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Machine as Mind

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Title: Machine as Mind


1
Machine as Mind
  • Herbert A. Simon
  • ???? ????
  • 99132-801
  • ???

2
Contents
  • 1. Introduction
  • 2. Nearly-Decomposable Systems
  • 3. The Two Faces of AI
  • 4. The View from Psychology
  • 5. The Matter of Semantics
  • 6. Ill-Structured Phenomena
  • 7. The Processing of Language
  • 8. Affect, Motivation, and Awareness
  • 9. Conclusion Computers Think
  • -- and Often Think like People

3
1. Introduction
  • I will proceed from what psychological research
    has learned about human mind, to the
    characteristics we must bestow upon computer
    programs when we wish those programs to think.
    (Section 4 8)
  • By mind, I means a system that produces
    thought, viewed at a relatively high level of
    aggregation. (Section 2)

4
1. Introduction
  • The level of aggregation at which we model
    phenomena
  • The primitive of mind are symbols, complex
    structure of symbols, and processes that operate
    on symbols (requiring at least tens of
    milliseconds). At this level, the same software
    can be implemented with different kinds of
    hardware.

5
1. Introduction
  • Central thesis
  • At this level of aggregation, conventional
    computer can be, and have been, programmed to
    represent symbol structures and carry out
    processes on those structures in a manner that
    parallels the way the human brain does it.
  • Principal evidence
  • Programs that do just that

6
1. Introduction
  • Computer simulation of thinking is no more
    thinking than a simulation of digestion is
    digestion.
  • The analogy is false. The materials of digestion
    are chemical substances, which are not replicated
    in computer simulation., but the materials of
    thought are symbols, which can be replicated in a
    great variety of materials (including neurons and
    chips).

7
2. Nearly-Decomposable Systems
  • Most complex systems are hierarchical and nearly
    decomposable.
  • E.g. Building - Rooms - Cubicles
  • Nearly-Decomposable Systems
  • can be analyzed at a particular level of
    aggregation without detailed knowledge of the
    structures at the levels below. Only aggregate
    properties of the more microscopic systems affect
    behavior at the higher level.

8
2. Nearly-Decomposable Systems
  • Because mind behaves as a nearly-decomposable
    system, we can model thinking at the symbolic
    level, without concern for details of
    implementation at the hardware level.

9
3. The Two Faces of AI
  • AI can be approached in two ways.
  • First, we can write programs without any
    commitment to imitating the processes of human
    intelligence.
  • E.g. DEEPTHOUGHT
  • Alternatively, we can write programs that imitate
    closely the human processes.
  • E.g. MATER (Baylor and Simon 1966)

10
3. The Two Faces of AI
  • Chess-playing programs illustrate the two
    approaches.
  • DEEPTHOUGHT does not play in a humanoid way,
    typically exploring 107 of branches of the game
    tree before it makes its choice of move.
    DEEPTHOUGHT rests on a combination of brute
    force, unattainable by human players, and
    extensive, mediocre chess knowledge.

11
3. The Two Faces of AI
  • Human grandmasters seldom look at more than 100
    branches. By searching the relevant branches,
    they make up with chess knowledge for their
    inability to carry out massive searches.
  • MATER uses heuristics, so it looks at fewer than
    100 branches.
  • Because my aim here is to consider machine as
    mind, the remainder of my remarks are concerned
    with programs that are intelligent in more or
    less humanoid ways.

12
4. The View from Psychology
  • How does intelligence look to contemporary
    cognitive psychology?
  • 4.1 Selective Heuristic Search
  • Human problem solvers do not carry out extensive
    searches.
  • People use knowledge about the structure of the
    problem space to form heuristics that allow them
    to search extremely selectively.

13
4. The View from Psychology
  • 4.2 Recognition The Indexed Memory
  • The grandmasters memory is like a large indexed
    encyclopedia.
  • The perceptually noticeable features of the
    chessboard (the cues) trigger the appropriate
    index entries and give access to the
    corresponding information.

14
4. The View from Psychology
  • Solving problems by responding to cues that are
    visible only to experts is called solving them by
    intuition. (solving by recognition)
  • In computers, recognition processes are
    implemented by productions the condition sides
    serve as tests for the presence of cues, the
    action sides hold the information that is
    accessed when the cues are noticed.

15
4. The View from Psychology
  • Items that serve to index semantic memory are
    called chunks. An expert in any domain must
    acquire some 50,000 chunks.
  • It takes at least 10 years of intensive training
    for a person to acquire the information required
    for world-class performance in any domain of
    expertise.

16
4. The View from Psychology
  • 4.3 Seriality The Limits of Attention
  • Problems that cannot be solved by recognition
    require the application of sustained attention.
    Attention is closely associated with human
    short-term memory.
  • The need for all inputs and outputs of
    attention-demanding tasks to pass through
    short-term memory essentially serializes the
    thinking process. We can only think of one thing
    at a time.

17
4. The View from Psychology
  • Hence, whatever parallel processes may be going
    on at lower (neural) levels, at the symbolic
    level the human mind is fundamentally a serial
    machine.

18
4. The View from Psychology
  • 4.4 The Architecture of Expert Systems
  • Human Experts
  • Search is highly selective, the selectivity is
    based on heuristics stored in memory.
  • The information accessed can be processed further
    by a serial symbol-processing system.

19
4. The View from Psychology
  • The AI experts systems
  • have fewer chunks than the human experts and make
    up for the deficiency by doing more computing
    than people do. The difference is quantitative,
    not qualitative Both depend heavily upon
    recognition, supplemented by a little capacity
    for reasoning (i.e., search)

20
5. The Matter of Semantics
  • It is claimed that the thinking of computers is
    purely syntactical, that is, computers do not
    have intentions, and their symbols do not have
    semantic referents.
  • The argument is refuted by concrete examples of
    computer programs that have goals and that
    demonstrably understand the meanings of their
    symbols.

21
5. The Matter of Semantics
  • Computer-driven van program has the intention of
    driving along the road and creates internal
    symbols that denote landscape features,
    interprets them, and uses the symbols to guide
    its steering and speed-control mechanisms
  • Chess-playing program forms internal
    representation that denotes the chess position
    and intends to beat its opponent.

22
5. The Matter of Semantics
  • There is no mystery about semantics and human
    intentions.
  • Semantic means that there is a correspondence,
    a relation of denotation, between symbols inside
    the head and objects outside and the two programs
    have goals.
  • It may be objected that computer does not
    understand the meaning of its symbols or the
    semantic operations on them, or the goals it
    adopts.

23
5. The Matter of Semantics
  • The word understand has something to do with
    consciousness of meanings and intentions. But my
    evidence that you are conscious is no better than
    my evidence that the road-driving computers are
    conscious..
  • Semantic meaning
  • a correspondence between the symbol and the thing
    it denotes.
  • Intention
  • a correspondence between the goal symbol and
    behavior appropriate to achieving the goal.

24
5. The Matter of Semantics
  • Searls Chinese Room parable
  • proves not that computer programs cannot
    understand Chinese, but only that the particular
    program Searl described does not understand
    Chinese.
  • Had he described a program that could receive
    inputs from a sensory system and emit the symbol
    cha in the presence of tea, we would have to
    admit that it understood a little chinese.

25
6. Ill-Structured Phenomena
  • Ill-structured means
  • that the task has ill-defined or
    multi-dimensional goals,
  • that its frame of reference or representation is
    not clear or obvious,
  • that there are no clear-cut procedures for
    generating search paths or evaluating them.
  • Use of NL, learning, scientific discovery
  • When a problem is ill-structured,
  • a first step is to impose some kind of structure
    that allows it to be represented at least
    approximately.

26
6. Ill-Structured Phenomena
  • What does psychology tell us about problem
    representations?
  • 6.1 Forms of Representation
  • Propositional Representations
  • Situations may be represented in word or in
    logical or mathematical notations
  • The processing will resemble logical reasoning or
    proof.

27
6. Ill-Structured Phenomena
  • Pictorial Representations
  • Situations may be represented in diagrams or
    pictures.
  • With processes to move them through time or to
    search through a succession of their states.
  • Most psychological research on representations
    assumes one of the representations mentioned.

28
6. Ill-Structured Phenomena
  • 6.2 Equivalence of Representations
  • What consequences does the form of representation
    have for cognition?
  • Informational Computational Equivalence
  • Two representations are informationally
    equivalent if either one is logically derivable
    from the other. If all the information available
    in the one is available in the other.
  • Two representations are computationally
    equivalent if all the information easily
    available in the one is easily available in the
    other.

29
6. Ill-Structured Phenomena
  • Information is easily available if it can be
    obtained from the explicit information with a
    small amount of computation. (small relative to
    the capacities of the processor)
  • E.g. Arabic and Roman numerals are
    informationally equivalent, but not
    computationally equivalent.
  • E.g. Representation of the same problem
  • as a set of declarative propositions in
    PROLOG, as a node-link diagram in LISP.

30
6. Ill-Structured Phenomena
  • 6.3 Representations Used by People
  • There is much evidence that people use mental
    pictures to represent problems, but there is
    little evidence that people use propositions in
    predicate calculus.
  • Even in problems with mathematical formalisms,
    the processes resemble heuristic search more than
    logical reasoning.

31
6. Ill-Structured Phenomena
  • In algebra and physics, subjects typically
    convert a problem from natural language into
    diagrams and then into equations.
  • Experiment with presentation( and ) and a
    sentence, The star is above/below the plus
  • Whatever the form of representation, the
    processing of information resembles heuristic
    search rather than theorem proving

32
6. Ill-Structured Phenomena
  • 6.4 Insight Problems (Aha! experiences)
  • Problems that tend to be solved suddenly, after a
    long period of fruitless struggle.
  • Insight that lead to change in representation
    and solution of the mutilated checkerboard
    problem can be explained by mechanisms of
    attention focusing.

33
6. Ill-Structured Phenomena
  • The representations people use (both
    propositional and pictorial) can be simulated by
    computers.

34
7. The Processing of Language
  • Whatever the role it plays in thought, natural
    language is the principal medium of communication
    between people.
  • Far more has been learned about the relation
    between natural language and thinking from
    computer programs that use language inputs or
    outputs to perform concrete tasks.

35
7. The Processing of Language
  • 7.1 Some Programs that Understand Language
  • Novaks ISMC program (1977)
  • extracts the information from natural-language
    descriptions of physics problems, and transforms
    it into an internal semantic representation
    suitable for a problem-solving system.

36
7. The Processing of Language
  • Hayes and Simons UNDERSTAND program (1974)
  • reads natural-language instructions for puzzles
    and creates internal representations(pictures)
    of the problem situations and interpretations of
    the puzzle rules for operating on them.
  • These programs give us specific models of how
    people extract meaning from discourse with
    semantic knowledge in memory.

37
7. The Processing of Language
  • 7.2 Acquiring Language
  • Siklossys program ZBIE (1972)
  • was given (internal representations of) a simple
    picture (a dog chasing a cat) and a sentence
    describing the scene.
  • With the aid of a carefully designed sequence of
    such examples, it gradually learned to associate
    nouns with the objects in the pictures and other
    words with their properties and the relations.

38
7. The Processing of Language
  • 7.3 Will Our Knowledge of Language Scale?
  • These illustrations involve relatively simple
    language with a limited vocabulary.
  • To demonstrate an understanding of human
    thinking, we do not need to model thinking in the
    most complex situations we can imagine. Our
    theory explain the phenomena in range of
    situations that would call for genuine thinking
    in human.

39
7. The Processing of Language
  • 7.4 Discovery and Creativity
  • Making scientific discoveries is both
    ill-structured and creative. These activities
    have been simulated by computer.
  • BACON program (Simon et al. 1987)
  • When given the data available to the scientists
    in historically important situations, it has
    discovered Keplers Third Law, etc..

40
7. The Processing of Language
  • KEKADA program (Simon et al. 1988)
  • plans experimental strategies, responding to the
    information gained from each experiment to plan
    the next one.
  • is able to track Faradays strategy.
  • Programs like BACON and KEKADA show that
    scientists use essentially the same kinds of
    processes as those identified in more prosaic
    kinds of problem solving.

41
8. Affect, Motivation, and Awareness
  • Motivation selects particular tasks for attention
    and diverts attention from others.
  • If affect and cognition interact largely through
    the mechanisms of attention, then it is
    reasonable to pursue our research on these two
    components of mental behavior independently.
  • Many of the symbolic processes are in conscious
    awareness, and awareness has implications for the
    easy of testing.

42
9. Conclusion Computers Think and Often Think
like People
  • Computers can be programmed, and have been
    programmed, to simulate at a symbolic level the
    processes that are used in human thinking.
  • The human mind does not reach its goals
    mysteriously or miraculously. Even its sudden
    insights are explainable in terms of recognition
    processes, well-informed search, and changes in
    representation motivated by shifts in attention.
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