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2.1: World-model

Intelligence is an evolutionary advantage because it enables us to model, predict, and manipulate reality.  This includes not only Joe Caveman (or rather, Pat Hunter-Gatherer) inventing the bow and arrow, but Chris Tribal-Chief outwitting his (1) political rivals and Sandy Spear-Maker realizing that the reason her spears keep breaking is that she's being too impatient while making them.  That is, the "reality" we model includes not just things, but other humans, and the self.  (2).

A chain of reasoning is important because it ends with a conclusion about how the world works, or about how the world can be altered.  The "world", for these purposes, includes the internal world of the AI; when designing a bicycle, the hypothesis "a round object can traverse ground without bumping" is a statement about the external world.  The hypotheses "it'd be a good idea to think about round objects", or "the key problem is to figure out how to interface with the ground", or even "I feel like designing a bicycle", are statements about the internal world.

From an external perspective, cognitive events matter only insofar as they affect external behavior.  Just so, from an internal perspective, the effect on the world-model is the punchline, the substance.  This is not to say that every line of code must make a change to the world-model, or that the world-model is composed exclusively of high-level beliefs about the real world.  The thought sequences that construct a what-if scenario - a subjunctive fantasy world - are altering a world-model, even if it's not the model of the world.  A "vague feeling that there's some kind of as-yet unnamed similarity between two pictures" is part of the content of the AI's beliefs about the world.  The code that produces that intuition may undergo many internal iterations, acting on data structures with no obvious correspondence to the world-model, before producing an understandable output.

What makes a pattern of bytes - or neurons - a "model"?  And what makes a particular statement in that model "true" or "false"?  (3).  The best definition I've found is derived from looking at the cause of our intelligence:  "Intelligence is an evolutionary advantage because it enables us to model, predict, and manipulate reality."  Models are useful because they correspond to external reality.

I distinguish four levels of binding:

These definitions raise an army of fundamental issues - time, causality, subjunctivity, goals, searching, invention - but first, let's look at a concrete example.  Imagine a microworld composed of Newtonian billiard balls - a world of spheres (or circles), each with a position, radius, mass, and velocity, interacting on some frictionless surface (or moving in a two-dimensional vacuum).  (4).

The "world-model" for an AI living in that microworld consists of everything the AI knows about that world - the positions, velocities, radii, and masses of the billiard balls.  More abstract perceptions, such as "a group of three billiard balls", are also part of the world-model.  The prediction that "billiard ball A and billiard ball B will collide" is part of the world-model.  If the AI imagines a situation where four billiard balls are arranged in a square, then that imaginary world has its own, subjunctive world-model.  If the AI believes "'imagining four billiard balls in a square' will prove useful in solving problem X", then that belief is part of the world-model.  In short, the world-model is not necessarily a programmatic concept - a unified set of data structures with a common format and API.  (Although it would be wonderfully convenient, if we could pull it off.)  The "world-model" is a cognitive concept; it refers to the content of all beliefs, the substance of all mental imagery.

Returning to the billiard-ball world, what is necessary for an AI to have a "model" of this world?

In the last case, the AI may have been able to manipulate each of the six billiard balls as a separate object, or each action may have affected multiple balls simultaneously, requiring a more complex planning process.  The important thing is that "creating two symmetrical groups of three billiard balls" is not something that would happen by chance, or be uncovered by a blind search.  For the AI to create a structure of billiard balls, it will need heuristics - knowledge about rules - that not only link outcomes to actions, but reverse the process to link actions to outcomes.

Suppose that a cue ball travelling south at 4 meters/second, bumping into a billiard ball travelling south at 2 meters/second, results in the cue ball and the billiard ball travelling south at 3 meters/second.  Suppose, furthermore, that these rules are contained within the AI's internal model of the environment, so that if the AI visualizes a cue ball at {8.2, 6} of radius 1 travelling south at 4 m/s, and a ball at {8.2, 10} of radius 1 going south at 2 m/s, the AI will visualize the balls bumping one second later at {8.2, 11}, and the two balls then travelling south at 3 m/s.  It's a long way from there to knowing - consciously, declaratively - that two balls in general bumping at 4 m/s and 2 m/s while going in the same direction will travel on together at 3 m/s.  It's an even longer way to knowing that "if billiard ball X bumps into billiard ball Y, then they will continue on together with the average of their velocities".  And it's a still longer way to reversing the rule and knowing that "to get a group of two balls travelling together with velocity X, given billiard ball A with velocity Y, bump it with billiard ball B having velocity (2X - Y)".  Finally, to close the loop, this last high-level rule must be applied to create a particular hypothesized action in the world-model, and the hypothesized action needs to be taken as a real action in external reality.

Without jumping too far ahead, there are a number of properties that a world-model needs to support high-level thought.  It needs to support time - multiple frames or a temporal visualization - with accompanying extraction of temporal features.  It needs to support predictions and expectations (and an expectation isn't real unless the AI notices when the expectation is fulfilled, and especially when it is violated).  The world-model needs to support hypotheses, subjunctive frames of visualization, which are distinct from "real reality" and can be manipulated freely by high-level thought.  (By "freely manipulated", I mean a direct manipulative binding; choosing to think about a billiard ball at position {2, 3} should cause a billiard ball to materialize directly within the representation at {2, 3}, with no careful sequence of actions required.)  And for the visualization to be useful once it exists, the high-level thought which created the billiard-ball image must refer to the particular image visualized... and the reference must run both ways, a two-way linkage.

Time, expectation, comparision, subjunctivity, visualization, introspection, and reference.  I haven't defined any of these terms yet.  (Most are discussed in 3: Cognition, although you can jump ahead to Appendix A: Glossary if you're impatient.)  Nonetheless, these are some of the basic attributes that are present in human world-models, and which are Necessary (But Not Sufficient) for the existence of high-level features such as causality, intentionality, goals, memory, learning, association, focus, abstraction, categorization, and symbolization.

NOTE: I mention that list of features to illustrate what will probably be one of the major headaches for AI designers:  If you design a system and forget to allow for the possibility of expectation, comparision, subjunctivity, visualization, or whatever, then you'll either have to go back and redesign every single component to open up space for the new possibilities, or start all over from scratch. Actualities can always be written in later, but the potential has to be there from the beginning, and that means a designer who knows the requirements spec in advance.



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