Design is bad -- or why artificial intelligence needs artificial life

By Terren Suydam

Artificial Intelligence (AI), the idea that we might someday create something as smart or smarter than we are, is a breathtaking possibility. The emergence of such an AI might well be as important to the story of mankind as making contact with intelligent aliens. Some of our most popular books and movies have vividly depicted our hopes and fears surrounding the possibility that machines could achieve conscious independence from us.

Yet, for all of our ambition, effort, and angst, we're scarcely closer to real AI then we were when the field was born a half century ago. A diversity of approaches have been tried with little success, and the one thing they all have in common is the assumption that intelligence can be designed. This is the principal conceit, and the biggest obstacle, in the field of Artificial Intelligence. AI researchers have dared to believe that they can understand intelligence well enough to literally describe how it works. By turning this description into a set of instructions a computer can follow, the computer becomes intelligent. That's the idea, anyway, that intelligence can be reduced to a logical framework.

Oxymoron: Designed Autonomy

But designed intelligence is bound to underwhelm, for the simple reason that to design is to cheat. When we design an AI, it exhibits our intelligence and pursues our goals. In other words, the intelligence and motivation is external to the entity that acts on it. In contrast, true intelligence emerges intrinsically, of its own accord. It is self-motivating, because it determines its own goals.

As an example, today's chess-playing programs, which are entirely designed, have no choice about whether to play chess or not. They have no autonomy, because they are not free to determine their own goals. Chess playing software is motivated from the outside. It is compelled by its user.

A chess playing AI that we might consider truly intelligent would be self-motivated. Its chess-playing ability would emerge from within, and not be specified (designed) by us. This means, therefore, that it would have to learn the rules on its own, just like we do. It would have to practice and hone its strategies. But most importantly, it would have to want to do all these things! The only way we can consider the AI to be autonomous is if it can choose whether to play or not.

Current AI efforts are far more sophisticated than today's chess programs. Many of them can be said to "learn" in the sense that their creators have bestowed on them a way to correct their own behaviors. Other AIs can generate novel behaviors because their creators have plugged in an "evolutionary algorithm" that allows the AI to try things not specified directly by their creators. These are indeed important advances, and very clever.

But these advances were all designed. That's still a problem because when you design, you are what causes the AI to operate, even if what you're telling it to do is very abstract. Even if a designed approach succeeded wildly at being intelligent, this issue of autonomy would always be a matter of debate.

The Prison of Design

There's also the issue of designing the AI into a corner. The question here is, if my AI design allows it to try new behaviors that I didn't specify, and it can improve these behaviors over time, isn't that intelligent? It is, as long as the AI remains inside the domain it was designed for. The completely-specified chess program is only competent in the extremely narrow domain of chess. It is useless at checkers.

A more sophisticated (hypothetical) AI might have the ability to "learn" to play more than one game, by trying strategies we don't specify until it happens upon something workable, improving all the while. This sophistication widens the domain in which the AI can be competent, but the domain is still fairly narrow: it's still only competent at board games, for example. Our design will always be limiting, because even if we don't specify such an AI's strategies, we specify the context in which it operates -- a context it cannot escape from.

A New Approach Emerges

If a designed approach is doomed to never achieve general intelligence, what is the alternative? How do we build something without designing it? The answer is that we must set up an environment in which an AI emerges.

Emergence is the name for a state of affairs in which some phenomenon cannot be strictly described by breaking down the behavior of its individual parts, but only by examining the large-scale organization of those parts. The classic example of this is water. Water feels wet, it has surface tension, and it floats as a solid, and yet none of these properties can be predicted by knowing everything there is to know about a single water molecule. It's the organization of large numbers of water molecules that gives rise to the properties of water as we know them.

The universe abounds with emergence. A few examples:

  • Water emerges from H2O molecules. Clouds emerge from water.
  • Termite and ant colonies emerge from the behavior of large numbers of those insects.
  • Flocks of birds emerge from lots of individual birds.
  • Brains emerge from a large number of neurons.
  • A single cell emerges from the interactions of a large number of molecules.
  • Traffic emerges from the collective behavior of individual vehicles.

In any instance of emergence, you have a micro-level description and a macro-level description. In the case of water, the micro-level description is at the molecular level, and the water itself (a raindrop, for example) is the macro-level. What makes emergence so interesting is that the rules of interaction at the micro level cannot be used to predict the rules of interaction at the macro level. Even if we understood perfectly well how a single driver would behave in any conceivable scenario, it would be impossible to predict the behavior of traffic as a whole based solely on that. That’s because traffic is about the large-scale dynamics of collectives of drivers, and the rules that govern the behavior of traffic as a whole are of a different order than the rules that govern the behavior of individual drivers.

This is why it seems so mind-boggling (and frustrating) when we wind up in a traffic jam that forms for no discernible reason. We are not able to see the big picture. Seen from above, however, sporadic traffic jams can look like the transitions between liquid and gas (see http://www.springerlink.com/content/kxmw86290w5jh483/). The rules of those “phase transitions” emerge at the macro level. There is a logic of a different order at play, not comprehensible at the lower level.

I call this causal orthogonality. It's not that the cause/effect relationships at the micro level have no effect on the macro level (that would be a violation of basic physics). Rather, those micro level causes and effects (e.g. the way people drive) have such a tiny influence at the macro level, that the emergent phenomena (the traffic jam) is better described in terms of high-level causes and effects that represent the statistical behaviors of large numbers of the lower level phenomena (description of traffic in terms of “liquid/gas transitions,” which is based largely on traffic density). The two levels are practically independent from one another.

Breathing Artificial Life into AI

The key to autonomy lies in this ubiquitous principle of emergence. The reason designed AIs are not autonomous, as discussed above, is because our designs specify the rules of cause and effect that govern the AI’s state and behavior. In an AI that emerges from its environment, however, the rules of cause and effect emerge with it. We would not specify those rules, and we would not be able to predict in advance what an emergent AI will do. As a result, we would truly have the potential to create autonomous agents.

The basic idea is to design an environment in which large numbers of small 'bits' interact according to rules of cause and effect that we specify. The hard part is tailoring our design to support the emergence of some kind of persistent entity (like a cell from a soup of molecules). Once we have this in place, we would need to demonstrate that the complexity of the system increases on its own, because only then would the new “creatures” have hope for getting more complex (and potentially, smarter).

This is an Artificial Life (A-Life) experiment. We’re basically figuring out how simple, persistent entities can emerge on their own and reproduce, getting more complex all the while. This is analogous to modeling bacteria. We probably wouldn’t consider bacteria to be intelligent, not in the AI sense, but this is where we need to start, because the most important consideration is that our creations have autonomy, or the freedom to determine their own goals and behaviors.

Now imagine for the moment that we have succeeded at this -- we've created “artificial bacteria.” We haven’t specified them, or how they behave, but there they are, and getting more complex over time. The direction we need to go in to make this relevant to AI is that we'd like these things to eventually get smart. However they do it, we don't care too much, because we're not designing them.

To increase their intelligence, over time, we make the environment increasingly more difficult (through competition, scarce resources, etc.), so that the “bacteria” are forced to get smarter and smarter, or they die. We could certainly make some specific changes to the environment in the hopes of evolving specific advances. Perhaps at some point we could encourage the evolution of a strategy of our bacteria clumping together, and specializing. We basically want to evolve our simulation through higher and higher levels of complexity and intelligence.

It would certainly be a long road until human level intelligence could be achieved (at least 50-100 years, I would think). But the wonderful thing about this framework is that you'd have all these incremental milestones, as beings of increasing complexity and capability emerged. We would have a real measure of progress, instead of the recurrent cycle of hype and disappointment we have today.

A New Way Forward

This approach neatly dispenses with most of the open problems in AI, which are really problems associated with designing intelligence. For instance, traditional AI researchers grapple with how their AIs should represent knowledge internally, and philosophically with how their AIs come to know what that knowledge means (aka the symbol-grounding problem). An emergent AI, however, structures knowledge however it wants to. The meaning it makes of that knowledge is directly related to how that knowledge helps it survive, reproduce, or achieve other goals it forms for itself. Many AI problems relate to how an AI can deal with logic or natural language, but this is like worrying about how to make space suits for a walk on the moon when you haven’t even invented rockets yet.

AI has seen more hype, hubris, and failed expectation than almost any other scientific or rational endeavor. Of course, most fields of scientific inquiry deal with phenomena that can be dissected and analyzed. Yet, intelligence and consciousness are no such objects, so it’s ironic that the vast majority of research in AI to date has proceeded on the basis that intelligence can be snared in a net of logic.

A promising avenue of exploration thus opens up when we hold forth that intelligence and life emerge. But accepting this requires the tacit acknowledgement that the study of Artificial Intelligence cannot proceed until we have solved the basic riddle of Artificial Life.

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not realistic

it looks like you're missing few points, I put the main ones :
- when you program something, basically there's design going on in it! Moreover designed autonomy is something natural as even humans aren't completely autonomous but rely on their genetic heritage and environment experience to take decisions. What separates the humans from the chess problem is mainly the complexity scale of the entities and environment. For simple problems (=simple worlds with simple rules), strong design, commonly called strong AI, will get to good solutions much more quickly, that's why it is used.
- ..contradiction :
"The reason designed AIs are not autonomous, as discussed above, is because our designs specify the rules of cause and effect that govern the AI’s state and behavior. In an AI that emerges from its environment, however, the rules of cause and effect emerge with it. We would not specify those rules, and we would not be able to predict in advance what an emergent AI will do. As a result, we would truly have the potential to create autonomous agents."
VS
"The basic idea is to design an environment in which large numbers of small 'bits' interact according to rules of cause and effect that we specify."

- "Emergence is the name for a state of affairs in which some phenomenon cannot be strictly described by breaking down the behavior of its individual parts, but only by examining the large-scale organization of those parts. The classic example of this is water. Water feels wet, it has surface tension, and it floats as a solid, and yet none of these properties can be predicted by knowing everything there is to know about a single water molecule."
How can you say this as we still don't know everything there is to know about a single water molecule? The computer simulations of fluids relies on rules for each entity and interaction rules with other entities usually, not rules for a group of entity, except when we want to speed up the computation and don't need too much accuracy. This is especially true for insects colony and flock of birds as well. What are the limits, now, are the state of the actual knowledge and the complexity of the environment we can simulate without getting an exponential increase in computation time.
- emergence is a stuff simulated in genetic algorithms, ant colony, cellular automaton, particle physics, etc, not something really new. It's not so difficult to find some researcher interested in emergence. Artificial life isn't an especially new term either.

- A software that could lead to some evolution complex enough to approach human intelligence would probably need to simulate a physic environment as close as possible to the human one, which means a HUGE amount of computation just for the simulation of physics, especially if you want to start from the bacteria level! You'll need to be able to simulate an impressive amount of interactions at the molecular level in a 3D space big enough to enable complex behaviour when some entities get to a state close to human. Basically, you'll need many quantum computers or more than one life to see some significant progress.

- As a software program, you NEED to design rules and limits for interaction. This will obviously influence how your entities will evolve. If you mess up this part, you may need to wait for years before you can understand that something is wrong, that no intelligence will get out of that, and that you need to rewrite some parts. Just look at how long it took for our evolution!
Moreover whatever the scale you start your simulation with, you rely on the state of knowledge we have on this scale : if the knowledge isn't good enough and leads to insufficient or bad interaction rules (just like your example of water molecule) you may be able to get some complexity increase but never have the possibility to reach even a basic form of intelligence.

Re: not realistic

Hi Toro,

Thanks for your reply and the opportunity to clarify some aspects of my article that weren't as clear as I would have liked them to be.

- when you program something, basically there's design going on in it!

I'm not arguing against all design. I should have been clearer on this point - obviously, you have to design something. Rather, I'm arguing for a kind of "meta-design" in which you design the emergence. Which means, designing a low-level system with causes and effects that you directly specify, and from that, a higher-level system with its own causes and effects emerges from it. See my reply to Steve for a good example of what I mean by that. By the way, this should address the first "contradiction" that you pointed out - there are two separate levels of cause and effect that operate simultaneously (which I refer to as causal orthogonality).

Moreover designed autonomy is something natural as even humans aren't completely autonomous but rely on their genetic heritage and environment experience to take decisions.

Are you suggesting that humans are designed? Does that make you a believer of Intelligent Design (the argument that life on Earth was designed by some superior intelligence)? I make the assumption that all life as we know it is emergent, rather than designed by some Higher Intellect. Humans and other life forms are the very inspiration for the emergent, autonomous entities I'm suggesting we try to emulate.

On a side note, the idea that intelligence and life can't be designed makes an interesting counter-argument to the Intelligent Design viewpoint. On the flip-side, one could say that AI researchers who attempt to design intelligences are in a sense trying to validate the principles of Intelligent Design. Bizarre, eh?

What separates the humans from the chess problem is mainly the complexity scale of the entities and environment. For simple problems (=simple worlds with simple rules), strong design, commonly called strong AI, will get to good solutions much more quickly, that's why it is used.

Designing solutions to toy worlds with simple rules does not represent in any way a step towards Artificial General Intelligence (AGI). As I mentioned in the article, such designs are inherently self-limiting because the AIs cannot escape the context in which they're designed. Yet, many AI researchers take the approach that you can get to AGI by modeling increasingly complex/abstract algorithms to navigate increasingly complex worlds. But this gets computationally intractable very quickly, and what's more, the problem of autonomy still lurks.

How can you say this as we still don't know everything there is to know about a single water molecule? The computer simulations of fluids relies on rules for each entity and interaction rules with other entities usually, not rules for a group of entity, except when we want to speed up the computation and don't need too much accuracy. This is especially true for insects colony and flock of birds as well. What are the limits, now, are the state of the actual knowledge and the complexity of the environment we can simulate without getting an exponential increase in computation time.

But we use simulation precisely because we can't predict in an a-priori way how the system will behave. I'm talking about being able to explain the properties of water without running any simulations, simply by knowing everything it is possible to know about a water molecule. Our ability to predict is not limited by our knowledge of the micro-level. We are instead limited by our inability to think rationally about the incredible number of interactions that are involved with the behavior of water at a macro level. Thus the need to simulate with a computer, which can model the scale of interactions needed to form an accurate picture of what's going on.

It's analogous to a set of differential equations that can't be solved - we have to crunch the numbers to understand the behavior that the equations describe. Emergence is like a set of unsolvable differential equations that we must simulate to understand.

- emergence is a stuff simulated in genetic algorithms, ant colony, cellular automaton, particle physics, etc, not something really new. It's not so difficult to find some researcher interested in emergence. Artificial life isn't an especially new term either.

No part of my argument relies on the novelty of emergence or artificial life. I'm simply emphasizing that AI needs to solve an A-Life problem, by modeling emergence in a particular way, to get to the point where we can start to create entities that might one day be considered to have general intelligence and autonomy.

- A software that could lead to some evolution complex enough to approach human intelligence would probably need to simulate a physic environment as close as possible to the human one, which means a HUGE amount of computation just for the simulation of physics, especially if you want to start from the bacteria level! You'll need to be able to simulate an impressive amount of interactions at the molecular level in a 3D space big enough to enable complex behaviour when some entities get to a state close to human. Basically, you'll need many quantum computers or more than one life to see some significant progress.

No argument here. However, computational power grows exponentially and in fifty years what you're talking about might not seem so huge. But I agree that human-level intelligence may be beyond my lifetime. Also, I should point out that the computational power exhibited by a healthy human brain is well beyond what the most powerful supercomputers will be capable of (assuming present trends) in the next 20-30 years, and that's the bare minimum based on the total number of synapses in the brain (1-10 quadrillion) - the actual computational power may be much higher than that. So even "designed" approaches have this criticism, if human-level artificial intelligence requires roughly similar computational power (though some argue that it doesn't).

- As a software program, you NEED to design rules and limits for interaction. This will obviously influence how your entities will evolve. If you mess up this part, you may need to wait for years before you can understand that something is wrong, that no intelligence will get out of that, and that you need to rewrite some parts. Just look at how long it took for our evolution!

I agree, but the rules and limits are specified at a lower level, as discussed above. As for the time involved, I also agree, and I think this point emphasizes the need to start small and build on early successes. I think it's important to acknowledge that intelligence isn't a binary proposition (it's either there or it isn't), but a spectrum reflected by increasingly complex behaviors. So I'm suggesting that we start at one end of the spectrum and encourage the emergence of increasingly complex and intelligent AIs.

Moreover whatever the scale you start your simulation with, you rely on the state of knowledge we have on this scale : if the knowledge isn't good enough and leads to insufficient or bad interaction rules (just like your example of water molecule) you may be able to get some complexity increase but never have the possibility to reach even a basic form of intelligence.

Yes, that's the risk. There is always the possibility of failure. That does not mean it's not realistic, only that it remains to be seen whether this is a viable approach.

Thanks for the

Thanks for the clarification, it makes a little more sense now, for me at least!

>Does that make you a believer of Intelligent Design (the argument that life on Earth was designed by some superior intelligence)?
No, I'm not an intelligent design believer, I'm not even involved in any religion. I was trying to say that our designed autonomy is implied mainly by what we are made : our cells which set limits to what we can think/do just like a software program will limit the autonomy of its simulated entities by even the most basic programmed functions.

>Designing solutions to toy worlds with simple rules does not represent in any way a step towards Artificial General Intelligence (AGI).
I agree but what I wanted to say is that many AI researchers aren't probably trying to solve the Artificial General Intelligence problem but small problems with direct applications.

>But we use simulation precisely because we can't predict in an a-priori way how the system will behave.
OK, so when you say "we can't predict", you mean humans aren't able to grasp the complexity of this kind of process without the help of a computer simulation even though we can know all the interaction rules.
In your opinion, what AI researchers are doing now is like trying to do a simulation of water starting from a group of water molecules as basic entities, or trying to simulate directly the behavior of a whole pot of water, right?

>But I agree that human-level intelligence may be beyond my lifetime...
Well, a simulation of evolved human-level intelligence is probably far-away in the future but I wouldn't be so categoric about a mildly strong designed-one. I have no doubt that the computation power required for A-life simulation will arrive but then I understand that not many people wish to investigate this area of research given the computation limit we have today.
It may take months to get some results that are relatively interesting and even more time to get results that "looks" interesting enough in order to get support and funds, given actual and near-future technology.

Clearly the computation is the main problem to start and do interesting research in A-life nowadays! Thus I don't see the actual direction of AI research as a problem : some small problems can be solved by strong design and the Artificial General Intelligence is approached from a strong design angle because other angles aren't really accessible right now. This will certainly be interesting in the future, though!

>Also, I should point out that the computational power exhibited by a healthy human brain is well beyond what the most powerful supercomputers will be capable of (assuming present trends) in the next 20-30 years, and that's the bare minimum based on the total number of synapses in the brain (1-10 quadrillion) - the actual computational power may be much higher than that. So even "designed" approaches have this criticism, if human-level artificial intelligence requires roughly similar computational power (though some argue that it doesn't).

No, the designed approaches have a much more relaxed similar criticism because a simulation of a brain, or even a body, doesn't need to simulate every cells inside a relatively big 3D space (=which will contains many human-like entities, like an A-life simulation will need).
Moreover the simulation of a strong designed intelligence, i.e higher than the neurons levels, is an answer to the computation problem by decreasing the number of entities and making shortcuts in interaction rules. Though you're right that the complexity is probably too high to be grasped completely and translated correctly when doing the design, it doesn't mean it's useless or impossible to achieve good results with this approach.
Even if we probably won't get an intelligence similar to a human one, it may still be possible to get a strongly logical intelligence, for example, that could have more applications than a human one.

reply to toro

Hi Toro,

Glad that helped... it helps me too to articulate things more clearly.

No, I'm not an intelligent design believer, I'm not even involved in any religion. I was trying to say that our designed autonomy is implied mainly by what we are made : our cells which set limits to what we can think/do just like a software program will limit the autonomy of its simulated entities by even the most basic programmed functions.

I'm probably getting hung up on the semantics of designed autonomy, but I think what you're saying is that we're limited by our biology in the same way that any AI would be limited by its "computational context", for lack of a better term. But that only goes so far, because despite whatever physical limitations we have, our intelligence is unbounded in its breadth, if not its depth. In other words, we have the potential to make sense of absolutely any situation we find ourselves in, which is what General Intelligence means.

In other words, there are AGI approaches that are limiting in some way but still facilitate the emergence of an intelligence unbounded in breadth. And there are AGI approaches that are limiting in some way, but the intelligence is limited to some specified domain. My article deals with the difference in those approaches.

I agree but what I wanted to say is that many AI researchers aren't probably trying to solve the Artificial General Intelligence problem but small problems with direct applications.

That's true, but I'm only interested in AGI for the sake of this article. That's what all the books and movies are about.

Clearly the computation is the main problem to start and do interesting research in A-life nowadays!

I disagree. As I mentioned in my article, I feel the most important open problem in A-life is demonstrating a simulation that unambiguously increases in complexity on its own. I believe that we can solve this problem with today's computational power. I'm not talking about simulating human intelligence, just a comparatively simple demonstration.

Thus I don't see the actual direction of AI research as a problem : some small problems can be solved by strong design and the Artificial General Intelligence is approached from a strong design angle because other angles aren't really accessible right now. This will certainly be interesting in the future, though!

People are free of course to choose what direction they want to go in, but I believe that proponents of strong AI design (for AGI projects) need to address the objections I've raised. Otherwise, on what basis do such folks believe that a strong design approach can work?

No, the designed approaches have a much more relaxed similar criticism because a simulation of a brain, or even a body, doesn't need to simulate every cells inside a relatively big 3D space (=which will contains many human-like entities, like an A-life simulation will need).
Moreover the simulation of a strong designed intelligence, i.e higher than the neurons levels, is an answer to the computation problem by decreasing the number of entities and making shortcuts in interaction rules. Though you're right that the complexity is probably too high to be grasped completely and translated correctly when doing the design, it doesn't mean it's useless or impossible to achieve good results with this approach.

I disagree with this as well. When we talk about the total number of synapses in the brain, we are talking about computational structures that cannot be reduced. If you make a model that does reduce a neural network to a functional description, then that involves a hypothesis that that network can be simplified. We can't just take that as a given, that hypothesis needs to be tested somehow.

My hunch however is that such reductive models will fail in the final analysis, and that's based on the idea that the brain is a very expensive organ to run, consuming roughly 20% of the body's oxygen despite being only 2% of its weight. Evolutionary pressures would surely minimize the energy requirements of the brain as much as possible. Since it's the opening of synapses (and the subsequent pumping of ions to restore concentrations) that represent the majority of that work, surely the number of synapses we have is important for evolutionary reasons.

In other words, if the brain can be represented in a simpler way than its physical organization exhibits, why hasn't evolution selected a simpler design? An interesting observation is that human babies are born at a much younger, vulnerable state of their embryonic development compared to other animals, because if a baby's head gets any bigger, it won't fit through a woman's hips. So evolution "decided" it was better to have babies come out sooner and more vulnerable than to sacrifice head size. Our brains are this big for a reason.

Even if we probably won't get an intelligence similar to a human one, it may still be possible to get a strongly logical intelligence, for example, that could have more applications than a human one.

I agree, but this would essentially be an extremely sophisticated machine that lacks autonomy. It may find novel and clever solutions for the domains it was designed to operate in, but we would be mistaken to consider it a General Intelligence. I'm not saying that wouldn't be useful. In fact, such creations could potentially have enormous value. I'm saying that it wouldn't be possible for them to achieve conscious independence from us.

Hi Terren,

Hi Terren,

In other words, we have the potential to make sense of absolutely any situation we find ourselves in, which is what General Intelligence means.
I would say that it depends on how you define "make sense". It's not difficult to find psychology or neuroscience studies that show some limits and/or irrationality to the human intelligence, or show some dependence on specific proteins or genes to do a special task successfully, for example.

As I mentioned in my article, I feel the most important open problem in A-life is demonstrating a simulation that unambiguously increases in complexity on its own. I believe that we can solve this problem with today's computational power.
I can't figure how to get some significant results towards human intelligence with today's computation power.. Just by getting some simulation whose entities get more and more complex? But then you need to prove that any kind of increase in complexity will result in some forms of intelligence. And once you proved that, what will be the next steps to do research on while waiting for faster computers?

If you make a model that does reduce a neural network to a functional description, then that involves a hypothesis that that network can be simplified. We can't just take that as a given, that hypothesis needs to be tested somehow.
These kind of hypothesis are tested in neuroscience, after all, most parts of the brain are matched with their functionalities.
Moreover this approach can be tested and can give promising results with actual technology: there are already simulations of some areas of the brain of humans and mice!

In other words, if the brain can be represented in a simpler way than its physical organization exhibits, why hasn't evolution selected a simpler design?
because evolution relies on gradual small steps and environment pressures. If the optimal way to produce some forms of intelligence is based on an architecture that works only when it's complete under specific circumstances, there's most probably no way evolution could have lead to it.

I'm saying that it wouldn't be possible for them to achieve conscious independence from us.
I agree. But for many people, if not most, the idea to give too much autonomy to an artificial intelligence isn't very appealing.
Finally, why bother creating an exact clone of a human (what you call General Intelligence, I guess) in your computer if all you want is an assistant for some tasks? The main applications to AI are usually considered to be boring repetitive tasks or difficult tasks for humans ...but not to fall in love with your printer driver and raise electronic kids.
What is the aim of a simulation of your conception of General Intelligence?

Engineering emergence

I wholeheartedly agree with most of what you say. I'd like to modestly point out that a number of us have been trying to do that very thing; in my case for the past thirty years. But for some barely explicable reason the message still needs saying, because most people (including most AI researchers) simply can't see it. So, good for you! :-)

The only thing I'd like to add is that emergence itself can be designed, or at least encouraged. It's possible to step back one layer or more and construct mechanisms that themselves aren't intelligent or even components of thought, but from which intelligent systems can self-assemble. Sometimes we can even have a pretty good idea of how the result will behave, but as you say, we mustn't force it into that mold, just give it opportunities to get there by itself. I, for one, don't have the patience to sit around waiting for a re-run of three billion years of evolution, so I try to set up the right conditions with foresight (something evolution doesn't have). But this is a kind of meta-design, not the heavy-handed, explicit design that you are arguing against.

There's a knack to this, though. Most people (especially scientists, for historical reasons) don't seem to have the kinds of minds that find it easy to visualise emergent systems. They're stuck in the "simple causes lead to simple effects" mode of thought, and are conditioned to reason using averages and linear math. I guess this is why your message still needs shouting from the rooftops.

- Steve

Re: Engineering emergence

Hi Steve,

It's a thrill to see your comments to my article, because I have a lot of respect and admiration for your work. Your book was quite influential on me, which I'm sure is readily apparent to anyone else who's read both this article and your book.

Unfortunately, I wasn't as clear as I hoped to be with the article because what you're saying about the possibility of designing emergence is something I tried to communicate. However, you and other commenters seem to have taken away the impression that I believe that any and all design is to be avoided. Perhaps a better title to the article would have helped.

Of course, you have to design something. So as you say, you design the emergence - a meta-design (great term). If by designing a system, you specify the rules of cause and effect, then let that be at the "micro level", and let new rules of cause and effect emerge at the "macro level". This is where the magic happens, so to speak.

A great example of this in action (though this was designed, not emergent) is that someone very clever designed a Turing Machine within Conway's Game of Life (see http://rendell-attic.org/gol/tm.htm). The Game of Life, as you're no doubt aware, is nothing but a grid of cells each behaving according to a simple set of rules - a micro-level set of causes and effects. And yet, the Turing Machine (TM) implementation that "runs" within that grid clearly can be described in terms of a macro-level set of causes and effects: there's a "tape" with "symbols" that are processed by the Turing Machine in a deterministic way, setting the "state" of the machine. The cleverness of the design of the TM arises because the creator of this TM harnessed the macro-level rules of cause and effect that emerged from the interaction of all those cells - to create a machine that would behave in predictable ways. So the fact that you have these two easy-to-describe but virtually independent levels of cause and effect that are completely synchronous with one another, well that blew my mind when I first found out about that!

It's an amazing achievement and a great analogy for what I'm talking about. The difference between this particular Turing Machine and the framework I'm suggesting is that our low-level design should result in higher-level emergent entities that self-organize. I don't know if that's possible. But I suspect that it is, because that to me is the simplest description of how life itself came about. Perhaps a hybrid approach of emergence and design is called for. The decision of what to design and how much, however, should be guided by the principle that all design is a shortcut that introduces limitations.

And I agree also that it takes a certain mindset to think in this way, one that does not come naturally to those trained in traditional reductionist methods. I think however that with the emergence of chaos theory and complexity theory, the reductionist dogma isn't as strong as it used to be. The younger generation of scientists and thinkers, I think, will have a much easier time adopting these kinds of approaches.

Terren

Is probability race anything like AI?

http://www.halfbakery.com/idea/Probability_20Race#1182879150

http://usera.imagecave.com/quantum_flux/Halfbaked_Ideas/ProbabilityRace....

I suppose I could make this game dynamic or keep it static. I could make this game 3 or 4 dimensional too. This game could simulate turbulence if it were given some 3d space to traverse, as well as probabilisitic momentum. I don't know what you guys want to invent here, but I'm probably on the right track :-)

nope

I wouldn't consider this approach to be anything like AI. It's a random walk with loaded probabilities. I'm also having trouble visualizing how this approach could model turbulence. Pretty sure turbulence is a phenomenon that exhibits second-order dynamics, meaning that modeling it requires solving second-order differential equations. A random walk does not satisfy that requirement.

I would suggest also that to model intelligence requires second order dynamics as well, due to my belief that you need recursive interactions to properly model what's happening inside the brain. But that's not something I could back up with any authority.

More on Prob. Race

The grid can be 3 dimensionalized and it can be given any shape you want to give it. Now, by using a fractal vectoring equation, you can impose a chaotic, albiet dynamic, swirling probability amplitude on the particles as they are traveling through, oh say, "exhaust pipe space" or something. The changing probability amplitude on the particles would be analogous to brownian motion acting on the particles, and the bigger the dynamic pressure in "exaust pipe space" (the 1/2 rho v^2 equivalent in terms of probability amplitude), the less effect the random perturbations will have on the particles and thereby there would be less turbulence. Of course there are unlimited rules you can impose on the system, such as conservation laws or maybe non-conservation laws too (math doesn't concern itself with the limits of physical reality, it goes far beyond).

turbulence

That's an interesting approach, and I'd be really curious to see what that looked like. However, if you're going to specify the probability functions for each particle in terms of this fractal vectoring scheme, what's the point of the random behavior? It seems clear to me that over time, the fractal vectoring scheme would be the only thing that's really important.

If that's true, then aren't you simply saying that turbulence can be modeled with the right fractal representation? That seems overly simplistic to me, because it fails to address the boundary condition between laminar flow and turbulence. Wouldn't you have to model that as a sudden jump from a linear vector scheme to a fractal one? That kind of boundary ought to emerge from a simulation of turbulence, not be directly specified.

And here I am again talking about favoring emergence over direct specification. :-]

yeah

Brownian motion certainly, can be modeled by probabilistic-chaotic behaviorisms. Imagine, as soon as you measure a particle's position, you lose your ability to say with certainty what the momentum is. This uncertainty diffraction effect is what you see (or don't see) whenever atoms are bouncing off of each other in the air, it is a fundamental means of energy transfer between any two or more gas bodies in thermodynamic equilibrium.

Therefore, the bigger the average momentum is, the more likely it will go straight as is seen in laminar flow.... oh, I guess I'm the only one who knows what I'm trying to say and trying to test my idea would require a random number generator and time to burn, etc. Never mind, I'll work on this project later.

Chuck-it-in-a-bucket

Hi Terren,

> It's a thrill to see your comments to my article, because I have a lot of respect and admiration for your work.

Why, thank you very much! :-)

I didn't really think you were suggesting that we should just chuck a bunch of enzymes or machine instructions into a bucket and wait until something that wants to be our friend crawls out over the top. I just wanted to emphasise the point because some A-lifers really DO believe that, and I didn't want your readers to fall into the same trap. I probably over-emphasised it though. Sorry.

> The decision of what to design and how much, however, should be guided by the principle that all design is a shortcut that introduces limitations.

Yeah, that's actually rather interesting. The AI that you so rightly criticise is over-designed and hence over-limiting. General intelligence will never arise in this way because it's too tightly controlled. It's a very good point.

And yet it's interesting that the creative process in general is essentially one of reducing a system's options. A sculptor, for instance, will take a piece of wood that could be turned into anything, then gradually reduce the wood's options until it becomes just one "right" thing. Sculptors might say they are discovering the sculpture that is already in the wood, but they do so by gradually whittling away all the other possibilities, discarding them very intelligently until only one remains. I've always felt that programming is like this: you start with a universal computer - a set of instructions that can do anything - and then the art is to whittle them down until you're left with a minimal program. I think the process you're arguing for takes us to an interesting place on that whittling continuum: a place where you've whittled almost everything away and yet the result is complex and unpredictable. It's ironic.

Erm, I can't really explain myself...

Writing a novel is maybe a better example: Out of all the possible circumstances, you choose only one particular set of characters and a situation. You reduce each character to a real individual, instead of a generalised human, and you reduce the situation to something very specific. Then you start your story. Everyone who writes a novel does this, but the results can vary hugely. Sometimes the reduction makes the story dull or predictable, but sometimes (in the hands of a great writer) the resulting plot comes alive and generates its own possibilities. Perversely it often seems to be the writers who most restrict the circumstances who get the best results.

I guess I'm talking about the concept of elegance here, in which the minimum achieves the maximum, but it's ironic that we get there by narrowing things down and removing options - exactly the process which can go so wrong in traditional AI. Is AI therefore just bad writing? Can we learn anything from novelists? I don't know - I just thought it was interesting.

- Steve

something from nothing

Hi Steve,

And yet it's interesting that the creative process in general is essentially one of reducing a system's options.

The description of creation as the act of removing possibilities is a very Eastern way of looking at it. Buddhists refer to the Void (nothingness) as the field of possibility from which form arises. Or as Alan Watts liked to say, "you can't have something without nothing." I think this kind of mindset goes hand in hand with thinking of intelligence as emergent, as a tension between the opposites of total specification (form) and zero specification (potential). Autonomy is associated with potential (in that totally specified things like chess programs have no autonomy), but form is necessary to act in the world.

Is AI therefore just bad writing? Can we learn anything from novelists?

Traditional AI is like a story in which the author spells everything out. It's totally descriptive, leaving nothing to the imagination. The kind of AI I'm advocating is a story that writes itself. The author sets things up and then gets out of the way. I don't know of a good metaphor for that in human art. There's a snake-eating-its-tail image I'm trying to get across here, one of outputs being fed back as inputs in an iterative process that is so fundamental to how life and intelligence really work.

I think the best metaphor for what I have in mind is Conway's Game of Life (example here), which is self-generative and involves the kind of iterative feedback I'm talking about. From the interaction of lots of little pieces emerge higher-order structures that appear to interact with each other. Now that metaphor only goes so far, because of the simplicity of the design - persistence is happenstance. The kind of framework I'd propose would involve rules that model thermodynamics, which would allow for the possibility of the kinds of self-organization that allow systems in non-equilibrium to dissipate the kinds of energy differences implied in a state of non-equilibrium.

Artificial life vs real life

I know next to nothing about work in this field so forgive my ignorance. Real life operates on many levels of emergent phenomenon, or at least can be modeled as such. Does this have any bearing on the level of complexity that can emerge from it?

I am having difficulty finding the words to quickly explain myself here, but basically what I am getting at is that complex structures had to emerge from the cooling universe and their complex interactions had to first lead to even more complex structures before anything we would consider life could even exist. How far back in complexity would one need to go in order to get artificial life, or something close to it to emerge? I guess that question is too general. What I am really curious about is how does one determine where to draw the line in their level of complexity in any given simulation, and what happens when lesser effects are included?

Ok let me rephrase my questions yet again. What is a good book on ALife for a curious experimentalist, such as myself, to get a good feel for what is being done in the field?

where to draw the line

Hi Rob,

How far back in complexity would one need to go in order to get artificial life, or something close to it to emerge? I guess that question is too general. What I am really curious about is how does one determine where to draw the line in their level of complexity in any given simulation, and what happens when lesser effects are included?

A friend of mine asked almost the exact same question, because there is a sense in which drawing that line seems arbitrary. Where do you choose and what informs that choice?

The choice involves a trade-off between practicality and limitation. As I've stated elsewhere in these comments, design is a shortcut that creates limitations. But let me give you a specific example.

My approach is to start with the "unit of life", the cell. We want a cell to emerge, rather than to specify it directly, for the reasons I've outlined in the article (which apply to models of life as well as models of intelligence). So now I know I want to start designing the emergence of the cell at some level below the cell, but how far below?

Here is where practicality rears its head, because we simply don't have time to start at the level at which proteins and DNA emerge from their respective components. It's theoretically possible to do that, but not practical. So my proposed A-life simulation would start with DNA and proteins as givens.

The limitation of that design is that it precludes definitions of life that might arise in a different way. For example, if we did find life on Mars, there's a good chance it would involve a completely different set of "organic molecules". That kind of emergence is impossible when you start with a design that assumes the particular form life on this planet has taken. But it might be possible in a simulation in which DNA and proteins were left to emerge on their own.

A few good books

Rob, Steve Grand's excellent books are a good place to start:

Creation: Life and How to Make It
Growing Up With Lucy: How to Make an Android in Twenty Easy Steps

You might also check out Steve's interview here on MLU.

All the best,

~ Norm