback) relationship both inside the organism and with the environment (compare also to the concepts of homeostasis and autopoiesis, e.g., [48, 73] and many others). In humans and most other natural cognitive systems the nervous system is assumed to be the substratum for the representation system. I.e., the neural architecture (as well as the body structure [58, 59]) holds/embodies all of the particular human's/cognitive system's knowledge. Thus, it is responsible for his/her/its behavioral dynamics. 1.2.2 Environment Every cognitive system is embedded into the environment. Abstractly speaking, the environment can be characterized as a complex system of flows of energy consisting of meaningless patterns and regularities. In the perspective being presented in this paper the term "environment" refers to I.Kant's concept of the "thing-in-itself". It is not accessible in principle and - despite of all efl^orts of science to find out more about the "true" or "objective" nature/structure of the environment-we can perceive only representations/constructs of the environment; i.e., representational constructs are generated by our nervous system in the co- urse of interacting with the environment as well as with its neural states. It is only in the process of interacting with a cognitive system that environmental states/patterns receive individual meaning. According to G.Roth meaning or semantics is the specific influence or the effect which a environmental state/dynamics has on a specific cognitive/representational system [63, 64], Thus, meaning is always system-relative and individually depends on the structure and current state of the particular cognitive system. This structure/state itself is the result of all phylo- and ontogenetic developments of the particular organism (i.e., the total of the organism's "experiences"). Having in mind what has been said about the impossibility of accessing the environment directly, it has to be clear that the same applies to what has been referred to as "environmental regularities". I.e., environmental regularities do not present themselves explicitly as regularities; in other words, it is the organism's task to figure out these regularities which are relevant for its survival. This is not only true for simple organisms which are using, for instance, light gradients for locating food more eflSciently, but also for scientists who are trying to find out specific regularities in the environment in order to use them for manipulating the environment more efficiently. The important thing to keep in mind is that all these regularities are system relative/-dependent and are the result of construction processes which are executed by the particular representation system^. Looking more closely at the structure of the environment, it turns out that one has to differentiate between two forms of regularities with which cognitive systems are confronted: (i) "natural regularities": this category includes all regularities which are occurring "naturally" in the dynamics of the environment. The fact that a stone will always fall down or that lightning is followed by thunder are examples for such "natural regularities". (ii) "artificial regularities''^: this category of regularities can be referred to as artifacts in the ^Of course, there is always the possibility to behave in a random manner. For obvious reasons this seems to be a rather bad strategy to ensure the organism's survival. ''This implies that even so-called "objective" or "true" scientific knowledge/theories are only system relative and always depend on the structure of these cognitive systems which are responsible for constructing them. broadest sense. They can be characterized by the fact that they are the result of externali-zations (behaviors) of an organism's knowledge. In other words, artifacts are artificial changes or alterations in the structure of the environment. The notion of artifact, as it is used in this paper, is rather wide and ranges from simple forms of tools, shelters, houses, etc. (of simple animals as well as of humans) to the most advanced technological achievements or scientific theories. Everything which has been produced by a single organism or a group of cognitive systems is included in the domain of artifacts. It is clear that artifacts follow the same dynamics and rules (of physics) as natural regularities do - the difference is that they are carrying an additional structure/regularity/feature which has been attached to them by an organism's behavioral action. Of course, it is sometimes difficult to clearly differentiate between artificial and natural regularities. We are dealing with two interacting dynamic systems whenever we are studying the interaction between a cognitive system and its environment. Both systems are following their own dynamics and try to influence and modulate each other. Especially the cognitive system tries to achieve a state of homeostasis (i.e., the criterion for life and/or survival) by externahzing certain behaviors which modulate the internal and external environment in a beneficial manner. Cognitive systems are a part of the environment. A cognitive system itself can be characterized as consisting of the following subsystems which are heavily interacting with each other: (a) the body structure and state of activation patterns which are responsible for the generation of the actual behavioral dynamics; (b) the structure of the synaptic weights which are responsible for holding the organism's knowledge and which, when changed, are responsible for the phenomenon of ontogenetic "learning" and/or adaptation; (c) the genetic code and dynamics underlies all these activities. It regulates the phylogenetic development of the organism (as well as of its [phylogenetic] knowledge). In any case, a complex pattern of interactions and different levels of knowledge are involved in this interaction between cognitive systems and their environment (see [59] for further details). The basic assumption is that a cogni- tive system has to hold some kind of information or knowledge about its environment in order to survive in this environment. 1.2.3 Language and symbols A subgroup of artifacts has a special function: it is used for representation, communication, and storage of knowledge and information. Especially so-called higher organisms are using these artifacts for transmitting knowledge to other organisms via an extra-genetic path. I.e., normally it is only possible to pass on knowledge to another generation of organisms through the genetic code. Of course, all the knowledge which has been accumulated in the course of the organism's ontogenetic development is lost in this process. In order to cut short the - sometimes painful - process of having to make "direct experiences" in the environment, a kind of symbol system is introduced which describes these experiences in an abstract manner [36]. If another organism is capable of decoding these messages, it can "learn" from these symbolic artifacts instead of having to directly experience the environmental consequences of its behavioral actions. The important property of these artifacts is their referential hiiiciion\ i.e., they are symbols in the most general sense, meaning that they are environmental regularities which are referring to something else. This subgroup of artificial regularities includes all kinds of language (written, spoken, sign language, body language, etc.), symbols, books, paintings, TV, CDs, scientific theories, architecture, etc. Almost any artifact can be interpreted as having some kind of referential function, namely it refers at least to what the creator of this artifact has intended to express/externalize. In symbols [17, 18] this referential function can be seen most clearly: the environmental pattern of a symbol s stands for another state/pattern e in the environment or in an organism. In other words, the symbol s represents e. This kind of artifacts can be understood as being the substratum of what is referred to as ^^cultural knowledge" in the widest sense. It is the basis for any cultural process and development. Keep in mind, however, that even these artifacts are completely meaningless per se! The same apphes for them as for any other environmental regularity or pattern: they receive their particular meaning only in the process of being interpreted by a cogni- tive system, where its representational dynamics is modulated/influenced by this symbol. Their meaning is by no means clearly defined; rather it always depends on the structure, state, and phylo- and ontogenetic experiences of the perceiving cognitive system. In other words, their meaning/semantics is always system relative. For a human reader a book will have a different meaning than for an insect which is interested in eating paper. But even between humans a certain piece of text or spoken language will have different meaning - it always depends on the previous (learning) experiences and on the current (representational) state of the participating cognitive systems which meaning is attributed to an artifact. This problem of "private semantics", communication, and its consequences for AI and cognitive science will be taken up again in the sections to come. 1.2.4 Computer and its program A special subgroup of this (referential) subgroup of artifacts contains computers. They are explicitly designed to transform information and knowledge. The designer's task is/was to build a mechanism (i.e., artifact) which supports humans in accomplishing a certain task at a higher speed and/or with higher accuracy by making use of and manipulating referential artifacts. Normally a human would use his/her own representational system (and body) in order to fulfill a certain task. The whole concept of computers is based on the idea to transfer parts of his/her representational structure (i.e., knowledge to solve a certain problem or task) into a computer program which -by making use of these knowledge structures - is then capable of mimicking certain cognitive activities at some level of abstraction®. The computer runs these programs automatically by doing nothing, but transforming and manipulating bit patterns according to certain rules (i.e., algorithm). As it is the case with any other artifacts and environmental regularities, it is only the act of interpretation by a human that brings meaning to these meaningless bit patterns (e.g., pixels on the screen are perceived as njeaningful symbols, computer generated sound-waves are interpreted as spoken language, etc.). In other words, the ®This does not only apply to expert systems, but to any computer programs which perform a certain task. computer's output triggers and modulates the cognitive/representational dynamics of the human user who is interacting with the computer (and vice versa). The epistemologically interesting part of this interaction is the process of transferring knowledge from the cognitive system (e.g., an expert, human, etc.) to the representational structure of the computer (e.g., data structures, algorithms, rule systems, semantic networks, neural networks, etc.). More precisely, the question is, how the computer and its representational structure obtain their knowledge allowing them to solve a problem or to achieve a certain task. There are at least two answers to this question - they do not mutually exclude each other: (i) The knowledge is transferred from the human (expert) to the computer. In other words, some kind of mapping between the human's representation system and the computer's representation mechanisms (e.g., data structures, programs, etc.) is carried out. That is the usual procedure on which most of the current knowledge engineering techniques are based. The human/expert has to make (learning-) experiences in the real world by actively interacting with the environment. By doing so he/she constructs knowledge and theories about the environment. This knowledge is externahzed by using language. These hnguistic expressions are formalized (e.g., by a knowledge engineer or a programmer) and transformed into an algorithm, computer program, and data structures. Hence, the computer makes use of already prefabricated representations. What makes this approach interesting is that the computer (program) can handle huge amounts of data which cannot be overlooked by humans, it can manipulate data with extremely high speed, and thereby make implicit structures exphcit (e.g., thè solution of differential equations, the application of rules to a set of input data, etc.). Prom an abstract perspective an expert system using a rule based knowledge representation mechanism is pretty uninteresting. The space of possibilities/solutions is already predetermined by the set of rules as well as by the possible/acceptable input data. What makes these systems interesting is the fact that this space is extremely large and that it is - for humans - almost impossible to foresee all solutions. The computer's ability to stupidly follow the rules and apply them to the data with high peed makes these structures, which are implicitly given in a set of rules, explicit. This process generates results (i.e., particular states in the "knowledge space") which are (might be) interesting and/or helpful for humans. They are interesting, because the user could not have reached this solution by applying his/her knowledge. Of course, he/she could have done exactly the same as the computer (namely following a huge set of rules), but this approach would have been too time consuming and, thus, not worth pursuing. (ii) An alternative approach is that the computer itself "learns" from its experiences with the environment in a trial-&-error process. That is the way which most approaches in the domain of artificial neural networks, computational neurosci-ence (e.g., [65, 49, 34, 14] and many others), and of genetic algorithms (e.g., [35, 31, 50] and many other's) follow. The basic idea can be summarized as follows: in the beginning of the learning procedurethe computer has (almost) no useful knowledge (to fulfill the desired task). Le., its behavior follows more or less random patterns. Neural learning algorithms or genetic operators adapt the representational structure (i.e., synaptic weights, genetic code, etc.) in a trial-&;-error manner so long, until some useful/desired behavior is generated by the representational structure. This is similar to the processes which occur, whenever a human or any natural system has to learn something. He/she/it adapts to certain environmental regularities which are useful for the organism's survival in order to make use of them in a beneficial manner. In any case the result is a representational structure (in the brain or in the computer) which is said to be capable of dealing successfully with certain aspects of the environmental dynamics in the context of accomplishing a certain task, such as the organism's survival or solving a problem. The difference to solution (i) is that no prefabricated chunks of knowledge are mapped/transferred to the representation system - the cognitive/computer sy-stenl rather has to figure out a way of solving a certain problem by adapting its knowledge struc- tures in a trial-&;-error process. In any case the imphcit assumption is that the resulting knowledge structure has some kind of resemblance or even iso-/homomorphic relationship to the environmental structure. Looking more closely at this postulate, it turns out that this implies some kind of homomorphic relationship between the structure of the environment, of the representation in the (human) cognitive system, as well as of the representation in the computer. It is argued that due to this relationship of (structural) similarity it is possible that humans can solve the problem of their survival in the environment. Furthermore, if humans can solve problems with this kind of "structure preserving" representation, computers can do similar things by applying the same representational mechanism. However, most models in traditional (i.e., symbol manipulation) cognitive science as well as in traditional AI have not been as successful as originally promised! The success of AI has been limited to rather specialized and highly formal domains. For the remaining part of this paper the reasons why Al-models have not been so succesV fui will be discussed. Furthermore, the implications of these problems for models of cognition and human-computer interfaces will be investigated. 1.3 Epistemologica! questions concerning the traditional concept of representation From an epistemologica! perspective two problems seem to give an explanation to why traditional cognitive models and human-computer interfaces have not been as successful as originally assumed. These problems are rooted in an inadequate assumption about knowledge representation: (a) Epistemological as well as neuroscientific evidence gives rise to the conclusion that the postulated honiomorphic or mapping representational relationship has to be questioned or even given up. I.e., it is implausible to make the assumption of a structural correspondence or iso-/homomorphic relationship between the structure of the environment, the human's representation of the world, and the structure of the representation in the computer. (b) As an implication of (a) it becomes clear why we will encounter problems in the interaction between humans and computers. As there are structural differences in the participating representational mechanisms, there will be a lack of compatibility. This leads to an inefficient interaction between human and computer representations, as the participating forms of representations do not fit into each other and/or are mutually not compatible. Think, for instance, of a symbolic or graphical user interface: it will have only limited success, as in many cases it will not meet the requirement of adequately triggering, modulating, and influencing the dynamics of the neural representation system (and vice versa). As a major implication of these problems it follows that we have to study the properties, structure, and dynamics of the participating (neural/human) representational systems first. In other words, we have to find theories about how knowledge is represented and transformed in the neural system, in order to modulate and manipulate the very same neural system in an efficient manner e.g., by letting it interact with a computer. Only then can we start developing cognitive models, so-called knowledge-based systems, and user interfaces! This is the basic requirement for any kind of "user-friendly" interaction with a computer. Abstractly speaking, the goal of human-computer interfaces can be defined as triggering and modulating the user's representational system ejficiently. As we have seen in the previous section, we are confronted with two complex dynamic systems (i.e., the computer and the brain) having internal states and following their internal dynamics, which are interacting with each other. Only, if one knows the internal structure (i.e., the structure of state transitions) of both systems, it is possible to influence the state transitions of the respective system efficiently®. As one can change the structure and dynamics of a program rather easily and as one (normally) knows the structure of state transitions of the computer program, the program should adapt to the cognitive/representational structure of the users, rather than the other way around. The goal ®In fact, that is not only what developing humancomputer interfaces is all about, but also any kind of communication or even advertising. should be at least that the need for changes in the user's cognitive structures should be kept to a minimum. Considering the issues in the sections to come could be a first step towards achieving this goal. 2 Troubles with traditional approaches to knowledge representation 2.1 Propositional vs. pictorial representation Traditional cognitive science, AI, and cognitive psychology offer two main paradigms for knowledge representation: (i) propositional representation (being based on works by [22, 23, 24, 53, 51, 52, 75] and many others) and (ii) pictorial/depiction representation (i.e., mental imagery being mainly based on works by [42, 39, 40, 41, 68] and many others). In the course of AI's short history propositional representations had a much stronger influence than any kind of pictorial representation, as they are far more practical and useful for the task of representing and manipulating complex knowledge structures. However, pictorial representation plays a central role in the context of (graphical) human-computer interfaces. There exists a long ongoing discussion between these two approaches (e.g., [42, 41]) - the goal was to show the basic differences between these two concepts of representation. The sections to come do not follow these discussions. Rather, the idea is to show two points: (a) both approaches are - from an epistemological as well as neurosci-entiflc perspective - naive and rather insufficient as adequate models for cognitive processes and as representational concepts, (b) These two approaches are not as different as they might appear at first glance. In the following paragraphs it will turn out that both the pictorial and the propositional concept of knowledge representation are - on a more fundamental and epistemological level - based on very similar basic assumptions and premises. Especially the underlying understanding and implicit assumptions about representation (i.e., the idea of a referential representational relationship) are more or less the same. Furthermore, the shortcomings and problems arising from these considerations in the context of cognitive modehng and of developing a human-computer interface will be discussed. 2,2 Questioning the referential concept of representation 2.2.1 Ambiguity in the process of interpretation and of transferring knowledge From the field of knowledge engineering, of programming, and of logic it has become clear by now that in the process of extracting knowledge from an expert and transferring it into a computer a lot of information is lost for various reasons (e.g., certain parts of the knowledge cannot be verbalized, cannot be formalized, etc.). What seems to be more important, and what seems to be neglected in many cases, is the fact that not only is information lost in this process, but that the semantics is also altered or distorted in many cases. In fact, it seems that the so-called loss of information is only an extreme case of a change in the semantics. This does not only apply to symboHc knowledge representation, but also to pictorial representation (e.g., visual ambiguities, etc.). This seems to be a problem; not only for expert systems, but also, and perhaps especially, for human-computer interfaces, as most of these "semantic shifts" occur at this critical step when one form of knowledge representation is transformed into another. What are reasons for this phenomenon of semantic shifts? (a) natural language is one of our main instruments to externalize our (internal) knowledge. As is shown by [60] (and by many others) and as everybody knows from his/her own experience, any kind of language is capable of externalizing only a small fraction of the semantics which one has in mind when he/she tries to express something by making use of his/her language. The "tacit" or "implicit" knowledge is not only lost in the moment of externahzation, but also some kind of semantic distortion occurs: due to his/her different onto- and phylogenetic experiences the receiver of the externalized language will interpret these "meaningless syntactic environmental patterns" (see section 1.2.3) in a different way as the sender of the message. (b) Thus, a semantic shift occurs, which cannot be avoided in principle, whenever one is externalizing (symbolic) behavior and somebody else tries to interpret these - per se - meaningless artifacts. This implies that the semantics in different users and/or designers and/or experts might differ considerably. Although they are confronted with the same symbol, icon, graphical representation, etc., these representations might trigger different internal representations/semantics in the participating brains. (c) This distortion is taken even one step further in the process of formalizing natural language into purely syntactic and formal structures. Despite all attempts to introduce "semantic features" into symbol systems, natural language is deprived of its semantic features and dimension in the process of formalization (and, in general, in the process of externahzation). SymboHc representations (as well as pictorial representations) remain syntactic in principle. Loosing the semantic dimension implies, however, more freedom in the process of interpreting these syntactic/formal structures which, in turn, may lead to unwanted semantic shifts. (d) In most artificial representation systems a lack of symbol grounding can be found. Semantics is assumed to be somehow externally defined or given. Furthermore, it is assumed that the semantics is more or less stable over time. Episte-mological considerations as well as our own experiences reveal, however, that (i) semantics changes individually in minimal increments (according to the experiences which he/she makes with the use of certain symbols), (ii) There is no such thing as "the one given semantics"; public as well as private semantics are in a steady flow. As we have seen, the semantics of symbols is always system relative a^nd communication is based on mutually adapting the individual use of symbols (compare also the concept of a consensual domain as basis for a public semantics; [6, 28, 29, 46, 48]). Consequently the idea of holding the semantics stable is absurd anyway -knowledge representation techniques rather should provide means which deal with the phenomenon of an "individual experience-based adaptive semantics". (e) As has been mentioned already, a major distortion of semantics occurs in the process of transforming one form of representation into another. I.e., in the process when an internal representation is externalized and received by another system and transformed into its internal representational format. This happens in any human-computer interaction. The problem here is that - contrary to human-human interaction/communication - it is almost impossible for both parties to ask whether the respective system really "understood" what the other was trying to express. This is due to the (false) implicit assumption that our language and even our pictorial/iconic representations are based on a stable and somehow "given" semantics. 2.2.2 Mapping the environment Both in propositional and in pictorial representation the underlying idea of representation can be characterized as follows: the environment is mapped more or less passively to the representational substratum. Although most approaches in this field distance themselves from the idea of a naive mapping (i.e., naive realism), an unambiguous stable referential/representational relationship between the structure of the environment and the structure of the representational space is assumed. In other words, a symbol or a (mental) image refers to, represents, or stands for a certain phenomenon, state, or aspect of the (internal or external) environment. Empirical research in neuroscience gives evidence that no such stable and unambiguous referential relationship between repraesentans (i.e., the representing entity) and repraesentanduni (i.e., the entity to be represented) can be found^ [37, 14, 69]. It seems that neural systems do not follow this assumption of a referential representational relationship. As is discussed in [57] there are not only empirical, but also epistemological and system-theoretical reasons as to why the concept of referential representation does not apply to neural systems. It can be shown that in highly recurrent neural architectures (as our brain) nei- ^A referential representational relationship can be found only in peripheral parts of the nervous system. But even in these areas there is no evidence for real stability, as the original stimulus is distorted in the process of transduction. ther patterns of activations, nor synaptic/weight configurations, nor trajectories in the activation space refer to environmental events/states in a stable (referential) manner. This is due to the influence of the internal state^ on the whole dynamics (as well as on the input) of the neural system. As an implication it is necessary to rethink the representational relationship between the environment and the representation system. This is not only important for the development of adequate models of cognition, but also for designing humancomputer interfaces, as their design is based on assumptions stemming from a referential understanding of representation (e.g., icons, symbols, images of desktops, etc.) 2.2.3 Is depicting the environment sufficient? In the process of studying the phenomenon of representation two aspects and functions of representation have to be taken into account: (i) mapping or modeling the environment in the representational structure; i.e., the goal is an adequate and accurate model, picture, description, etc. of the environment; (ii) generating (adequate) behavior: an equally important task of a representation system is to generate behavior which allows the system to accomplish a certain task (e.g., its survival or solving a problem). Both in the propositional and pictorial approach the aspect of mapping the environment to the representational substratum is more important than the aspect of generating behavior. The im-pHcit assumption of these approaches runs as follows: if the environment is represented/depicted as accurately as possible, then it will be extremely easy to generate behavior which adequately fits into the environment (i.e., which fulfills a desired task). As our language and/or images seem to represent our environment successfully®, it follows that accurate predictions can be made by making use of these representations. Thus, the environmental dynamics can be manipulated and/or anticipated with this kind of representations. In other words, if the requirement of accurately mapping the environment to the represen- This internal state is the result of the neural system's recurrent architecture. ®Think about the success of our language, symbolic communication, etc. tational substratum is satisfied, we do not have to worry about the aspect of generating adequate behavior any more. From an epistemologica! and constructivist [29, 30, 48, 73, 64, 74] perspective the claim for an "accurate mapping" is absurd; as has been discussed in section 1, nobody will ever have direct access to the structure of the environment. Hence, it is impossible to determine, how "accurate" , "true", or "near" the representation of the environment (be it in our brains or in a scientific theory) compared to the "real" environment is. The only level of accuracy which can be determined is the difference between our own (cognitive) representation of the environment and (our representation of) the (computational) representation which has been constructed by ourselves. In many cases it has turned out, however, that the human representation of the environment is not the best solution to a given problem - consequently, it is questionable to elevate our own representation of the environment (and the resulting representational categories) above other forms of representation and to use them as a standard against which other forms of representation have to compete. It is by no means clear why our (cognitive or even scientific) representation of the world should be more accurate or more adequate than any other form of representation which is capable of accom-phshing the same task! From the previous section follows that there is no empirical evidence for explicit prepositional or "picture-like" representations in the brain. This implies that neural systems do not generate - obviously quite - adequate behavior by making use of referential representations. It can be shown that any natural nervous system is the result of a long phylo- and ontogenetic process of adaptation and development. The goal of this process is not to create an accurate model or representation of the environment, but rather to develop these physical (body and representational/neural) structures which embody a (recurrent) transformation being capable of generating functionally fitting (i.e., successful) behavior. In natural (cognitive) systems it seems that the aspect of generating behavior is more important than the aspect of developing an accurate model of the environment. What we can learn from these systems and their adaptational strategies is that it is not necessary to possess an accurate mapping/representation of the environment in order to generate successful behavior. As "accurate representation" of the environment means "accurate" compared to our own representation of the environment, it does not follow necessarily that an "inaccurate" representation is not capable of producing more efficient behavior. 2.2.4 Explicit representation Both approaches have in common that they are based on an explicit representation of the environment. I.e., in propositional models one finds symbols, rules, semantic networks, etc. which exphcitly refer to certain states of the environment. In the case of mental imagery explicit visual categories (e.g., mental images, cognitive maps, icons, etc.) are assumed to refer to the environment. Both forms of representation are "accurate" as far as their referential character is concerned. As they match at least one of our representational categories (e.g., language or [mental] images), they can be said to be accurate, if their structure mirrors (our representation of) the environment to a certain degree. In other words, they are only accurate in the context of our own representational categories. Semantic transparency (in the sense of [15]) is present in both cases. I.e., each representational entity can be assigned a "semantic value" (e.g., the environmental phenomenon it refers to). This kind of representation seems to be based on the concepts which can be found in the von Neumann machine: there are variables whose values refer explicitly to certain environmental states. Again, from a neuroscientific perspective, the concept of semantic transparency seems to be rather rare in the case of natural neural systems (e.g., distributed representation, [26, 65, 66]). If at all, this kind of representation can be found in peripheral parts, where it is possible to assign certain semantics to neural activations, as an observer can correlate them with environmental events. As soon as recurrent activations are ir;volved, it becomes almost impossible to determine the semantics of activations or activation patterns. Although the concept of semantic transparency and of a stable referential relationship has to be given up, natural as well as artificial neural systems are performing extremely well. We can take this as further evidence for the hypothesis that an accurate mapping representation is not necessarily the most important ingredient for successfully accomplishing a certain task. 2.2.5 Externalized "human" representational categories It is clear that both, pictorial and prepositional representations are the result of complex neural processes which lead to a certain behavior. These behaviors are externalized or these representations are internally experienced as language or pictures. Consequently, whenever we are speaking about propositional and/or pictorial representations we are not deaHng with representations which are used by neural systems, but rather with results of complex dynamic processes which are making use of the more fundamental neural representations. Thus, it seems that the level of behavioral observations (of Hnguistic or pictorial representations) is confused with the level of generating these representations in the propositio-nal/pictorial approach. Nothing justifies the assumption that the dynamics being responsible for generating pictorial/propositional representations also makes use of these representational categories in order to generate them. As has been discussed, neither empirical nor epistemologica! evidence can be found which supports such an assumption. In fact, it turns out that neural representations are not only based on a different substratum, but also on a completely different concept of representation. This view of representation is based on adaptive processes and on the concepts of system relativity and functional fitness [29, 57, 59]. They do not fit very well into the referential concepts of our traditional understanding of representation. Our neural system constructs these (referential) representational categories only in order to "simulate" and give us some kind of "cognitive stability" which gives rise to phenomena, such as more or less successful language, communication, science, etc. Looking more closely at these phenomena, we realize that they are not as stable as they might appear at first glance: the meaning of symbols is shifting over time, the scientific concepts and claims of "truth" and "objectivity" are not as appropriate [19, 21, 20, 47, 28]^° as many would wish, etc. Our representational domain seems to be more dynamic and plastic than we are aware of. As an implication of these considerations it is necessary to question these traditional concepts of representation - linguistic and propositional representations are only a very crude and misleading way to characterize the representational processes going on in our brains. Using these externalized representations as a basis for an explanation of internal representations is a methodologically extremely questionable procedure. Projecting these traditional "external" representational categories to neural systems could be an explanation to why we have so many difficulties with interpreting what is going on in natural and artificial neural systems. I.e., no match between our pictorial or propositional representations and the neural representational categories can be found. 2.2.6 "Designer solutions" and projection (methodological problems) From the previous section follows that most approaches in AI and traditional cognitive science turn out to be "designer solutions"; i.e., instead of studying the structure and dynamics of internal neural representations and how they acquire knowledge from the environment, externalized (hnguistic or pictorial) representations are projected back into the representation mechanisms of the cognitive model. In other words, an external human observer/designer projects his/her own (hnguistic, pictorial, etc.) representation of the world into the observed organism and into the cognitive model which he/she is constructing. This implies that the resulting representational system corresponds partially with the designer's own view, representation, and interpretation of the world. A comparison with (natural) neural systems shows that their representational structure is not the result of a projection of already "prefabricated" and pre-represented (propositional or pictorial) representations, but rather of a long history of phylo- and ontogenetic processes of adaptation. Representations have not been projected and/or somehow transferred into the neural representa- ^°Think, for instance, of the history of science, the shifts of scientific paradigms [43], etc. tion system, but have developed in an active process of interaction with the environment. Both the genetic material and the neural structure (as well as the attached body systems) are crucial for the representational function of a natural cognitive system. The structure of the neural system itself embodies the knowledge which has "accumulated" in the course of this history. The process of adaptation takes place individually - this implies that the representational structure and categories may vary even within a single species. 2.2.7 Processing In both representational approaches a similar concept of processing is applied: an algorithm manipulates/operates on the representational structure (i.e., on the symbols or mental images). There is a clear distinction between the processing part and the representational entities, on which these processes operate (i.e., processor-memory distinction). The processing is actively involved in the dynamics of the system, as it operates on the representations. The representations, on the other hand, seem to play a rather passive role for two reasons: (a) as mentioned above, they are the result of having been projected from the human representation system to the artificial representation system (i.e., they are passive in the sense of being preprocessed and passively mapped); (b) an algorithm executes operations over these representations (i.e., they remain rather passively as they are manipulated by the algorithm). This concept of distinguishing between processing and memory has its roots in the structure of the Turing machine which inspired the whole computer metaphor for cognitive processes. In neural systems, however, no such distinction can be found. Normally the synaptic connections/weights are considered to "hold the knowledge" of the neural system. It is not clear which part of the system takes over the role of the processor. Furthermore, the synaptic weights (i.e., the neural system's "knowledge") turn out to be not passive at all - they are responsible for controlling the flow/spreading of the patterns of activations. It can be concluded that it is the interaction between the patterns of activations and the configuration of the synaptic weights which is responsible for both the representation of the knowledge and for generating the system's behavioral dynamics. 2.2.8 Lack of empirical evidence As we have seen in the course of the previous sections, empirical/neuroscientific evidence for the prepositional as well as pictorial approach is rather poor. Of course, there are areas in the brain which seem to be related to the processing of language, semantics, propositions, mental images, etc. - the only thing which is known from these areas is that, if they are damaged in one way or the other, then certain cognitive abilities are not present any more [37, 14]. Neuroscience provides almost no knowledge or theories concerning the processing mechanisms/architecture underlying these cognitive phenomena. From this poor evidence it seems questionable to postulate representational concepts, such as the pictorial or propositional paradigm. That is why both approaches restrict themselves to the claim of being a functionalist account in most cases; i.e., they describe the functional properties which can be derived from the "behavioral surface" of the observed cognitive system. These behavioral descriptions are used as "explanatory vehicles" for internal representational processes - it is clear that a lot of speculation and common sense concepts are involved in these explanations/theories about internal representational processes, as the "real" internal/neural structures are never really taken into account. This might have been a valid approach 20 years ago, when neuroscience still had a comparatively poor understanding of cognitive processes. However, with the advent of modern techniques, theories, and methods in empirical neuroscience, as well as of new concepts from computational neuroscience ([13, 14, 2, 1, 32, 25, 67] and many others) the picture has changed dramatically; although there is still a far way to go to fully explain "higher cognitive functions" in neuroscientific terms, many basic concepts have been discovered which can be apphed to any level of neural processing (e.g., spreading activations, distributed processing and representation, adaptive processes, "Hebbian" learning as the basis for any kind of learning [LTP, LTD, etc.] [33, 10, 54], etc.). Already these findings suggest a completely different concept of (neural) representation mechanisms/concepts than the propositional and/or pictorial approaches do postulate. It seems that the time, in which one can use the excuse that the brain is too complex to be understood, will come to an end soon. 2.2.9 Evolutionary implausibilities From an evolutionary perspective it seems rather implausible that a cognitive system develops a representational structure which maps its environment as accurately as possible in order to generate successful behavior [56]. The concepts of adaptation, selection, system relativity, and functional fitness [29, 73] seem to be much more important thari the concept of a structural match between the environment and its representation (which is - from an constructivist/epistemological perspective - an absurd goal, anyway). Neural systems are primarily adaptive systems which develop in a continuous interaction with the environment; and not in a single process of mapping or projecting the knowledge of a (human) designer to the representational structure. The representation in natural cognitive systems (as well as in artificial iieural networks or genetic codes) incrementally adapts to the constraints being set by the environment and by the organization of the organism's body- and representation system. It can be shown ([9, 44, 56, 61] and many others [ALife and ANN literature]) that no picture-like, propositio-nal, or referential representation concept is necessary in order to generate behavior which functionally fits into the organism's internal and external environment. The physical structure of the neural representation system (i.e., its architecture) is altered incrementally on a trial-&-error basis. This process is perpetuated and repeated, until some kind of equilibrium is reached (e.g., behavior which ensures the organism's survival, a certain task is achieved by minimizing an error, etc.). The interesting point is that the result of this incremental adaptation processes are not pictorial or propositional representations in the brain (or the ANN), but rather a recurrent transformation being embodied in the neural substratum. This transformation is capable of generating behavior, which is necessary for the particular organism's survival, without having to make use of referential representations. It turns out that pictorial or propositional representations are only one possible solution to the problem of representation. As can be shown [56, 59], these solutions are highly uneconomical; in most cases this kind of representations require complex processing, memory, etc., mechanisms. In other words, less complex mechanisms would be sufficient for solving the problem of generating functionally fitting behavior. From an evolutionary perspective complex solutions would be rather atypical, since evolutionary processes normally lead to highly economical solutions which make more or less optimal use of the resources which are available. In this sense pictorial or propositional representations turn out to be "luxury solutions" compared to the simplicity of the task and to the simplicity of other (e.g., neural or "adaptive") solutions. Hence, the requirement of generating functionally fitting behavior is much less strict than the requirement of generating successful behavior which is based on a homomorphic, accurate, and referential (e.g., pictorial or propositional) concept of representation. 3 Methodological and epistemological questions Although most models in cognitive science as well as in human-computer interface development are mainly concerned with technical questions, the following paragraphs will demonstrate that epistemological and methodological considerations in the field of knowledge representation have crucial implications for the structure and success/failure of the model or interface to be developed. The most important problem concerns the question of how we see and experience the environment/world. Whenever one speaks of "the world', we have to be aware - at least since I.Kant - that this is impossible in principle. As has been discussed, our access to the environment is always indirect; it is mediated by our sensory systems and by the nervous system. Thus, when we speak of "thè" world", we actually speak of our representation of the world. It is the result of a complex process of construction which is embodied in our neural structure. Looking more closely, one realizes that this view has to be taken even one step further: when we speak about the world we are not directly externahzing our neural representation of the world, but we rather make use of another representational medium, namely language, pictures, icons, etc. Hence, what we are dealing with, whenever we are communicating, reading a text, etc., is a second-order representation (i.e., the representation of the [neural] representation of the world). Of course, language is also represented in neural structures - it is, however, a second-order representation, because it is embedded and generated by the (first order) neural representation of the environment^^. It is used for "describing" these (neural) representations. As our access to the environment is always mediated by the sensory systems and by the structure of the nervous system, this access is highly theory-laden (in the sense of [19, 21, 20, 12]). In other words, any natural sensory system, body system, or nervous system can be interpreted as some kind of '^theory" about the environment. I.e., all these systems have developed in a complex phylogenetic/evolutionary and ontogenetic process of adaptation and learning - only these organisms have survived (and were capable of reproducing) whose neural/body structures embody a functionally fitting (i.e., viable) knowledge/"theory" about the environment. Think, for instance, of our visual system; the rods and cones in our retina are sensitive to a very small fraction of the whole range of electromagnetic waves [70, 72], Obviously it has turned out in the course of the evolutionary development that this range of electromagnetic waves holds enough information for maintaining the survival of the human body. Bees, on the other hand, are highly sensitive in the UV-range (where humans are insensitive) - for them it has turned out that this range is important for spotting blossoms^^. From these simple examples one can see that this neurally- and /Structurally-embodied theory about the environment does not depict the environment in the sense that certain body parts or neural entities refer to environmental structures, but they represent a strategy of how to survive in a specific environment with a specific body structure. Both in the phylo- and ontogenetic case the environmental structure/dynamics does not determine the representational structure, but in the best case triggers and constrains the develop- There seems to be a symbiotic or even parasitic relationship between first and second-order representation. ^^ Flowers are reflecting not only in the (human) visual range, but also in the UV-range. Thus, they show a strong contrast in the UV-range, which "helps" the bees to orient and to find them. ment and the function of the neural and body (representation) system. The representation of the environment is actively constructed by the dynamics being embodied in the nervous system. From these considerations follows that the representation of the world is always system-relative in the sense that it represents a "correct theory" of the world for a specific organism with its own specific onto- and phylogenetic history. This implies that, whenever we are speaking about the environment, we always speak about the representation of the environment in a specific brain/body (by making use of a specific form of [second-òrder] externalization mechanism [e.g., language, pictures, etc.]). Thus, we are always dealing with one possible interpretation/construction of the environmental structure which is the result of a specific neural system. These interpretations might differ even within a single species. We canraoi claim that a certain representation/interpretation/theory (even a scientific theory) is "objective", "true", or "ultimate". It is only "true" insofar as it contributes to the survival and the reproduction of the particular organism (i.e., insofar as it is capable of generating functionally fitting behavior). What might represent a "true" theory/representation for one organism, might be "wrong" or a non-viable solution for another. This cannot only be applied to simple organisms from different species, but also to such complex and "objective" processes, such as science (e.g., history of science is full of these examples [43]). A methodological issue which should be of great interest to the design of cognitive models and human-computer interfaces is the fact that most models are based on second-order representations. I.e., the internal representational structure of the model/interface is based on linguistic or pictorial externalizations of humans. It is postulated that these externahzations represent some aspect(s) of the world. From the previous paragraphs follows, however, that these externalized representations represent - if at all - only a fraction of the organism's system-relative internal representation of the world. Whichever artifact we are encountering, it is the externalization of an organism's internal (neural) representation (see also section 1.2.2f). Thus, we are confronted with the result of a long and complex chain of neural pro- cesses and transformations. The problem which arises for the design of cognitive models and human-computer interfaces can be characterized as follows: most of these systems are based on propositional or pictorial representations. Although it is postulated that these forms of representation are "internal representations", they are external second-order observational categories. I.e., an observer observes the externalized linguistic, pictorial, logical, problem solving, etc. behavior of a (human) cognitive system and tries to find out regularities and/or patterns in these behavioral actions. By making use of these patterns and of his/her own representational experiences (of the world, of problem solving, etc.) he/she projects these second-order observations/phenomena into the observed organism and postulates that they correspond to the organism's internal representation system (without ever having "opened" and examined the internal structure of this system). In other words, an internal mechanism for generating behavior is postulated without ever having a look at the actual internal mechanism. This is exactly the (methodological) situation in the domain of pictorial and propositional representations. This impHes another problem with propositional or pictorial representations: these external representations are projected into the cognitive model and/or human-computer interface. Contrary to natural systems, which are actively acquiring/constructing knowledge in a continuous process of interaction, adaptation, and learning, knowledge is mapped to these artificial systems. I.e., the designer projects his/her pre-represented and pre-processed representations, which themselves are the result of his/her own neural construction processes, to the system where they are used as '■'■internal representational structures". In these artificial systems they do not only serve as explanatory vehicles, but also as mechanisms being responsible for generating so-called cognitive phenomena. In other words, the results of (natural/neural/cognitive) phenomena (e.g., propositional or pictorial representations) are used for generating cognitive phenomena. In this sense we are dealing with a highly superficial and self-referential view of representation. I.e., externalized cognitive behavioral patterns are postulated to be and used as internal mechanisms for generating exactly these (external) patterns. Instead of projecting these externalized representations to cognitive models and declaring them as internal representations, we should rather look at the internal processes and dynamics of the brain. Only, if we learn more about its internal structures, dynamics, and representational categories, we will be able to create more "successful" cognitive models and "friendlier" human-computer interfaces. 4 Conclusions The goal of this paper was not to give detailed instructions and solutions for developing more adequate cognitive models and user interfaces. As has become clear from the last sections, I wanted to give reasons why the traditional approaches did not work out as good as originally promised. It turned out that the problems are not for the most part located in the technical domain, but in the epistemological and methodological realm. Although many models of cognition and humancomputer interfaces are based on concepts from (cognitive) psychology, traditional cognitive science, or AI, we have seen that their results are questionable. In the course of this paper it has become evident that theories from the disciplines mentioned above postulate a concept of representation which neither corresponds to empirical evidence from (computational) neuroscience nor to epistemological considerations. Rather, it seems that they are both limited by (technical) constraints and by common sense assumptions about representation. Furthermore, in most cases they are based on concepts stemming from computer science. Even models in cognitive psychology (e.g., [3, 75] and many others) seem to be heavily influenced by computer science concepts (e.g., memory-processor distinction, memory as fining a variable, algorithmic [non-parallel, non-distributed] linear processing, etc.). 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Knowledge Objects Xindong Wu, Sita Ramakrishnan, Heinz Schmidt Department of Software Development Monash University 900 Dandenong Road Melbourne, VIC 3145, Australia E-mail: {xindong,sitar,hws}®insect.sd.monash.edu.au Keywords: AI programming, rules, objects, intelligent objects, knowledge objects Edited by: Matjaž Gams Received: May 15, 1995 Revised: October 25, 1995 Accepted: November 28, 1995 True improvements in large computer systems always come through their engineering devices. In AI, one of the fundamental differences from conventional computer science (such as software engineering and database technology) is its own established programming methodology. Rule-based programming has been dominant for AI research and applications. However, there are a number of inherent engineering problems with existing rule-based programming systems and tools. Most notably, they are inefficient in structural representation, and rules in general lack software engineering devices to make them a viable choice for large programs. Many researchers have therefore begun to integrate the rule-based paradigm with object-oriented programming, which has its engineering strength in these areas. This paper establishes the concepts of knowledge objects and intelligent objects based on the integration of rules and objects, and outlines an extended object model and an on-going project of the authors' design along this direction. 1 Introduction expertise is always rule-governed. Firstly, even in the world at large, people have a tendency to Artificial intelligence (AI) is a subject concerned associate domain expertise with regularities in be-with the problem of how to make machines per- haviour and often explain behaviour by appealing form such tasks, like vision, planning and diagno- to such regularities. Secondly, knowledge in an AI sis, that usually need human inteUigence and are system often depends on some domain expert(s)' generally difficult to be carried out with conven- heuristics, which can be easily and naturally en-tional computer science technology. AI problems coded into the "IF ... THEN" structure. There-, are normally NP (non-polynomial) hard by na- fore, rule-based systems have become one of the ture. Different from conventional numerical com- most widely used models of knowledge represen-putations, AI research has concentrated on the tation in AI, in particular expert systems. Rather development of symbolic and heuristic methods than expressing logic calculus about the world as to solve complex problems efficiently. Since the in Prolog-hke logic programming systems or com-1980's, AI has found wide realistic applications puting the numeric values defined over data as in those areas where symbolic and heuristic com- in conventional programming, rule-based produc-putations are necessary. For example, expert sy- tion systems normally determine how the symbol stems have produced startHng economic impact. structures that represent the current state of the Because of the need for symbolic and heuristic problem should be manipulated to bring the recomputation, AI has its own programming me- presentation closer to a solutio.n. Problems that thodology [Wu 94b], and rule-based programming have been solved in production systems can be has been dominant in AI research and apphcati- usually encoded in LISP or PROLOG, of course; ons. It is probably an axiom of AI that domain the point is that production systems and rule-based programming languages are specifically designed to solve those problems, and as a result they solve those problems rather well. Meanwhile, rules are the essential component for both rule-based production systems (or rule-based systems) and logic programming systems. Since heuristic knowledge is of major concern in this paper, rule-based programming is more production systems oriented. However, if you do not plan to deal with inexact rules, you can use logic programming to replace rule-based programming hereafter. Rule-based programming has many advantages, such as uniformity and naturalness, but there are also several significant disadvantages inherent in the mechanism: 1. Rules are inefficient in structural representation. Encapsulation of all relevant information of a single entity is hard with rule-based programming. 2. Rules in general lack software engineering devices such as modules, information hiding, and reuse to make them a viable choice for large programs. 3. It is as yet unclear how large sets of rules are best partitioned and distributed in networks of multiComputers in the interest of collaborative knowledge systems, parallel reasoning, partial knowledge or dynamic knowledge (re)configuration. To avoid these engineering problems, many researchers have begun to integrate the rule-based paradigm with object-oriented programming, a powerful technology from software engineering and the database community. Section 2 outlines the main features of object technology. Section 3 discusses two diflferent ways for the integration of objects and rules. Section 4 explores the idea of inteUigent objects by describing an extended object model with two layers of constraints and elaborates these notions with an aircrew scheduling example. Section 5 defines knowledge objects and introduces the design of an on-going project at Monash University. 2 Object Technology Object technology in software engineering makes it easier to develop, maintain and reuse a wide range of appHcations. These applications are mainly concerned with data processing. Object orientation attempts to model the behaviour patterns of collections of cooperating physical entities in the real world. Object-oriented programming (OOP) provides a better way of defining data and procedures that are associated with these physical entities than conventional imperative languages such as C, Pascal and Fortran. OOP was first discussed in the late 1960's when the so called "software crisis" began in large systems development. Methods have evolved since then and have shifted the emphasis from a problem of coding to object-oriented design (OOD). The primary aim of OOD is to improve productivity, increase quality and elevate the maintainability of large software systems [Goad & Yourdon 91]. The well defined and widely accepted principles are the concepts of the class, encapsulation, inheritance and polymorphism. At the core of OOD is the class which represents a real world entity by grouping all of its data attributes and procedural operations together into a neatly encapsulated package. Software productivity is improved primarily by reducing the amount of time required for detecting and removing defects from programming code. Reusing software, in the form of "class libraries" can produce startling increases in productivity and greatly reduce the amount of errors in a large program. However, the emphasis on productivity could have obscured the need for improvements in software quality. Processes that produce high-quality products early in development, such as analysis and design, can greatly reduce errors discovered later in development such as coding and testing and can dramatically improve software quality [Coad & Yourdon 91], Maintainability, the final objective of OOD, is accomplished by separating the dynamic parts of a system from those parts which are stable. A robust system must be designed with the expectation of change according to the ever changing requirements of clients. Achieving all of these objectives together in a single system is always difficult to accomplish and more than often a trade-off is necessary. With appropriate use, however, the principles of OOD will assist in achieving these goals. 2.1 Abstraction and encapsulation Abstraction is the principle of capturing useful information by ignoring all the detailed features of an entity that are not relevant to understanding what it does or what it is. Rather than trying to comprehend everything about the entity all at once, we select only part of it. Abstraction consists of "data abstraction" and "procedural abstraction". Procedural abstraction can already be found in most imperative programming languages in the form of functions and procedures, which can be used to reduce the complexity of programming code. In OOD, data abstraction is carried out by the definitions of abstract data types (ADTs) - commonly called classes or types [Atkinson et al. 92]. An ADT is defined in terms of data items and the operations, called methods in OOP, that can be applied to these data items. The data within the ADT can only be modified and manipulated by these methods. The resulting notion of encapsulation leads to a separation of interface and implementation. The data of an ADT can only be accessed via the specified interface, while the implementation details such as the operations are hidden and at the discretion of the class implementor or the dynamic decisions of the ADT. By encapsulation in OOD, each component of a program should hide a single design decision. The interface to each module should be designed so as to reveal as little as possible about its internal implementation details. A language which provides this feature enables the designer to keep related components of a program together in the form of a package in the hope that later changes can be carried out within this package. 2.2 Classes When using an ADT in an imperative language with constructs such as records (used in Pascal) or structs (used in C) the designer will normally create routines which manipulate the structure. Operations or routines defined for the data structure in one construct cannot be used for another structure in these languages. In an object-oriented programming language (OOPL) such as C+-I-, the data structure and the operations are bound together into one package, called a class. A class can have private and public data. The private data cannot be seen or modified by the user without using the public interface, known as member functions in C-{—f. This prevents accidental modification of the data and improves code quality by reducing the amount of bugs evident in the code [Eckel 93]. Variables or instances of a class are called objects. There is a fundamental difference between an object and a class: the class is the definition for the data structure, and an object is an instance of that data structure. More than one object can be created from a class definition. This distinction has also led to distinguish object-based programming languages from object-oriented (00) ones. In 00 languages, objects encapsulate a concrete data structure and a behavior, and they do not need a type. In 00 languages, objects are classified and all objects of the same class share the same behavior. Therefore in an 00 language the procedures and functions defined on a data structure are described as part of a class and the class is considered as a generic device for instantiating objects. In this case, the user can use the member functions provided by the public interface of a class to pass messages to objects of the class, and the objects control their own actions and can remember their current state. Two special member functions, called constructors and destructors in C-|—f, are provided in many 00 languages to allow the user to pass a message to a class and create or destruct an object. A constructor is used to initialise an instance of a class by allocating memory for an array, for instance. Destructors on the other hand are used for clean-up operations, such as freeing any memory the object may have been explicitly allocated. 2.3 Inheritance In an OOPL a user-defined class can inherit features of another, thus promoting a much higher level of code re-use. Inheritance allows a designer to specify common attributes and services in one class, and then specialise and extend those attributes and services into specific cases. One class may also inherit the properties of more than one other class, and this is called multiple inheritance. Single and multiple inheritance is supported by C++ by means of derived classes. A derived class is declared by following its name with the names of its base classes. A derived class can inherit either the base classes' public parts or both their private and public parts. This is still an issue left open-ended, to be used at the discretion of the designers of individual OOPLs. To support multiple inheritance the derived class may form a base class of another derived class permitting the construction of class hierarchies. An inheritance structure is one of the ways of offering reusability, extendibility, lower maintenance cost and of achieving the software engineering goals that designers have been aiming at for 20-30 years [Henderson-Sellers 92]. 2.4 Polymorphism and dynamic/late binding Although not everyone in the 00 community has agreed on'it, polymorphism is one of the most powerful concepts of OOD. It is the concept of sending a message from one object to other objects in an inheritance hierarchy and invoking the most appropriate behaviour for the object. Polymorphism presents the property of operator overloading. In C++ overloading allows the user to specify member functions with the same name which perform different functions according to how many, and the types of parameters passed. To allow the functionality of polymorf^hism the compiler of an OOPL cannot bind the operation names to programs at compile time [Atkinson et al. 92]. Therefore, operation names must be resolved at run-time. This delayed translation is known as late or dynamic binding. Similarly, overloading allows the same member function to be declared for all of the different derived classes of shape. Polymorphism and dynamic-binding are provided in C++ through the use of virtual member functions. A virtual function is provided with definition in its base class, but may be redefined in derived classes. That is, a virtual function may have different versions in different derived classes and it is the responsibility of the run-time system to find the appropriate version for each call of the virtual function. Functions that are not marked as virtual may be bound statically to the base class in which it is defined which allows for easier implementation. There are also other forms of polymorphism than the dynamic binding described above, most of which are available in OOP but also in other languages. Parametric polymorphism refers to functions that work in the same way on many different data structures, such as append works on lists of small integers and also lists of arrays. Such polymorphism is described by parameteri-sed classes or - in C+H— templates. Ad hoc polymorphism is the concept of syntactic or "sugar" overloading, where a programmer introduces some ambiguous notation that is statically resolved by a compiler, for instance by considering the number of parameters. When we wish to distinguish the message passing polymorphism in 00, we speak of subtype polymorphism. This terminology suggests that a derived class introduces a subtype of its base class: The instances or objects of the derived class can always be considered as instances of the base class, because all messages for the base class are understood and operated according to the abstraction of the base class. 2.5 Object-oriented databases Another area where object technology has also found wide interest is object-oriented database systems [Cattell et al. 91]. In object-oriented database systems, complex data structures (e.g. multimedia data) can be defined in terms of objects. Data that might span many tuples in a relational DBMS can be represented and manipulated as a data object. Procedures/operations as well as data types can be stored with a set of structural built-in objects^ and those procedures can be used as methods to encapsulate object semantics. Containment relationships between objects may be used to define composite or complex objects from atomic objects. An object can be assigned a unique identifier which is equivalent to a primary key in a relation. Relationships between objects can also be represented more efficiently in object-oriented data models by using a more convenient syntax than relational joins. Also, most object-oriented DBMSs have type inheritance and ^These built-in objects are what we call classes in Section 2.2. More than often, the term objects is used for both classes and objects in the literature including the rest of this paper, when the distinction between classes and objects is not emphasized. version management as well as most of the important features of conventional DBMSs. The mandatory features of an object-oriented database, as presented by [Atkinson et al. 92], extend the basic set of O OD principles to include persistence, versioning and integrity control. Objects in OOP and OODBs are similar in that they require abstraction, inheritance and polymorphism, but there are several important differences. First, database objects must persist beyond the lifetime of the program creating them. Second, many database applications require the capability to create and access multiple versions of an object. Third, highly active databases, such as those used for air traffic control and power distribution management, require the ability to associate conditions and actions where the actions are triggered when the constraints are satisfied. Finally, database integrity control demands the capabiHty to associate constraints with objects. associated with the data slots. Both permit single and multiple data inheritance. However, there are also clear differences between the two technologies. Firstlj', the procedures of frames, demons, are not directly activated by the programmer, rather they are activated by the situation, i.e., when a data slot is accessed, updated or deleted. Procedural attachments of frames might be defined that automatically perform certain tasks, such as finding an attribute value when none exists, or making sure related attributes are updated when one or the other is changed. This passive structure is in contrast to the methods of OOP that are directly activated by the programmer by message passing. The procedural methods in an object actively respond to messages received from other objects. Also, polymorphism is not offered by fra^ mes although one can argue that it could be implemented. 2.6 Objects vs. frames Objects are in many ways similar to the frame structure which was first developed in mid-1970's [Minsky 85] and has found wide use in AI and other knowledge based application systems. A frame is a static data structure used to represent well-understood, stereotyped situations. It organises our knowledge of the world based on past experiences. We can revise the details of these past experiences to represent the individual differences for new situations. A frame includes declarative and procedural information in predefined internal relations. The internal relations reflect the semantic knowledge of the specific entity corresponding to the frame. Clearly, any object can be viewed as a specific frame. Frames make it easier to organise knowledge hierarchically. We can describe in a frame an object with its various attributes and other relevant objects and think of the frame as a single entity for some purposes and only consider details of its internal structure for other purposes. Procedural attachment is a particularly important feature. We use procedural attachment to create demons, which are procedures that are invoked as a side effect of some other action in the overall system. Objects and frames both have identifiers (or names) and hierarchies, and both have procedures Secondly, a composite frame can contain pointers to other (primitive and/or composite) frames in its slots, and the other frames do not have to be in a specific hierarchy. This is not allowed in class based 00 languages. An object can only inherit data and methods from the classes of its higher hierarchy. Frames and objects both permit single and multiple data inheritance. Finally, frames also differ from objects in their openness. They are designed to work with an inference engine, and their attributes are always open for interaction with any and all pattern-matching rules. This is in contrast to pure objects in which the attributes and methods are so tightly encapsulated, you cannot tell which is which from the outside. Furthermore, the private data in objects cannot be seen by the user. Objects are a full programming system, designed as much for encoding procedures as data. Frames were never designed to be a full programming system by themselves. Information hiding is a key for objects, and the source of much of the maintainabihty of object-oriented applications. However, frames have to be open to the inference engine, so whenever any data changes,, it knows what rules to activate. 3 Integration of Objects and Rules It is hard to say whether rule-based programming or 00 languages are superior in computational strength. Rule-based programming expresses relationships between objects very explicitly. However, they don't express updates clearly. 00 programming is weak in inference power due to its procedural origin, but updates are defined clearly by assignments. It has the central ideas of encapsulation and reuse which encourage modular program development. On one hand, while the 00 paradigm provides efficient facilities for encapsulation and reuse, it does not support inference engines for symbolic and heuristic computation. A clear advantage of rule-based programming is that recursion can be easily defined within rules while difficult in objects. On the other hand, rule-based programming is very limited in structural representation and for large systems. Therefore, it would be very useful if we can integrate both of them in a seamless and natural way in order to exploit their synergism. It seems as if objects and rules are made for each other. Objects are the best way to simulate or model a problem domain. Rules can be designed to capture and encode human expertise that is applied to a problem domain. A natural way seems to be use objects for mode-hng the domain and rules to represent decisionmaking applied to the domain. The two paradigms are both self-important and it is not appropriate to say that one should be the master and the other the slave in general, but depending on the application domains, choosing one of them as the basis and building the other on the top are necessary given that a seamless integration is not yet available and constructing one may well be very time consuming. 3.1 Incorporating rules into objects It is argued in [Wong 90] that it is undesirable to implement objects within rule-based programming, since rule-based programming is not as portable as 00 programming. One way to get round this is to implement rules within objects. In Pro-log-f+ [Moss 94], for example, an object layer is designed as an emcompassing layer for Prolog rules. In this paradigm, objects can call Prolog rules without any special annotation, and if a Prolog predicate is redefined within the Prolog-f—I- class hierarchy, the definition will be taken by default. Rules can be used to make an object's semantics explicit and visible [Graham 93, Zhao 94]. They can also provide heuristic procedural attachment in methods. Actually methods within objects can always be implemented in the form of rules. Rules can be defined in an independent rule base so that the methods in objects can call the corresponding predicates (rule heads), in the form of, e.g., obey statements in [Wong 90]. We can of course implement a set of rules with the same rule head in the form of objects, such as the rule objects and reasoner object/class in Section 4, although some of the 00 advantages like inheritance, cannot be found from such objects. Rules within objects can be divided into two categories [Odell 93] : constraint rules and derivation rules. The former define restrictions of object structure and behavior, such as consistency and constraints, and the latter are used to infer new data from existing data. In [Kwok & Norrie 94], for example, an object has four protocol parts: attributes, class methods, instance methods and rules. Rules can be activated by messages as methods. 3.2 Embedding objects into rules In a rule-based system, data in the working memory (or database) represents the state of the system and is used to fire rules. In an 00 system, the state is characterised by the the data items in objects. Therefore, a natural integration of objects and rules is to use objects as storage for the working memory in a rule-based system, and rules execute actions depending on the values of objects in the working memory. A number of AI tools such as CLIPS [Giarratano 93] have provided such facihties to embed objects in rules. An alternative way is use 00 languages as the basis and implement rules which describe relationships of objects on the top of them. Domain expertise always relates to inter-relationships between objects, therefore a declarative query language for expressing these inter-relationships is very useful in integrated systems. This is the approach adopted by Ramakrishnan (1993) and is discussed in detail in the next section. 4 An Extended Object Model 4.1 Intelligent objects An object which must satisfy dynamic constraints is referred to as an intelligent object. An inteUi-gent object is "intelhgent about the context" in which the object interacts with a rule base. In this approach, the static rules that must be satisfied by the methods of an object are embedded within the object using the 00 language facilities and the dynamic rules of the intelhgent object are available from the rule base component. In this cooperative way, integration of rules and objects is built using a loosely coupled component based architecture made up of domain application objects, a rule base cluster and an inference cluster [Ramakrishnan 94c]. The next subsection shows how an object model of a class based 00 language such as Eiffel [Meyer 92] can be extended to support two layers of constraints. The rest of the section gives a practical example using this extended object model in Eiffel. 4.2 Layers of constraints A conceptual schema describes the syntactic information structure and the semantic constraints that exist in an enterprise. The information structure should reflect the pattern in the real world and 00 languages such as Eiffel [Meyer 92] can be used to specify this pattern as static class descriptions. A class description defines the behaviours of its instantiated objects. In the Eiffel language, the constraints that must be satisfied as part of the method invocation can be spelt out as assertions. The static integrity constraints are called class invariants. These represent formulas that hold true for the corresponding objects in all possible (observable) circumstances. Each method can be further constrained by preconditions and postconditions. Hoare logic [Hoare 89] forms a solid basis for the informal notion of "design-by-contract" [Meyer 89]. It can be shown that local comphance with such assertions implies global correctness and indeed stability, i.e., internal changes of a class that are correct relative to its interface cannot affect global correctness [Schmidt &: Zimmermann 94]. This includes a kind of superclass encapsulation because subclas- ses cannot be affected even if the changed methods are inherited. How do these constraints work? They can be used to specify the contractual agreement between the user of the behaviour and the provider of the behaviour. The user is responsible to satisfy the preconditions, the object is assumed to guarantee its invariant, and the method then, correctly implemented, must terminate by delivering the postcondition and reestablishing the invariant. In this way the class hierarchies can be viewed as layers of constraints that enforce the requirements of behaviour specifications. Some systems require their business rules and regulations to be captured and available for scrutiny by government authorities. Such systems could benefit from the inclusion of explicit r-u-les to control the behaviour of objects dynamically and should be considered exphcitly in the analysis, design and implementation models [Ramakrishnan 94b]. For example, business rules could express dynamic constraints that must be met by objects that are required to satisfy these business rules. These dynamic constraints form the second layer of constraints on top of the first layer of static constraints. The two-layered constraint model of an object expresses the mechanisms by which incremental evolution of a system can incorporate business rules [Ramakrishnan 94a]. The dynamic constraints that are required to specify these business rules are specified declaratively and implemented as a separate component by reusing the parsing library abstractions available in Eiffel and building an attribute grammar to describe the rules [Ramakrishnan 93]. The declarative nature of these rules promotes user friendly interaction with the system and enables ease of evolution of the business rules and regulations. 4.3 An aircrew scheduling example An aircrew scheduhng example in this subsection is used to discuss the proposed model. The planners involved in aircrew scheduling must satisfy the business rules or constraints prior to the allocation of crews to flights. Some of this domain knowledge can be captured and represented as rules to be considered in the allocation process. Other constraints such as a last minute change -to the availability of an aircrew have to be handled by the planners online as part of the interactive scheduling system. The business rules are expressed as production rules which have been widely adopted in knowledge-based systems. The two main components of a knowledge based system are its knowledge base which is a repository of production rules in our case and its inference engine [Dillon 93]. In the aircrew scheduling example, the inference engine is a data driven reasoner which uses the rule base to change the state of an application object. The condition of each business rule is coded in the form of context label: object, attribute, value. These business rules are represented as a structured document using a simple English language structure shown as follows: setoperating: Given DUTY equals operating appo dtime maximum is 12. setpaxing: Given DUTY equals paxing appo dtime equals to 17. mixoperandpax: Giv^n DUTY equals mixoperpax appo dtime maximum is 16 These rules have been described using Hedin's [Hedin 89] 00 notation for attribute grammars and implemented in Eiffel [Ramakrishnan 93]. These rules form the wrapper layer around application objects and are referred to as rules using grammar (RUG). The application objects are stored to capture the conceptual model of the real world. The attributes of these objects reflect the roles played by these objects and as such can be used to trigger the rules in the rule base. The extended object model thus incorporates both objects and rules and are used by those application objects that interact with the business rules. These interactions represent the second layer of constraints that these objects have to satisfy. The model proposed here is shown in Figure 1 in which the component marked resource allocation jobs (RAJ) includes all the resources and job objects to describe all the entities related to the aircrew scheduling problem. The main feature of the model lies in its abihty to treat business rules in a logical and systematic manner so that these rules can also be included as part of the reuse strategy in the incremental evolution of software. In this model, the constraints that may be satisfied by the resources and task objects involved in resource allocation are considered at the following two levels: static type definitions and context related information. Constraints at the first level are specified as part of its class definition. Such a constraint must be satisfied by an object when its behaviourial action(s) are invoked and is specified as assertions in Eiffel [Meyer 92]. The business rules represent the second level of constraints that have to be satisfied by the RAJ objects and are included as a wrapper layer of rules around those objects as shown in Figure 1. The RAJ object participates in the second level of constraint satisfaction by using the context information in the context header of the RUG object. The context header in the business rules represents the role played by the resource object. This second level of constraints is used to activate only those rules which match the active resource rule object and integrates the business rules and an application object in the resource object's constraint satisfaction. Some RAJ objects may not participate in any of these constraint satisfaction schemes, others may participate only at the first level and yet others may have constraints to be satisfied at both levels. The actions (methods, procedures or routines) of the objects have been qualified with either or both of the two levels of constraints, as dictated by the requirements of the objects in their interactions. One of the benefits of using the object-oriented approach is that the semantics of a system can evolve incrementally using the facihties provided by the paradigm for including new methods for various classes (types) over time [VanBiema 90]. The two levels of constraints used in this model, which allow an application object to have these varying levels of constraints, are a powerful additional mechanism through which software may evolve [Barbier 92]. The business rules as shown above have been described in a declarative, simple English-like format. The planners of resource allocation problems can thus encode their rules with ease [Medeiros 91], The structured document of business rules is reconstructed and semantic actions are applied on the parsed document by collaborating with the lexical and parsing library classes of Eiffel. The language features that are used to describe the syntax and semantics of the RUG rules and the compilation of these rules which generate a parse tree have been discussed elsewhere Business rules Ü g u< C3 s E S O to — OS — o C/5 .D Resources c o 'S o "rt OJ Jobs ^ o c/5 H Oi Resources allocation object Figure 1: Resource application job objects wrapped with rules using grammar [Ramakrishnan 93], The design framework integrates RAJ, which is represented in an 00 paradigm, with the rule-based structure of the business rules (RUG) in a single Eiffel language [Meyer & Nerson 90]. The high level architectural design (refer to Figure 2) shows the connection of the major components (clusters). The dynamic model has been used to highhght some communication protocols between certain objects [Rumbaugh et al. 91]. 4,4 Wrapper layer of rules using grammar Resource allocation problems require the organisation's business rules to be included as part of the domain model. Business rules may be specified for a number of objects in the apph-cation cluster and an object may have to satisfy a number of rules. These rules may contain dependency information between attributes of an object. For example, a duty object in the application cluster may contain the following rule: "If duty is operating then total number of hours that this crew can work is 12 hours." The attributes in question are operating and total_number_of_hours. The total_nuniber_of_hours attribute is a derived attribute (calculated) and the rule reflects the condition that must be met in allocating a crew member to a flight as part of their duty. These rules or constraints could be specified as assertions (preconditions, postconditions and invariants) in languages such as Eifl^'el. But, although assertions could be used to specify the constraints that an object and its descendants must satisfy, business rules expressed as a separate component makes them explicit and easy to read and extend, A rule base component cluster should contain rules for resource application objects that can be used as a wrapper layer for objects in the application objects cluster (refer to Figure 1). The wrapper must also be satisfied by application objects in addition to their usual constraint rules which can be specified as assertions. The crew allocation process involves interaction between the resource objects. The application objects such as duty that have a wrapper layer interact with the rule base component by instantiating a reasoner object. The reasoner object has access to stored rule base application objects. In the prototype application, the resource object, aircraft, has been designed as an object without this semantic wrapper and hence there is no interaction between this object and the rule base component. The aircraft object does have to satisfy a postcondition constraint included as part of its definition. But, more explicit business rules could be included as a wrapper in the rule base cluster. Hence, the mechanism for including expHcit rules about resource objects is to include the rules for these resource objects in the rule base component and let the control be handled by the inference cluster. X. Wu et al. Eiffel Program Interface Application Cluster Production Rules Cluster Resources Activities Reasoner Intelligent Object Manager Business Rules Object Database Rule Base Figure 2: Resource allocation design framework 4.5 Integrating rules and application objects The object-oriented paradigm provides good techniques for describing taxonomies of objects. But, in traditional 00 languages, the order of execution of methods is controlled through the statically defined class hierarchy. These languages do not provide mechanisms to code heuristics explicitly for the order of execution of methods. The methods can be specialised only according to their types through their inheritance relationships and not according to the state of the object. In our model, the constraints that may be satisfied by the resources and task objects involved in a resource allocation (refer to Figure 1) are achieved through the integration of a rule-based paradigm into the 00 language, Eiffel. Rules include a context header which precedes the if condition then action. This creates a context sensitive data driven rule-based system which interacts with the application objects in the resource allocation process. The context header may match the messages sent to application objects. The resource allocation data activates only those rules which match the context. This reduces the number of rules to be searched during the allocation process. This observation agrees with Chandrase-karan's observation [Chandrasekaran 92] that viewing knowledge at the appropriate level results in only a subset of the body of knowledge being re- levant for consideration, thereby eliminating the need for confiict resolution. Objects are modelled in terms of their roles or responsibilities. The role is defined by the operations of the object [Jacobson 92], An operation upon an object is described as part of the definition of a class. A message invokes an operation. The context header represents the role played by a rule, referred to as a rule object hereafter. A rule object specifies the action to be taken by the application object as the object's responsibility when the condition is met. A list of vahd application objects for a resource allocation system and the responsibilities or roles of these objects are available to the system from the obj_names list. Using this central information on vahd objects and their roles, action is taken to invoke the appropriate message of the object. 4.6 Constraint satisfaction of business rules Apphcation objects interact with the reasoner module to check for constraint satisfaction of rules. The reasoner in the aircrew scheduling problem hnks the apphcation objects to the rule objects, and controls the interaction of the resource objects and the rule objects. The rule objects are retrieved from the rule base. The reasoner controls the rules which are fired by matching the context of the application object against the con- text header of each rule object. Any extension to the behaviour or role or contextual information enacted by an application object affects the rea-soner as well. The new behaviours should be included in the relevant application objects and any new rules added to the rule base to reflect this capability could be fired by adding the appropriate routines to the reasoner. 4.7 Details of the crew allocation process The crew allocation process involves two levels of constraint satisfaction. When the planner chooses the flights to be included as part of a crew schedule, static constraints are confirmed such as the aircraft scheduled for the flight must have at least two crew members on board. This is an example of an application object with one layer of constraints to be satisfied. A crew is allocated a number of flights to make up their duty. The duty consists of a number of flights in which the crew is operating the flight in some cases and just traveling as a passenger on the flight in other cases. The attribute of particular interest in a duty application object is the derived attribute value for nuinber_of_operating_hours. The value for this attribute is calculated by accumulating the operating_time of the crew on these flights. It is in the preparation of a crew's duty that the business rules are checked and form the second layer of constraints for the duty object. This object participates in the second layer of constraints by creating a reasoner object which in turn activates the rules in the rule base. The duty object participates in a number of roles during its life time. The current role enacted by this object would set its context and a match on this context is used to reduce the number of rules related to this object which are searched from the rule base. 5 KEshell+H-: A Knowledge Engineering Shell with a Seamless Integration of Rules and Objects 5.1 Knowledge objects When heuristic rules are embedded within an object, the object can infer on these rules to provide heuristic answers when receiving queries from other objects. Such an object is called a knowledge object. A knowledge object consists of at least three parts: data items, inheritance hierarchy, and rules. Methods can be implemented in forms of rules, or as a fourth component. Both rules and methods can be specified as public to allow global access or as private to prevent external visiting and modification. Knowledge objects seem to fall into the category of incorporating rules into objects. However, we argue that a seamless integration should also provide facilities to deal with objects embedded within rules, and therefore display the behaviour of intelligent objects as defined in Section 4. The KEshell-f-f architecture designed in the rest of the section will demonstrate such a seamless integration. KEshell-f-1- is a programming environment under development. Our general research plan is to design a programming language based on C-l—t- which will permit seamless integration of object oriented design and rule-based reasoning, and develop knowledge acquisition capabilities which will automatically generate a meta knowledge base^ from the source code. The project is built on the authors' previous work dealing with knowledge representation and acquisition for expert systems [Wu 91, Wu 92] and object-oriented software engineering environments Kraemer k, Schmidt 89, Kraemer k Schmidt 90, Schmidt 91, Karagiannis et al. 93, Schmidt & Zimmermann 94]. Section 5.2 outlines our existing work and Section 5.3 describes how we are extending it in the on-going project. 5.2 Rule schema -f- rule body and SIKT 5.2.1 Rule schema -j- rule body Rule schema + rule body [Wu 94a] is an alternative representation language to rule-based production systems based on an integration of rule-based and numerical computations. Rule schemata in the language are used to describe the ^To avoid confusion between the terms knowledge base for information describing the internal description of the components in a system and their architectural framework, and the knowledge bases for expert systems, we use the term meta knowledge base for the former. hierarchy among nodes or factors in domain reasoning networks. The computing and inference rules are comprised in the rule bodies, which are used to express specific evaluation methods for the factors themselves and for their certainty factors. A factor in rule schema + rule body can be a logical predicate or a variable whose value is either discrete (set-valued) or continuous (numerical). In each rule body, there may be one or more inference rules similar to those in production systems. These rules may include instructions for numerical computation or an uncertainty calculus. All the rules in a rule body are used to determine the value of the conclusion factor in its corresponding rule schema and/or the certainty factor (CF) of these conclusions. When the con-cluon factor is a logical assertion, the rule body can be used to compute the CF of this assertion. When the conclusion factor is a variable, the rule body is used both to evaluate the variable's value and its CF. Thus, the CF computation can be processed in the same way as the evaluation of non-logical factors, both being explicitly expressed in rule bodies. When all the factors in a domain expertise are logical assertions and all the rule bodies have the same rules for computing CFs, the inexact inference then behaves similarly to the normal implementation approach in existing expert systems. When all the factors are numerical variables and no uncertainty calculus is needed, all the rule bodies will be used to express computation models and a rule schema plus its rule body is analogous to a procedure or function in conventional programming. Therefore, a knowledge base in this context, which is composed of a number of procedures and functions for numerical computation, plus the inference engine which solves user problems by using the knowledge base and is analogous to a main procedure, can have the same function as a conventional algorithm-based program. This feature of the rule schema -i- rule body language supports a feasible way to integrate software engineering with artificial intelligence. A knowledge engineering shell, KEshell [Wu 91, Wu 92], with a powerful inference engine [Wu 93] has been designed to support this language. A rule body may contain hundreds of compu- tation and inference rules and is associated with a rule schema. Rule schemata in the rule schema + rule body language, which correspond to a domain reasoning network of the hierarchy among all the factors involved in a knowledge base, provide useful information about the structure of a (possibly very large) knowledge base, and therefore is an important source of information for the meta knowledge base in KEshell-l—1-. 5.2.2 SIKT: A structured interactive knowledge transfer program SIKT [Wu 95] is a Structured Interactive Knowledge Transfer program designed and implemented in KEshell. It can automatically build executable knowledge bases out of direct dialogue with domain experts. As the dialogue process is structurally engineered, a domain expert does not need to know much about knowledge engineering or programming languages. All the expert needs to do is answer the questions asked by SIKT. SIKT builds up a factor dictionary and a reasoning network to describe the logical relationships among the factors. The expert can specify both numerical computation and logical inference during the dialogue. SIKT first acquires factors and their logical relationships and then does consistency checking and rule body acquisition. Factors are put in a factor dictionary, and their logical relationships are described in forms of rule schemata. A knowledge base acquired this way can be divided into two parts: a meta component comprising the factor dictionary and rule schemata, and a rule bodies component for actual computation and inference during problem solving. The factor dictionary can contain various types of information about the factors, such as their value domain and constraints, and is thus also a useful source of information for the meta knowledge base. 5.3 Integration of objects and rules and automatic generation of useful information KEshell-l—f is based on the rule schema -I- rule body language and the SIKT program. We are extending its capabilities in the following ways: - Incorporate classes into rule schema 4- rule body as factors. The factor dictionary set up by SIKT will contain classes as well as the original, simple factors. - Design an independent object processing module in C++, which will implement methods of classes in the form of facts and rules. Message passing in this module can be treated as chaining on these rules, and therefore the existing inference engine in KEshell can be called. In the meanwhile, object construction and inheritance processing in the rules in rule schema + rule body will be passed to the object processing module for handling. - Extend the UNIX Emacs editor as a frontend for our system. Existing editing support typically already com. prises graphic template editing and browsing facilities for class signatures (their names and interface represented as a collection of acceptable messages, also a distinction between public interface and private functions). The extension will support the acquisition of methods of classes in the form of facts and rules. - Compile an extendible library of algorithm fragments [Rich & Waters 90, Spinellis 93] and classes implemented with the above editor and corresponding documentation for the programmers to refer to and use. This will enable the programmers to build more powerful programs to solve more complex problems by reusing existing components in the library. - Design a generation engine to produce a meta knowledge base from the source code edited with the above editor and the information acquired via SIKT. As discussed in Section 5.2, the factor dictionary and rule schemata will be the main part of the meta knowledge base. If the improved SIKT program in this project is used to build a knowledge base in an interactive way, the dictionary and rule schemata will have been generated by SIKT. However, if SIKT is not invoked during program construction and the programmer prefers to adopt a common editor or the specific editor above to edit their programs, rule schemata and the factor dictionary will need to be generated by the generator. Some work has already been done along the direction of generating rule schemata from concrete rules [Sutcliffe Wu 94]. The generator will collect all the factors involved in the rule schemata, and produce an editable dictionary framework for the domain professionals or programmers to provide information about each factor's constraints. Whether a factor has been defined in the rule schemata and its value type will be inferred from the concrete rules. - Provide an intelligent retrieval and reasoning engine for the programmers and end users to browse the meta knowledge base and make queries. This engine will answer questions related to the factors defined in a dictionary, and the structure of a knowledge base in terms of rule schemata, and concrete rules associated with each schema. KEshell++ is being implemented in C++, and will be tested on some realistic application domains including large-scale telecommunication networks [Bapat 94]. 6 Conclusions Rule-based programming is the dominant programming paradigm in AI research and applications. Since its insufficient engineering power in structural representation and for large systems, we have discussed its integration with object technology, a powerful technology from software engineering and the database community. A new type of object, knowledge objects, is defined along with intelhgent objects, and an éxtended object model and an on-going project, KEshell++, to implement such knowledge objects have also been outhned. 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[Zhao 94] Liping Zhao, ROO: Rules and Object-Orientation, TOOLs Pacific '94 Technology of Object-Oriented Languages and Systems, 1994, 31-44. Modeling Affect: The Next Step in Intelligent Computer Evolution Steven Walczak University of South Florida 4202 E. Fowler Ave., CIS 1040, Tampa FL 33620 Phone: 813 974 6768 E-mail: walczak@bsii.usf.edu Keywords: affect, emotion, machine learning, adaptation, problem solving Edited by: Marcin Paprzycki Received: May 8, 1995 Revised: November 16, 1995 Accepted: November 30, 1995 Artificial intelligence has succeeded in emulating the expertise of humans in narrowly defined domains and in simulating the training of neural systems. Although "intelligent" by a more limited defìnition of Turing's test, these systems are not capable of surviving in complex dynamic environments. Animals and humans alike learn to survive through their perception of pain and pleasure. Intelligent systems can model the affective processes of humans to learn to automatically adapt to their environment, allowing them to perform and survive in unknown and potentially hostile environments. A model of affective learning and reasoning has been implemented in the program FEEL. Two simulations demonstrating FEEL's use of the affect model are performed to demonstrate the benefits of affect-based reasoning. 1 Survival of Intelligent Systems The field of artificial intelligence (AI) has made great advances the past decade, but there is still a debate over the use of the word "intelligent" to describe the systems produced from AI research (Searle 1980 & 1990). In contrast to Searle's negative view of the quahty of intelligence in AI systems, both expert systems (Hayes-Roth & Jacobstein 1994) and neural networks (Widrow et al. 1994) are being broadly applied in scientific, engineering, and business domains to take advantage of increased quantity and quality of knowledge in decision making processes. With expert systems and other AI technologies being accepted and applied world-wide, what will AI research try to produce next? One of the long standing goals of hard AI is to produce an autonomous intelligent system, that is, a robot or some other artifact which can learn and adapt to its environment while performing other functions which require intelligent cognitive ability. Expert systems have succeeded in emulating human experts functioning within very narrowly defined domains, but how can inteUigent systems function effectively in a dynamically changing environment? AI research has followed a path of reverse evolution as shown in Figure 1. Problem solving tasks which require years of education and experience for humans have proven to be solvable by AI-oriented machines. Tasks which human beings take for granted such as seeing (image understanding) and talking, have proven to be extremely difficult problems to solve using machines. As these obstacles (perception and communication) to producing an autonomous inteUigent system are overcome, another more difficult obstacle looms. Autonomous intelligent systems such as tactical planners, robots, and autonomous vehicles need to be able to adapt to unknown situations which will arise in^their domain environments. AI systems operating in the real world must learn to distinguish between beneficial and harmful objects if they are to survive. Current technology for autonomous systems focuses on the attainment of a specific goal (Arkin 1995, Chatila & Giralt 1987, Findler & Ihrig 1987) (e.g., moving from point A in the environment to point B) and assumes that all domain hazards are already known by the S. Walczak Human Intellectual Growth • StBMiy P