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public:t-713-mers:mers-24:empiricism [2024/11/04 10:51] – [Worlds: How it Hangs Together] thorisson | public:t-713-mers:mers-24:empiricism [2024/11/18 13:47] (current) – [The Physical World] thorisson |
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| A Question of (Un)certainty | The physical world, and in fact many artificial ones also, are uncertain, meaning that there is a lot about them that we don't know. | | | A Question of (Un)certainty | The physical world, and in fact many artificial ones also, are uncertain, meaning that there is a lot about them that we don't know. | |
| Reliable Regularity | To do anything //reliably// means depending on //reliable regularity// which is conducive to prediction. | | | Reliable Regularity | To do anything //reliably// means depending on //reliable regularity// which is conducive to prediction. | |
| AI Boils Down To | Building machines that can figure out what can be reliably achieved in uncertain worlds. | | | AI Boils Down To | Building machines that can figure out what can be reliably achieved in uncertain worlds, and act reliably on this knowledge. | |
| \\ \\ Abstract Worlds | We may of course define any kind of "world" of our choosing. However, if it is to be **implemented** it must run using some physical properties, be it an abacus, transistors, light, or something else, and if uses physical properties these //must obey physical laws//, which means that \\ //1. an abstract AI that cannot be implemented is not intelligent (it is a blueprint for something else), and \\ 2. any AI must be able to address - using intelligence - physical properties//. | | | \\ \\ Abstract Worlds | We may of course define any kind of "world" of our choosing. However, if it is to be **implemented** it must run using some physical properties, be it an abacus, transistors, light, or something else, and if uses physical properties these //must obey physical laws//, which means that \\ //1. an abstract AI that cannot be implemented is not intelligent (it is a blueprint for something else), and \\ 2. any AI must be able to address - using intelligence - physical properties//. | |
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| **W**: \\ A World | **W = { V,F,S<sub>0</sub>,R }** || | | **W**: \\ A World | **W = { V,F,S<sub>0</sub>,R }** || |
| **V**: \\ Variables | **V = { v<sub>1</sub>, v<sub>2</sub>, . . . , v{||V||} }** \\ World measurables. || | | **V**: \\ Variables | **V = { v<sub>1</sub>, v<sub>2</sub>, . . . , v{||V||} }** \\ World measurables. || |
| **F**: \\ Transition Functions | \\ **F** is a set of transition functions / rules describing how the variables can change. \\ The dynamics can intuitively be thought of as the world’s “laws of nature”, continually transforming the world’s current state into the next: **S{t+δ} = F(S<sub>t</sub>)**. || | | **F**: \\ Transition Functions | **F** is a set of transition functions / rules describing how the variables can change. \\ The dynamics can intuitively be thought of as the world’s “laws of nature”, continually transforming the world’s current state into the next: **S{t+δ} = F(S<sub>t</sub>)**. || |
| **C**: \\ A World Clock | The clock updates the Transition Functions. \\ In the physical world **C** updates **F** (including energy transfer), irrespective of anything and everything else that may happen in the World, constraining how much can happen for any time unit. || | | **C**: \\ A World Clock | The clock updates the Transition Functions. \\ In the physical world **C** updates **F** (including energy transfer), irrespective of anything and everything else that may happen in the World, constraining how much can happen for any time unit. || |
| **S<sub>0</sub>**: \\ Initial State | **S<sub>0</sub>** is the State that **W** started out in. \\ In any complex world this is unlikely to be known; for artificial worlds this may be defined. || | | **S<sub>0</sub>**: \\ Initial State | **S<sub>0</sub>** is the State that **W** started out in. \\ In any complex world this is unlikely to be known; for artificial worlds this may be defined. || |
| ::: | Dynamic World | Changes //State// through //Agent Action// and through other means. | | | ::: | Dynamic World | Changes //State// through //Agent Action// and through other means. | |
| \\ State | **s<sub>t</sub> in V<sub>t</sub>**. A set of variables **x** with a set of values, specified to some particular precision (with constraints, e.g. error bounds), for relevant to a //World//. \\ For all practical purposes, in any complex World "State" refers by default to a sub-state, since it is a practical impossibility to know its full state (values of the complete set of variables) of a world; there will always be a vastly higher number of "don't care" variables than the variables listed for e.g. a //Goal State// (a //State// associated with a //Goal//). || | | \\ State | **s<sub>t</sub> in V<sub>t</sub>**. A set of variables **x** with a set of values, specified to some particular precision (with constraints, e.g. error bounds), for relevant to a //World//. \\ For all practical purposes, in any complex World "State" refers by default to a sub-state, since it is a practical impossibility to know its full state (values of the complete set of variables) of a world; there will always be a vastly higher number of "don't care" variables than the variables listed for e.g. a //Goal State// (a //State// associated with a //Goal//). || |
| | \\ State \\ definition | **s<sub>t</sub> in V<sub>t</sub>** \\ where \\ **{ x<sub>l</sub>, x<sub>u</sub> } | {x<sub>l</sub> =< x =< x<sub>u</sub>}** \\ defines lower (**x<sub>l</sub>**) and upper (**x<sub>u</sub>**) bounds on acceptable range for each **x** to count towards the State, respectively. | | | | \\ State \\ definition | **s<sub>t</sub> in V<sub>t</sub>** \\ where \\ **{ x<sub>l</sub>, x<sub>u</sub> } | {x<sub>l</sub> ≤ x ≤ x<sub>u</sub>}** \\ defines lower (**x<sub>l</sub>**) and upper (**x<sub>u</sub>**) bounds on acceptable range for each **x** to count towards the State, respectively. | |
| Exposable Variables | Variables in **V** that are measurable and/or manipulatable //in principle//. || | | Exposable Variables | Variables in **V** that are measurable and/or manipulatable //in principle//. || |
| Observable Variables | Variables in **V** that can be measured for a particular interval in time are //observable// during that interval. || | | Observable Variables | Variables in **V** that can be measured for a particular interval in time are //observable// during that interval. || |
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| {{public:t-720-atai:time-scales-newell-et-al.png?700}} | | | {{public:t-720-atai:time-scales-newell-et-al.png?700}} | |
| From Card, Moran & Newell et al. //The Psychology of Human-Computer Interaction// (1983) & K. R. //Thórisson PhD Thesis//, MIT, 1996. | | | From Card, Moran & Newell et al. //The Psychology of Human-Computer Interaction// (1983) via K. R. //Thórisson's PhD Thesis//, MIT, 1996. | |
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