CognitiveSystems Heylighen PDF
CognitiveSystems Heylighen PDF
CognitiveSystems Heylighen PDF
a cybernetic perspective
on the new science of the mind
Francis Heylighen
INTRODUCTION ........................................................................................................................................................4
What is cognition? ................................................................................................................................................4
The naive view of cognition..................................................................................................................................5
The need for a systems view ...............................................................................................................................10
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THE SYSTEMS V IEW OF COGNITION ..................................................................................................................55
Summary of previous developments...................................................................................................................55
Basic concepts of systems theory .......................................................................................................................57
Control systems ...................................................................................................................................................58
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INDIVIDUAL DIFFERENCES ............................................................................................................................... 130
Differences in cognitive competence .............................................................................................................. 130
The g-factor ...................................................................................................................................................... 134
Interaction between intelligence and motivation ........................................................................................... 138
Problems of the gifted ...................................................................................................................................... 141
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Introduction
What is cognition?
Cognitive Science is the modern science of the mind. Cognition derives from the Latin verb
cognoscere, which means “get to know”. This means that cognition focuses on knowledge, albeit
not as a static substance or “thing”, but as a process. More generally, when we speak about
cognition we are focusing on the mind as an information processor, i.e. a system that acquires,
uses and transforms information. As such, the science of cognition typically studies issues such as
the following:
Knowledge
- What is knowledge?
Intelligence
However, it is important to note that cognition is not just about the kind of explicit knowledge and
rational thinking that we typically find in scientific or philosophical reasoning. Cognition also
includes subconscious, intuitive, and affective experiences and feelings, since these too are based
on the processing of information. For example, emotion, consciousness, and behavior are all
cognitive phenomena.
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More generally, we can say that cognition investigates the functioning of the brain at the higher
level. It is not so much interested in the details of neurophysiology or brain anatomy, although it
may draw inspiration from them if they illuminate higher order mechanisms. It rather focuses on
the function of the brain and its components: what, how and why does it do?
Cognitive Science (CS) as a scientific domain emerged in the 1970's, inspired by computer
simulations of cognitive processes. It is a very multidisciplinary field, which includes at least the
following domains:
- (cognitive) psychology
- artificial intelligence (computer simulation of cognition)
- epistemology, logic, and philosophy of science
- linguistics
- (cognitive) neuroscience
- cultural anthropology or ethnography (study of beliefs and behaviors in different groups)
- ethology (study of animal behavior)
However, the CS program soon encountered a number of conceptual and practical problems. The
implementation of cognitive science theories in artificial intelligence programs was not as
successful as expected. This was mainly due to a too reductionist or mechanistic view of the mind.
Traditional CS sees the mind as a kind of computer program, composed of information processing
modules that manipulate symbols on the basis of explicit inference rules. This mechanistic
philosophy is sometimes critically referred to as “cognitivism”. These difficulties led to a
countermovement in the 1980's and 1990's, which emphasized the holistic, interactive and self-
organizing character of cognition. This included alternative approaches such as connectionism,
constructivism, situated and embodied cognition, distributed cognition, dynamical systems, and
studies of consciousness.
As yet, there is no integrated theory of cognition. The present approach seeks to find such
integration by applying the conceptual framework of general systems theory and cybernetics.
Therefore, I have called this approach “Cognitive Systems”, thus emphasizing the systems
philosophy that is its foundations. The simplest way to show the need for such a holistic approach
is by considering the fundamental problems caused by the traditional, analytic or reductionist
view.
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because it is so intuitive. To detach ourselves from these intuitive preconceptions, it is worth
investigating them in detail, pointing out their hidden biases, and making explicit the problems that
these entail.
Dualism
Descartes was the first philosopher to address the problem of mind from within the new
mechanistic worldview, which would later be developed by Newton as the foundation of classical
mechanics. According to mechanics all the phenomena around us can be reduced to the movement
of material objects, such as particles, as determined by the laws of nature. This mechanistic view
poses an intrinsic problem since it does not seem to leave any space for mental phenomena.
Descartes solved this problem by proposing two independent realms: mind and matter. While
matter follows the laws of mechanics, mind has a logic of its own that cannot be reduced to
mechanical principles. This philosophy is known as dualism. It is essentially outdated, although a
few philosophers and even brain scientists still hold on to it.
The assumptions of dualism are simple. Outside, we are surrounded by material reality. This
consists of hard, indivisible particles or pieces of matter, which obey the deterministic, mechanical
laws of nature. Such determinism leaves no place for free will, intention or agency: since all
material events are already fully determined by the laws of nature, there is no freedom to intervene
or change the course of events. The atomic structure of matter leaves no place for thoughts,
feelings, consciousness, purpose, or other mental phenomena. Therefore, we need to assume that
there exists another reality inside: the mind, which reflects about external reality as perceived
through the senses. Descartes conceived this mind as an immaterial soul, having a free will. To
explain how this mind could still affect the body, which obviously is made out of matter, he
assumed that the mind communicates with the body through the pineal gland, a small organ in the
brain stem.
While simple and intuitive, dualism creates a number of fundamental problems. First, adding the
independent category of mind to the one of matter obviously makes things more complicated.
More fundamentally, as pointed out by the 20th century philosopher Gilbert Ryle, Descartes’ mind
functions like a “ghost in the machine”—similar to the Deus ex Machina that suddenly drops from
the sky to solve all problems when the plot in a novel or play has become too complicated. The
body behaves like a mechanical, deterministic machine. Yet, it is inhabited by some spooky
“ghost” that pulls the strings, and that performs all the tricks that are too complicated for us to
understand mechanically. Indeed, we have no scientific theory of mind as a separate category,
unlike our very reliable and precise theories of matter. Finally, if mind can affect matter beyond
what matter would already do on its own, then it must contravene the deterministic laws of
mechanics, implying that these otherwise very reliable laws cannot be trusted.
In spite of these shortcomings, Descartes’ dualist philosophy remains simple and intuitively
attractive. It is still (implicitly) used nowadays by scientists and lay-people, albeit most often in a
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“materialist” version, which we will now investigate in more detail. This more modern
reformulation of dualism tries to avoid the notion of mind as a kind of non-physical, ethereal entity
similar to a soul, by sticking as much as possible to material mechanisms that can be observed and
analysed into their components. However, as we shall see, this approach does not succeed in
overcoming the fundamental separation or duality between the (material) world and the (material)
mind that observes it.
The naïve mechanistic or materialist view of the mind is based on the idea that knowledge is
merely a mirror image or reflection of outside reality. The assumption is that for every object or
phenomenon in reality there is a corresponding concept or idea inside the mind. For example, a
dog (external) is represented by the concept “dog” inside the mind. Concepts are typically
represented by words, but could also be visualized as images, or represented using some more
abstract “language of thought”. The relations between objects are similarly represented by
relations between concepts. E.g. when the dog stands on a carpet, the relation is represented by the
relational concept “on” (see Figure). The whole of such concepts and their relationships produces a
map, model, or image of reality.
dog
on
mat
This simple philosophy of knowledge produces a very straightforward notion of truth: true
knowledge means that the network of relationships in the mind accurately corresponds to the
actual relationships between objects in outside reality. Mathematically, we can say that there is an
isomorphism (structure preserving mapping) between outside objects and inside concepts. This
correspondence can be checked by direct observation: is there really a dog standing on the carpet?
This view is sometimes called naive realism. It assumes that our mental contents are simply
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representations or reflections of the reality outside the mind, and that perception is nothing more
than a process mapping external onto internal components.
This is comparable to the process of a camera taking a snapshot of a scene. The resulting photo can
then be seen as a map of the environment—the way satellite photos are often used as maps—since
it is isomorphic to that environment. Memory then is nothing more than the set of photographs and
sound recordings made via perception that are stored in some kind of warehouse inside the brain.
Although simple and attractive, this philosophy leads to a range of fundamental problems. First,
reality is much too complex to map in detail: we can only register and remember the tiniest
fraction of the potentially available information. Moreover, why would we need such an accurate
reflection if we have the world itself? Too detailed maps are essentially useless: just imagine a 1/1
scale map of a city, where every stone, weed or broken bottle is reproduced in full detail. On the
other hand, a classic example of a simple and useful map is the London underground (subway)
map, which reduces a tangle of thousands of streets, railways, and crossings to a small number of
distinctively colored, straightened lines, representing the underground lines with their stations.
Simplifying a map may seem obvious, but the problem is that there is no objective way to decide
what to leave out and what to include in the map. All maps, models and representations are
strongly determined by the purpose for which they are used. For example, a bus map will look
completely different from an underground map, even though they cover the same terrain. Both in
turn will look complete different from a geological map indicating water basins and elevation.
More fundamentally, as Kant taught us, we have no access to the “Ding-an-sich”, i.e. the objective
reality outside of us, only to our very simplified and distorted perceptions of it. We cannot
compare our mental contents to reality, only to our perceptions—which are themselves already
part of our mental contents. Therefore, there is no absolute way that we can make sure that the
reflection is accurate. This forces us to abandon accurate reflection as the ultimate criterion of
truth.
Yet another problem with the reflection view of mind is that it does not explain abstract or
affective ideas. For example, how can you perceive compassion, the number zero, causality, or
democracy? Which concrete objects are mapped onto these abstract concepts? Even for the
phenomenon that initially inspired this philosophy, imagery, it turns that out that there is no true
isomorphism between the mental image and the thing it represents. For example, try to imagine a
picture of the Parthenon before your mind’s eye: can you count the number of columns in the
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front? If you cannot, it means that there is no
exact correspondence between object and
mental representation.
While this picture may seem more satisfying to a scientifically trained mind than Descartes’
ghostly soul, it merely shifts the difficulty. The fundamental problem with the mind as control
center is that it is equivalent to a homunculus (diminutive of the Latin “homo” = human being): a
little person watching the theater inside our brain, and reasoning like an intelligent being in order
to deal with the situation it observes. However, the point of the exercise was precisely to explain
how a person reasons! We have explained the mind simply by postulating another, “smaller” mind
(homunculus) within the mind.
Such reasoning leads to an infinite regress. Indeed, to explain how the homunculus functions we
must assume that it has a mind, which itself implies another homunculus inside it, which must
contain yet another homunculus, and so on. It is as if we are opening a series of Russian dolls the
one nested into the other one, without ever coming to the last one. Another way to illustrate the
circularity of such reasoning would be to consider a recipe for making cake where one of the
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ingredients is cake: how can you ever prepare such a cake if you don’t already know how to do it?
To evade this paradox, we need to make a radical break with the way of thinking that produced it.
The attempt to situate the mind in a specific place or separate component is a remnant of
reductionism, the philosophy that explains all phenomena by analyzing them into separate parts,
and then determining the properties of the parts. We should understand the mind not as a collection
of parts, but as a whole, which is distributed over many components. It is not located in any one of
them, but in the network of their interconnections. Different parts of cognitive processes take place
in different parts of the network, but there is no single part where everything comes together, no
“seat of the soul”. We should also accept that there is no one-to-one correspondence between
mental and physical components: the mind as a whole stands in a complex relationship to the
world as a whole. Mental components do not behave like static, independent objects. They are part
of a dynamic network of relationships: a process. Such a holistic and dynamic perspective requires
a new scientific worldview, which we may call systems thinking.
But before introducing the philosophy of systems, it is worth reviewing the ideas of traditional
cognitive science. These can be seen as elaborations of the naïve reflection-correspondence view
and its implied homunculus towards increasingly sophisticated and realistic theories. However, the
true move away from the underlying reductionism will only come in a second stage, becoming
most visible in the 1980’s, which we will call the “new cognitive science”.
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Classical Approaches to Cognition
Rationalism
To do that, we must start with foundational principles, such as Euclid’s axioms of geometry, and
by deduction derive the rest of all possible knowledge—the way Euclid showed how a variety of
theorems can be deduced from the axioms. Different rationalists proposed different foundational
principles on which to build their cognitive edifice. The most famous one is Descartes’ Cogito
ergo sum (I think therefore I am). While it is hard to find agreement on specific foundational
principles, all rationalists by definition agree that knowledge is developed using reason or
reflection. However, it is difficult to explain how reason alone can help us to discover such
concrete, apparently contingent facts as that swans are white or that ice is cold.
Empiricism
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However, as the philosopher David Hume noted, no number of observations, however large, can
prove that the sun will always come up in the morning. More concretely, even after having seen
thousands of swans that all were white, you may discover to your surprise that black swans do
exist. Thus, while empiricism may seem a more practical and realistic philosophy than rationalism,
it still has fundamental questions to answer.
Immanuel Kant is considered one of the greatest philosophers of all time, in part because he was
the first to propose a synthesis of rationalism and empiricism. First, he noted that we have no
access to the Ding-an-sich, the thing-in-itself as it exists outside us, only to our necessarily
imperfect perceptions of it. Therefore, there is no way to prove theories on the basis of
observations alone. Some truths must be assumed a priori, i.e. on the basis of reason. For example,
the axioms of logic and mathematics, such as the law of contradiction (A and not A cannot both be
true), cannot be derived from observation. Others, though, such as the fact that the sun comes up
every morning, must be observed a posteriori. Even then, observations alone are insufficient to
induce general concepts. They must be supported by pre-existing cognitive structures which Kant
called a priori intuitions or “categories” of thought. These are very abstract and general concepts,
which include quantity, negation, possibility, existence, causality, time and space. They are
necessary conditions for the receptivity of our mind, i.e. its ability to organize experience into an
intelligible form.
Logical empiricism
In the beginning of the 20th century, the philosophers of the Vienna Circle developed a very
influential epistemology known as logical empiricism, logical positivism or logical atomism. It
too is a kind of synthesis of rationalism and empiricism, although it is more explicit and
“scientific” than the one of Kant, and more leaning towards empiricism. They start from the idea
that individual observations function as the atoms of knowledge, i.e. the smallest, objective units.
No other, more abstract concepts should be used. This rather strong assumption is the positivists’
way to get rid of unproductive philosophical discussions, which typically center on ill-posed
questions or ambiguously defined ideas, such as “What is the nature of God?” or “What are good
and evil?” In this, they follow one of the former members of the Vienna Circle, Ludwig
Wittgenstein, who famously remarked that: “What one cannot speak about, one must remain silent
about”.
However, since knowledge is more than a collection of disconnected facts, these cognitive atoms
must be assembled into a coherent theory or model of the world. This is achieved by means of the
operators of formal logic (conjunction, disjunction, implication, quantifiers, etc.). The logical
relations between propositions (which represent atomic observations) make it possible to make
inferences about things as yet not observed. For example, the statement On_table(cat) &
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Under_table(dog) allows us to infer Higher_than(cat, dog). As such, a theory can always be
verified by observing whether its predictions are realized. The aim of the logical empiricists was to
develop a universal language for science, so that all scientific theories could be expressed in the
same explicit, unambiguous manner.
Pragmatism
Pragmatic philosophers base their epistemology on very different assumptions, which give priority
neither to observation nor to reason. For them, there is no absolute criterion of truth, neither
empirical nor rational. The only criterion that counts is that theories should be good at solving
problems. Therefore, they do not mind using abstract, unobservable concepts, as long as they are
useful.
In mathematics, this philosophy was formulated most clearly by Henri Poincaré under the label of
conventionalism. For Poincaré, mathematical theories are chosen by convention, because they are
simple and practical, not because they are “true”. For example, in geometry there exist both
Euclidean theories (based on Euclid’s axiom that two parallel lines never intersect) and non-
Euclidean ones (where this assumption is not valid). Both are logically consistent. As abstract
mathematical theories, we cannot decide between the two by making observations. For most
everyday situations, the simpler Euclidean theory is perfectly applicable, but in certain more
advanced situations, like in Einstein’s theory of general relativity, we need to use a non-Euclidean
one. It is up to us to decide which theory is most useful in which context.
Evolutionary epistemology
Karl Popper started his career influenced by the Vienna Circle, but became dissatisfied with its
philosophy. His basic criticism was that logical empiricism fails to solve the problem of
induction. He noted that a good theory makes an infinite number of predictions, while you can
only make a finite number of verifications. For example, no matter how many times you verify the
prediction that “a swan is white”, this will never prove the theory that “all swans are white”. On
the other hand, the observation of a single black swan will disprove that theory.
Therefore, Popper proposed to replace the criterion of verification by the one of falsification: you
can only prove that a theory is false, not that it is true. If at least one of its predictions is
contradicted by observation, then the theory is refuted. This is a general method to eliminate bad
theories. However, there is no general method to generate good theories: you can only make
plausible hypotheses, or what Popper calls “conjectures”, and check whether they survive attempts
at falsification. The more attempts the theory survives, the more trust you can have in it—although
you will never be absolutely certain that it is true.
Popper’s falsificationism can be easily generalized to a more pragmatic theory of knowledge. First,
we must note that a single contradiction with observation is in general not sufficient to reject an
otherwise reliable theory. After all, observers can make errors too, if only because they use
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instruments (such as telescopes or microscopes) that are themselves based on theories (e.g. the
laws of optics) that are not absolutely reliable. The core of Popper’s philosophy, however,
remains: theories are generated by trial-and-error. A variety of novel hypotheses are generated;
after extensive testing, the bad ones are rejected and the best ones kept. This is remarkably similar
to the mechanism of evolution described by Charles Darwin, where new types of organisms are
generated by blind variation of existing designs, after which the bad ones are eliminated by natural
selection.
This insight led Donald T. Campbell to found the domain of evolutionary epistemology. His
fundamental thesis is that all knowledge (not just scientific theories) is a product of blind variation
and the selective retention of those knowledge structures that most adequately represent reality, in
the sense that they are as little as possible contradicted by experience. For example, the belief that
putting on wings like a bird allows you to fly will quickly be eliminated (together with its carrier)
once you do the test and jump from a tower. If such testing goes on long enough, the remaining
knowledge will be generally adapted to the reality or environment in which its carrier lives.
Campbell and other evolutionary epistemologists applied this reasoning not only to theories and
beliefs developed via reason or observation, but also to our in-born cognitive mechanisms, such as
a bird’s instinctive knowledge of how to fly, and our instinctive fear of heights, which tells us not
to attempt flying. Such instincts, perceptual mechanisms, and other inherited “categories” of
thought are the product of evolution at the biological level. Natural selection across the generations
has made sure that cognitive mechanisms that made too many errors have been eliminated.
Therefore, our sense experiences and categories are basically reliable. However, they are not
absolutely so, since evolution is fallible, as illustrated by the fact that we still sometimes fall prey
to perceptual illusions and cognitive biases.
The start of psychology as a science in the 19th century came with the observation that reflection
and introspection—the methods used until then by philosophers—are not sufficient to study the
mind. To start with, their results are far too subjective. This is obvious when we note how different
people, including very intelligent ones such as Plato, Descartes and Hume, come to very different
conclusions while using the same method of introspection. Moreover, some of their more
sophisticated argumentations have shown how seemingly obvious, intuitive impressions about the
mind can often be plain wrong—as we have illustrated with the homunculus fallacy. To make
theories about the mind more reliable, we therefore must make mental phenomena objectively
measurable.
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This was the assumption that drove Wilhelm Wundt, who can be seen as the first scientific
psychologist. To achieve this, Wundt designed clever experiments to quantitatively estimate
different properties of the mind. He initiated one of the most popular paradigms in experimental
psychology, the measurement of reaction time. This basically asks the question: how many
milliseconds does it take to perform a particular mental operation, such as reading and
understanding a particular word, or adding two numbers? Comparing the duration of different
operations then allows us to confirm or falsify various hypotheses about how these operations are
supposed to take place. For example, if our hypothesis states that operation A is more complex
than operation B (e.g. because it encompasses an operation of type B as a subprocedure), then the
observation that A requires less time to perform would contradict this theory.
Behaviorism
In its most extreme version, this reaction against introspection produced the psychological doctrine
of behaviorism, which dominated academic psychology over the first half of the 20th century. It
can be seen as a direct application of positivism to psychological research. Its basic assumption is
that only observable behavior is worth investigating; abstract mental phenomena, such as ideas,
feelings, or consciousness, have no role to play in a scientific theory.
The basic paradigm underlying behaviorist theories and observations is that of stimulus-response.
It drives the following generic experiment:
• repeatedly subject a person or animal to an event they are bound a perceive: a stimulus
(this could be a flash of light, a noise, or a word they have to read)
• precisely observe each time the behavioral reaction: the response (this could be a
movement, a sound made, something said)
• try to find the (cor)relation between the two, i.e. when the experiment is repeated, in how
far does the same stimulus tend to elicit the same response?
The stimulus-response relations (S → R) that are induced in this way are the foundations (or
“logical atoms”) of any behaviorist theory. In fact, for a behaviorist the mind is little more than a
huge collection of S → R pairings.
The biggest success of behaviorism, the demonstration of learning by conditioning, used a slightly
more sophisticated version of such experiment. The classic example is Pavlov's dog. The Russian
psychologist Pavlov repeatedly exposed a dog to the sound of a bell (stimulus) shortly before
feeding the dog. After a few experiments, the dog starts to salivate (response) as soon as it hears
the bell: it is conditioned to expect food after hearing the bell; it associates the bell sound with
being fed. The more often this happens, the stronger the association becomes. This creation of
expectations or associations between perceived events is called “classical conditioning”.
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Another basic form of learning, termed “operant conditioning”, was investigated extensively by B.
F. Skinner [1938]—mostly using animals such as rats and pigeons. The animal is confronted with
a particular stimulus, such as a lever or button. Given that the animal generally does not know how
to react, the response it produces—such as pushing down the lever—will initially be more or less
random. However, if that response is followed by a reward (e.g. food), the behavior is reinforced:
the next time the animal is confronted with such a lever, it will push it more quickly and eagerly. If
the response is followed by a punishment (e.g. an electric shock), the behavior is suppressed or
inhibited, and the next time the animal will be less likely to push down the lever. In this way,
animals (and to some degree people) can be efficiently taught to exhibit almost any not too
complex behaviors. For example, pigeons can be taught to peck in a particular order on a specific
subset of differently colored or differently shaped buttons.
Information processing
Starting in the 1950’s, behaviorism was gradually overtaken by a more sophisticated, “cognitivist”
approach that focused on more complex internal operations—which we would associate more with
humans than with animals. This initial version of cognitive psychology was inspired by
information theory and the first computers that had just made their appearance, and the input →
processing → output paradigm on which they are based. Stimuli are now interpreted as
information that enters the mind: input. Responses are seen as the corresponding output of the
system “mind”. The focus, however, has shifted to the processing, i.e. the mental operations
intervening in between stimulus and response.
The mind is seen as similar to a computer performing some program that transforms and interprets
the information. This means that it must contain one or more processor and memory components
to process and store that information. Like in a computer program, cognitive processes are
typically decomposed into different stages or subroutines—such as perception, pattern recognition,
storing, inference making, retrieval, and evaluation—that are performed by specialized modules.
The incoming information interacts with information that already resides inside the mind, e.g. as
stored in one of the memory units. This internal state depends on previous experiences. This means
that there is no longer a simple S → R relationship, since the same stimulus can lead to different
responses, depending on the information stored in memory. For example, the stimulus question
“Do you believe me?” will get different responses depending on what the person who asked the
question said previously.
Memory
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Short-term or working memory is similar to computer RAM, in which on-going operations
are performed. It contains the present state of the process, dependent on just the last few
inputs and operations. In humans, it turns out that working memory has a very limited
capacity: only 7± 2 items can be actively kept in mind without taking note, e.g. when trying to
remember a shopping list. The cognitive psychologist George Miller, in a classic paper
discussing these limitations, called this the “magical number”. Working memory has more
important uses than storing shopping lists, though: you need it to keep in mind and evaluate
different possible combinations of concepts while reasoning about a problem. Therefore, the
limitations of working memory impose strict limitations on your capacity for conscious
information processing. For example, to perform a multi-step calculation, such as (2 × 4) +
(3 × 3), in your head, you need to store the provisional results (8 = 2 × 4, and 9 = 3 × 3) in
your working memory before you can compute the final result (17 = 8 + 9).
Long-term memory (LTM) is similar to a computer hard disk. It is used to store possibly
useful data for an indefinite duration so that they may be reused later, whenever they turn out
to be relevant. For example, to perform the above calculation you need to know the tables of
multiplication, which include such facts as 3 × 3 = 9. LTM has a virtually unlimited capacity,
containing at least millions of facts. Unlike a hard disk where data are sequentially stored,
however, it is organized as a network of concepts connected by associations. This means that
information retrieval from LTM works in a way very different from a computer, which
automatically locates and reproduces the exact bits that it registered on its hard disk. There
are two basic processes:
o recall, on the other hand, is the reactivation of a pattern in LTM without matching
input pattern, e.g. when trying to remember the name of your primary school teacher.
This is much more difficult, requires conscious attention, and often fails, even when
the pattern is safely stored. This happens e.g. when people say that the name is “on
the tip of their tongue”.
Semantic Networks
A further investigation of the way knowledge is structured inside LTM led cognitive psychologists
to the theory of semantic networks. A semantic network is a network consisting of concepts,
represented as nodes, that are connected by links. Both concepts and links belong to different types
or categories. Concepts may include cognitive representations of events (such as WWII, or
your_wedding), of objects (such as your computer, your dog Fido, your boss John), of classes of
objects and events (such as the class of all weddings or all dogs), and properties or features of
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objects or events (such as the property of being brown, or long-haired). The network is called
“semantic” because the meaning of a node is determined by the whole of its links with other nodes.
The most important type of link connecting concepts is called Is_A , as in “Fido Is_A Dog”, or “a
Dog Is_A Mammal”. Is_A connects instances (specific objects or events) or classes to the more
encompassing classes that they belong to. The Is_A relation induces a hierarchical ordering on
concepts, from more specific to more general. Other common semantic relations or link types
include Has_Part (e.g. Dog Has_Part Tail) and Has_Property (e.g. Dog Has_Property
Barks). But in fact, any type of relationship (e.g. Brother_of, Larger_Than, Has_Color, …) can
in principle be used as a link type in a semantic network. This unlimited freedom is both the main
strength (flexibility) and the main weakness of semantic network representations: cognitive
scientists have not been able to agree on which link types should or should not be included in a
representation of LTM. Yet, it seems unlikely that the brain would use a different type of link for
any conceivable type of relationship.
Default reasoning
First, it has been observed that in the mind concepts are not defined as logical categories obeying
the principle of the excluded third (i.e. either something belongs to category A or it does not
belong). Instead, concepts should be viewed as “families” or clusters of items that are more or less
similar, but such that there is no strict boundary between the items that are inside and those that are
outside the category. For example, while Car and Truck definitely belong to the “Vehicle”
category, this is much less obvious for Wheelbarrow or Toy_Truck, which have some of the
typical properties of vehicles (such as wheels), but lack others (such as the ability to transport
people).
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Such a cluster is centered on a prototype, which is a kind of generalized, “most typical” instance
of the category. For example, a prototypical bird is small, lays eggs, has feathers, and flies. The
properties of the prototype will normally be linked to the node representing the category.
Problem solving
So far, the topics we have discussed have little to do with intelligence as it is conventionally
understood. This is no longer the case with problem solving: intuitively, the more complex the
problems you can solve, the more intelligent you are supposed to be. Problem solving as a domain
was first investigated scientifically by Newell and Simon in the 1950s and 1960s. To do this, they
developed the technique of protocol analysis: after proposing a problem to a person, they let him
or her solve it while “thinking aloud”, i.e. putting into words every idea that comes to mind while
reflecting on the problem. The experimenters write down all these reasoning steps, and afterwards
analyze this “protocol” to see which steps and assumptions the subjects have made.
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A classic problem analyzed in this way is the following puzzle. In the sum below, numbers have
been replaced by letters. Given that D = 5, find the corresponding numbers for all the other letters
so that the sum is correct:
DONALD
+ GERALD
= ROBERT
A protocol may then start with “5 + 5 = 10, therefore T must be equal to 0. L + L is an even
number but since you need to add the 1 of 10 to their sum, R must be uneven…”
Other examples of the kind of problems considered by Newell and Simon are proving a
mathematical theorem (for which they built a computer program that could prove theorems in
formal logic) and winning a game of chess. But problems do not need to be of the intellectual or
puzzle type: they can also be very practical—like getting your car to start on a cold morning.
Inspired by their psychological observations and computer simulations, Newell and Simon
developed a general theory of problem solving that is in principle applicable to any problem,
leading them to design what they called the General Problem Solver. This theory was later used
and elaborated by many others, and is centered on the concept of search.
• an initial state, i.e. the situation you start from but that is unsatisfactory (such as a car that
does not start, or an unsolved puzzle);
• a goal state, i.e. a conceivable situation that would satisfy your criteria for a problem
solution (such as a car that drives, or a puzzle where all the pieces have fallen into place).
The problem can then be defined as: how can you find a goal state starting from the initial state?
According to Newell and Simon, the most general method to search for a goal state is generate-
and-test. First, you need to generate a new state starting from the present state. This happens
typically by applying a predefined “operator”, i.e. a certain type of move that is possible according
to the constraints or rules of the situation. For example, in chess certain moves are allowed
depending on the type of piece (e.g. queen or knight) and the configuration on the chessboard.
With a car, a possible move is to check the fuel meter or to open the hood to check the batteries.
Such moves in general need to be performed in the right order: it is not possible to check the
batteries before first opening the hood. Once you have moved to a new state, you need to test it: is
it a solution or goal state (e.g. is there a checkmate)? If not, then you again need to generate a new
state. This procedure is repeated until a solution is found. Note that generate-and-test is essentially
equivalent to trial-and-error or to the variation-and-selection that we find in Darwinian evolution:
trial or variation = generate a new state to be tried out; error or selection = after testing, reject all
“errors”, i.e. states that are not solutions, and start again. This rudimentary method can be studied
in more detail by introducing the concept of a search space.
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Search spaces
All the possible states that can be generated by applying a sequence of possible operators together
define an abstract problem space. Problem solving can then reformulated as:
finding a path or trajectory through the problem space that leads from the initial state to a goal
state. This path is preferably as short as possible.
The difficulty is that the number of possible trajectories or states to be tested increases
exponentially with the number of moves. Suppose that in each state there are 10 operators
applicable to generate new states. This means that for one move there are 10 possibilities, for two
moves 10×10 = 100, for three moves 10×10×10 = 1000, etc. Because of this exponential explosion
in the number of possibilities to be considered, in practice it is impossible to systematically
explore the search space for more than a few moves away from the initial state: we cannot consider
all the possible states to check whether one of them is a goal state. For a more concrete example,
consider chess: in each round of the game there are about 1000 moves and countermoves possible.
Suppose that you would try to think 8 steps ahead. This means that you must consider 10008 = 1024
possibilities, an astronomical number! According to this reasoning, even the simplest problems
quickly become unmanageable. The conclusion is that generate-and-test must be supplemented by
methods to reduce the size of the search space.
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experts, such as chess grandmasters, car repair specialists or medical doctors, know plenty of
specific methods to reduce search in their domain. These methods can be divided in two
categories:
• heuristics are rules of thumb that may or may not work, but that generally lead to the
solution much more quickly than blind search. They do this by focusing the attention on
the (small) part of the search space that is most likely to contain the solution. An example
in chess is trying to capture the most powerful pieces (e.g. the queen) of your opponent,
rather than immediately searching for a checkmate.
General heuristics
Most algorithms and heuristics are very domain-specific: they require specialized knowledge, e.g.
about algebra, chess strategies, medical diagnosis, or car maintenance. However, there are a few
heuristics that are in principle applicable to any domain, and that therefore are of general use in
problem solving, even when the problem-solver has as yet no knowledge about the domain.
Analogy
Analogy is a method we all use, consciously or unconsciously. The principle is to try to reduce a
new, unknown problem to a problem already solved earlier, so that we can apply the specific
methods that have been successful in the previous case. For example, if the problem is that a
motorboat doesn't start, then you can try to find the components in the boat that appear equivalent
to the components you know in a car, and try the same approach as when a car doesn't start. When
trying to calculate the energy levels for a helium atom, a physicist will typically start by
remembering how these are calculated for the (much simpler) hydrogen atom.
This is why complex problem domains (such as cognitive science) are typically explained by
means of concrete examples. By seeing the analogy between a new type of problem, concept or
theory and a phenomenon you already know and understand, the new idea will become much more
easy to grasp. This explains why scientific approaches (“paradigms”) are rarely formulated in the
form of abstract principles, and more commonly through a collection of exemplars: typical
phenomena, cases, or experiments that are easy to understand and remember but that can be
generalized to more universal rules when needed. The exemplars function like prototypes from
which other cases inherit most of their properties by default. The only thing that needs to be added
are the distinctive features of the cases, i.e. their specific properties that deviate from the default
expectation. Problem solving can then concentrate on these distinctive features, while applying
well-known algorithms or heuristics to the default features.
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Divide-and-conquer
If a problem is too complex to systematically search for possible solutions, you can make it much
simpler by dividing or “factorizing” it into subproblems. Starting from the goal (end), you try to
determine intermediate steps (subgoals) to get there. The principle is that, if you have one by one
solved each subproblem (reached its goal state), then you have solved the problem as a whole. The
subgoals act as “stepping stones” towards the final solution, making a seemingly insoluble
problem easy.
Example: assume your car is out of fuel and you need to refill it while being unable to drive. You
can factorize that problem into the following subproblems, each of which is relatively easy to
solve:
- find container
- locate petrol station
- go with container to petrol station
- fill container
- return with container to car
- fill tank from container
The big benefit of factorization or divide-and-conquer is that it stops the exponential explosion
in the number of states that you need to explore. Indeed, you only need to look ahead to the next
subgoal, which is typically only a few moves away. A smaller number of moves implies an
exponentially smaller number of trajectories to consider.
Example: chess: assume that you can split up an 8-step look-ahead into 4 subgoals, each 2 steps
ahead. The number of moves to consider is then reduced from 10008 to 4 × 10002.
Means-Ends Analysis
Newell and Simon in their General Problem Solver have developed a more sophisticated version of
factorization, which they called Means-Ends Analysis. The idea is to see each subproblem (or
“end”) as a specific difference between initial state and goal state that needs to be reduced. Solving
the problem then means finding (sequences of) operators (“means”) to eliminate each of the
differences in turn, thus transforming the initial state into the desired end state. In the car out of
fuel problem, an example of an operator or means to tackle the “locate petrol station” subproblem
is to “look on map”; the “go to petrol station” subproblem may be solved by “walking”,
“hitchhiking”, or “calling a taxi”.
Hill climbing is perhaps the most flexible general heuristic. Its basic assumption is that you can
estimate the “closeness” to the goal of any given state. This corresponds to a measure of the
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“goodness”, quality or fitness of that state. In chess, you could estimate your closeness to the goal
of winning the match by counting the difference between the chess pieces that you captured and
those that you lost. Visualize this measure now as “height”, i.e. elevation above the plane that
represents the search space. The goal state or solution then is the highest point in the landscape, i.e.
the top of the hill. To reach that point, you can use the following hill-climbing heuristic: of the
different possible moves/operators available in the present state, choose the one producing the
“highest” or best next state. In other words, follow the path with the steepest ascent. Since you
only need to look one step ahead, there is a maximal reduction of search. You repeat this climbing
until a state with satisfactory fitness is obtained.
This method has a major shortcoming, though: there may be local maxima, i.e. small hilltops that
are lower than the main hill, with unsatisfactory fitness. On such a local maximum, all next moves
can only reduce the height, so the hill-climbing rule is no longer applicable. One solution is to
backtrack, i.e. go back to a previous state and choose the next best option there, in the hope that it
will not end up in a local maximum. You may need to backtrack repeatedly before getting back on
a path leading to high quality states.
Representation change
Here the principle is that by redefining or reformulating states, operators and/or fitness function, an
apparently unsolvable problem may become much easier, and perhaps even trivial. This happens
by reducing the search space or number of operators that need to be applied.
Multiplication is relatively easy with Arabic numbers, but practically impossible with Roman
ones. Addition, on the other hand, is very easy with Roman numerals: XXII + XV = XXXVII.
Thus, by changing the representation of numbers, we can make a very difficult problem much
easier.
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checkerboard lacks two squares of the same color (black in the drawing), it now becomes
immediately obvious that it cannot be covered in this way.
Artificial Intelligence (AI) can be defined as the simulation of human intelligence by means of
computer programs. The computer appears as a perfect tool for simulating abstract reasoning
processes. Assume that a computer program gets the same input as an intelligent person, such as a
question or problem description. The simulation works if the program produces the same or
equivalent output as the person, such as the desired answer or problem solution. If we manage to
write a program that systematically achieves that, then we can say that we have really understood
what intelligence is. The philosophy underlying computer simulation as a method to study
cognition can be summarized as “I'll understand it only when I can build it”.
One of the first issues in AI is the success criterion: when can we say that we have truly designed
an intelligent program? An intuitive criterion is implied by the definition, “Intelligence is the
ability to solve complex problems”. However, what we consider simple, for example recognizing a
friend in a crowd, often cannot be done by a computer. On the other hand, what is a complex
problem for us may be simple for a computer, for example making a long calculation.
A commonly used assumption is that “Intelligence is everything a computer cannot do”. This is an
implicit criterion used by people critical of the possibility of AI: since they a priori assume that
computers cannot be truly intelligent, any advance made by AI researchers is interpreted by them
merely as evidence that the behavior that the AI program now simulates does not require real
intelligence. For example, critics of AI have maintained for decades that computer programs could
never win a chess match against a human Grandmaster. But this objection had to be abandoned
when the IBM computer Deep Blue convincingly beat the world champion Gary Kasparov.
Nowadays, these same critics will be inclined to say that playing chess is merely the mechanical
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application of rules, which does not demand true, human intelligence. Obviously, this is not very
fruitful as criterion. This brings us to the most generally accepted criterion.
The criterion advanced by the computer scientist Alan Turing is the following: you have achieved
real Artificial Intelligence when a
person conversing freely with a
computer program (via some text
terminal so that the person cannot
see who is producing the
sentences) cannot distinguish it
from a true human. While this
seems more objective, intuitive
and easy to measure than the
previous criteria, it too suffers
from some serious shortcomings:
On the other hand, people such as children, mentally handicapped persons or people from a
different culture, may be intelligent in advanced ways without being able to hold a sophisticated
conversation about common topics.
In addition to these practical problems, there is a more fundamental objection to the assumptions
behind the Turing test.
This thought experiment was proposed by the philosopher John Searle [1980] to demonstrate that
even the most sophisticated computer program cannot exhibit real intelligence. Imagine the
following situation: a (non-Chinese speaking) man in a room receives pages with Chinese
characters. Following elaborate written procedures, he responds to each page by assembling
another set of Chinese characters. If the procedures are sufficiently sophisticated, a Chinese person
outside the room may get the impression that these are intelligent responses to his questions. In
other words: the room passes the Turing test for intelligence. Yet, neither the man in the room
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(processor) nor the written procedures (program) have any understanding of Chinese. In Searle’s
view, an AI program is nothing more than an automated, electronic version of a Chinese room.
Therefore, we must conclude that whatever seemingly intelligent behavior it appears to mimic, it
lacks the fundamental understanding of the world that is required for intelligence.
The reply of AI proponents is that Searle’s analysis is too reductionist: while neither component
may understand Chinese on its own, the room as a whole (man interacting with procedures) does.
Toy worlds
Another criterion for intelligence is that an intelligent computer program should be able to deal
with the real world. But since the world as a whole is too complex to simulate in a computer, we
can build a simplified, “toy” version of it, and
see how well an AI program can deal with it.
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block b, therefore to reach b, I should first remove c”. If this works, the physical equivalent of a
simulated toy world may then be explored by a robot using the same AI program.
Symbol systems
The fundamental units of AI simulations are symbols. These are abstract patterns inside the
computer, such as b, that represent or symbolize an outside phenomenon, such as a block. An
example in human cognition is the word “cat” which symbolizes or stands for a catlike animal.
Symbols are very easy to manipulate: they are formal or abstract, in the sense that they are
decoupled from the phenomena they represent. Therefore, they can be manipulated independently
of these phenomena. At the same time, they can be implemented in a very concrete, physical
manner, e.g. as spoken words, letters on paper, or electromagnetic configurations in a computer
memory. This makes it easy to process them mechanically, according to fixed rules—whether by a
human or a computer.
This general approach to modeling cognition is based on the physical symbol hypothesis. It was
formulated by Newell and Simon as:
a physical symbol system has the necessary and sufficient means to produce general
intelligent action.
More precisely: any system (human or machine) exhibiting intelligence must operate by using
elementary physical patterns (symbols), combining them into structures (expressions), and
manipulating these expressions (using rules or procedures) to produce new expressions (inference).
Solving a problem simply means:
• applying operators, rules and heuristics to combine and recombine these symbols
(processing), until
• a new combination is produced that can be interpreted as a goal state or problem solution
(output).
Criticism: While this assumption appears adequate for higher-level, formal types of reasoning such
as playing chess, or proving theorems, it seems less appropriate for everyday intuitive action or
low-level information processing such as interpreting visual stimuli. More fundamentally, the
physical symbol hypothesis makes abstraction of the relation between a symbol (the signifier, in
semiotic terminology) and the phenomenon it represents (the signified): it assumes that
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manipulating the signifiers alone is all that it is needed to produce intelligence. By that it ignores
the processes that produce the signifiers in the first place, i.e. the interactions between the outside
phenomena and their inside representations. While this abstraction makes modeling intelligence
much simpler, it leads straight into the symbol grounding problem, as we will detail shortly.
Generative Grammars
Generative grammars, introduced by the cognitive linguist Noam Chomsky to describe the
foundation of human language, are rules to combine symbols (words) into expressions (phrases or
sentences). Since these rules can be applied recursively (meaning that the same rules can be
applied again and again to the same initial expression in order to generate ever more complex
expressions), generative grammars can generate an infinite number of possible expressions. Yet,
this infinity is still only a fraction of the infinite number of all possible combinations of symbols.
Only the expressions generated according to the rules are grammatically correct, and therefore
meaningful.
Parsing is the process of analyzing an expression in order to find the sequence of rules that has
generated it. When an expression or sentence has been parsed, its logical structure has been
revealed. This is necessary for natural language understanding (e.g. determining which are the
subject, verb and object of a sentence), but also for understanding an expression in any symbolic
knowledge representation, such as predicate logic. Expressions that cannot be parsed are
meaningless for an AI program.
Inference
The core mechanism in AI is the process of inference, which uses the knowledge stored in
symbolic form to derive new symbolic knowledge. This is modeled on logical or mathematical
deduction. Expressions initially assumed to be true play the role of the axioms of the formal
system. They represent the primitive knowledge or basic assumptions of the system. These
expressions are usually inserted by programmer—although they may in principle also result from
perception of the outside world. They are usually formulated by means of predicate logic or a
similar formalism, as illustrated by the following expressions.
Examples:
- Bird(sparrow) : Predicate logic representation of “the sparrow is a bird”
- (forall x): Bird (x) ⇒ Has_Feathers(x): representation of “all birds have feathers”
Using deduction rules that have been built into the program, the system can then derive new
expressions from known expressions.
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Example: if A and (A ⇒ B) are both true, then B is true: this is the well-known modus ponendo
ponens deduction rule.
Expressions inferred in this way then correspond to the theorems of the formal system, i.e. true
expressions that are derived from the axioms.
Example: from the axioms in the previous example, we may deduce the following expressions:
- Has_Feathers (sparrow)
- Larger_than (ostrich, colibri)
A problem or question that the system must answer then simply corresponds to an expression to be
proven or disproven. For example, animal (penguin)? This expression is considered to be true if we
can find a sequence of deductions from the axioms that produces this proposition as a theorem, and
false (or indefinite) otherwise. Alternatively a problem or question can be stated as: find the values
of the variables (x, …) for which the expression would be true, e.g. bird(x) & Cannot_fly (x) ?
Given this question, the system will try to find all x that fulfill this condition, i.e. all birds that
according to the stored knowledge cannot fly.
Prolog is a programming language used in AI that is based on a simplified form of predicate logic
(similar to the examples we gave). Entering an expression like the one above in Prolog will
automatically produce an answer. The algorithm it uses is based on backward chaining: starting
from the expression to be proven, it searches for expressions that imply it, filling in the variables
when needed, until it gets down to one of the “axioms” or expressions assumed to be true. In AI,
there exist various such algorithms and systems of deduction rules for deriving true expressions
from given axioms. Together, they constitute what is called an inference engine. Different
inference engines have typically their own strengths and weaknesses, the one working better on
one type of problems, the other on another type.
Expert systems
In practice, a purely deductive logic is not sufficient for real-world problems: knowledge is not
that clearly defined or consistent. Instead, human experts use specific heuristics or rules of thumb
to produce “likely” answers, rather than answers that can be proven to be true. We already saw
default reasoning as an example of such less than logical inference. In addition to semantic
networks, another common format to represent such “approximate” reasoning are production rules,
which have the form:
The inference engine must determine which rules are relevant in a given situation and choose
which one(s) to apply. AI systems built on such practical knowledge rules for specific domains,
are commonly called “expert systems” or knowledge-based systems. The design of such systems
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is called “knowledge engineering”. They have many practical applications, such as medical
diagnosis (MYCIN, one of the very first experts systems helped with the diagnosis of lung
diseases), or the repair of televisions or other complicated technical systems that require a lot of
expertise.
In addition, symbolic models are simple and intuitive. They can be seen as extensions of the
reflection-correspondence theory of knowledge: each mental symbol reflects or represents an
aspect of the external situation. Yet, they avoid naïve realism: there is no simple correspondence
or mapping from material objects to mental symbols. The reason is that symbols not only represent
concrete objects or instances, but also abstract categories and relationships. They also sidestep the
homunculus problem: the role of the homunculus interpreting the representations and making
decisions is played by the inference engine. Like logical empiricism, symbolic cognitive science
integrates empiricism (because most symbols stand for observable features) and rationalism
(because inference engines can produce new knowledge purely by reasoning). Symbolic CS has
moreover assimilated the lessons of pragmatism: symbolic representations are chosen not for their
truthfulness or their correspondence to objective reality, but for their efficiency in problem
solving. In conclusion, the symbolic paradigm appears like a flexible, elegant and general
foundation for cognitive science.
Most obviously, in spite of half a century of research, AI has failed in its main aim: the simulation
of a human level intelligence that is general, i.e. that can adapt to a broad variety of tasks and
domains. The only successes are very specialized, “expert” programs and simulation of toy worlds.
There has never been a program passing a satisfactory Turing test. At this moment, there exist no
intelligent robots. Present-day robots are either extremely specialized machines used in industry,
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e.g. to assemble small components, or more general-purpose “electronic pets” with an intelligence
level comparable to an insect.
Even the much less ambitious early goal of AI, automatic translation between different human
languages, has failed to come near to any human level of reliability (just try the different automatic
translators available on the web). Moreover, those translating programs that are most effective
have abandoned the true AI approach of trying to understand words and sentences in favor of more
low level approaches such as gathering a lot of statistical material about the occurrence of different
expressions in different languages, and seeing which expressions are most likely to occur in a
given context.
This does not imply that the many critics who claim that AI is in principle impossible are correct,
but only that the traditional symbolic approach to AI has not been able to live up to its promises.
Let us try to understand more fundamentally which obstacles this approach has encountered.
A first observation made by AI researchers is that formal inference capabilities are useless to
tackle real-world situations without sufficiently detailed and concrete knowledge. To reach a level
comparable to adult humans, an AI program would need to know millions of facts. However, it is
very difficult to exteriorize and formalize the knowledge that people use intuitively. Knowledge
engineers, who develop expert systems, have called this the knowledge acquisition bottleneck: it
is much easier to enter symbolic knowledge into a computer system than to get it out of a human
expert’s head. The reason is that humans do not reason logically, and do not store their knowledge
in an explicit, symbolic form. Most knowledge is fuzzy, subconscious and intuitive. It is therefore
very difficult to express in the form of logical statements.
As a result, AI programs have always lacked common sense or “real-world” knowledge. Initially,
researchers thought that this was only a problem of quantity of knowledge, and that it would
suffice to collect an extensive amount of expressions that describe the world as we know it. This
led to the CYC project, which was started in 1984 by AI pioneer Douglas Lenat [1995] with a
large team of collaborators to collect all “common-sense” knowledge that the average human
possesses. At this moment, the knowledge base contains over a million human-defined assertions,
rules or common sense ideas. Typical pieces of knowledge represented in the database are “Dogs
are animals” and “Animals die eventually”. When asked whether dogs die, the inference engine
can draw the obvious conclusion and answer the question correctly. However, after more than 20
years of development, the CYC project still has not produced any truly impressive applications.
As we noted when discussing problem solving, different representations of the same problem
domain each have their own advantages and disadvantages. No representation is adequate for all
possible cases. In practice, this means that whatever representation you are using, you will
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encounter plenty of cases in which this representation is highly inefficient, i.e. where searching for
solutions to the problems takes far too long to be practical. This observation has led to attempts to
automatically transform one representation into another one, but except for some specific cases,
this turned out to be too ambitious for representations in general. The reason is that symbolic
representations are intrinsically rigid: their elements or “atomic units”, the symbols, are a priori
given, and therefore cannot be changed. At most, we can change some of the grammatical rules by
which symbols are combined into expressions, but if the best conceptualization of the problems
cannot be expressed by the given symbols, this will not be of much help.
Closely related is the problem of learning or knowledge discovery: how can you program a
computer to extract or induce new concepts and rules from data? The AI-related domain of
“machine learning” and its more application-oriented descendant of “data mining” have produced
quite a number of useful techniques. Yet, most of these are not based on the symbolic paradigm
with its qualitative, logical reasoning, but on various more quantitative and trial-and-error based
algorithms, including statistical clustering and factor analysis, genetic algorithms, and neural
networks (see further).
Lack of autonomy
The problem runs even deeper. Even with plenty of knowledge and an adequate symbolic
representation, logical or probabilistic deductions are insufficient for modeling common-sense
understanding of the world. One of the problems is simply: when should the system stop making
inferences? An infinite number of theorems (derived expressions) can be deduced from a finite
number of axioms (basic expressions). However, most of those have no real-world relevance or
utility, and the computer program will just get bogged down producing ever more trivial or
meaningless observations. For example, after deducing from “Fido is a dog” and “a dog is a
carnivore” that “Fido is a carnivore”, the program may continue deducing that “Fido is a
mammal”, “Fido is a vertebrate”, “Fido is an animal”, “Fido is a living being”, “Fido is a thing”,
“Fido is an entity”, “Fido has weight”, “Fido has mass”, “Fido has energy”, “Fido has volume”,
“Fido has length”, “Fido has height”, “Fido exists”, etc., etc.
There is nothing in such a symbolic, logic-based formalism to determine which expressions are
meaningful or relevant: in logic all true expressions are equally important. In practice, this is of
course not the case: we are only interested in a limited number of things at any moment. This
means that we need heuristics and adapted problem representations to reduce the search space, and
focus on the things we find important. However, these heuristics are very context-dependent: what
works well in one domain, generally does not work in another domain. The problem then is: how
can we fully specify all necessary and sufficient conditions to come to a meaningful conclusion? In
the domain of planning action, this has become known as the frame problem: which are all the
relevant facts that we should consider when planning our actions, and when can we stop deducing
further facts?
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More fundamentally, the problem is that AI programs are designed as question-answering systems:
it is the human user who introduces the problem or question that the system is supposed to tackle.
This is obvious in the Turing test, where the intelligence of the system is probed by asking
questions. Human beings, on the other hand, are autonomous: they decide for themselves what
problems to tackle, which issues to pay attention to, or which, if any, questions to answer. As such,
they do not have to wonder about how many inferences to make, or which axioms are relevant.
What is relevant depends on their own goals and preferences. These are more fundamental to their
cognitive functioning than any questions artificially introduced by some experimenter.
Traditional AI is based on the manipulation of abstract symbols. However, although symbols are
supposed to represent outside reality, it is never specified how they do this, i.e. how they are
grounded in reality. Given the way symbols are used inside the program—undergoing
combinations according to formally specified rules—they might as well correspond to meaningless
concepts with no counterpart in reality. This may remind us of the way medieval philosophers
were pondering deep questions such as “How many angels can dance on the head of a pin?”, when
no one had ever observed an angel. This might not be a problem if there were a simple,
unambiguous correspondence between symbols and objects in the outside world. But this is what
we have called the reflection fallacy: knowledge is not simply a reflection of an objective reality.
To check what a symbol means we need a process of perception that compares external situation
and internal representation. By starting with symbols, AI has neatly sidestepped the problem of
perception. But attempts to build robots, which cannot function without some kind of perceptual
apparatus, have shown that human-like perception is a much more complex process than anybody
had anticipated. It turns out to be extremely difficult to interpret a pattern of pixels as sensed by a
camera as the depiction of a particular concept or thing, such as the dog “Fido”, or the property
“liquid”. Insofar that present-day programs manage such recognition, they do this by using non-
symbolic methods, such as neural networks. The most cogent arguments brought forth by critics of
AI, such as John Searle [1980, 1992] and Hubert Dreyfus [1992], focus on the fact that AI
programs have no experience of the phenomenal world: they reside in a purely abstract, symbolic
realm where there are no such things as sensation, feeling or perception.
Conclusion
We can summarize the above observations by noting that symbolic AI, and with it most of
traditional cognitive science, is too rationalist and logic-based. Logic has turned out not to be a
sufficient foundation for modeling cognition. It leaves no space for the fuzziness and subjectivity
of experience, intuition or feeling. Moreover, starting with symbolic representations cuts out any
interaction between an AI system and the real world: it cannot perceive or experience phenomena.
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The symbolic paradigm is moreover too mechanistic: everything needs to be explicitly
programmed according to fixed rules. The system breaks down as soon as some knowledge, some
specification of the problem or situation, or some part of the program is missing. It cannot easily
learn new facts on its own, discover new insights or adapt to different circumstances, and it cannot
decide on its own what is important or what to do next. A true intelligence should be able to self-
organize, to autonomously develop and grow smarter, in the same way as a human mind does.
We will now discuss a number of different approaches that have taken this criticism to heart, and
attempted to develop a fundamentally different theoretical framework to address these problems.
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New Approaches to Cognition
Connectionism
Probably the best-known alternatives to symbolic representations of cognitive systems are
connectionist or “neural” networks. These are directly inspired by the working of the brain, with
its neurons connected by synapses, rather than by the formalisms of logic and mathematics. They
are no longer based on independent, discrete units of meaning (symbols), but on the connections
between units. They do not distinguish strict categories, where something is either A or not A:
everything is fuzzy, fluid and changing. The meaning resides in the connections between otherwise
meaningless elements. It is “grounded” in input received through perception. There is no logical
formalism or set of fixed deduction rules, but a continuous adaptation of the system to experience.
As a special bonus, there is no need for detailed programming: the system organizes itself.
Connectionist models were originally proposed by the cyberneticians McCulloch and Pitts [1943],
and then elaborated by the AI researchers Minsky and Papert in the 1960s, until it turned out that
the existing networks were unable to solve an important class of problems. After this obstacle was
surmounted with the introduction of the backpropagation algorithm, their final return to fashion
came with the work of the psychologists Rumelhart and McClelland [1986] in the 1980s.
Connectionist representations are based on the concept of a neural network (sometimes called
“artificial neural network” to avoid confusion between computer simulations and the actual
neurons that exists in our brain). It consists of the following fundamental building blocks.
The role of the neurons in the brain is played by nodes or units xi, i = 1, ...N (the index i ranges
from 1 to the number N, the total number of nodes in the network). Nodes function very roughly
like concepts, i.e. cognitive units. They can be “activated” to a variable degree. (In the brain,
activation corresponds to the intensity of impulses or electrical activity passing through the
neuron). The “mental state” or “working memory” of the network can be represented as a (N)-
dimensional vector A(xi) of activation values over the nodes.
The activation function takes values between 0 (more rarely -1) and 1:
0 ≤ A(xi) ≤ 1, i= 1, ...N
This entails a generalization of binary logic: assertions can take on more than two truth-values
(yes-no or 1-0); they can be true to a certain degree.
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The role of the synapses is played by connections between the units. These connections too exist
to a certain degree, which is called their strength or weight. Connections function as “associations”
between the concepts. They can be seen as a generalization of implications in logic or of links in a
semantic network. The long-term memory or knowledge of the system is determined by the
strength of all the different connections. These connection weights w(xi, xj) = wij, are generally
represented as a (N×N)-dimensional matrix:
-1 ≤ wij ≤ 1, i, j = 1, ...N
Spreading activation
The most basic process in a neural network is the propagation of activation. Activation is passed
on from an activated node to all nodes it is connected to. This happens simultaneously or in
parallel, unlike traditional AI systems where typically only a single step or inference is performed
at a time. The flow of activation passing through a link is proportional to the link strength: stronger
links transfer more activation. The activation entering a node xj from different previous nodes xi at
time t is summed to determine the new activation of the node at time t+1:
Learning
The second fundamental process in a neural network is learning: the changing of connection
strengths (and therefore of stored knowledge) as a result of experience. There exist different
learning algorithms, of which the most basic are:
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Hebbian learning
Here a link is strengthened each time the two nodes that it connects are co-activated (i.e. activated
simultaneously, or, in some cases, the second activated shortly after the first). This is directly
inspired by the behavior of real synapses. The increase in weight is proportional to the product of
the two activations:
0 < c ≤ 1 plays here the role of a learning parameter. The higher c, the bigger the influence of the
most recent co-activation on the weights (and therefore the weaker the influence of earlier rounds
of learning). In other words, increasing c makes the system learn new experiences more quickly,
but also forget older experiences more quickly.
Hebbian learning is a form of unsupervised learning. This means that no one (not even the
environment) is telling the system what it should learn: it derives its knowledge only from
correlations between its experiences. As such, it creates associations between experiences that tend
to co-occur, like Pavlov’s dog, which learned to associate the sound of a bell with the appearance
of food. It also allows the system to cluster similar experiences into the same category, while
distinguishing it from other categories. Thus, Hebbian learning finds structure in what initially
seemed like a stream of incoherent experiences, so that the cognitive system becomes capable of
anticipating further experiences by extrapolating from what it already perceived. For example,
Pavlov’s dog learned to anticipate food whenever it heard the sound of a bell.
This is a form of supervised learning, where the experimenter or the environment tells the system
how it should behave, and the system tries to match that externally imposed target. The delta rule
takes into account the difference (error) between target and internal activation. The target
activation aext represents the desired output of the neural network. The actual output, i.e. the
internally generated activation aint, is merely an attempt to produce the target, and therefore may
need to be corrected. This correction takes place by adjusting the link weight so that the internal
activation it generates comes closer to the external activation it received as target. Otherwise, the
formula is similar to the one for Hebbian learning:
Note that the network stops learning as soon as internal activation aint equals target aext.
A network learning according to the delta rule can be trained to produce a certain type of behavior.
This happens by repeatedly performing the following training session:
• compare the activation aint of the output nodes to the desired activation aext
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• correct the link strengths so as to bring the actual output closer to the desired output
according to the above “delta” (difference) formula
output
layer
input
layer
Feedforward networks
The simplest type of neural network is a single layer perceptron. The name derives from the idea
that a perceptron is a very simplified model of the processes that interpret sensory stimuli, i.e.
perception. It consists of one row or “layer” of input nodes (representing sensory input) and one
row of output nodes (representing the network’s interpretation of that input). Each input node is
connected to each output node. The activation is propagated “forward” in a single step, from input
layer to output layer. The activation of the input layer represents the problem to be solved; the
activation of the output layer represents the network’s proposed solution. Such a network can be
used for simple classification tasks, where the input is some sensed pattern (e.g. black and white
pixels within a square space), and the output consists of the activation of one or more categories
that the pattern belongs to (e.g. “line”, “circle”, “square”, etc.).
To get a multiple layer feedforward network, you can add one or more “hidden” layers of nodes in
between the input and output layers. These hidden layers have incoming connections from input or
previous hidden layer nodes. Their outgoing connections go to output or subsequent hidden layer
nodes. A multilayer network can learn more complex classification and discrimination tasks than a
single layer one. However, to achieve this it needs a mechanism to propagate corrections of link
strengths from the output layer (where the target pattern is applied) step by step to earlier layers.
This mechanism is called backpropagation.
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Example application: a feedforward network can learn to recognize a letter from a pattern of
activated pixels, e.g. a 11 × 12 rectangle of pixels, some of which are white (not activated), others
black (activated). These pixels (132 in this example) correspond to the input nodes. The nodes of
the output layers can then represent different possible letters (A, B, C, …) represented by the pixel
patterns (26 in this example). Initially, the connections in the network will have small random
values, leading to random activation for the output layer. This output activation can then be
compared to the desired activation (e.g. when the pattern corresponds to the letter F, the output
node corresponding to F is fully activated, all others are not activated). This comparison leads to a
correction of the connection strengths leading to the output nodes. This correction is then
propagated backwards to the previous layers of connections. After many such training sessions, the
network will have learned to correctly recognize most letters. Moreover, randomly changing the
value of a few pixels is unlikely to change the result, since the activation from these “noise” pixels
will have little effect on the final output activation. Thus, the network can learn different but
similar versions of the letter F and classify them all correctly.
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Recurrent networks
In a general recurrent network, all nodes are connected to all other nodes, so that we cannot
distinguish layers, inputs or outputs. This means that activation can propagate backward as well as
forward. The result or “output” of the network is the activation pattern achieved when activation
has “settled down” into a stable configuration. General recurrent networks are in principle more
powerful than the simpler varieties we have discussed before, but therefore also much more
complex to investigate.
• They can make “fuzzy”, “intuitive”, non-rational decisions. These are not based on
explicit logical criteria, but on ever changing experience.
• They are flexible and fault-tolerant: small variations in input make little or no difference in
output.
• They are robust: when the network is damaged by randomly removing nodes or links, it
continues to function, although it gradually makes more errors as more damage occurs.
This is called graceful degradation.
• They are self-organizing: there is no need for a detailed program or plan to tell them what
to do. They learn the required behavior on their own from the examples provided.
• They are decentralized: processing happens in parallel, distributed over all the different
nodes. There is no need for a “central executive” to coordinate the activities.
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• They can only work when they receive input from the designer or trainer. In that sense,
they are not autonomous.
• It is difficult to understand for the designer why or how a network comes to its decisions.
Its “reasoning” is distributed over all its links and nodes, and therefore it is difficult or
impossible to reconstruct what “arguments” led it to its conclusion.
• It is difficult for the same network to perform very different functions without the one
interfering with the other. Learning a new function (e.g. recognizing numbers) generally
makes the network “forget” how to perform a previous function (e.g. recognizing letters).
Constructivism
Therefore, we must first build a theory on our own and then try to fit the perceptions into it. This is
what Popper meant when he said that science advances by conjectures (proposed new theories) and
refutations (elimination or falsification of the theories that do not fit the observations). The
observations or data alone are not sufficient to determine a good theory.
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Not instruction, but construction!
In the words of Ernst von Glasersfeld [1984], constructivism can be defined in the following way:
Knowledge is not passively received either through the senses or by way of communication,
but is actively built up by the cognising subject.
In other words, the world does not tell us how to interpret it: sensory data are merely bits and
pieces, without clear organization. This may be clarified by another constructivist slogan:
There also is not a programmer or instructor to put all the knowledge into the system. Good
teachers do not instruct pupils, i.e. tell them in detail what to remember; instead they help the
pupils to construct their own understanding of the concept, i.e. let them find out on their own how
the different bits and pieces fit together into a meaningful idea.
The mind is not a recording apparatus, like in the reflection-correspondence view, but an active,
autonomous living being. We construct an interpretation ourselves and project it onto our
perceptions in order to make sense of the world. The role of knowledge is not to reflect a
hypothetical objective reality or Ding-an-Sich, but to helps us to “fit in” with our local
environment as we subjectively experience it (“Umwelt”). Different organisms have different
Umwelts, and will therefore experience the world in a completely different way.
Another famous constructivist, the cybernetician Heinz von Foerster [1981], noted that the brain
cannot absolutely distinguish a perception from a dream or a hallucination [see also Maturana,
1974]. These are all merely patterns of neural activation. What we call a perception is merely a
particular interpretation of that pattern, which attributes its origin to the outside world, even though
much of it is internally generated. Let us illustrate this process of internal construction using some
examples from memory, the cognitive process that most resembles an objective registration of
perceptions.
Here is a little experiment. A list of some 20 words is read to the subjects, e.g.
winter, icy, Siberia, warm, cooling, penguin, frozen, flu, chilly, ice, wind, hot, Antarctica,
wet, fresh, breezy, igloo, cool, snow, Pole, glacier, frost, sleet
When trying to remember as many words of the list as possible, people will typically remember
the word “cold”, even though it is not part of the list. This is because “cold” is strongly associated
to all other words. Therefore, the brain tends to “fill in” or “induce” the missing piece that it
expects to be there. The conclusion is that memory is not an objective registration of perceptions:
it is a “reconstruction” on the basis of vague, selective and subjective impressions, to which
plausible assumptions are added in order to provide continuity and coherence.
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There is a famous psychological experiment to demonstrate the unreliability of memory. People
are shown a short movie in which a passer-by is attacked by a white man and afterwards helped by
a black man. When retelling what they saw, many people claim the attacker was black. What
happens is that they don't clearly remember the attacker, but they remember a black man being
involved, and they implicitly assume that blacks tend to be criminal. Therefore their mind fills in
the observation of the skin-color of the attacker, which it didn’t actually register. This experiment
shows that witness reports, however confident, are not sufficient proof to convict a criminal
[Loftus, 1974].
The psychologist Elizabeth Loftus carried out another surprising experiment to demonstrate the
creation of false memories. The subjects were told a number of events that supposedly happened
when they were children, and asked which ones they remembered. Most of the stories were
collected from their parents or siblings and checked for their accuracy. However, some of the
stories were invented by the experimenters. These described events that might plausibly have
happened to the subjects, such as getting lost in a shopping mall, or accidentally spilling a bowl of
drinks on someone's clothes during a party. When these stories were presented to the subjects as if
they were true, a sizeable percentage of the people claimed to effectively remember the events.
When prodded by the experimenters to remember more accurately, they came up with concrete
details, such as the people present or the weather that day, which were not part of the original
story. The more often they were interviewed about these childhood anecdotes, the more their
“memories” became intense and detailed.
This and other evidence led Loftus [Loftus & Ketcham, 1996] to postulate the existence of a False
Memory Syndrome. This may explain some dramatic court cases, in which therapists were
convicted for making their patients falsely believe that they were abused as children. If a
psychotherapist is convinced that his or her client's emotional problems stem from some repressed
childhood experiences, he or she can by suggestive questioning make the client construct a number
of detailed “remembrances”. Without independent evidence, it is virtually impossible to
distinguish true experiences from falsely remembered ones.
Example: The existence of the false memory syndrome can be illustrated by the following true
story. After a series of therapy sessions, a young woman became convinced of having been raped
several times by her parents, and forced to undergo two abortions using a coat hanger. Her father, a
clergyman, had to resign from his post when the allegations became public. However, a medical
examination revealed that she not only never had been pregnant, but in fact still was a virgin. The
patient sued the therapist for implanting false memories and received a $1 million settlement. For
another example, I refer to the sensational stories of abuse “remembered” by the so-called X-
witnesses after the Dutroux pedophile scandal in Belgium.
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Coherence epistemology
The constructivists claim that knowledge is generated largely internally. Even our perceptions
themselves are shaped by pre-existing knowledge. For example, seeing a planet through a
telescope assumes belief in the laws of optics that govern the telescope. Hearing someone say
something assumes the ability to understand spoken language: someone with poor hearing or poor
language may “hear” something that was not said. Seeing a particular shape, such as a square,
assumes familiarity with the concept square.
The philosopher of science Paul Thagard [2002] has implemented this principle in a recurrent
connectionist model of historical scientific discussions and the resulting revolutions in knowledge.
Beliefs (assumptions, observations, arguments...) are represented as nodes in a network. Mutually
inconsistent (contradictory) beliefs are connected by inhibitory links (i.e. links with a negative
weight): when the activation of the one goes up, the activation of the other is pushed down.
Mutually supporting beliefs are connected by excitatory links (i.e. with a positive weight): when
the activation of the one goes up, the activation of the other is pushed up as well. The network is
then started by giving “accepted” beliefs positive activation. This activation spreads along positive
and negative links. When equilibrium is reached, the final positive activation pattern determines
which beliefs have “won the argument”. These usually corresponded to the ones that were
eventually accepted by scientists. The beliefs that end up with zero or negative activation have
lost, and are rejected.
A volunteer is sent away to another room while the rest of the group discuss their plan of action.
When the volunteer comes back, the others tell him that they have invented a “dream” for him.
This is a story in which the volunteer takes part, and which supposedly takes into account his
experiences and personality. Being a “dream”, however, it does not need to be based on any real or
even physically possible events. The game then consists in the volunteer trying to guess the story
that the others have made up for him. He can ask questions, but the others are only allowed to
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answer “yes” or “no”. For example, he might ask: “Does it happen here?” or “Do I take part as my
real self?”
The volunteer is prodded to let his imagination take over, and not try to be too analytic, because
otherwise he would never be able to guess something as fanciful as a dream. In the beginning, his
questions will be very vague and general, but as he gets more answers, his picture of the dream
sequence will get more concrete, and so the questions become more specific. For example, “Does
the car arrive after the lady has left?” If he cannot think of any more questions to ask, the game is
over, and the volunteer is asked to tell the dream as he has reconstructed it from the answers he
got. Depending on the inventiveness of the volunteer, the resulting story can be very involved and
detailed indeed. However, when he then asks whether his reconstruction of the original story is
accurate, the group tells him that there never was a story!
The only thing the others discussed was a rule for answering his questions. The basic rule is very
simple: every question that ends with a certain letter, say “s”, is answered with “yes”; all others are
answered with “no”. The only exception to the rule is that answers should be consistent. Thus, if
the volunteer asks the same question with different words, the answers should remain the same,
even if the last letters of the questions are different. Since all groups members give the same
answers (though they sometimes may get slightly confused because they heard or understood the
question differently), and since the different answers confirm each other, the victim gets the
impression that they effectively have agreed on a coherent story. Each further answer gives him
one more bit of information, which he uses to further develop the story he has in mind. Yet, the
end result, however coherent, detailed and involved, is purely a creation of his imagination, with
no counterpart in any reality except his own mind.
Although this example is rather extreme, it helps us to understand the process of mental
construction of ideas, beliefs and theories. Observation of the outside world does provide us with
information, in the form of “bits”, which helps us to decide whether we should accept or reject a
certain hypothesis. But we must generate these hypotheses ourselves, starting from our pre-
existing theories about how the world around us is organized.
Social constructivism
In addition to coherence, there is another criterion for accepting a belief as “true”: consensus. The
more people confirm an observation, interpretation or belief, the more we take it seriously. For
example, one person seeing a UFO is much less credible than twenty people seeing it. However,
this criterion is problematic when people influence each other. In that case, they can all come to
believe the same, even though only one (or none) actually “perceived” it, as we will discuss later
in the section on collective cognition.
In practice, most of our beliefs/knowledge come from others. These include religion, language,
culture, worldview, morals, and common sense. In most cases, it is difficult to determine what is
the precise origin of these beliefs. Such a belief has been transmitted from person to person, each
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time accumulating some small changes. Through these changes, the belief adapts so as to be
maximally coherent with other beliefs people already have. In the end, a complex system of beliefs
may be constructed by the group, without any individual having control over it. Since there is no
objective, outside criterion to which beliefs must adapt, separate groups will typically construct
different and independent belief systems. For example, Western astrology is completely different
in its assumptions and predictions from Chinese astrology.
These shared beliefs determine what we assume to be true or real: this is called the social
construction of reality. Since perceptions are affected by ideas and beliefs, the way we perceive
reality will depend on our cultural and social background. For example, when Galileo tried to
convince the church authorities of his observation that the planet Jupiter has moons, they simply
refused to look in his telescope, since they anyway “knew” there were no moons, and had no trust
in this bizarre instrument. As another example, before Harvey's theory that the heart works like a
pump, nobody seems to have noticed that the heart beats (or at least no mention of it is made in the
literature). It seems that we first needed a theory of why the heart should beat before we could
truly observe that it beats!
The conclusion is that different cultures or groups live in different “realities”, and that we have no
objective criterion to say which one is right and which one is wrong. The social construction of
reality is a basic thesis in “postmodern” social science. It is used to argue that Western science or
philosophy is in no way superior to the one of other, supposedly more “primitive” cultures.
However, postmodernism has recently come under more and more criticism, and seems no longer
to be so fashionable as it used to be a decade ago.
Shortcomings
Constructivism does not sufficiently distinguish between external and internal sources of
information. In practice, most of the time we can distinguish between perception and
imagination.
Constructivism lacks formal models of how knowledge is organized. It also does not
explain precisely how knowledge is constructed.
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Situated and Embodied Cognition
Most of traditional cognitive science (and part of constructivism) tends to see the mind as
separated from the outside world. At best, it is merely passively observing what happens outside.
For example, AI reduces cognition to the logical manipulation of abstract symbols. Even
connectionism tends to reduce the influence of the outside world to a simple set of inputs that the
cognitive system itself has no control over. This attitude is a remainder of dualism: the mind is
seen as something intrinsically different and separate from matter. Even when modern science
admits that the mind cannot exist independently
of the matter in the brain, the assumption is that
the brain alone is sufficient to produce intelligent
behavior.
Embodiment
The main argument of the proponents of embodied cognition is that cognitive systems need to
have the equivalent of a body through which they can interact with their environment [Ziemke,
1991; Clark, 1999]. This includes at least:
sensors through which information about a real environment (not controlled by the
programmer or experimenter) can enter the system. Examples are eyes and ears. These are
also called afferent channels, as they bring data into the system.
effectors or actuators (muscles, motor system) through which the cognitive system can act
upon the outside world. Examples are hands and vocal chords. These are also called
efferent channels, since they bring data out of the system.
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a feedback loop connecting the two, so that the effects of actions can be perceived, and
the system can establish a connection between the two. For example, a child trying to
speak must hear its own voice in order to learn to articulate. That is why deaf children who
have not received specific training in general are unable to speak.
Additional body elements that may be important include the glands that produce hormones, which
affect emotion and mental functioning, and internal organs that sense the internal state (e.g. hunger
is triggered by the emptiness of the stomach and a low glucose level in the blood). Since the body
is an imperfect system, subject to various physical constraints (e.g. weakness, inaccurate
perception, inertia, cold, hunger, ...) the mind cannot afford to be busy only with purely rational,
abstract reasoning: it must constantly adapt to the practical situation and correct for unforeseen
problems.
Situatedness
The closely related philosophy of situated cognition focuses on the fact that in order for us to
understand its functioning a cognitive system must be situated in a realistically complex
environment, not in an idealized world of logic and abstraction, a psychological laboratory, or a
simulated “toy world”. The real world is indeed much more variable, ambiguous and unpredictable
than the simplified “environments” that have been used in cognitive science. Yet, a truly intelligent
system by definition is able to cope with these complexities. Moreover, part of that intelligence
directly derives from the environment by way of learning from it, interacting with it, or being
directed by it.
One of the biggest problems encountered by symbolic cognitive science is how to represent the
world in a sufficiently detailed way (the knowledge acquisition and representation problem), and
how to make inferences in such a complex model (the frame problem). Yet, there is no need to
make detailed representations when you can directly access the world itself. This insight can be
summarized by the slogan: The world is its own best model [Brooks, 1991].
For example, why calculate the precise force and the angle with which you would have to push a
block in order to get it out of the way (as if often done in “blocks worlds” models of robotic
action), if you can just try it out and adjust your movement according to the feedback you get
through your senses? Why plan ahead all the different steps of a problem-solution, if you can just
perform some actions and see whether they bring you closer to the solution?
Another implication of situatedness concerns the way we learn. The concepts we learn always
appear in a concrete context: a specific situation to which the concept applies. It is impossible to
fully specify this context by means of a formal definition stating the necessary and sufficient
conditions for a phenomenon to belong to that category. For example, the concept “he is an
animal” cannot be explained by “an animal is a living organism that can autonomously move”.
Yet, the expression is easily grasped when used in the right context (e.g. after a night of wild sex).
Practical experience shows that trying to teach concepts via dictionary definitions is very
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inefficient. Students make mistakes, such as “my parents and I correlate well, since most of the
time we are present together”. Teaching by using the concepts in appropriate contexts leads to
much quicker understanding and remembering.
Conceptual metaphors
If the foundation of cognition is concrete interaction with the world, then how can we learn to
reason abstractly? According to the cognitive linguist George Lakoff (in collaboration with Mark
Johnson [1991]), we do this by using conceptual metaphors: analogies between the abstract
concept, and a more concrete, “embodied” concept that we intuitively understand because of our
experience in interacting with the world. This is best illustrated with some examples:
Desire Is Hunger: the abstract concept of “desire” is made more intuitive by comparing it to the
bodily sensation of hunger. This metaphor is found in various English expressions:
- He is sex-starved
- She thirsts for recognition
- Sexual appetite
- He hungers for her touch.
Existence Is A Location (here): the very abstract notion that something exists is “embodied” by
comparing it to the notion that something is present in the vicinity. Again, Lakoff has collected
plenty of English expressions that illustrate this usage:
- It came into existence
- The baby is due any day
- The baby is a new arrival.
- No answers were forth-coming.
Some other conceptual metaphors are: Life is a Journey, Change Is Motion, or Change Is Replacement.
In further work, Lakoff [Lakoff & Nunez, 2001] has applied his theory even to mathematical
concepts. For example, the mathematical notions of element, vector space, operator,
transformation and set (collection) all refer to physical objects, the space in which they move, or
the way we manipulate them. Similarly, the basic concepts of logic can be understood
metaphorically: proposition = expression = spoken sentence, deduction = demonstration = pointing
out. The latter can be illustrated through an expression such as “let me walk you through the
different steps of the proof”.
Enaction
Enactive cognitive science, as proposed by Varela, Thompson & Rosch [1991], is again a closely
related conception of cognition: thought or knowledge only becomes meaningful when it is
implemented, “acted out”, or enacted via interaction with the environment. The cognitive system is
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“structurally coupled” to the environment. This means that changes in the environment
systematically affect the system, and vice-versa. Therefore, mind and world, or system and
environment, cannot really be separated. Out of this interaction, reality is constructed. This
perspective can be situated in between objectivism (knowledge as reflection of outside world) and
subjectivism (knowledge as internal construction).
As suggested by the name, this approach emphasizes the role of action. Even perception can be
seen as perceptually guided action. A classic illustration is found in saccades (quick eye
movements): the eye is constantly moving its gaze so as to explore the most interesting parts of the
scene. Out of the relationships between the different aspects thus sensed, the brain constructs a
complex picture of the surroundings. More generally, cognitive structures emerge from recurrent
sensori-motor patterns, i.e. the correlations between perceptions and actions, which enable action
to be perceptually guided.
Autonomous robots
According to the situated and embodied perspective, symbol-based computer simulation is not a
good way to understand cognition, since it lacks a realistic mind-environment interaction. Instead,
AI researchers should strive to build autonomous robots that can independently interact with the
real world through sensors and effectors.
Such robots should not have a detailed program of what to do, but only a broad goal. A typical
example of such a robot will have as its goal to find an electric contact to plug into when its battery
runs low, and explore the room otherwise. Rather than planning ahead, the robot should solve any
problems as they arise. For example, it should find a way around when there is an obstacle in front
of the contact. Such robots should start with very simple, yet vital, behaviors, e.g. move around
without bumping into walls and furniture (this is called “wall-following behavior”). The
underlying philosophy is that we should first learn to simulate the behavior of insects, not the
logical reasoning of humans! For example, researchers have built robots with six legs that learn to
walk around efficiently the way a cockroach would walk.
Rodney Brooks [1991], one of the founders of this approach, has developed a so-called
subsumption architecture to control autonomous robots. The principle is that goal-seeking
behavior is implemented in a hierarchy of levels. At the lowest level, there is direct sensory-motor
interaction. For example, when the robot detects an obstacle (perception via the senses), it
immediately stops moving (control of movement). This results in quick reactions and the
avoidance of basic problems. The higher levels control the lower levels. For example, after the
movement has stopped, the higher control may direct the robot to resume movement in the general
direction of the electrical contact, but with a deviation so as to avoid the obstacle. Such
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subsumption architecture allows more complex planning without getting stuck in immediate but
unexpected problems, as would happen with a robot using traditional AI programming.
Software agents
In addition to building robots (hardware agents), the embodied approach to AI also uses
autonomous software agents. Since robots are very dependent on (expensive and unreliable)
hardware, it may be more fruitful to simulate their general behavior in software. However, such
simulations should be more realistic than the older “toy worlds”. This requires the following steps.
First, define a virtual environment obeying (realistic) physical constraints. Then, define agents
equipped with sensors to perceive (imperfectly) that environment, effectors (typically ability to
move) to act upon that environment, an autonomous goal (e.g. avoid dangers and gather enough
virtual food) to steer their actions, and feedback from sensors to effectors. If you add the
possibility for unsuccessful agents (that fail to reach their goals) of “dying”, and for successful
ones of “reproducing” with variations, then you have the basic paradigm for Artificial Life, a
domain originally inspired by the computer simulations of AI but otherwise quite different in its
philosophy.
In such a virtual environment, researchers can test out different cognitive architectures for the
agent to see which ones work best. A nice illustration of such a simulation was performed by my
former PhD student Carlos Gershenson [2004]. He built a “virtual laboratory” that enabled him to
compare the behavior of different agents in the same virtual environment. These agents were
programmed according to different cognitive paradigms, including connectionist, symbolic, rule-
based, and Braitenberg vehicles (see later). Somewhat surprisingly, the different agents were about
equally successful overall, although some were better in certain aspects…
Dynamical systems
Dynamical systems, as reviewed by Port & Van Gelder [1995], is a new modeling paradigm for
cognitive processes that goes beyond the reduction of cognition to symbol manipulations. This
perspective notes that the environment, the cognitive system, and their interaction each can be seen
as physical processes in time. Mathematically, such processes are modeled as dynamical systems.
A dynamical system is determined by a set of quantitative variables sa, sb, sc, …, together
determining a state s = (sa, sb, sc, …), that change simultaneously and interdependently over time.
The state of the system follows a trajectory s(t) through the state space under the influence of some
abstract “force” or dynamics (which is typically described by a differential equation). Such
processes can come to equilibrium in an attractor state or region, or periodically cycle around it, or
even exhibit chaotic behavior.
The basic implication is that we should take (continuous) time into account while modelling
cognitive processes. This approach is in principle more general than older models of cognition:
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• logical deduction takes place outside of time: all axioms and theorems are supposed to be
simultaneously true.
• computation, which is the basis of AI, takes place in discrete time steps, one for each basic
operation.
• spreading activation in a feedforward net takes place in only a few time steps (one step to
go from one layer to the next). When the output layer is reached, the process stops.
It must be noted, though, that the reason older approaches approximate time by discrete steps is
simply because continuous models, such as those used in differential equations, are much more
difficult to deal with, and therefore the dynamical systems approach can as yet only handle
extremely simple processes with just a few variables.
The extended mind hypothesis, proposed by the philosopher Andy Clark [1997; Clark &
Chalmers, 1998], notes that the mind not only interacts with the environment: it actively relies on
the environment to perform certain cognitive activities. The mind thus extends outside of the brain
and into the physical environment. This philosophical position is sometimes called “active
externalism”: cognitive elements (symbols, concepts) are not only defined by their relation to the
outside phenomena they represent (a position known in philosophy as externalism), they also take
part in this outside world.
There are good practical reasons why the mind should use the environment. We have already noted
that the mind is not so good at accurately storing or mechanically manipulating information,
because of the “magical number” restriction on working memory. Material systems in the
environment can be more reliable for this. This can be illustrated by a variety of examples where
people use material tools to facilitate cognitive tasks:
- writing in a notebook to remember agenda items and telephone numbers
- drawing diagrams on a piece of paper to better understand logical relationships
- counting sheep by adding pebbles to a bag
- putting up signs in the neighborhood to help people find locations (e.g. the bathroom, a city)
- using fingers, an abacus or a computer to make calculations
- using a magnifying glass to perceive tiny objects
The implication is that we cannot separate mind and world, since the outside world itself performs
cognitive functions for us, such as memorizing, perceiving, organizing and processing information.
In fact, a number of complex cognitive processes such as computation or mathematical reasoning
may actually be impossible without support from external tools, such as pen and paper. It seems
extremely unlikely that advanced scientific theories, such as quantum mechanics or molecular
biology, could ever have been developed without these cognitive tools. Moreover, in our everyday
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life we are constantly relying on written notes, signs, maps, etc. In that sense, our minds truly
extend into the environment.
Cognition can extend not only across material objects, but across social organizations. This is the
perspective of distributed cognition, as investigated by the ethnographer Hutchins [1995]. A
complex organization, such as a Navy ship, consists of many individuals that communicate with
each other using various channels, such internal phones, signs, or shouting. Moreover, they collect
and process information using tools such as compasses, notebooks, and nautical instruments.
People and tools together solve complex problems, such as controlling the ship’s course while
maneuvering into a port. The information about the ship’s precise position, speed, direction, as
well as information about the port layout, position of other ships, wind direction, etc. is collected
and processed by all individuals and instruments together, working as a single cognitive system
that is distributed over many interacting components.
A similar perspective inspires distributed artificial intelligence. Here, the cognitive system is
formed by a group of software agents or robots, each specialized in a particular aspect of the
problem. By communicating their results and thus collaborating, they may together solve problems
that are too complex for any agent individually.
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The Systems View of Cognition
(1) Internal vs. external: More rationalist approaches (e.g. Plato, constructivism, symbolic AI)
emphasize that knowledge is primarily generated internally, by the mind itself, independently
of the environment. More empiricist approaches (e.g. logical empiricism, behaviorism,
situated and embodied CS) insist that knowledge originates externally: it is produced by
information coming via perception from the environment. In between, we find approaches that
accord similar importance to internal and external influences (e.g. enactive CS, connectionism,
cognitive psychology).
(2) Static vs. dynamic: Historically, the first approaches tended to see cognition as apprehension
of absolute, objective truths. Later, the emphasis is on knowledge as something that is
constantly under construction and evolving, without ever approaching a time-independent
“truth”.
STATIC
Plato
naive
realism
logical
empiricism
pragmatism
behaviorism
INTERNAL EXTERNAL
symbolic AI cognitive evolutionary
psychology epistemology
connectionism
constructivism
embodied CS
enactive CS
DYNAMIC
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In the longer term, the trend is towards increasingly dynamic views that emphasize relations
between inside and outside. These are what we might call “interactivist” approaches: enactive
cognitive science, connectionism. This is clearly seen in the picture above where the more recent
approaches tend to be situated more towards the bottom and center of the scheme. In addition there
is a trend to pay more attention to the internal relations between the cognitive units, rather than to
the units on their own, e.g. connectionism, semantic networks. All in all, models of the mind have
become increasingly complex and dynamic, shifting from a reduction to independent parts (the
soul, ideas, observations, symbols, …) to a focus on the interactions (connections, feedbacks,
collaboration, …) that assemble the parts into an organized whole.
Different paradigms are good in modeling different aspects of cognition, for example AI for
modeling deduction, connectionism for learning, and embodied CS for autonomous behavior. Yet,
they each have their own shortcomings. Unfortunately, there is no obvious way to combine the
benefits in a single theory, since the paradigms tend to be opposed in their philosophies and basic
assumptions, e.g. symbolic vs. subsymbolic, or rationalist vs. embodied.
In other sciences, the most successful attempt at integration came from general systems theory,
which is more recently being revived under the label of complex adaptive systems or complex
systems science. Such systems thinking moreover has the benefit of focusing intrinsically on
interactions. A systems approach to the problems of mind can be found in cybernetics [Wiener,
1948; Ashby, 1964; Heylighen & Joslyn, 2001]. This is a paradigm slightly older than cognitive
science that emerged in the 1940s. Cybernetics had great ambitions for understanding intelligent
behavior. It moreover had some immediate successes in both theory (e.g. W. R. Ashby’s [1952,
republished 1960] book “Design for a brain”, or G. Bateson’s collection of essays “Steps towards
an ecology of mind” [republished 2000]), and practice (e.g. the neural networks of McCulloch and
Pitts [1947] and the autonomous “tortoise” robots built by W. G. Walter [1950, 1951]).
However, this approach was eclipsed by the popularity of symbolic AI in the 1960s and 1970s.
The reason was that the designs of cybernetics were analog, and therefore clumsy and difficult to
build, whereas the AI approach was digital, and therefore easy to implement with the new
computer technology. Moreover, cybernetics focused on apparently low-level functions, such as
movement and adaptation, while AI immediately tried to tackle high-level cognitive tasks, such as
proving theorems or playing chess. Yet, most of the basic concepts of cybernetics, such as
feedback, autonomy and self-organization, have now come back as part of the new approaches to
cognition, such as constructivism, connectionism, situated and embodied CS and dynamical
systems. In hindsight, it seems that cybernetics had gotten more things right than AI. Still, it needs
to be updated with more recent ideas that have proven their utility. That is what we will try to do in
the remainder of this text.
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Basic concepts of systems theory
The systems philosophy can be summarized by the well-known saying that “the whole is more
than the sum of the parts”. A whole possesses emergent properties, i.e. properties that are not
properties of its parts. For example, an organism has the property of being alive; the same cannot
be said of the atoms and molecules that constitute it. A song has the properties of melody,
harmony and rhythm, unlike the notes out of which it is composed. A system can be defined as a
number of parts connected by relations or interactions. The connections are what turn a collection
of parts into a coherent whole.
Systems theory thus makes abstraction of the substrate or material out of which a system is made:
what counts are the relations between the elements, not the elements themselves. For example,
transistors in a computer may play the same role as the neurons in the brain, as long as their pattern
of interconnections is similar enough. In that way, systems theory transcends the matter-mind
dichotomy that gave rise to dualism. Neither matter nor mind are a priori categories; the essence is
organization, i.e. the pattern of connections and the information that is passed on along them,
which give the system its coherence.
The most basic distinction in systems theory is the one that separates a system from its
environment. The environment is defined as everything that is not part of the system, but that
directly or indirectly interacts with the system. This distinction is represented explicitly by the
system boundary, which designates the separation between the inside and the outside of the
system. It is important to note that the distinction system-environment is always to some degree
subjective: we can draw the boundary differently, including or excluding different phenomena,
depending on our goals or focus of interest.
Example: clothes, hair, glasses, symbiotic bacteria... may or may not be included in the system
“person”. Alumni, part-time students, visitors, externally employed cleaners may or may not be
included in the system “university”.
System
input output
boundary
Environment
System and environment by definition interact: they exchange matter, energy and/or information,
and thus mutually affect each other. This leads us to define two other basic systems concepts:
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Two systems A and B are coupled if they share some of their inputs and/or outputs. There are
three basic types of system couplings:
A A
A B
B B
A number of coupled systems together can form a new, larger system: a supersystem. The original
systems are now the subsystems of the new, encompassing system. Generally, each system
contains a number of subsystems, and is contained in one or more supersystems. Subsystems and
supersystems form a hierarchy.
Control systems
Living systems
Organisms require a constant input of matter and energy (food, resources) in order to maintain
their state of being alive. This input is necessary to provide energy for metabolism and movement,
to rebuild worn tissues, such as hairs, skin and red blood cells, to grow, and to reproduce the
system. Living systems are intrinsically goal-directed: they try to maintain and (re)produce
themselves, in spite of perturbations from the environment. Their implicit goal or value is fitness:
survival, growth and reproduction. This goal has been built into them by evolution via natural
selection: organisms that were not good at achieving fitness have lost the competition with those
that were better, and have thus been eliminated. This is the evolutionary principle of the “survival
of the fittest”.
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Agents
Definition: an agent is a goal-directed system that tries to achieve its goals by acting on its
environment.
Agents are typically organisms, such as animals or people. However, they can also be artificial
systems, such as robots or software agents, with preprogrammed goals. They can even be
organizations or other social systems, such as a firm, a football team, or a country, that consist of
coordinated individual agents with a shared set of goals (e.g. making profit for a firm, winning for
a football team).
Control
Cybernetics has shown how goal-directedness is achieved via control [Ashby, 1964; Heylighen &
Joslyn, 2001].
Definition: control is the successful reduction of deviations from the goal by appropriate
counteractions.
Example: hunger = deviation from state of sufficient energy; counteraction = find and eat food.
The agent is in control if it manages to eat sufficient food not to stay hungry.
A deviation thus triggers an action, which produces a reduced deviation, which in turn produces a
further action, and so on, until all deviations have been eliminated. Thus, control is characterized
by a negative feedback loop. A feedback loop is a circular coupling of a system with itself via the
environment. The feedback is called negative when it reduces deviations, positive when it
increases deviations.
goal
AGENT
action
perception
perturbations ENVIRONMENT
The feedback loop characterizing a control system or agent has the following basic components
(see picture):
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• perception: information enters the agent from the environment, representing the situation as
experienced by the agent
• goal: internal representation of the ideal or preferred situation for the agent
• action: the agent affects the environment in order to bring the perception closer to the goal
Let us delve a little deeper into the different processes that make up the control loop.
For an agent, a problem can be defined most generally as a difference (deviation) between the
experienced situation (perception) and the desired situation (goal). If there would be no difference,
the agent would be perfectly satisfied and would have no reason to act. A problem in this sense is
not necessarily negative or unpleasant: it is sufficient that the agent can conceive of some way to
improve its situation and is motivated to seek such improvement. For example, if I feel like
drawing, then my “problem” is defined as the difference between an empty page and a page with an
esthetically pleasing sketch on it. A problem should also not be seen as something purely
intellectual: if the cup I am holding tilts a little bit too much to the left, so that coffee may leak out,
this defines a problem that I must resolve by restoring the balance.
The agent's task is to solve the problem, i.e. to select and perform one or more actions that together
eliminate (or minimize) that difference. Achieving this requires the cognitive functions below.
• perception: the agent needs to sense as precisely as possible what deviations there may exist,
and in how far previous actions have affected these.
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the situation. Fundamentally, the agent’s cognition does not represent objective phenomena,
but subjective sensations that depend on the agent’s goals.
• information processing: the agent needs to process or interpret the information in the
representation, and in particular determine precisely in what way it differs (or may start to
differ) from the goals, and which actions could be used to reduce those differences. This
requires some process of inference.
• decision making: the agent needs to select an action to perform. In general, only one action
can be performed at a time; if several actions seem appropriate, the best one needs to be
determined.
• knowledge: to make adequate decisions, the agent has to know which action is most
appropriate to reduce which deviation. Otherwise the agent would have to try out an action at
random, with little chance of success, and thus a high chance of losing the competition with
more knowledgeable agents.
• intelligence: if the problem is complex—so that solving it requires more than one
interpretation and/or action—the agent may need to look ahead at likely future situations by
making inferences, exploring their consequences, and developing a plan to deal with them, i.e.
by designing a sequence of well-chosen, coordinated actions that as much as possible take into
account the intricacies of the situation.
Note that these distinct functions do not necessarily correspond to distinct components in the
cognitive system: the same component (e.g. a nerve connecting a sensor to an effector) may
perform more than one function (e.g. perception, representation, knowledge, etc.).
Let us follow through the control process outside the agent, noting how the environment too
participates in solving (or worsening) the problem.
• action: the agent should be able to perform a sufficiently broad repertoire of actions to affect
the environment in the needed way: the more variety there is in the diversions, the more
variety there must be in the actions to deal with them (this is Ashby’s [1959, 1964] “Law of
Requisite Variety”); this requires sufficiently powerful and flexible effectors.
• affected variables: only certain aspects of the environment are affected by the agent’s actions:
for example, the agent cannot change the weather, but may be able to find or make a shelter
against the rain.
• dynamics: changes in the environment, whether produced by the agent or by diversions (i.e.
all events not produced by the agent), generally lead to further changes, according to the causal
laws or dynamics governing the environment. For example, a stone pushed over a cliff by the
agent will fall down to the bottom, where it may break into pieces. This dynamics may help or
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hinder the agent in achieving its goals. It may even perform some of the required information
processing, like when the agent adds stones together to perform calculations (calculus = Latin
for “small stone”)
• observed variables: the agent cannot sense all changes in the environment, whether caused by
its own actions, diversions or dynamics; the variables it can perceive should ideally give as
much information as possible relevant for reaching the goal; irrelevant variables are better
ignored since they merely burden the cognitive system
When we put the different internal and external components of the control process together, we
end up with the following more detailed scheme [Heylighen & Joslyn, 2001]:
goal
SYSTEM
representation decision
information processing
perception action
observed dynamics
affected
variables variables
ENVIRONMENT
disturbances
diversions
This scheme is a feedback cycle with two inputs: the goal, which stands for the system’s
preferences, and the diversions, which stand for all the processes in the environment that the
system does not have under control but that can affect these variables. The system starts by
observing or sensing the variables that it wishes to control because they affect its preferred state.
This step of perception creates an internal representation of the outside situation. The information
in this representation then must be processed in order to determine: 1) in what way it may affect
the goal; and 2) what is the best reaction to safeguard that goal.
Based on this interpretation, the system then decides on an appropriate action. This action affects
some part of the environment, which in turn affects other parts of the environment through the
dynamics of that environment. These dynamics are influenced by the set of unknown variables that
we have called the diversions. This dynamical interaction affects among others the variables that
the system keeps under observation. The change in these variables is again perceived by the
system, and this again triggers interpretation, decision and action, thus closing the control loop.
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Uncertainty
In general, the agent cannot be certain which action is appropriate. This is because the
environment is infinitely complex: every phenomenon in the universe has potentially some
influence on what can happen here and now. Moreover, every situation is unique: even seemingly
identical situations can produce different outcomes, as illustrated by the phenomena of chaos and
quantum indeterminacy. Although the agent may not be able to sense and distinguish all these
unique situations, even with relatively simple sensors the number of possible combinations of
sensed values is astronomical.
Example: consider a primitive eye with 100 pixels that can each sense only black or white (2
values). Such an eye can in principle still distinguish 2100 possible combinations of the values for
these pixels in a single view. Consider now a sequence of 10 views. This produces (2100)10 = 21000
which is about 10300 possible combinations (a 1 followed by 300 zeros!)
We may conclude that the agent cannot have perfect knowledge of what to do for each possible
situation. This implies that some of the actions the agent performs will not be optimal, or not even
adequate. However, this is not grave because errors can generally be corrected by subsequent
actions. The only real requirement is that actions must be more likely to improve than to worsen
the situation. If that condition is met, a long enough sequence of actions will eventually bring the
agent close to its goal.
Given that the agent cannot act with certainty, it will need to make “informed guesses” about what
action to take. This means that it should maximally reduce the uncertainty, taking into account any
information it can get. To do that, the agent must have good heuristics to simplify the situation:
learning to ignore the less relevant aspects; learning to distinguish the most relevant aspects;
selecting the actions most likely to have positive effects. Moreover, the agent needs to be ready to
immediately correct the undesirable effects of any action. This requires sensitivity to small
changes, ability for quick action, and immediate sensory-motor feedback.
The cybernetician Ashby [1960, 1964] noted that appropriate selection is the essence of
intelligence. Indeed, we have defined intelligence as the ability to solve problems, and we have
analyzed problem solving as selecting the right sequence of actions that lead from the initial state
to the goal state. Anything that helps us to make the right selection—such as heuristics or simply
additional information about the problem situation—will therefore increase our power to solve
problems, and thus amplify our intelligence. In essence, a cognitive system is therefore something
that helps us to make the right selection from a variety of possibilities, i.e. the right decision. The
larger the variety (i.e. uncertainty), the more difficult it becomes to find the solution by trial-and-
error, and the more need there is for some cognitive mechanism to reduce complexity and support
adequate selection.
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This creates what evolutionary theorists call a strong “selective pressure” for cognition. Since we
are all alive, we have adapted to that pressure. In other words, all the presently living agents have
been selected to survive. On the other hand, agents with poor choice of actions have been
eliminated by natural selection. The surviving agents must have evolved some mechanism(s) to
choose adequate actions. Donald T. Campbell [1974], the founder of evolutionary epistemology,
called these internal mechanisms “vicarious selectors”. They select appropriate actions from the
myriad possibilities. In that way, they “stand in” for, substitute, or represent natural selection by
the environment. (Note the meaning of the term “vicar”: delegate, representative, substitute).
If the vicarious selector had not eliminated the wrong actions, natural selection would have
eliminated the agent itself. For example, we have an instinct for spitting out berries that taste bitter:
the berries may be poisonous, and not spitting them out might have led to death. There also is an
instinct for pulling back from a ravine or precipice: not pulling back may have resulted in a lethal
fall. There exist many different types of vicarious selectors at different levels of complexity. These
include “instinctive” knowledge inherent in the genes, perceptions, which “stand in” for the
external situation, knowledge learned from experience, and information received via
communication from others. From the point of view of evolutionary epistemology, all cognitive
mechanism function essentially as vicarious selectors: they all help us to select the right actions,
and do so in order for us to survive natural selection.
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Reactive Agents
Condition-action rules
The simplest types of agents are called reactive. They directly or immediately (re)act on the
phenomena they perceive. This means that they have no internal storage (memory) for
information, and they do not “process” information in the sense of manipulating it internally. They
also do not anticipate or reflect about what might happen. They simply associate perceived
situations with the actions appropriate for that situation. Thus, they follow the stimulus →
response scheme. They respond automatically, by “reflex”, to a sensed condition or stimulus, and
that in always the same manner.
Their knowledge is in the form of condition-action rules. These have the following form:
For every condition (type of situation experienced) that the agent can distinguish, the rule specifies
or selects the proper action. We will from now on represent such a rule using the following short
notation:
condition → action
Examples: banana → eat, tired → sleep, tiger → run away, button → push
Such a reflex-like way of acting can be implemented by a direct connection transmitting activation
from a sensor (condition perceiver) to an effector (action performer).
For the agent to be fit or “in control”, its actions should be such that they bring the situation
(generally) closer to the goal. This implies a negative feedback relation that reduces deviations
from the goal.
Example: consider a simple sea-living creature that needs to stay in the right temperature zone to
survive. Its required behavior can be implemented with 3 condition-action rules:
too cold → go up
(this could be implemented by a cold sensor that activates an effector for moving
upward)
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This last rule could possibly be replaced by: just right → go up or just right → go down. The small
error that this produces will immediately be corrected by negative feedback, so that the agent will
oscillate a little around the right temperature zone.
Given the existence of a set of perceptions P = {p} and actions A = {a}, knowledge k is in the
mapping from the first set to the second set: k: P → A: p → a = k(p)
There exist |P| × |A| possible condition-actions rules (where |P| stands for the number of elements
in the set P)
Example: for the sea-living creature, there are 3 × 3 = 9 possible rules that select actions. Some of
these rules will endanger survival, e.g. too hot → go up, or too cold → don't move. If by mutation
such a rule appears, the creature with this mutated rule will be eliminated by natural selection.
Thus, bad rules are eliminated together with their carrier. Other rules improve survival, e.g. too hot
→ go down. These will be favored by natural selection: creatures that exhibit them survive better
than those that do not. Some rules, while not being dangerous, have no immediate value, e.g. just
right → go up. These will be eventually replaced by better rules, such as just right → don't move.
As a result, the rules that are eventually retained will be true vicarious selectors: they will select
actions for the creature just as if natural selection had selected them, but so that the creature no
longer runs the risk of dying if it would choose the wrong action.
More generally, variation and selection will not only affect the connections between conditions
and actions, but the conditions and actions themselves. Perceivable conditions vary when sensors
change. For example, a light sensor that was initially sensitive to red light may mutate so that it
becomes sensitive primarily to yellow light. Or a receptor in a cell for a particular type of molecule
(e.g. hormonal signals or smells) may change shape so that it recognizes a different type of
molecule. Possibilities for actions evolve when new or variant effectors appear, such as new
muscles, or genes producing a different type of enzyme. These sensors and effectors will be
selected if they offer better possibilities for interaction with the environment, i.e. if they make it
easier for the agent to reach its goals because it can intervene more directly in the different
diversions.
In this way, variation and selection of conditions, actions, and rules will eventually produce a well-
adapted system of rules, or what we may call adequate knowledge. This implements Campbell’s
[1974] notion of knowledge as a system of vicarious selectors, in this case rules that select the
right type of action. Note that the environment does not instruct the agent: it does not tell them
which are the correct rules; it merely makes sure that incorrect rules are eliminated (“falsified” in
Popper’s terminology). The agent has to discover (“construct”) the correct rules on its own. Thus,
evolution of knowledge fits in with the philosophy of constructivism.
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Braitenberg vehicles
It is possible to design very simple, robot-like agents to illustrate the capabilities of condition-
action rules. For this, we can find inspiration in the thought experiments proposed by the
cyberneticist Valentino Braitenberg [1984] in his book “Vehicles”. The agents (vehicles)
conceived by Braitenberg have primitive sensors that merely sense the amount of light. They use
wheels, each driven by its own motor, as effectors. A sensor is directly connected to an effector, so
that a sensed signal immediately produces a movement of the wheel. Depending on how sensors
and wheels are connected, the vehicle exhibits different, goal-oriented behaviors. This means that
it appears to strive to achieve certain situations and to avoid others, changing course when the
situation changes. Let us illustrate this with the following examples, which are small variations on
Braitenberg's simplest designs.
A first agent has one light-detecting sensor that directly stimulates its single wheel. This
implements the following condition-action rules:
more light → faster forward movement
light
less light → slower forward movement wheel
sensor
darkness → standstill
This behavior can be interpreted as a creature that is afraid of the light and that moves fast to get
away from it. Its goal is to find a dark spot to hide. This will work better if the terrain or the
wheels are irregular, so that it doesn't move in a straight line, but somewhat randomly changes
direction.
An alternative agent (bottom) is the same but with the connections from sensor to effector crossed
(left sensor → right wheel). This implements the following behavior:
more light left → right wheel turns faster → turns towards the left, towards the light
This agent seems to first “attack” the light, and then run away from it.
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In another variation, the connections are negative or inhibitory: more light → slower movement. In
this case, the agents move away from the dark and towards the light.
Yet, the functioning of the agent is purely mechanical, without any information processing or other
processes that we normally associate with cognition. This illustrates the power of the cybernetic
paradigm: it is sufficient to have causal connections (here interpreted as condition-action rules)
that produce a negative feedback (here reducing any deviation from the state of darkness) to
produce goal-directed behavior.
Such causal connections will spontaneously evolve through natural selection, on the sole condition
that their implicit goal (i.e. the attractor of the dynamical system defined by these connections)
corresponds to a state that is fit for the system. For example, if the agent (e.g. a worm or
cockroach) is effectively more likely to survive in dark conditions (e.g. because it is less likely to
be eaten by a predator), then variation and selection will automatically produce this type of light-
evading rules. This again illustrates how from the systems perspective there is no fundamental
separation between mind (intelligent, goal-directed behavior) and matter (sensors connected to
effectors).
Let us discuss a related example, but this time of a real organism: the movement of the bacterium
E. Coli. The bacterium senses the concentration of food and poison molecules in its immediate
surroundings (condition) while it moves. (Note that it cannot sense the direction from which these
molecules come, unlike a couple of light sensors that can determine in which direction the light
source lies). If the concentration of food molecules increases and the concentration of poison
decreases, it will keep moving in the same direction. If the concentration of food decreases or
poison increases, however, it will randomly change direction, until it again finds a direction in
which concentrations evolve in the positive sense. The result is that on average it moves toward
food and away from poison, even though it has no idea in which direction these lie. What is
experienced as “food” and what as “poison” is the result of natural selection eliminating all
bacteria that moved towards a type of molecule that their metabolism was not able to handle.
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Stigmergic coordination between rules
Stigmergy
Definition: an activity is stigmergic if the trace left in the environment by an action stimulates an
agent to perform a subsequent action
The concept of stigmergy was introduced by the entomologist Grassé [1959] to explain the
activity of social insects, such as termites, ants and wasps. This activity (e.g. building a nest) is
apparently complex and coordinated, even though the individuals are very dumb. The word derives
from the Greek “stigma” (mark, stimulus, sign) and “ergon” (work). The principle is that the
activity performed by an agent produces a perceivable change in the environment. The perception
of this mark or trace functions as a condition that stimulates the same (or a different) agent to
perform the next step of the activity [Parunak, 2006]. In that way, the environment is used as a
memory, to create continuity and coordination between independent condition-action rules. Grassé
focused on the fact that this memory can be shared by a collective of agents (as we will discuss in
the chapter on collective cognition), thus helping them to work collaboratively. Here, we will use
the concept to explain the coordination of rules within a single agent’s mind.
Coordinating rules
• they cannot integrate perceptions from different sensors since each immediately produces
an action
Yet, stigmergy provides them with a “working memory” that keeps track of what they have done.
This memory is external and registered in their environmental situation. Each action changes this
situation and thus the perceived conditions. As such, it can trigger new condition-action rules.
Thus, at first sight independent rules can “collaborate” on a complex problem: when the one has
done its duty, but only partially solved the problem, another one is ready to come into play. While
the rules are implemented independently, their activities are causally connected via their effect on
the situation. Since each tries to reduce a particular difference between the perceived and the
desired situation, all together can tackle a problem with many dependent or independent
differences. The one simply corrects the problem left unsolved (or created as a side effect or
mistake) by the other. (This can be the seen as an application of the heuristic of Means-Ends
Analysis.)
Example: a bacterium has to find food but avoid different types of poison: each rule (condition
part) recognizes one type of food or poison, and tells the bacterium to change course whenever that
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condition is getting worse (and stay on the course otherwise). As a result, the bacterium will steer a
complex path avoiding poisons but targeting the nearest and highest concentrations of food.
Two rules can be in conflict, e.g. when food and poison are present in the same place. In this case,
the “food” rule says to move forward, the “poison” rule to move away. Suppose both stimulate the
same effector. The effector will perform the average of the two actions: e.g. move away, but not so
fast. The net effect is that behavior will be a compromise, or in the worst case inaction, as when
rule 1 says “move forward”, but rule 2 says “move backward”. However, such inaction is unlikely
to continue since any small difference in the strength of perception will produce net overall
movement, however small. This change will in turn change the situation, and thus the relative
strength of the two rules. This is likely to further reduce the balance between the rules.
Complex activities
The effects of different actions are simultaneously or subsequently applied to the agent’s situation
with respect to the environment. This results in a complex activity, taking into account many
sensed variables and their interactions. While the behavior as a whole appears complex, it consists
merely of a sequence of simple reactions to an environmental state that changes in a complex way.
To adopt an example from Herbert Simon [1970], the path of an ant crawling over a beach may
look very complicated, but it is controlled by very simple rules. Stigmergic coordination between
rules similarly explains how the instinctive behavior of animals can produce very complex results,
such as elaborate nests, spider webs, seduction rituals, hunting strategies, etc.
Example: wasp nest building: This mechanism can be illustrated by the wasp Paralastor sp.
building its nest in the shape of a mud funnel [Théraulaz & Bonabeau, 1999]. The subsequent
stages S1, S2 , …S5 (perceived conditions) of the partially finished nest trigger corresponding
responses R1, R2, …R5. The outcome of a building action Ri produces a new condition Si+1 that
triggers the next action Ri+1, until the final stage (after R5). The wasp does not need to have a plan
for building such a nest, or to remember what it already did, since the present stage of the activity
is directly visible in the work already realized.
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However, the rigidity of the underlying rules becomes clear when the sequence is disturbed so that
stages get mixed up. For example, the wasp’s initial building activity is triggered by the stimulus
S1, a spherical hole. When at stage S5 (almost complete funnel) such a hole is made on top of the
funnel (indicated by an arrow), the wasp “forgets” that its work is nearly finished, and starts anew
from the first stage, building a second funnel on top of the first one!
While these examples from the animal world may seem to have little relevance for human
cognition, we too often react in stereotypic ways. For example, when I drive my car to go to my
office, I always take the same route, turning left when entering the city. However, I sometimes
need to take another route to go to the city center. In that case, when I am not paying attention, it
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often happens that I turn left, as usual, instead of driving straight towards the center. The
perception of the traffic situation at the entrance of the city automatically triggers my habitual
reaction—turn left—, even when this is not appropriate. While this behavior is not instinctive, it
has become pretty rigid because of continual reinforcement.
Reinforcement learning
In higher organisms, rules are not necessarily “hardwired” into the genes: they can adapt during
the lifetime of the agent. Such adaptation or learning means that there is no need to develop new
rules by the slow and painful process of variation and natural selection, which requires elimination
of all the agents that obey unfit rules. The principle is simple: if a condition-action rule brings the
agent closer to its goal, then the rule becomes stronger, i.e. its influence on the effector becomes
stronger relative to other rules. We say that the rule is reinforced or “rewarded” for its positive
contribution. This is the same mechanism that underlies operant conditioning as studied by
Skinner [1938].
Example: sensitization is a stronger reaction to a particular type of stimulus that turns out to be
very important. E.g. a rat that ate an unusual type of food and became ill afterwards will avoid that
type of food later. Its initial distrust of the food is strengthened.
Alternatively, a rule that increases the distance to the goal is weakened. The rule is suppressed or
“punished” for its negative contribution.
Example: habituation is a weakening of the reaction to a recurrent stimulus that turns out not to be
so important. E.g. a snail that is repeatedly touched without negative effects will stop withdrawing
into its shell.
Learning is a more efficient mechanism than the trial-and-error of natural selection to improve
rules: bad rules are not eliminated by killing the organism that holds them, but by adjusting or
weakening their negative effect on the organism. However, the trial-and-error principle remains
the same: when confronted with an unusual condition (e.g. a lever), the organism (e.g. a rat) tries
out a potentially useful action (e.g. push the lever down). If this results in a punishment or error
(e.g. the rat gets an electric shock), the connection between condition and action is suppressed,
stimulating the animal to perform a different type of action (e.g. stay away from the lever). If the
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action results in a success (e.g. the rat receives food) the connection is reinforced, producing a
potentially very useful new rule. The more often the rule is reinforced, the more deeply ingrained it
becomes, and the more difficult it will be to “unlearn” it.
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Anticipatory Agents
State-determined systems
Although reactive agents are more flexible than might be expected because of the stigmergic
interaction between their rules via the environment, they could become even more flexible by
interiorizing this interaction. This means that rules would be triggered by other rules without need
to perform actions in the environment. The advantages are obvious: no waste of time and energy,
no need to correct actions that are misdirected, and therefore no risk of a potentially fatal error.
To keep the interaction wholly within the cognitive system, we need to introduce a new type of
rules: condition-condition rules. Such rules, like condition-action rules, are triggered by the
perception of their conditions. However, their effects do not immediately produce new actions, but
new internal conditions. We will call these conceptions, to distinguish them from conditions
arising directly from external input, which we will call perceptions. Conceptions may either
produce actions or further conceptions. The process that produces a conception starting from a
perception or another conception may be seen as an inference.
The final action performed depends not only on the initial perception, but also on the internal
state of the agent, i.e. the whole of other perceptions and conceptions. These conceptions may
derive from various previous perceptions, functioning like internal “memories”. The state can be
seen as a working memory, keeping track of relevant previous perceptions and conceptions.
Definition: an agent that has an internal state or memory that influences its actions is called state-
determined: its behavior is determined not only by observable external conditions, but also by
“invisible” internal conditions, which are the result of previously experienced external conditions.
Working memory
Working memory can be seen as an internal medium or “message board” through which rules
communicate with each other: condition-condition rules “post” their inferences on the message
board. For example, the rule A → B, triggered by the perception of A, will post the conception B
on the message board. Other rules check the message board. When they find a condition that fits
their input condition, they add their own output condition to the board.
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Example: assume A and B are already on the message board. Rule B → C will then add C to the
board. Rule A & C → D can now also add D to the board.
This cooperation between rules via the board is similar to the stigmergic cooperation between rules
via the environmental situation. Working memory in its role as message board performs the same
function as the environment in the case of stigmergy. The only difference is that the external state
(environmental situation) is replaced by an internal state (contents of working memory). The
greater flexibility of internal memory allows the agent to perform various more complex cognitive
processes. In particular, the agent can now “process” information, in the sense of reworking one or
more initial perceptions step-by-step into a more advanced conception that is easier to interpret in
terms of the required actions (like in the example where the perception of “banana” is processed
into the conception “edible”).
Some examples:
• The agent can react on conditions that develop over time t, i.e. that have different values at
different moments. A sequence of perceptions, e.g. A(t), B(t+1), C(t+2), ... can all be kept
in working memory.
Most generally, working memory means that the agent becomes sensitive to the context. The
context of a perception or conception can be defined as the whole of conditions that are different
from the present perception/conception, but that still affect its interpretation. The same perception
will in general mean different things depending on the circumstances. For example, the word
“bank” means different things in the phrases “I brought my money to the bank” and “the ducks
were sitting on the river bank”. The same orange, striped, cat-like shape means something different
when perceived in a toyshop or in an Indian jungle. The conditions defining a context are
registered in working memory as simultaneous perceptions by other sensors, memories of earlier
perceptions, or conceptions inferred from other earlier conceptions or perceptions. They
correspond to all the messages simultaneously present in the “message board”.
The context-dependent interpretation of the perception will determine subsequent conceptions and
actions. For example, the perception of a tiger-like shape in a toyshop will trigger a very different
reaction from the same perception in the jungle. Thus, the context will in general modulate the
system’s reaction, making it react differently to the same stimulus in different circumstances. This
enables two important mental mechanisms: controlling goals, and cognitive preparedness.
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Controlling goals
In reactive agents, there is no need for an explicit representation of the goal. The goal is the
“attractor” of the dynamics produced by the condition-action rules, i.e. the set of situations that
actions tend to end up in, or that the agent gets into but does not (through its own actions) get out
of.
Example: for the Braitenberg vehicle that moves when there is light but stops moving when there
is no light, the implicit goal is darkness. A dark spot acts as an “attractor” for its dynamics: once
the agent gets into it, it will not move out on its own.
However, such implicit goals are rigid: they cannot be changed according to circumstances, but
only by the higher order process of reinforcement learning (which assumes a higher order value
system determining whether the effect of an action is good or bad).
In practice, goals depend on the context. For example, when hungry, a good rule is: food → eat.
Otherwise, this rule is counterproductive. Therefore, it is good to be able to “modulate” rules
according to the context. This requires an interaction between the rule in focus and other context-
sensitive rules.
Example: in the context of hunger, it would be good to make eating a goal, i.e. to “activate” all
rules that lead to eating.
This requires a working memory or message board where context can be registered. A condition-
condition rule can then add the right condition to the memory. Further rules will be triggered only
if the total state (directly perceived condition + context conditions) is right.
Example: low glucose level in blood (perception of hunger condition) → post “hunger” condition
on message board. This together with the perception of food can now trigger the rule: food &
hunger → eat. This rule would not have become active without the perception of hunger.
The controlled activation of goals in this way can lead to a hierarchy of goals, where some goals,
implemented by more general rules, are more broad or abstract (i.e. active in a wide variety of
contexts), while others are more specific. For example, the goal of “wanting to eat” is more
general than the goal of “wanting to eat ice cream”. The first will be triggered by the conditions
“hunger” + “presence of food”, the second by the more restrictive conditions “hunger” + “presence
of ice cream”.
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this function is performed by the nervous system and brain, which consists of neurons (nodes) and
synapses (connections). In a single cell, the role is played by the chemical network of genes and
proteins.
The chemical composition of protoplasm in a cell (e.g. a bacterium) functions like a working
memory or message board where chemical signals (molecules) are “posted”. These chemicals can
activate or deactivate genes on the chromosomes. Activated genes produce proteins. These
proteins can in turn activate or deactivate other genes. Thus, the gene-protein metabolism, just like
the brain, is functionally equivalent to a connectionist network. However, it should be noted that
the cell appears to have a single, global message board: all chemical signals are released in the
same medium, and can in principle interact with all genes.
In the brain, on the other hand, message boards are local: only directly connected neurons can post
a chemical “message” (via neurotransmitters and electrical activation) to a particular neuron. Other
neurons can only indirectly—via the propagation of activation across intervening connections—
affect a given neuron. Therefore, different brain regions can function in parallel, independently of
each other. The advantage is that complex situations can be handled by many cognitive processes
that work in parallel, without interfering with each other. The disadvantage is that there is no
overall integration of information, no place where all the messages come together. Therefore,
context conditions sensed in some brain regions may not be taken into account in other regions.
We will see later how symbolic cognition and the mechanism of the “global workspace” allow the
human mind to overcome this limitation of neural networks, and thus provide a full interiorization
of stigmergy.
Conditions as categories
In reactive agents, a condition is typically implemented as a range of values for a sensor. For
example, the condition “too cold” means that a temperature sensor senses a value below its
reference value (e.g. 15° C). In state-determined agents, on the other hand, conditions generally
take the form of conceptions, which emerge from a complex combination of different sensed
and/or inferred values.
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the condition, and those that do not. For example, the condition “too cold” distinguishes all
situations where the temperature is lower than 15° C from those where it is 15° C or higher. The
more abstract conception “danger” distinguishes the category of all dangerous phenomena—such
as fire, snakes, tigers, cliffs, etc.—from its complement of non-dangerous phenomena—such as
butterflies, babies, clouds, trees, etc. The practical meaning or function of this condition lies in the
implied action: danger → avoid.
Such more abstract conditions, or conceptions, largely correspond to what we have called
“concepts” when discussing semantic networks. The difference is that a concept in a semantic
network is defined by a fixed number of links to other concepts. All these semantic links together
determine the necessary and sufficient conditions for some phenomenon to belong to the
corresponding category. For example, a “car” could be defined as a “vehicle” (ISA link) that has
“four wheels” and an “engine” (HAS_PART link). This means that if you perceive a vehicle with
these two parts, then you can infer that it is a car.
In a connectionist network, however, there is no such clear separation between what belongs to a
category and what does not. For example, it is difficult to draw the boundary between the category
of cars and the one of trucks. There also is no fixed list of necessary or sufficient conditions: the
conditions which in combination determine a conception are fuzzily defined and variable, and
what appears necessary in one context may not be so in another context. For example, if you see a
vehicle being examined in a garage, with two of its wheels detached, you would still immediately
recognize it as a car. It is this inherent flexibility of connectionist networks, where the patterns of
activation as well as the connections are continuously adapting, that makes them much more
powerful—but also more difficult to understand—than semantic networks. Yet, the mechanisms
by which this flexibility is implemented are themselves relatively simple, as we will now illustrate.
Signals from sensors activate nodes in the network. These nodes propagate the activation via
connections to further nodes. The total incoming activation in a node is the sum of activations
brought in by all incoming connections. This activation is propagated further via outgoing
connections provided it passes a threshold. Each node has a threshold activation level.
Propagation obeys the following rules:
Such a threshold is necessary in order not to let all nodes become activated, i.e. to make clear
distinctions between actual and potential conditions. To understand what the threshold value
means in practice, let us consider three special cases:
1) High threshold: in this case all incoming connections must be active to produce enough
activation to propagate the activation. The node is equivalent to an “AND” gate, or conjunction of
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all triggering conditions. This means that all these conditions
are jointly necessary to activate their outgoing conception.
3) Intermediate threshold: here some incoming connections must be active to activate the node.
The node does not require a full conjunction, but a significant number of inputs to become active
itself.
This scenario allows for incomplete information: perhaps all three conditions are active, but only
two could actually be perceived. In this case, the cognitive system implicitly assumes that the
missing one could be active as well
Example: warm-blooded, beak, flies, lays eggs → bird. In general three of these conditions are
sufficient to conclude that there is a bird, yet a platypus (rare Australian mammal) is warm-
blooded, has a beak and lays eggs but is not a bird. This problem might be avoided by giving a
relatively lower weight to the conditions “warm-blooded” and “lays eggs”, since a bird shares
them with many other animals, so that they would need two additional conditions to cross the
threshold.
Analogical reasoning
Two intrinsically different phenomena may be analogous, in that they activate several of the same
conceptions. For example, a motorboat and a car are both associated with the conceptions: moves,
carries people, has motor, uses fuel, has steering-wheel, etc., even though they look very different
and are used in very different circumstances. The recognition of such analogy or cognitive
similarity is an automatic process of spreading activation activating the same conceptions. It does
not require any reasoning or higher-order symbolic processing.
Since activation always propagates backwards to some degree (as we will shortly discuss under the
label of “recurrent activation”), thinking about a motorboat tends to indirectly activate the
conception of car via the activation of features that car and motorboat have in common. If then it
turns out that your motorboat does not start, you will be quick to remember what you did when
your car did not start. Analogy also appears at a more primitive, perceptual level, as when you
observe that a particular cloud resembles a camel, since it has two humps and something that looks
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like a head. The perceived cloud and the conception of a camel here simple share some of their
associated conceptions/perceptions, so that the one may remind you of the other.
In both cases, analogy is a source of creativity, in the sense that the association of A (e.g. a
motorboat) with a very different phenomenon B (e.g. a car) will activate some features of B (e.g.
spark plugs) that are normally never associated with A, but that may actually provide inspiration
for solving a problem with A (e.g. the motorboat does not start) that you otherwise have no
experience with.
Anticipation
The basic control mechanism is feedback: correcting deviations after they have been perceived.
Its basic advantage is that there is no ambiguity about what deviation there is. The disadvantage is
that it may be too late to correct. This can happen when the reaction demands more time to prepare
and produce than the time that remains until serious damage (or even destruction) of the agent, for
example when falling off a cliff, or being attacked by a tiger or poisonous snake. Therefore, it is
better to complement feedback with a different control mechanism: feedforward.
Feedforward means predicting or anticipating a problem, and acting before it has truly occurred.
This can be achieved with condition-condition rules.
Example: big striped cat → tiger, tiger → danger of being attacked. The perception “big striped
cat” leads here to the conception (message in working memory) of “imminent attack likely”. This
in turn can now trigger the condition action-rule: attack → flee, before an actual attack happens.
Advantages of feedforward:
intervening when the problem is still far away generally requires less energy.
The disadvantage is that the prediction may never be realized, which would make the action
useless or counterproductive. For example, the tiger may not be hungry, or the snake may not be
poisonous. Therefore, feedforward must interact closely with feedback, and constantly correct
anticipations on the basis of new perceptions (for example, stop running when the tiger moves
away or shows lack of interest).
In general, the agent cannot make exact predictions about what will happen. However, this is not
strictly necessary since feedback can correct errors as they become apparent. To make feedback
more effective, it is sufficient that the agent would be prepared to take action. This means that it
should have some degree of expectation that something is more or less likely to happen, so as to
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reduce the uncertainty about which action(s) may need to be performed. For example, in the
context of a jungle the perceived play of light in a large bush may be caused by a tiger. Therefore,
you should be prepared to run, even though the actual probability of a tiger being there may be
small: the perception that triggered it makes it large enough to warrant preparedness. In the context
of a park, the same ambiguous stimulus does not warrant any special preparedness, since the
probability of it pointing to a tiger is negligible.
In this view, the task of cognition is to maximally reduce uncertainty, and thus optimally allocate
preparedness. This is an extension of Ashby’s and Campbell’s view of cognition as appropriate
selection: selection reduces the number of possibilities, and therefore uncertainty about what to do
next. Uncertainty itself can never be wholly eliminated: in a complex, chaotic world, no prediction
is absolutely reliable. However, reducing uncertainty may buy enough time to implement a
solution before the problem gets uncontrollable. Physical preparation can happen e.g. by tensing
muscles, moving into a certain position, or picking up appropriate tools, weapons or shields.
Mental preparation can happen by already activating relevant neural circuits, so that they are ready
to start processing information. Activating relevant conceptions implicitly means that other
conceptions are not considered relevant, and therefore that it is not necessary to explore them in
order to solve the problem. This internal selection of relevant conceptions strongly reduces the
search space, and therefore the time needed to decide about the most appropriate action.
Imagine a situation in which a swordsman approaches you. Assume that there is an initial
uncertainty of 1000 actions that may possibly be appropriate, including greeting him, ignoring
him, running away, etc. Now, the swordsman moves a hand to his sword. This perception triggers
some anticipations of what the swordsman may be up to, producing a reduced uncertainty of 100
possible actions: he still may or may not attack, and even if he attacks, you don't know how, when
or where, but the threat level has directly increased. The uncertainty is still very large, but reduced
by a factor ten. Therefore, it takes on average 10 times less time to solve the problem. This is
enough to make many potentially fatal problems controllable. For example, you could pick up a
sword or shield yourself and hold it in a generally defending position. This prepares you for the
most likely moves if the other were to attack.
Priming
The psychological mechanism of priming implements the creation of cognitive preparedness. (Cf.
a “primer” is a (white) paint put as underlayer to prepare a material for a (colored) finish).
Cognitive preparedness is sometimes called “set” (as in “mind set”): the mind is set or primed to
perceive or interpret something in a particular way.
Example: at an examination the mind is set to expect difficult questions, not jokes, while the
opposite applies during relaxed conversation with friends. The same remark may be interpreted as
a joke in one context, as a question in the other.
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Even ambiguous or incomplete perceptions can prime the mind for particular interpretations. For
example, in an Indian jungle, you see a movement in a bush. In this context, your mind is prepared
to perceive a tiger. Even when the probability of the movement being caused by a tiger is very
small, it is worth being prepared, because the danger of a potential tiger attack is so large.
Priming is investigated in psychology through classical experiments that implement the following
scenario. First, a priming stimulus (‘prime’) is given to the subject. For example, the word
“striped” or “square” is shown. This word may even be shown for such a short time that it is not
consciously registered (this is called a subliminal stimulus). Then, the main stimulus is given. This
may for example be a word that can belong to either of two categories: animals or plants. The
subject must react as quickly as possible to the stimulus by pushing a button, e.g. the red button for
animals, the blue button for plants. The experimenter measures the reaction time, i.e. the number
of milliseconds between main stimulus and button push.
This produces the following typical results: if the stimulus is the word “tiger”, then the reaction
time is slightly shorter when the prime word is “striped” than when the prime is “square”. The
same effect is found for primes like “lion”, “dangerous”, “jungle”, i.e. all words associated with
“tiger”, compared to primes that do not have any association with it. Similar effects occur when
stimuli are images, sounds, colors, etc.
Interpretation: even for such apparently simple tasks as recognizing a word, the mind requires
some time for processing the information. This time is shortened when a previous stimulus
“prepares” the mind to expect a word belonging to the right category: the stimulus will be
recognized more easily. Thus, previous perceptions and conceptions (context conditions) prepare
the mind to react more efficiently, as if by reducing the uncertainty about what will be the next
stimulus.
We argued that the mind is constantly trying to predict what is going to happen. Given the very
efficient learning mechanisms exhibited by connectionist networks, such anticipation is most of
the time quite successful. That means that our expectations are usually fulfilled. However, the
intrinsic unpredictability of the world implies that from time to time we will be confronted with a
surprise, i.e. something novel that could not be anticipated with our existing knowledge and
perception. Surprise is particularly important for a cognitive system.
First, lack of anticipation means that the agent is not prepared to deal with the unexpected
phenomenon. If the phenomenon would turn out to be dangerous, this may cost the agent dearly.
Therefore, a first reaction to surprise will be a general arousal or activation, both mentally and
physically, so as to gather the energy that may be necessary for a fight or flight response. As we
will discuss further, such arousal is the basis for emotion. Moreover, cognitive arousal leads to a
strong focusing of attention or consciousness on the phenomenon that caused the surprise.
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A concomitant behavioral reaction is the “orientation response”, which is a general redirection of
the senses towards the source of the unexpected event. This automatic reaction, which Pavlov
called the curiosity reflex, is aimed at gathering information quickly, so as to assess what is going
on. For example, when you suddenly hear a strange noise, your reflex will be to look around in the
general direction from which the noise seemed to come, so as to possibly find out what caused it.
Better understanding of the situation, together with a general readiness for action is the most
general form of preparation to cope with any unexpected situation.
Surprises are not in general dangerous, though. Most opportunities are unpredictable as well. For
example, an animal or a hunter-gatherer foraging for food generally does not know where a prey
animal or a store of edible fruits or roots will be found. If food were predictably present in certain
situations, then foragers would quickly learn how to most efficiently exploit that resource, thus
exhausting it in the shortest time. For example, a carcass of a large animal left in the savannah will
quickly be eaten by scavengers such as vultures and hyenas before other foragers may discover it.
Foraging is in general opportunistic: agents explore their surroundings, looking in as many places
as possible, driven by the desire to discover new opportunities (or what we have called
affordances). Therefore, an unexpected phenomenon that is not clearly dangerous will be
experienced as something attractive, something that needs to be explored for its possible
usefulness.
Even neutral surprises, which are not accompanied by either benefits or dangers, are intrinsically
interesting, because they offer an opportunity for learning. By definition, a phenomenon that we
cannot anticipate implies that our knowledge of the situation is incomplete. The experience of such
a knowledge gap defines a mystery. Finding out the precise content, meaning and features of this
phenomenon will lead us to discover new information that may help us in the future to better
predict, and thus control, the environment. Because they present an opportunity to acquire
potentially important knowledge, mysteries are very attractive, succeeding in becoming the focus
of our attention. For example, one of the most popular genres in literature and film is a “crime
mystery”, where the unexpected phenomenon is a murder and the hero of the story (together with
the reader) is trying to find out how, why and by whom this was committed. This attraction for the
unknown explains the innate drive of curiosity that leads us to explore unfamiliar situations, to try
and fill gaps in our knowledge, to play, and to experiment with various objects and actions
[Loewenstein, 1994]. As we will investigate further when discussing differences in intelligence,
this motivation to learn strongly affects the overall cognitive competence that an individual
achieves.
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Bootstrapping of conceptions
Recurrent activation
An important recent insight, brought to the attention of cognitive scientists by brain theorists such
as Jeff Hawkins [2004], is the fact that there is a two-way interaction between perceptions and
conceptions (at least in the human cortex). Perceptions are external stimuli interpreted as
conditions. We have defined conceptions as internally inferred conditions. In neural network
terms, perceptions are situated in the input layer, conceptions in one of the “hidden” layers, while
the triggers for actions are produced in the output layer. Normally, activation flows in the direction
input → hidden → output, with the output feeding back via the environment to the input:
a. If the activation is strong enough to pass the threshold then the conception is
activated.
b. If the incoming activation is not strong enough, then we might say that the conception
is primed, because it can more easily become activated if additional activation
arrives so that the total activation now crosses the threshold.
(3) Actions change the external situation, with the changes feeding back into new perceptions and
new conceptions.
This is the basic cybernetic control mechanism that allows the agent to correct possibly erroneous
perceptions, conceptions and actions by sensing their external effects. However, a two-way
interaction means that corrective feedback can also be internal. In neural network terms, this
means that the network would be recurrent, i.e. containing loops going from later layers back to
earlier ones. This can be interpreted as activation flowing back from higher hierarchical levels
(more abstract or conceptual) to lower ones (more concrete or perceptual).
In particular, conceptions may activate or prime perceptions. For example, thinking about a tiger
may prime the visual system for the perception of stripes. If stimuli are too weak or ambiguous to
be clearly perceived, this priming will facilitate perception. For example, when you see a tiger in
the dark its stripes may be initially unclear. Once you have inferred on the basis of other clues that
this is a tiger, the unclear dark and light patches may now be recognized as stripes.
When the activation flowing back is strong enough, the conception may even activate a perceptual
circuit, creating a perceptual impression independent of the sensory organs, as when you imagine a
tiger before your mind’s eye. This is the neural mechanism underlying mental imagery [Kosslyn et
al., 2001] or imagination. It was demonstrated by an experiment in which people were asked first
to look at a simple shape (e.g. a T), then to remember and visualize it. In both cases—seen and
imagined—the same shape activated the same neurons in the perceptual layer.
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The feedback loop does not end there, as new, imagined perceptions may activate new
conceptions. These may in turn activate or prime new perceptions. This movement back and forth
produces a recurrent process that we may call “bootstrapping”.
Bootstrapping
Definition: Two things A and B can be said to stand in a bootstrapping relation if A is used to
develop, support or improve B, while B is used to develop, support or improve A.
In other words, A and B mutually produce each other, without need for external support or
intervention. In terms of systems theory, A and B have a cyclical coupling: A → B, B → A.
The name derives from the “bootstraps”, which are handles on the back of your boots that you can
pull upwards in order to supposedly lift yourself out of the mud. In this imaginary situation, the
bootstraps and legs play the role of A, the arms and shoulders the one of B: A pulls up B, B
supports A.
This is obviously impossible with real bootstraps. The reason is the physical law of momentum
conservation: pulling up imparts upwards momentum on the boots B. However, since the total
momentum of the body is constant, this implies an equal downward momentum on the shoulders A
(action equals reaction, according to Newton's laws). The net effect is that the body (A + B)
remains in the same vertical position. In order to move your body upwards (e.g. jump), you need
something else to give downward momentum to: a solid floor, that acts as a base or foundation.
Bootstrapping is useless for a single condition action rule. The loop A → B, B → A is just a
movement back and forth along the same connection that changes neither A nor B. But when there
are several perceptions and conceptions simultaneously active, the activation may spread while
moving forward and backward, each time activating additional nodes that were not initially
reached. On the other hand, the process may deactivate nodes that after one or more iterations do
no longer receive enough activation to cross the threshold. After a number of iterations, the
bootstrapping process is likely to reach an equilibrium state, i.e. a stable distribution of activation
over percepts and concepts. This is typically a cluster of multiply and strongly connected nodes
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that mutually activate each other, and which is therefore quite stable. This distribution will “fill in”
aspects that were initially poorly perceived or were missing in the conception. It forms the final
“interpretation” by the cognitive system of the stimuli that initially triggered the activation.
Bootstrapping will fill in for the parts obscured by the branches. Even though the stimuli are very
patchy, our existing conception of how tigers should look like makes sense of the fragments and
creates a coherent whole or Gestalt.
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Associative learning
To understand how a state-determined agent can learn, we must extend the paradigm of
reinforcement learning. Since conditions do not generally produce actions whose result can be
perceived, simple reinforcement learning is not sufficient: in the rule A → B, where B is a
conception, there is no a priori method to determine that B is good (brings the agent closer to its
goal), and therefore that the rule should be reinforced or rewarded.
We can evaluate condition → condition rules when the second, predicted condition can be checked
by perception: the rule A → B is to be rewarded if B is indeed perceived after the rule has been
triggered, i.e. if B receives external activation that confirms the internal activation received from
A. This can be implemented by the delta learning rule used in connectionist networks. The
mechanism is illustrated by classical conditioning, like in the experiment of Pavlov’s dog, where
the learned rule is: bell → food.
B may not be directly perceivable, however. For example, B may be an abstract category, such as
“fruit,” which is used to support a concrete inference:
This rule using the abstract concept of “fruit” allows the agent to predict that a banana will be
perceived as sweet even if it has never eaten one. If the banana is indeed sweet, the rule “fruit →
sweet” is reinforced. But this does not tell us anything yet about the rule “banana → fruit”. In such
a case, we need to indirectly evaluate the quality of the connection. In feedforward networks, this
is achieved via the mechanism of backpropagation: part of the reinforcement is propagated back to
the previous rule “banana → fruit”. However, this algorithm does not work in recurrent networks,
such as those implementing bootstrapping: since rules are connected in cycles, backpropagation
would cycle endlessly. Moreover, it is unclear how something like the backpropagation algorithm
could be realized in an actual brain rather than in an artificial, computer controlled neural network.
Hebbian learning
The problems above can be solved by applying the very simple Hebbian learning rule: each time A
and B are both activated (from internal and/or external sources), the connection strength A → B is
increased with a fixed amount (say 1%), up to its maximum value (say 100%). Each time A is
activated, but B is not, the connection is decreased with an equal amount, because it did not
correctly anticipate the state of activation of B. On average the strength of the connection will
converge towards the percentage of cases in which B became active when A was active, i.e. the
conditional probability P(B|A). When A and B are perceptions of outside phenomena, the Hebbian
rule will therefore teach the cognitive system to correctly anticipate or predict B, given A.
Note: This result is similar to the more precise “delta” or “error-correction” rule for learning,
where the actual perception of B (external activation) is used to correct the anticipation of B, i.e.
the degree of activation that B receives (internally) from A. But what happens if B is a conception,
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so that it does not receive external activation? In this case, we could still use the delta rule but only
by generalizing it via a form of bootstrapping:
This “generalized delta rule” is a negative feedback mechanism that reduces the differences
between internal and external activation, and thus eventually makes both sources of activation
equally strong on average. This implies that if one of the sources is wrong because of noisy
perception, the other one will balance it out, thus bringing overall activation closer to what it is
normally expected to be.
This is a form of bootstrapping because one source of information (indirect connections) is used to
improve another source of information (direct connection A → B), and vice versa. Indeed, when
examining A → C, the activation brought to C via A → B, B → C will be taken into account, so
A → C partly determines how to change A → B. On the other hand, A → B partly determines how
to change A → C.
The result is that the network as a whole becomes more coherent: different rules become more
mutually supportive in their implications; inconsistencies between rules are gradually eliminated.
This fits in with the constructivist view, which does not a priori distinguish between conceptions
and perceptions.
Associations
Hebbian learning will create and reinforce associations between conditions (perceptions and
conceptions) that are frequently experienced (activated) together (or the one shortly after the
other).
Example: banana → sweet: the more often the two conditions co-occur, the stronger the
association becomes, and the more activation will move from the one to the other.
However, learning cannot create associations between phenomena that have never been
experienced (perceived or conceived) together.
Example: rabbit → hat, denoting the idea that a rabbit can wear a hat. Rabbit and hat will normally
never be activated together. Therefore the delta rule will not increase the strength of the connection
above 0.
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This implies that “associative” agents cannot reason about situations that they have never
encountered before (or at least of which they have encountered no similar situations before). Yet,
people are able to reason about rabbits with hats or other situations unlike any they have ever
experienced, for example, when thinking about creating a new cartoon character or circus act. To
tackle this problem, we will need to consider a higher level of cognition: symbolic thought.
Episodic memory
A first step in the development of human-level cognition is the evolution of episodic memory.
Episodic memory registers and stores “episodes”, i.e. specific events or sequences of events.
This requires some internal amplification mechanism, where the connections for particularly
interesting events are repeatedly activated until they are strong enough to store the necessary level
of detail. The mechanism may be another form of iteration or bootstrapping in which activation
recurrently cycles through the same connections, without additional stimulation from outside
perception.
This happens probably in the hippocampus region of the brain, as confirmed by the following
observations. Damage to the hippocampus (e.g. because of a stroke) usually results in profound
difficulties in forming new episodic memories, although associative learning can still take place. In
other words, people with a damaged hippocampus can learn new skills, but cannot remember
learning them. For example, they may become familiar with the doctor that regularly visits them,
but not remember ever having met the person.
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Symbolic Thought
In neural systems, working memory corresponds to a state of activation. This state is constantly
changing:
In that sense, “working memory” is not good at memorizing, i.e. storing and retaining information,
but only at working with the information, i.e. processing it into new information. It is difficult for
the brain to remember individual items in a “train of thought” without tracing back the whole
sequence of activation spreading across associations. Individual perceptions or thoughts can only
be stored via episodic memory, but this requires quite some time for consolidation in the
hippocampus, and is only available for really important (typically emotionally loaded) “episodes”.
Moreover, only true episodes are stored, i.e. combinations or sequences of causally connected
perceptions, such as “I ate a sweet banana yesterday after lunch”. Episodic memory does not store
separate items, such as “banana”.
Yet, people have a limited storage capacity in working memory of approximately 7±2 items,
according to Miller [1956], or 4 items, according to the more recent work of Cowan [2001]. This
may for example contain a list of items to buy: bananas, carrots, potatoes, and tomatoes. This
capacity is often called “short term memory”.
A plausible mechanism to implement this in a neural network is activation cycling up and down
along a perceptual-conceptual “bootstrap”, e.g. from the concept “banana” to the visual image of a
banana or the sound of the word “banana”, and back. Because the activation moves away, neurons
do not get “fatigued”. Because it then cycles back, a neuron that lost its activation becomes
activated again after a short period. Such a mechanism is very energy intensive, and requires
constant regeneration of activation in a large array of connected neurons. Moreover, different
“memories” (activation cycles) can easily interfere when activation spreads from the one into the
other, thus perturbing the overall pattern. This may explain why our “magical number 7” (or 4) is
so small.
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Extending memory into the environment
We have seen how reactive agents use their external state (situation) as a substitute for their
lacking internal state (working memory). However, like internal activation, this situation changes
constantly with their actions or with changes in the environment. It is therefore not useful for
reliably storing memories. Agents can use the environment in a smarter way, by “inscribing” their
memory contents in a secure, external medium that is independent of themselves.
Examples:
• marking a terrain with pheromones (ants) or urine (dogs)
A stable, passive medium, such as paper, stone, or wood, retains the information until the agent
itself changes it. Such medium can store an unlimited amount of information.
Changing the state of the environment can be done by manipulating objects: cognitive “tools”.
They have a state independent of the internal state of the agent. This object state can be stable or
dynamic. If it is stable, it can be used for storing information, so that the agent can come back to
read the object state at a later moment, while relying on the fact that the state should normally still
be the same. If it is dynamic, it can be used for processing information, at least in so far that the
agent has control over the process, i.e. that the changes in the state happen according to known,
reliable rules.
For example, putting stones into a bag each time you see a sheep allows you to calculate how
many sheep there are in total: the process of adding a stone to the bag is similar to the
mathematical process of addition. Therefore, if you count the total number of stones, you can be
sure that this number is the sum of all the sheep that you have seen. This process would no longer
be reliable if stones could disappear from the bag, or break into pieces, because then the dynamics
of the stones would no longer correspond to the cognitive process of addition.
More generally, manipulating such stable physical states his allows the agent to “try out” or
explore possible actions by playing with objects.
Examples:
• puzzle pieces can be assembled in many different ways to see what fits together with what
• a ball can be thrown with different speeds or directions to see where it will end up
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Symbolic representations
Symbols
The external trace or “mark” left by an agent in the environment functions as a symbol for the
information or mental content that is stored. Perceiving the symbol reactivates the neural circuits
that led to its creation, and thus recreates the corresponding working memory, even if other
processes have in the meantime completely erased the original working memory. By repeatedly
using the same type of symbol for the same type of mental content, the agent learns a strong
association between the perceived symbol and the corresponding conception or perception:
• when thinking about the concept, the agent is reminded of the symbol.
This association may eventually lead to a condition-action rule of the form: concept → produce
symbol. This rule works to exteriorize the mental content, making the inner cognition explicit and
perceivable, while at the same time giving it a stable, easily manipulable form. The inverse
association will produce a perception-conception rule: symbol → concept. This double rule
symbol ↔ concept now implements a correspondence between symbol and concept. We can say
that the symbol represents or denotes the concept, and that the concept is the meaning or
signification of the symbol.
A complex system of symbols can represent a complex process of thought. When different
thoughts are exteriorized in sequence, an external collection of symbols is produced. Since earlier
symbols are retained, until they are possibly erased, the collection grows more complex. Thus, the
content of the external working memory develops as different internal condition-action or
condition-condition rules collaborate to improve it. Since external working memory has a much
larger capacity, the results can be much more complex than with internal working memory.
Examples:
making a calculation using pen and paper: internal working memory would never be able
to remember all the steps (numbers) in the calculation, but paper stores these numbers in
a reliable and easily manipulable way. For example, it is easy to add or delete numbers
and thus formulate subsequent steps in the process.
drawing a plan for a building: the lines and shapes represent different components and
aspects of the building (e.g. rooms, doors, windows), in their geometric relationships.
Again, these symbols can easily be edited (added, erased, moved, …), where each change
represents a new step in the cognitive process of designing the building
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writing a paper or essay to develop a complex scientific or philosophical argument: each
word represents a concept, each phrase a particular relationship that is postulated between
these concepts, while a sequence of sentences or paragraphs represents a process of
inference between the corresponding propositions. Again, words, sentences and
paragraphs can be edited in order to further develop, correct or refine the underlying train
of thought.
A fundamental property of stable symbols is that they can be combined into more complex wholes
without losing their initial meaning. This combination may now create a new insight that did not
exist before and that could never have been attained without the process of symbolic
representation.
For example, during the exteriorized reasoning process, a symbol representing A may be put
together with a symbol representing Z, even though there is no direct association between A and Z
in the mind. It is sufficient that at some stage in the process the concept A is activated and
inscribed as a symbol (e.g. a word on a page). At another stage, possibly much later in the process,
the same happens to Z. If both words are inscribed on the same page, they now present a
potentially meaningful combination. The intermediate reasoning stages do not need to be
inscribed, though they may be. The result is that a direct conjunction of A and Z now appears in
the external, symbolic representation, while that conjunction never occurred in the internal
reasoning process. The internal process merely propagates activation from concept to concept,
following direct associations, e.g. A → B, B → C, C → D, … Y → Z.
Example: let us see how a conjunction could be created between a rabbit and a hat, via a sequence
of such intermediate associations:
circus → clown
This ends end up in the symbolic representation of a rabbit with a funny hat, which then triggers
the internal conception of a rabbit with a hat. “Reading” the combination of symbols will activate
both concepts, which may trigger memories of their perceptual appearances. Thus, a person can
imagine a rabbit with a hat, even though he has never seen both together. The external medium has
been used as a “shortcut” to directly connect concepts that are only indirectly associated in the
brain. This co-activation in working memory can now be stored in long-term memory by
reinforcing the connection between the two concepts. In this way, complex thought processes
using exterior symbols can be interiorized again.
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Dynamic symbols
A symbol can also be “inscribed” in a medium without a stable structure, such as sound, light,
smoke signals, or gestures. This is less useful to memorize concepts for the long term, because the
sound or light signal will immediately disappear again. Still, perceiving that symbol will reactivate
the internal conception and thus support internal working memory. The advantage of such unstable
expressions is that they make it easier to communicate information to others: dynamic perceptions
are easier and quicker to produce, and are more effective in attracting the attention of others. (In
the chapter on consciousness we will analyze more deeply why changing phenomena capture the
attention better than unchanging ones).
The same advantages apply to “communicating with oneself”, such as speaking to oneself or
scribbling and erasing notes. This is merely an extension of internal cognitive processing during
which the symbols support the dynamic cognitive processes.
This is a very non-trivial process: the neural network structures of X’s brain and of Y’s brain are a
priori quite different, since they have different bodies, different sensory organs, and have
undergone different experiences. They have therefore learned different associations and different
ways of categorizing their experiences. However, we may assume that X and Y belong to the same
species, which means that their bodies and brains are at least genetically similar. Moreover, we
may assume that they have lived largely in the same environment, where they have encountered
the same types of phenomena, such as animals, plants, rivers, or tools. Given that both natural and
artificial phenomena tend to belong to categories of which the members are rather similar (e.g.
animals of the same species, or tools with the same function), it is likely that X and Y will
therefore have developed similar (but not identical) classifications, and therefore conceptions, of
these phenomena. The problem for them is now to associate the same symbol A with their similar,
but different, conceptions AX and AY.
The AI-researcher Luc Steels [2005] has shown via computer simulations how a group of agents
can learn to agree about the meanings of the symbols they use, i.e. start to use the same symbols or
“names” for the same (or similar) concepts, via a process of self-organization. The basic
interaction is called a “naming game”: agent X points to some phenomenon, and agent Y
formulates a name for this phenomenon, i.e. the symbol that Y would use for this phenomenon. X
then indicates agreement (if X would use the same symbol) or disagreement. If there is agreement,
the association between the symbol and the underlying category is reinforced for both agents;
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otherwise, the association is weakened. This game is repeated a large number of times for different
phenomena, and with different pairs of agents. A symbol-concept association that is shared with
little or no other agents will be weakened during these encounters so much that it eventually
disappears. An association that is shared by several agents, on the other hand, will become
stronger, and thus is likely to be adopted by an increasing number of agents. The simulation shows
that eventually one symbol-concept association becomes dominant for each concept. The end
result is the emergence of a shared vocabulary, i.e. a fixed set of non-overlapping symbol-concept
correspondences. This vocabulary forms the foundation for a language that the agents can use to
communicate symbolically.
Our focus, however, is not on communication but on individual cognition. The self-organization of
a shared vocabulary corresponds to a process of social construction of a system of categories. In
the naming game, only the symbolic representation (“name”) of a concept varies across different
social interactions. In reality, not only the symbols but also the concepts themselves are likely to
evolve during these social interactions, as common associations between concepts tend to be
reinforced, while idiosyncratic associations, which are shared with no other agents, tend to be
weakened. Indeed, unusual associations will typically lead to misunderstandings, while common
ones will facilitate communication.
Example: if your experience with the concept “dog” is limited to poodles, you will associate “dog”
with “curly hair”. When someone else points to a straight-haired dog while using the symbol for
“dog”, you may experience disagreement. Assuming that there is no other symbol for dog-like
creatures available on which you both can agree, this disagreement will tend to weaken your
association between “dog” and “curly hair” rather than the association between “dog” and the
symbol that is used for it, while strengthening your association between “dog” and “straight hair”.
This will somewhat broaden your concept of “dog”, thus making you more likely in the future to
recognize dogs that do not resemble poodles.
The result of many of such naming games is that the concepts will become more similar between
the interacting individuals. This has potentially a strong advantage for cognition. Indeed, this
process may profit from the collective intelligence of the group of individuals (see further):
collectively, the members of the group have a more complete and reliable experience of the
common properties of phenomena. The process where idiosyncratic associations are gradually
suppressed and replaced by more common ones will help to reveal this more accurate
understanding. By pooling all these experiences via the process of social construction of a shared
category, individuals in the group will acquire a broader and more reliable conception of this
category.
Example: different people tend to have experience with different breeds of dogs that are
superficially dissimilar in characteristics such as size, shape, length of hair, color, shape of ears,
etc. Yet, these breeds are similar in their most essential characteristics, such as being mammals,
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carnivores, pets, social, and being able to bark. Therefore, they are best grouped in a single, clearly
defined category: the “dog” species.
Conclusion: The evolution of a shared vocabulary of symbols will tend to produce a corresponding
set of shared concepts that are more stable, more clearly defined, and richer in useful associations
and combinations than concepts learned from individual experience. This makes language-based
symbolic cognition potentially much more powerful than individual symbolic cognition.
Interiorization of symbols
Assume that an agent learns to regularly exteriorize thoughts in order to reason more efficiently.
This externalized reasoning use the following sequence of processes:
conception 2 → symbol 2
conception 3 → symbol 3
If this happens often, the neural network will learn to associate the different steps in the reasoning
process: associative learning will create strong connections between internal conceptions and
memories of external perceptions that have been regularly co-activated. Instead of merely
associating a conception with the action of producing the corresponding symbol, the mind will
learn to anticipate the subsequent perception (internal) of this produced symbol (external), even
when this symbol is not physically produced. This connection can now function as a shortcut,
leading from conception straight to anticipated perception. This anticipated perception, i.e. a
pattern of neural activation triggered by the conception, could be seen as an interiorization of the
symbol. This interiorized symbol can now be associated straight to a new conception, without need
to pass through an exterior symbol:
Thus, the interiorization of symbols can create shortcuts between concepts. Assume that concept A
is connected to the interiorized symbol A' that represents it. Interiorized symbol A' may be
associated with another interiorized symbol Z'. This is because linguistic symbols belong to a
relatively small “vocabulary” of words, which are all related by grammatical rules and a rich set of
common associations. Z' is connected to concept Z. This produces the following sequence:
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A → A' → Z' → Z
This path is rather short for activation to follow. On the other hand, the shortest sequence of purely
conceptual connections (without symbols) may be very long:
A → B → C → D → ... → Z
Note: such distances in connectionist networks can be calculated more accurately using Markov
processes, as the average time for a random walker to reach Z from A, or as the amount of
spreading activation reaching Z from A.
Inner speech means speaking to oneself without actually pronouncing the words. This requires
activating the memories of sound perceptions of the words that represent the concepts. This is an
example of a cognitive process that uses such a shortcut between concepts via interiorized
symbols. Such a process may explain the emergence of symbolic thought. Indeed, conscious,
rational thought is mostly linguistic using inner speech, as when you reason by forming sentences
inside your head. But symbolic thinking can sometimes also be visual, using imagery or “inner
visualization”, where your mind calls up memories of images it knows well, and then lets
activation spread from those images to associated images. This process will be most efficient if it
uses memories and associations of external symbols that have been extensively used, so that their
properties are ingrained in the neural network.
This process of interiorization plays an important role in cognitive development. Babies are state-
determined agents: they do not as yet use symbols. Their cognitive development is in the “sensory-
motor” stage. That means that they react immediately to perceptions by actions, without inner
reflection or reasoning. (Note that their actions are not merely reactive, since they depend on the
baby's inner state). Small children quickly learn to talk, i.e. using external symbols and the
corresponding concepts. When they then learn to think, they start by “thinking aloud”: speaking to
themselves. As they grow older, they interiorize this language, turning it into inner speech. In that
way, they learn to think symbolically.
Reflection
Interiorized symbols (words) allow “rational” thinking or reflection, i.e. considering different
possible states of affairs in the mind without perceiving them or even having perceived them
before, and making inferences on them. This includes anticipating what would happen in a
particular situation, deciding how to act if a particular situation would occur, and choosing the
“best” of the conceivable situations as a goal to aim for. Reflection allows the individual to plan
actions long before they are performed—if they are performed at all. This is the essence of
complex, internal problem solving.
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Such reflection uses existing, stored knowledge, some of which can be expressed in symbolic
form, but also some of which is purely associative or intuitive (i.e. it cannot be expressed explicitly
in the form of discrete symbols). Although it is tempting to express reflection purely formally or
symbolically because it essentially relies on (internalized) symbols and on logical inference rules,
in reality it cannot function without a huge amount of implicit, intuitive knowledge. This intuitive
knowledge is needed to select the most relevant ideas from the astronomical amount of logically
possible combinations and deductions, and to bridge the gaps in the argument for which symbolic
knowledge is simply lacking. Thus, what we have called the “frame problem” for logical reasoning
is avoided because of the associative knowledge in which the symbols are grounded.
Creativity
Language is a collection of symbols (words) organized by a generative grammar, i.e. a finite set of
combination rules that allow us to form an infinite set of possible sentences. Symbols (external or
internal) are not constrained to have direct associations in order to be activated together. This
allows the mind to consider a much larger variety of possible combinations than what could be
produced by activation spreading along associated perceptions. Thus, human beings have been
able to conceive such counter-intuitive combinations like a rabbit with a hat, a boat with a motor, a
vehicle that flies, or a negative number.
In this way, the human mind can be creative. It can imagine situations that no one has ever
encountered, and reason about these situations as if they were real. This inner reflection already
eliminates implausible or unworkable conceptions, thus producing realistic designs or plans to
bring about imagined situations. This is the basis of invention, design and discovery. It is
essentially what makes individual human cognition so much more powerful than animal cognition.
Moreover, the use of symbols to exteriorize knowledge not only creates a more extensive and
reliable memory, it also allows different individuals to share that knowledge, by using a system of
symbols (language) that is understood by all. This allows one individual to add insights to those of
another individual. Thus, knowledge can develop across groups, societies and generations,
accumulating ever more experience, creative insights and wisdom in the process. This is the origin
of the human culture, science and technology that made us masters of our planet.
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Consciousness and Feeling
Introduction
Consciousness is a very controversial and confusing topic, characterized by a lot of
misunderstanding and a variety of bizarre, religious or spiritualist connections, e.g. with the soul,
Buddhism, quantum processes, panpsychism, etc. Moreover, there exist little scientific
methodology to study it. Therefore, until about 1990, consciousness was almost a taboo word in
cognitive science and psychology. This changed in part because of new methods for brain imaging
and detection of neural activation that allowed scientists to monitor what goes on during various
forms of conscious or unconscious processing, and because of new insights proposed by
theoreticians dissatisfied with the symbolic theories of cognition and their neglect of
consciousness and experience. These innovations led to the emergence of the presently fashionable
field of “Consciousness studies” that overlaps with cognitive science.
One clear step forward was the distinction by the philosopher Ned Block [1995] of two basic types
of consciousness, thus removing a lot of confusion:
• Access consciousness is the ability to monitor and (to some degree) control one's own
perceptions and conceptions. This includes the ability to make them explicit, express them
in words, remember them, and decide which ones are most important. It typically requires
strong, focused attention.
We will continue to study these phenomena from our connectionist-cybernetic perspective. This
means that we interpret cognitive processes as activation spreading across a complex connectionist
network that includes many feedback loops between perceptions, conceptions and actions.
Consciousness will then in essence be a clearly experienced, focused type of activation, and not a
strange, “spiritual” phenomenon that cannot be understood from within contemporary science.
Degrees of consciousness
In the following we will first focus on access consciousness, because this is the type of
consciousness that is most well defined, easiest to observe, and most coherent with our intuition of
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what a “conscious state” is. Simply put, this consciousness is what disappears when someone is
unconscious, e.g. because of distraction, sleep, or complete anesthesia. Since Freud, psychologists
have understood that being unconscious of something does not mean that cognitive processing or
mental activity stops: there exist a wide variety of subconscious processes. These are just ordinary
forms of information processing based on spreading activation. The only thing they lack is that
there is no separate, independently active brain region that is somehow monitoring what the
process is doing.
Subconscious processes
We must first note that most cognitive processes happen subconsciously: they occur on “automatic
pilot”, in a reflex-like, instinct-like manner. Examples include the control of breathing or walking,
processing of light and sound, the recognition of familiar shapes, the anticipation of common
movements and changes, and the understanding of language. These processes require little mental
effort, even when they may require a lot of physical effort, as in the case of running. They are
automatic, involuntary, without thinking: you do not need to explicitly want or set yourself a goal
to perform these processes.
Example: pulling your hand away from a hot surface; anticipating where a thrown object will
reach the ground
You also generally will not remember how you performed them, because the associated
experiences and actions are not stored in episodic memory.
Examples: walking, driving for an experienced driver: you generally cannot remember when you
have made a step or when you changed gear.
The reason is that genes (instinct) or experience (learning) have created strong and reliable
connections along which activation can propagate quickly and without error. This means that
implicit expectations and goals are fulfilled smoothly and reliably, so that there is no need to
monitor, control or otherwise interfere with this neural activity.
Subliminal perception
When a word or image is projected on a screen for a very short period (200 milliseconds or less)
and then followed by an image that remains for a longer period, subjects watching the screen will
not consciously perceive the short-lived image, only the stable one. Yet, it can be shown through a
variety of methods that they do process some of the information in that “subliminal” stimulus. For
example, if you show them a number subliminally, they will claim never to have seen that number.
But if you then ask them to guess whether the number was smaller or larger than 5, they will guess
correctly with a probability (between 60 and 70%) much higher than chance.
Interestingly, if you ask them to perform an operation with the “subconscious number”, like
adding 5 to it, they are no longer able to guess better than chance what the outcome of the
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operation is. This can be taken as evidence that the subliminal stimulus does not enter the working
memory (or what we will later call the “global workspace”) where operations are performed.
Implicit knowledge
We can even learn new associations and skills subconsciously. This is called implicit learning.
This phenomenon can be illustrated by an experiment in which people were asked to predict the
next letters in a seemingly random series of letters, which has, however, complex statistical
regularities [Cleeremans & McClelland, 1991]. After people have seen many series, they tend to
predict the next letters with a probability much better than chance. Yet, they have no idea why they
pick out certain letters rather than others. Moreover, they even believe that they are guessing
purely at random, so they are fully unaware that they have learned to anticipate the sequence.
In fact, most of the things people have learned have this nature: you probably know very well how
to walk or how to drive a bike, but you cannot remember precisely how you learned it, and you
would have even more difficulty explaining to someone else how to do it. While this is typical of
the so-called “procedural” or “how to” knowledge that controls action, also the condition-
condition rules that control anticipation are mostly implicit. For example, most of the time you
would have no difficulty interpreting someone’s emotions after seeing his facial expression. Yet,
unless you are a trained psychologist, you probably would not be able to explain which
movements of which facial muscles you paid attention to, or what precisely distinguishes an
expression of disgust from an expression of fear. We constantly pick up such at first sight minor
cues, such as someone’s expression, position, arm movements, or intonation, and derive a lot of
inferences from them, e.g. about the person’s character, intentions or mood. We obviously must
have learned how to do that, yet we cannot say when or where we have learned it, or what rules we
use to come to such conclusions.
Such implicit (but very real) knowledge is what we call intuition. While seemingly mysterious,
implicit learning and intuition are accurately simulated by neural networks, which learn the same
kind of vague, indirect and implicit associations between a complex range of observations,
allowing them to make reliable predictions. The fact that most knowledge is intuitive and
subconscious explains the knowledge acquisition bottleneck that is encountered by knowledge
engineers trying to codify someone’s expertise in the form of explicit rules. It may also help to
explain certain premonitions or the sometimes uncannily accurate guesses that a so-called
“clairvoyant” or “psychic” can make about a person’s present situation and thoughts, apparently
without receiving any explicit information.
Full consciousness
A few processes require full attention, awareness, or consciousness. This is because there is
substantial uncertainty about whether their outcome will be as expected. Therefore, learned
reflexes cannot be trusted on their own, and have to be closely monitored, so that they can be
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redirected if necessary. There are basically two types of causes for the focusing of attention or
consciousness: an external event or an internal motivation.
Examples:
- stumbling while walking
- seeing something incongruous, such as an upside down car, or a man without arms
- hearing a sudden loud noise
- reading a phrase that does not make sense
In such cases, the mind anticipated incorrectly, and needs to focus its full attention in order to get
back on the right track, i.e. understand what is happening and get back in control.
Examples:
- checking what made the noise, or was responsible for the upside-down car
- rereading the sentence and trying to understand the grammar or context
2) Internal: when the mind itself has decided that the task or situation is important enough to
merit full concentration. More specifically:
Examples:
- making a long division such as 23749/684
- standing on one leg
- walking for a 1 year old,
- driving for a beginning driver
- writing a scientific paper
Here the result by definition cannot be anticipated, and every small step must be checked via
multiple feedbacks.
b) when it is important that nothing escapes the attention (e.g. because the risks associated
with possible errors are too great, or because you consider this crucial)
Examples:
• walking on a high beam is not intrinsically more difficult than walking on a straight
line on the floor, but because it is more important that you do not make a mistake and
step wrongly, attention will be much more focused
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• undergoing a job interview: answering the questions of the interviewer about your past
is not more difficult than answering the same questions asked by a friend, but the
outcome is more important and therefore deserves more attention
Conscious control is especially necessary with a combination of the above conditions, i.e. a
situation that is unexpected, complex and critical—for example when suddenly being confronted
by a tiger, or a man with a gun. In such situations, people will typically be extremely conscious of
everything that is happening, and remember the situation later in extensive detail, even when it
only lasted for a few seconds.
In situations of full consciousness a lot of activation is needed to explore different routes in the
brain, e.g. to perform backtracking when previous attempts turn out to be misdirected, or to
examine several aspects at once. This activation will leave many and strong traces, explaining the
enhanced memory of the event. This activation can be measured via brain scans (functional
Magnetic Resonance Imaging: fMRI). It turns out that when performing an unfamiliar task, the
brain uses a lot of energy. However, when the task becomes more familiar after a few repetitions,
the use of energy decreases dramatically. Interestingly, this decrease happens more quickly in
more intelligent people [Haier, 1993]. The interpretation is that intelligent people simply learn new
connections more quickly, and therefore they can shift more easily to subconscious, automatic
processing.
Many processes require an intermediate level of attention. This happens when the situation is not
so routine that no attention is needed, but it is sufficiently safe and predictable so that we do not
need to put in too much attention.
Example: chatting with a close friend, walking through a busy city, singing in the bath, ...
Such situations will typically remain for a while in short-term memory, but not in long-term
memory, since they are not sufficiently “interesting” to activate episodic memory.
Consciousness of change
Summarizing the previous observations, we can note that consciousness is in a sense inversely
proportional to the degree to which the cognitive system feels able to accurately determine what is
going to happen or what needs to be done. The better the mind is at anticipating events and actions,
the less consciousness or attention it needs. On the other hand, the more unexpected, difficult to
control or novel a situation, the more attention it receives.
This principle is rooted in the cybernetic basis of cognition as the control of diversions:
information processing is only necessary when the situation somehow deviates from the desired or
expected situation. Thus, the origin of cognition is the perception and interpretation of differences
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or changes. This mechanism is so fundamental that the perceptual system tends to completely
ignore unchanging phenomena.
Example: Frogs can only see things that move, such as a fly or a bird approaching. They are
effectively blind to static parts of the background, such as stones, branches or leaves. Functionally,
this makes sense since frogs only eat moving prey, and only need to be afraid of moving predators.
Physiologically, the mechanism is simple: the neurons in the retina that sense incoming light get
“fatigued” and thus stop propagating activation until a different type of stimulus comes in. This
may be understood as a simple energy-saving device: why waste all that neural activation to
endlessly repeat the message that things are still the same? The same mechanism is still present in
human vision. This can be demonstrated via an experiment where a tiny projection apparatus is
stuck to the eyeball, so that the image it projects moves together with the eye, and thus activates
always the same cells in the retina. With this set-up, the image is no longer registered, and the
person has effectively become “blind” to it. The only reason that we can see unmoving scenes is
because our eyeballs are constantly moving, scanning different aspects of the scene, so that the
stimulation of the neurons in the retina constantly changes. These fast, discontinuous moves are
called “saccades”.
For an illustration of the effect, consider the visual illusion on the next page. Choose any spot on
the picture and stare at it without moving your eyes. After four or five seconds the periphery starts
to blur as if mist is coming up and eventually the whole picture disappears: it seems as if you are
staring at a blank sheet of paper! The explanation is simple: fixating a spot stops your eyes from
saccading. Without these movements, the same cells in the retina always receive the same color
stimuli. Because of fatigue they stop responding so that the stimuli seem to disappear. This does
not work with a sharply contrasted mark (like a letter on the page), because you cannot completely
eliminate microsaccades that move the focus of your eyes for not more than a millimeter or so.
That movement is enough to vary the level of stimulation for the neurons exposed to the border
between the mark and its background (and thus prevent neuronal fatigue), but not for the ones
exposed to the very gradual changes in color in the picture.
Similar neglect of static stimuli occurs for the other senses. For example, you typically only
become aware of an unchanging background noise, such as the hum of a refrigerator, when it
suddenly stops. Similarly, you feel your shoes when you put them on, but while you are wearing
them, you forget about them. You also quickly get used to a particular smell that hangs about a
place, and stop noticing it.
At a higher, conceptual level too, people tend to be oblivious to circumstances that are always the
same. This includes phenomena that are intrinsically moving or dynamic, such as the flow of a
river or a repetitive sound, but where this change is perfectly predictable: while the phenomenon
itself may change, some of its higher level properties, such as the speed and direction of the flow,
or the rhythm of the sound, remain invariant. This means that neurons encoding these higher-level
properties will stop propagating activation because of the same “fatigue” mechanism. Only when
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that property suddenly changes, such as the rhythm increasing or slowing down, will they start
firing again, thus attracting our attention to a potentially meaningful change in the situation that
demands cognitive adjustment and therefore conscious processing.
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Causal Attribution
The same ignorance of invariant properties can be found in the cognitive process of causal
attribution: the search for causes to explain observed events that were not anticipated. For
example, if someone falls from a staircase, you will normally not attribute that fall to the force of
gravity, the steepness of the staircase, or the weight of the person that fell. Physically, these are all
necessary conditions for the subsequent effect: without them, no fall would have happened. Yet,
they are not seen as causes, because they are invariant, i.e. present all the time. Causal attribution
will typically single out the phenomenon that deviates from the “normal”, i.e. from the default
expectation of how things are supposed to be [Hilton & Slugosky, 1991]. In this case, the preferred
cause may be a child’s toy lying on the staircase, or a moment of dizziness, because these are
necessary conditions for the fall that are not expected to be there.
Meditation
When meditation is continued long enough, the effect is first a deep relaxation, and eventually a
“mystical experience”, where the subject loses the sense of being a specific individual located in a
particular place at a particular time. This loss of identity is replaced by the experience of becoming
one with the world, of dissolving into the All (the so-called “oceanic feeling”). Depending on the
religious tradition, this ultimate state can be interpreted as a “union with God” (Christianity) or the
reaching of Nirvana (Buddhism).
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always move on. The continuous refocusing of attention, and therefore activation, on the same
neural region, however, creates a kind of “overload” of these strong connections, so that they no
longer can propagate activation. This region now effectively stops performing its normal functions.
You can demonstrate this effect to yourself by always repeating the same word. After a while the
word will lose all of its meaning, so that it does not even appear like a word anymore but like a
meaningless sound. If the brain region that is deactivated contains the neural systems that monitors
who, when or where you are, it may even appear as if you lose your sense of self, position, or time,
as if you have become a timeless emptiness.
The loss of focused activation allows much weaker, more diffuse connections or associations
outside of the main region to capture activation. The effect is that experience loses its sense of
sharp distinctions and clear situation, instead producing a blurred, “oceanic” feeling, similar to the
“mist” that comes up when you stare at the visual illusion, or to the loss of meaning for the word
that you constantly repeat. Moreover, these weak connections are likely to produce various new
associations that normally never get the chance to be activated because they are dominated by the
strong, frequently reinforced associations. The result is a “fresh” experience, where the same
phenomena are seen in a different light, possibly triggering novel sensations and creative insights.
Similar mystical experiences can be produced by hallucinogenic drugs, such as LSD, which appear
to facilitate the flow of activation along unusual connections.
Change blindness
Although our attention is especially attuned to detect change, sometimes the cognitive system can
be fooled: if the mind thinks that it anticipated correctly, actual changes may not be noticed. This
phenomenon is called change blindness. People may not become aware of a change when it is
“masked” or camouflaged by another, more noticeable disturbance, such as a sudden interruption
or flickering of the image. After the interruption, seemingly the same image is shown. Since the
image at first sight looks identical, the brain assumes that it anticipated correctly and that the
original image is still there. Yet, there is an important, but non-intuitive difference.
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For example, a photo of an airplane is shown first with, then without, a motor on the wing, or a
photo is shown in which some element of the background, such as a wall, has changed color.
People will generally not notice the change, and find it hard to believe that there actually was a
difference between the two pictures, although the difference becomes obvious when the two
pictures are put side-to-side. In this case, although there was a failure of anticipation, the error was
not perceived, and therefore consciousness was not triggered by it.
This example also illustrates the fact that perception does not create an accurate mental “image”,
but merely a more vague and abstract representation. Indeed, if such an internal image were
registered, then it should be easy to notice the obvious difference between the images before and
after the flickering. The fact that this does not happen demonstrates that perception merely pays
attention to the aspects that the mind considers meaningful, in the sense that they are relevant—
directly or indirectly—to the agent’s goals. The presence or absence of a motor in the above
photograph apparently is not considered sufficiently significant to be registered—except perhaps
in the mind of a pilot. However, if the motor would suddenly disappear from the picture (without
being masked by a more salient perturbation), then the change detection mechanism would kick in
and immediately attract our attention to this incongruous phenomenon.
More generally, the change dependence of perception and awareness demonstrates how unrealistic
the reflection-correspondence theory of cognition is. Cognition does not accurately reflect static
objects: it only registers changes (deviations, distinctions) and relationships between changes
(connections, causality).
Access consciousness
Controlling attention
Access consciousness implies the ability to control attention and therefore the propagation of
activation. This requires directing activation to the task at hand, while inhibiting the spread of
activation in unwanted directions.
A classic experiment to test this kind of control is the Stroop task [McLeod, 1991]: subjects have
to look at a list of words denoting colors. The words are themselves colored, but the color of the
letters and the meaning of the word are in general not the same. For example, “green” may be
printed with red ink. The task is to as quickly as possible name the color of the ink (but not read
the word) for each item on the list. Seeing an item triggers two contradictory perception-action
rules:
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In this task, the first rule must be suppressed or inhibited. Otherwise, there will be many errors.
This is difficult, because we are trained to read words rather than consider the color in which they
are printed. Normally, most activation would flow along the first neural connection, and not along
the second one. Preventing this activation from following the wrong route demands a lot of effort
or attention.
When the attention is strongly focused on a particular task, the resulting inhibition of other things
can be so strong that phenomena that under normal circumstances would have reached
consciousness, now fail to be noticed. This can be illustrated by another, more recent
psychological experiment [Simons & Chabris, 1999].
In this experiment people had to watch a movie of people playing a ball game. They had to pay
special attention to how many times the ball changed hands between the two teams—which was
difficult given that there was a lot of movement. When a man in a gorilla suit very obviously
passed in between the players, most observers did not notice him. When questioned afterwards,
they were sure never to have seen such a crazy thing like a gorilla passing by.
Interpretation: the focus on the ball suppressed all rules that would normally be activated by
stimuli irrelevant to the task, including something as unexpected as a gorilla.
Such suppression can even be accurately measured in monkeys. Sensors are inserted in the
monkey's brain to detect the activity of different neurons. The monkeys are trained in a task
(monitoring what happens on a computer screen) that demands full attention on one type of
stimulus, e.g. green rectangles. As a result, the activation of the neurons responsible for perceiving
other types of stimuli is suppressed. For example, when red circles appear on the screen, the
neurons responsible for perceiving them are activated only 10% of their normal activation value
without the task.
These experiments can be seen as further examples of the conception → perception feedback: a
conception (in this case the specific task that demands the attention) changes the perception, so
that stimuli relevant to the task are perceived more clearly, while the others are hardly perceived at
all.
Self-awareness
Access consciousness is the ability to monitor and intervene in one's own cognitive processes, e.g.
by refocusing attention on a task after you notice that you have been distracted. This means that
the subject is aware that s/he is thinking, imagining, feeling or perceiving, i.e. aware not only of
the phenomenon being perceived or thought about, but to some degree of the process of perceiving
and thinking itself. Eventually this may lead to an awareness of the agent performing the process.
Thus, the most developed form of access consciousness includes self-awareness or self-
consciousness.
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This type of consciousness seems typically human. For non-human animals, self-consciousness is
measured via the mirror test: an animal is considered to exhibit self-awareness if it reacts when it
sees in a mirror that a colored dot has been painted on its forehead. Only chimpanzees, dolphins
and elephants have passed that test. Dogs and cats fail. It is not clear, though, in how far the mirror
test really measures some form of self-awareness or self-concept.
Interiorizing stigmergy
The brain consist of an array of many, largely independent modules that work in parallel, each
specialized in a particular task‚ such as recognition of specific shapes, emotions, or control of
specific movements. These brain modules have few direct connections that allow them to
communicate so as to form a global picture of the situation. One way for them to pool their
expertise is by exteriorizing the inferences made by some of the modules, so that the results can be
perceived, i.e. re-entered into the brain and thus processed by the other modules. Exteriorizing
cognition takes place through the creation of physical symbols, such as drawings, utterances or
writings, that represent the mental contents. Typical examples of this process are talking to
oneself, or taking notes and drawing schemas while thinking about a complex problem.
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As we saw, when the individual becomes experienced with this process, shortcuts are developed
and symbols are interiorized again. Thus, children talking to themselves while thinking will soon
learn to use inner speech, i.e. forming sentences in their head without actually vocalizing them.
The “place” in the brain where these internal reflections are produced, and from where they trigger
further reflections, plays the role of an internal stigmergic medium. We can see it as a kind of
forum or meeting ground for the different more specialized brain processes, where they make their
most important results “publicly” available, so that others can work on them. This idea is at the
basis of the currently most successful theory of (access) consciousness, which is supported by
several observations, experiments, intuitions and theoretical arguments: the global workspace
theory.
The global workspace is the name given by the cognitive theorist Bernard Baars [1997] to this
internal forum that globally interconnects all brain processes. A perception or conception becomes
conscious only when it is “published” or “broadcasted” in the global workspace. In this view,
consciousness is nothing more than an extended “working memory” within the brain where these
conceptions are produced and combined, so that they can be submitted to the scrutiny of the
various more specialized modules.
An intuitive analogy is the notion of a theater, where the action on stage (conscious thought) is
brightly lit so that it is visible to all, while all other activity, like preparation of the décor or people
sitting down to watch, remains in the dark (subconscious processes). Note that while this model
uses the “theater” metaphor for mental processing, it does not presuppose an intelligent
homunculus watching the theater. The theater is being watched by a crowd of simple modules or
condition-action rules, none of which has truly a “mind of its own”. In that way, the global
workspace theory confirms our intuitive notion of a “theater of the mind” where incoming
perceptions are projected for further monitoring, but without falling into the homunculus fallacy of
assuming the existence of a mind within the mind.
As we saw, while neural networks can be very flexible, it is in general impossible for a single
network to learn to perform different functions. Therefore, the brain needs a diverse collection of
subnetworks or “modules”, each with its particular specialization. The global workspace appears to
be a shared internal environment that the brain has evolved in order to facilitate the coordination
between these otherwise largely autonomous and automatically reacting modules. The global
workspace is probably implemented as a network of long-range connections between different
more specialized regions, connecting different parts of the neo-cortex (the most advanced part of
the brain). Its function is similar to the one of working memory: keeping track of the presently
most important perceptions and conceptions, and making them available for further processing.
To do this, activation needs to be sustained by periodic reactivation of the specific neurons that
carry an “active memory”, in some kind of self-reinforcing cycle. Thus, conscious thought is
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characterized by much stronger activity in the brain than subconscious or subliminal processing.
This can be established by EEG or fMRI measurements that track the progression of a stimulus
from subliminal to fully conscious. In the hundreds of milliseconds that this process takes, it looks
as if the global neuronal workspace is “ignited” by an explosively growing activity that stabilizes
once full consciousness is reached.
Once the activation has become self-sustaining, the corresponding perception or conception has
achieved sufficient stability to be extensively examined by the different brain modules, and if
necessary processed by them. Thus, consciousness works a bit like a computer, where the content
of memory (RAM) is subjected to a controlled sequence of processes (programs stored on the
computer’s hard disk). Subliminal stimuli, on the other hand, merely spread automatically through
a broad neural network while undergoing continuous transformation by that process. Therefore, no
memory of the stimulus remains, and there is no way to control, reexamine or correct previous
steps in the process. With conscious processes on the other hand, the activated pattern is
sufficiently strong and stable so that it can be transferred to episodic memory if needed.
Subconsciously, your mind can be busy with many things in parallel (e.g. walking, talking,
perceiving the surroundings, listening, feeling, …). The reason is that subconscious processes
happen in different parts or modules of the brain that are specialized e.g. in processing sounds,
producing language, interpreting visual stimuli, or preparing emotional reactions. Because they
have few connections, these modules can be active independently, without interfering with each
other.
However, for all these modules to be coordinated and controlled, their outputs must come together
into a shared channel: the global workspace. Only one self-sustaining pattern can be active in that
space at a given time. If more than one pattern would be active, activation from the one would
spread and interfere with activation coming from the other, until both patterns of activation would
merge and become indistinguishable. That is why people find it difficult to pay attention to more
than one thing at a time. It explains phenomena such as not noticing a gorilla walking among
people passing a ball: if full attention is already focused on the movement of the ball (meaning that
observation of the ball fills up the global workspace), no attention (workspace) is left to watch out
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for gorillas or other incongruous phenomena… This is achieved by the suppression or inhibition of
all activation coming from competing patterns.
Free will
Another feature that the global workspace theory explains is voluntary control or what is
sometimes called “free will”: the ability to consciously decide what you will think or do. This is
one of the least understood features of the mind, which has given rise to a lot of controversy and
confusion.
One of the most famous experiments about consciousness puts into question the intuitive
notion of free will [Libet, 1999]. In this experiment, people are asked to move their arm, but
they can choose themselves at what moment they do so. They are also asked to watch the very
quickly rotating hand of a clock, and to remember the exact position of the hand at the
moment they decided to move. This gives an estimate of when the conscious decision was
made. However, a simultaneous registration of their brain waves shows that the wave of
activation that prepares the movement already emerged some 400 milliseconds before the
conscious decision to act (and about 600 ms before the actual movement), implying that the
action was initiated subconsciously.
This seems to imply that our feeling that we decide consciously what to do is merely an
illusion, and that all cognitive activity is controlled by subconscious processes. However, the
experiment also showed that people still have the ability to “veto” the impulse to act before it
is executed, and therefore they retain some form of conscious control.
Let us try to explain will from the perspective of Baars’s [1997] theory. The global workspace not
only receives inputs from all subconscious processes, it also sends them its output. The activity in
the workspace is “broadcasted” to all the modules of the brain, so that they can process it further
and perhaps refine or complement its results. Because the conscious pattern is relatively stable, it
can be systematically examined by the different modules, which thus have the time to “decide”
what to do with it by examining different options and choosing the most attractive ones. Once the
global workspace comes to a certain conclusion (e.g. that a particular thought should be expressed
in language, or that a particular action should be executed), the specific modules responsible for
implementing that decision (e.g. modules specialized in vocabulary, grammar and speech) will
receive a strong input activation from the workspace that overrides whatever processes were going
on in that module. That activation will be duly processed and passed on to further modules, until
final execution of the decision. In that way, the global workspace is the final arbiter or decider,
who controls what happens in the organism.
But how are choices made within the global workspace? This most likely happens via a process of
competition: many initially subconscious perceptions and conceptions simultaneously stream into
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the workspace from different modules. Because of the limited capacity, however, only a single
one, the “strongest” one, can be broadcasted. That dominant thought suppresses or excludes all the
rival thoughts, becoming the thought that is “in control” of the mind and thus able to impose its
focus and desires on the rest of the brain and body. The selection of what becomes dominant
probably happens through a process of non-linear amplification, where stimuli that pass a certain
threshold of activation start growing exponentially, while increasingly inhibiting the activation of
competing stimuli, until only one wave of activation remains.
This amplification of a single perception or conception can be observed via brain imaging and
EEG registration [Dehaene & Changeux, 2004; Dehaene, 2008]. We saw that when a stimulus is
shown for a very short interval, it remains subconscious or subliminal: it affects the functioning of
the brain, but is not available for conscious processing. This means that it only produces a weak
and transient trace as measured by the different methods that track activation levels in the brain.
When the interval is made longer, however, the perceptual activation has time to build up to the
critical level where it becomes strong enough to win the competition for global workspace
domination. Measurement of activation levels then shows a sudden explosive amplification of the
signal, accompanied by a broadening of the area that is activated, until it fills the whole
“workspace” (and thus excludes rival signals).
We should not forget that the large majority of mental processes remain subconscious, meaning
that they are not broadcasted via the global workspace, although they still tend to influence what
happens there. Therefore, the feeling that all our actions or thoughts are controlled by
consciousness (global workspace) is an illusion. This illusion is created by the fact that the origins
of most actions or thoughts lie in subconscious processes that never reach the global workspace, so
that it seems as if they do not exist.
Another illusion is the one of a unified “self” sitting somewhere in our brain that makes all the
decisions. This illusion is at the basis of the fallacy of the homunculus controlling what is going
on in the Cartesian theater. While the global workspace is similar to some degree to such a theater,
what happens there emerges from many different subconscious processes that are competing for
dominance. The strongest inputs (e.g. those caused by unexpected phenomena, driven by strong
motivation, or with a high subjective or emotional value) tend to suppress the weaker ones, until
one becomes strong enough to “fill” the workspace with activation. That input then temporarily
determines what you are conscious of, giving it a privileged—but by no means unique—ability to
influence your further thoughts and actions.
But the contents of the workspace, and thus your consciousness or “self”, is likely to be modified
shortly by the outcome of some other, as yet subconscious process, coming from a different part of
your brain. Thus, there is no single “self” in control of your thoughts. Your mind is more like a
“society” of different modules and inputs that are collectively solving a problem too complex for
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any one of them individually to solve. What appears to be your “self” talking is merely the module
that is speaking out loudest at the moment, thus claiming the floor of the theatre, and making the
other ones listen, until another one takes over the floor and speaks in turn, potentially dismissing
everything the previous one proposed.
Phenomenal consciousness
While the function or usefulness of the global workspace or access consciousness is rather clear,
the same cannot be said about subjective experience: why do we have any sensations or feelings
when we perceive or think about some phenomenon? Why cannot we just process the information
automatically or mechanically, like a robot or a computer?
The philosopher David Chalmers [1996] has called this “the hard problem of consciousness”.
According to Chalmers, the problem cannot be solved by traditional scientific methods. He argued
this by conceiving a “zombie”. This is a being indistinguishable physically and psychologically
from a normal human being, that behaves just as any other person, but that does not have any
feelings while reacting to phenomena. Science per definition cannot make any observations that
would allow you to identify a zombie, and therefore has nothing to say about the issue. Yet,
Chalmers claims zombies are essentially different from real people capable of consciousness.
From a cybernetic perspective, this is actually a false problem. According to Leibniz's principle of
the identity of the indiscernibles, zombies by definition must be the same as normal people, since
there is no way to distinguish the one from the other. Still, we must explain what subjective
experience is and why we need it.
Subjective experience
Subjective experience can be seen as the complete state of activation present in a person's brain at
any moment. It is personal and unique in several fundamental aspects:
• it is different for every person. Indeed, every person has a unique neural network,
developed by biological growth and psychological experiences. Therefore, experience can
never be accurately communicated to another person. Moreover, since symbols only cover
a very small part of the meaning that resides in our mind, it also cannot be expressed
symbolically.
• it is different for any context, event or situation, because no two situations will be so
similar that they exactly activate all the same neurons to the same degree.
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• it is different from one instant to the next, because it immediately changes into another
state depending on new perceptions and the internal dynamics of spreading activation and
“fatiguing” of neurons.
But why do we have experience even when we are passive, when nothing happens, when no
actions are taken, or when no goal is (consciously) aimed at? What function can it have if it does
not have any observable consequences? This is Chalmers's objection against a functionalist
account of consciousness (functionalism means explaining mental phenomena in terms of the use
or function they have for the organism).
From our cybernetic perspective, in those seemingly non-functional cases the implicit goal of
cognition is anticipation, i.e. being maximally prepared for anything that might happen. This
implies letting activation spread from all presently perceived or conceived phenomena to whatever
other phenomena that are associated with them (because they have to some degree co-occurred in
the past and are likely to occur again). These other phenomena too will be evaluated in terms of
associations and possible dangers or opportunities, albeit not as intensively as the phenomena in
focus. We may assume that the associated phenomena will at least be primed for potential
activation later.
As also argued by Jeff Hawkins [2004], it is the whole of all these implicitly anticipated,
associated phenomena that constitutes our “understanding”, experience, or feel of the phenomena
in focus. Thus, even an at first sight passive state is characterized by plenty of active processes
propagating and bootstrapping within the brain. Whenever something does change, externally or
internally, the mind is primed for appropriate action. Without this subjective state of anticipation,
the brain would have to start processing the new situation from scratch, thus being much less
efficient in its reactions.
A zombie without such subjective experience would be much more clumsy than a human being in
reacting to any new situation—about as clumsy as present-day robots or computers, who lack this
complex state of anticipation. In other words, a true zombie would behave distinguishably
different from a real human being. The zombie thought experiment is actually inspired by a
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mechanical notion of a cognitive system that is purely reactive, without a complex internal state
based on learned connections.
Note that the pure experience of red is actually quite unrealistic: we always see red in a context of
other phenomena, such as a red rose, a traffic sign or a red Ferrari. Perhaps we could experience
pure red only in a laboratory under controlled conditions, where all we see is undifferentiated red
light, while all other stimuli, such as sounds, are suppressed. But even then, the phenomenon of
neural fatigue would ensure that the experience of redness would weaken and eventually
disappear, while making place for varying thoughts and imaginations.
Even if we could remove it from any concrete context, the abstract quality of redness would still
remind us of concrete phenomena that it tends to co-occur with, such as: blood, fire, roses, sunsets,
a political party, danger signs, red traffic lights… All of these remembered phenomena would be
to a smaller or larger extent primed by the view of red.
For example, the association of red with fire, blood and the sun makes us experience red as a
“warm” color, in contrast with “cool” colors, such as white and blue. This means that we implicitly
expect a red room to be warmer than a blue room. Therefore, the thermostat might be put one
degree lower in such a room without us perceiving it as colder (this is another example of feedback
from anticipations to perceptions). The association of red with blood, fire, and traffic signs and the
fact that it is relatively rare in nature moreover make us experience red as something important,
that signals a potential danger. Thus, red tends to activate, to demand attention, in contrast with
“calm” colors such as grey, brown or green.
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It is the whole of these—stronger or weaker, explicit or implicit—anticipations that together can
be said to constitute our “feel” or “quale” of what redness means. The picture above proposes a
first visual impression of how this feeling is generated by a process of spreading activation. The
initial activation of the concept “red” spreads to associated concepts, proportionally to the strength
of the association (stronger associations are depicted by thicker arrows). From these “neighbors” in
the associative network, such as “blood”, “rose” and “fire”, the activation spreads further to
concepts, such as “First aid” and “love”, that are more indirectly associated, but which may still
undergo some degree of priming by the conception of “red”.
Emotions
Arousal
The fuzzy state of neural activation defines our general “feeling” about a situation. An emotion is
something more distinct and intense, with stronger, more focused activation that tends to spread
through the body as a whole. This bodily state of activation is called arousal. It is typically
characterized by higher blood pressure, faster heart rate, deeper breathing, increased sweating, etc.,
and is triggered by hormones such as adrenalin (epinephrine). This focused activation is similar to
access consciousness, except that it appears controlled by the older, “reptilian” parts of the brain,
and not by a global workspace or symbolic cognition.
The function of emotion is, like the function of cognition, in the first place preparation. The
difference is that cognition prepares for as yet hypothetical events that the mind tries to anticipate.
Emotions prepare for actual physical action, not just for interpretation and reflection. That is why
they activate the body as well as the brain. Forceful action is needed when a true diversion has
taken place, i.e. an event that requires an active intervention and change of behavior, not merely a
continuation of your present pattern of activity. Examples are an encounter with a tiger, but also a
meeting with a person you would like to get to know better.
A good metaphor for an emotion is the concept of “force” in Newtonian mechanics. Without any
forces working on it, a material body will continue moving in a straight course at a constant speed.
Forces are what make the body accelerate, decelerate, stop, start, or change direction. Similarly, a
normal pattern of activity moves in a given direction with a more or less constant speed. When a
significant diversion occurs, this course of action needs to change so as to take into account this
unplanned event. An emotion acts as the mental and physical “force” that produces this change of
speed or direction. Similarly, an emotion can function like the driving force that gets you going
starting from a state of relative rest or inactivity (e.g. when you are passionate about achieving
some goal), or that suppresses your normal activity (e.g. when you are depressed or paralyzed by
fear).
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Emotions can be categorized in the first place by the amount of arousal that accompanies them.
Most emotions are characterized by more arousal than normal, because the situation demands extra
energy, e.g. joy, fear, anger, ... However, sometimes the situation requires less arousal than
normal, e.g. in situations of depression, boredom, or contentment, where the change in behavior is
towards saving energy or keeping a low profile.
Emotions can be artificially induced by injecting the equivalent of adrenalin into the blood stream
to create arousal. People who get such an injection (without knowing what it is) tend to interpret
the resulting feeling cognitively as an emotion caused by some phenomenon they perceived.
However, people witnessing the same phenomena (e.g. pictures shown by an experimenter) who
got an injection with water do not feel any particular emotions about them. This is another
example of the feedback between conception, perception and experience, or between mind
(feeling) and body (arousal).
Types of emotion
On the basis of facial expressions, psychologists distinguish 6 universal emotions, which are
recognized in all cultures. They are: Joy, Sadness, Anger, Fear, Disgust, and Surprise. Sometimes
a seventh one is added: Contempt, which is a feeling of moral superiority towards another person.
But there are actually an infinite range of possible emotional states that differ between people,
cultures and situations. Many psychologists have proposed models, dimensions and taxonomies for
classifying these emotions, but none of them seem to capture all the subtle differences and
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similarities. On the basis of our cybernetic framework, we can suggest at least the following
distinguishing properties.
Emotions are triggered typically by situations with an element of surprise (i.e. failure of
anticipation) that requires a change of arousal or activation level so as to adjust activities, plans
and expectations.
When the diversions are positive (affordances), e.g. receiving a present or getting a
promotion, they result in positive, pleasurable feelings such as pride, confidence or
satisfaction. When the surprises are negative (disturbances), e.g. failing for an exam or
being in an accident, they result in feelings of displeasure, sadness or pain. The degree of
positivity or negativity of a feeling is called its valence.
Emotions can be about diversions that are expected in the future, e.g. hope, fear,
confidence, or that have been experienced in the past, e.g. guilt, sadness, satisfaction.
Emotions can be social, i.e. concerning your relations with other people, e.g. pride, anger,
shame and love, or individual, e.g. self-confidence, fear.
Emotions can be triggered by something under the person's control, e.g. pride (if it went
well) and guilt (if it went badly), or not under control, e.g. fear, depression, curiosity.
The properties of arousal, valence, control, time and social relations together allow us to classify
and explain the most important emotions. However, like all subjective experience, the cognitive
interpretation of a situation is unique for every individual, and dependent on earlier experiences,
including cultural learning. This explains why even while there are universal emotions, some
aspects are dependent on culture (e.g. shame is a much more important emotion in collectivist
cultures, like the Japanese, than in individualist ones, such as the European culture).
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Bounded Rationality and Cognitive Biases
On the other hand, we all know that people sometimes make stupid mistakes, are guided more by
emotion than by reason, and often behave plainly irrationally, going so far as to engage in
behaviors (such as being addicted to gambling, overeating, starting a war, or smoking) that
everybody knows to be harmful. Such deviations from assumed rationality must be investigated
and explained. Several hypotheses have been proposed.
Bounded rationality
This concept was proposed by Herbert Simon, who was not only one of the founding fathers of
cognitive science and artificial intelligence, but a Nobel prize-winning economist. Inspired by his
research in problem solving and information processing, Simon noted that most real-world
problems are simply too complex for us to find optimal solutions.
Example: suppose you want to buy a car. There are dozens of different models on the market, with
different features, qualities, prices and limitations. You can never know all the complexities that
go into building a car, nor what will happen with the car in different circumstances, such as during
a crash, in wintertime, in very hot weather, when you suddenly need to brake, when you are
carrying a lot of luggage, etc. You also do not know in which precise circumstances you will use
the car, and therefore you cannot say for sure whether comfort is more important than power, or air
conditioning more important than size of the trunk. Even if you had all that information about all
the potential car models, you would never be able to design a decision model that takes all these
data and criteria into account and that allows you to calculate which car optimally satisfies all
these different criteria.
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Simon therefore proposed that when making decisions, people do not optimize (choose the best
possible option), but satisfice (choose an option that is good enough to satisfy them, but is
probably not the best). However, this still does not tell us how people really make a decision. It
also does not explain clearly irrational decisions, such as starting to smoke, that are not only not
optimal, but far worse than satisfactory.
Cognitive heuristics
Inspired by Simon’s work on problem solving and cognitive psychology, Kahnemann and Tversky
[1982; 1996; Kahnemann, 2003] studied human limitations on rationality in much more detail,
coming up with a variety of systematic deviations from optimality that they called “cognitive
biases”. Their explanation is rooted in the concept of heuristic, which we defined as a rule of
thumb that people use to simplify problem solving when the search space is too large to be
systematically explored. Heuristics are not guaranteed to find optimal solutions, but because they
make search much more efficient, they help you to find acceptable solutions ("satisficing") in a
reasonable time.
As we noted, most heuristics are very domain-specific, and therefore it is difficult to derive a
general theory of biases or limitations on rationality from the notion of heuristic. However, some
heuristics are more general in scope, and thus may explain common mistakes that people make.
For example, Tversky and Kahnemann proposed the representativeness heuristic, which posits that
you can infer the properties of a category of things from the properties of a representative sample
of that category.
Example: suppose you are choosing a car, and considering buying a Honda. You ask your
neighbor, who owns a Honda, about his experience with that car. The neighbor tells you he had a
serious problem with the brakes last year. Following the representativeness heuristic, you may
infer that Hondas are not safe, and therefore that you should buy a different brand. However, it is
clear that this particular problem with your neighbor’s car may be pure bad luck, and not
representative for Hondas in general. However, given that you can never get to know all
experiences of all Honda owners, you must simplify the problem, and at a certain moment make a
decision based on the limited sample that you know.
The problem with heuristics and the notion of bounded rationality is that they are still rooted in the
symbolic view of cognition, which tends to see all decision making as based on conscious
reflection and manipulation of various explicit concepts or symbols. As we know from
connectionist models, most cognitive processes are subsymbolic and subconscious. This means
that they do not use general and explicit procedures as implied by the notion of heuristic, but are
based on activation spreading along learned associations. Let us further examine this connectionist
mechanism to see which biases it implies.
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Towards a connectionist theory of cognitive biases
The basis of connectionist models is the mechanism of Hebbian learning or its more sophisticated
implementation of delta learning, which strengthen connections that made good predictions, while
weakening those that made wrong predictions. It can be shown that through delta learning the
strength of a link A → B will eventually, after many experiences of correct or incorrect
predictions, converge to the conditional probability P(B|A), i.e. to the proportion of cases in which
A was effectively followed by B.
Example: assume there were 150 cases in which A was followed by B, and 50 cases in which B
did not follow, then the link strength of A→B becomes equal to P(B|A) = 150/(150 + 50) = 0.75
If this is correct, the learning mechanism appears to be accurate or unbiased: its results correspond
to the objective probabilities as experienced by the agent. This means that, although the neural
network will of course make mistakes in its predictions, on average these mistakes will cancel each
other out: it will make as many mistakes in the one direction (expecting B, when B does not
happen) as in the other direction (expecting that B will happen, when it does not).
Definition: a cognitive bias is a systematic deviation from the correct average. This means that the
average estimate of what is expected to happen will converge to a value that is either significantly
higher or significantly lower than the average of what truly happens over an extended period.
Example: in the above case, there would be a bias if link strength (A→B) = 0.85 (overestimate of
the probability of B following A), or if link strength (A→B) = 0.5 (underestimate of the probability
of B following A).
A first source of bias is that Hebbian/delta learning needs time to converge to the correct average.
If the agent only experienced a single episode of A followed by B, then the average probability as
yet is 1. However, immediately setting the link strength to 1 seems overconfident, since it is
dangerous to deduce such certain prediction from a single episode: it is unlikely that because
something happened once, it will always happen in the same circumstances. That is why Hebbian
or delta learning only makes a relatively small adjustment to the strength of a link with each
learning experience, as measured by the learning constant c.
The learning constant moreover takes into account the fact that averages may change over time,
e.g. that the probability of B following A may increase because of changed circumstances. For that
reason, recent reinforcements of a link contribute more weight than older reinforcements, but not
enough weight to immediately erase the effect of older experiences (which include experiencing
no association at all between A and B). This principle may be illustrated by the recency effect: the
last items on a list are remembered better than the preceding ones.
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On the other hand, for a single new experience the adjustment (say 5%) may be too low: perhaps
this experience is just the first occurrence of many, and if this occurrence is important (e.g. a great
danger or opportunity) failing to anticipate the next one because of a too weak adjustment may be
fatal. That is why the cognitive system tends to pay special attention to new or unexpected events,
which may signal a drastic change in the situation. This may be illustrated by memory biases such
as the primacy effect, which—as a complement to the recency effect—notes that people remember
the first items from a list better than the following ones, and the von Restorff effect, which notes
that an item that stands out (e.g. because of being marked in a different color) is also remembered
better.
Hyperbolic discounting
The variability of the environment can be used to explain one of the most studied biases:
hyperbolic discounting. This means that when people have to choose between two rewards they
tend to prefer a smaller one that comes sooner (for example, receive $100 now) to a larger one that
comes later (for example, receive $200 in six months). This makes sense: the longer you wait, the
larger the chance that some unknown environmental variation or disturbance would occur that
prevents you from getting the expected reward (for example, the person who promised you the
$200 changes his mind, dies, or loses all his money).
What is less obvious is that this “discounting” (gradual reduction) of the value of a reward over
time happens more quickly in the immediate future than in the farther-away future. For example,
when offered the choice between $100 in a year, and $200 in a year and half, most people would
prefer the $200 option, even though the interval between the options is just as long as in the first
situation, and therefore the probability of some disturbance intervening in between would seem to
be just as large. But this reasoning assumes that the probability of unpredictable disturbances
(uncertainty) would remain the same. In a truly variable environment, not only situations but
probabilities can change in unexpected ways. The safest assumption is that whatever uncertainty
you have about the near future, this uncertainty (i.e. the probability of something going wrong)
will only get bigger in the farther-away future. Therefore, opportunities in the immediate future are
more reliable, while opportunities in a farther-away future are intrinsically much more difficult to
estimate. Therefore you might as well prefer the very uncertain $200 in 18 months over the almost
as uncertain $100 in 12 months.
Another important source of biases is that learning mechanisms are not there just to estimate the
conditional probabilities of events (Hebbian learning), but the average reward or punishment
received (reinforcement learning). For an agent trying to achieve its goals of survival and
proliferation in an uncertain environment, the primary function of the cognitive system is to
maximally achieve those goals, not to accurately predict what will happen. From the evolutionary
and cybernetic perspectives the most important objective is control. Prediction is useful only
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insofar as it helps achieve control. Therefore, the cognitive system can afford to make systematic
errors in prediction as long as it minimizes its errors in control. Maximizing control means
maximizing the expected reward, value, or utility achieved by actions, while minimizing the risk
of serious accidents. This means that we can expect a cognitive bias towards the outcome with the
highest average utility. This is normally the outcome that would receive the strongest accumulated
reward and the weakest accumulated punishment.
1. avoiding the danger of strong punishment. This leads to the biases of paranoia: people
tend to overestimate the probability of serious external threats or dangers being realized.
2. seeking the opportunity of large reward. This leads to the biases of optimism: people tend
to overestimate their own ability to achieve positive outcomes.
Together, they explain why people tend to behave like “paranoid optimists” [Haselton & Nettle,
2006].
• Phobias are exaggerated fears for potentially (but usually not so) dangerous things, such as
spiders, snakes, and heights. The probability of falling from the grassy border of a high
cliff is not larger than the probability of falling from your lawn into your flowerbeds—
both of which are very small. Yet, people will not hesitate walking just next to the
flowerbeds, while they may start to panic when coming anywhere near the edge of the
cliff. The reason is simply that the punishment in case of falling from a cliff is immensely
greater than the punishment in case of falling into a flowerbed. Avoiding the very small
risk of this happening is worth the relatively small effort that is needed to stay far away
from the edge. This fear of heights makes perfect rational sense, but the same exaggerated
reaction tends to appear in situations where the objective risks are so small as to be
negligible, like in fear of flying, or fear of speaking in public.
• The negativity bias is a tendency for people to pay much more attention to bad news or to
potential signs of danger, than to good news or signs of opportunity. For example, the
news that 100 people died in a fire will attract much more attention than the news that life
expectancy increased last year with a month, even though the latter implies that many
more than 100 people who would otherwise have died now survived. This makes sense
because of the utility bias: ignoring the danger of dying in a fire may cost you much more
dearly than ignoring the fact that people live longer now. In the first case, there is
something you may potentially do to avoid the danger. In the second case, there is not
much that you yourself need to do.
• Loss aversion refers to the observation that people would rather miss the opportunity to
gain $200 than run the risk to lose $100, even when both events have the same probability.
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Losing something is experienced as more negative than gaining the same thing is
considered positive. In another experiment, people may not want to pay more than $1 in
order to get a coffee mug, but once they have it, they will not sell it for anything less than
$2: the cup becomes more valuable for them simply because they now own it. This may be
explained by the fact that a loss, because it is negative, is considered a priori more
important than an equivalent gain, which is positive.
The negativity bias in emotions is compensated by something called the “positivity offset”:
generally people tend to feel good about their situation, and to be optimistic about the future.
When people are asked to estimate the probability of getting good outcomes for themselves (e.g.
succeeding in an exam, or answering a question correctly), their estimate tends to be higher than
the real outcome. Moreover, a large majority of people think that they are smarter, nicer, or
happier than the average person, while objectively less than 50% should fall into that category.
While these misjudgments seem rather innocent, the bias for overoptimism can lead to dangerous
behaviors, as exhibited by the gambling addict who is convinced that next time he will win big, the
skier who takes exaggerated risks, or the smoker who believes that it is only the others who will
get lung cancer.
A plausible explanation for such overconfidence is that it motivates people to actively seek
opportunities and overcome problems, even when objectively their chances of success are only
small. If the cost of being active is less than the cost of potentially missing out on a great
opportunity because you thought that it was anyway not worth the effort, then the bias goes
towards assuming that activity will be successful. It is sufficient that on average being confident,
and therefore active, gets bigger rewards than being pessimistic, and therefore passive—even when
the pessimists tend to be more accurate in their predictions.
An example that combines paranoia and overconfidence is the observation that most people feel
much safer driving a car than sitting in a plane, even though innumerably more people die in car
accidents than in plane crashes. The reason is that the driver of the car feels in control and
therefore tends to assume he will be able to deal with any problems. Passengers in a car feel
somewhat less safe, because they have no control, but still safer than plane passengers. Planes are
particularly frightening because plane crashes often appear in the news because of the negativity
bias—unlike car crashes, which have typically fewer victims, and are intrinsically less newsworthy
because they are so common. Moreover, fear of flying may be inspired by fear of heights, which is
a general instinct.
Another important source of biases is the fact that cognitive processes function on the basis of
spreading activation: concepts, memories and experiences become activated depending on how
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closely connected they are to the immediate context, i.e. the cognitive items that are being
activated (by thought or perception) at this moment, together with the ones that were recently
activated so that a low level of activation or priming remains, making it easier to activate them
again. This means that what comes most easily to mind are the things that are most directly
associated with the present situation: things said, observed, remembered or considered now or in
the recent past. These are also the things that seem subjectively most important or most probable.
On the other hand, probability is calculated formally as the total number of times some
phenomenon occurred divided by the total number of times that this phenomenon could have
occurred. For example, the probability of a coin falling with heads up is 50%, because if you had
tossed a coin 100 times, it would have produced “heads” about 50 times. Calculating such a “base
rate” would require an exhaustive search through long-term memory of all known occurrences of
that event (e.g. remembering all the times you witnessed a coin being tossed, and the outcomes of
all these events). Given the limitations of long-term memory, this is obviously not possible.
Moreover, as we noted when discussing the learning constant, there is no guarantee that because
something happened with a certain frequency in the past, it would happen with the same frequency
in the future.
• The anchoring bias can be demonstrated by a little experiment in which people are asked to
randomly choose a number between 0 and 1000, and write it down. They are then asked to
estimate the year in which the Mongols first invaded Europe. It turns out that the answer they
give is strongly correlated with the random number: people who chose a smaller number tend
to guess an earlier date for the Mongol invasion. Since the two numbers are by definition
independent, this is clearly irrational. The explanation is that the random number remains in
short-term memory as an “anchor” from which activation is propagated in order to build an
estimate.
• The conjunction fallacy may be illustrated by an experiment in which people are given a
description of an independent, intellectual and politically engaged woman. They are then
asked to estimate the probability that this woman would be: (a) a bank teller; (b) a bank teller
and active in the feminist movement. They typically estimate a higher probability for case (b),
even though all (b) cases are also (a) cases, and therefore the probability of (b) cannot be
larger than the one of (a)! The larger base rate (frequency of occurrence) of (a) is simply
ignored. The reason is that the description of the woman has strong associations with the
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profile of a typical feminist, but not with the profile of a typical bank teller. Therefore, more
activation propagates to (b) than to (a).
• The confirmation bias is the tendency to pay special attention to information that confirms
your preconceptions, while neglecting information that contradicts them. For example, a racist
will especially notice all news reports in which a crime was perpetrated by someone from
another race, considering it as evidence that confirms his prejudices, and ignore most of the
crimes performed by someone from the same race. The reason is that the preconception primes
the cognitive system to quickly recognize situations that fit in with the preconception. In the
racist example, there exist strong associative links between the concepts of “other race” and
“crime”: whenever the one gets activated, a little activation will spread to the other, priming it
to immediately become fully activated if further evidence appears. The ensuing co-activation
of the concepts will further strengthen their association because of Hebbian learning. No such
priming occurs with the concept of “own race”, making the effect of additional evidence here
much weaker.
Conclusion
Given the intrinsic uncertainty and complexity of the world, it is clear that cognition cannot in
general make optimal decisions or perfect predictions. Therefore, rationality is bounded. However,
we may assume that evolution would at least have avoided a cognitive system that makes
systematic mistakes. Yet, many dozens of cognitive biases have been observed in a variety of
psychological experiments and social or economic situations. (For an extensive list, see
http://en.wikipedia.org/wiki/List_of_cognitive_biases). We have proposed a number of plausible,
general explanations for such systematic deviations from rationality.
Most generally, cognition uses heuristics to simplify complex problems, thus systematically
ignoring factors that are difficult to establish or process, such as base rates, in favor of more easily
available data, such as contextual cues. Moreover, what seems to be most rational, such as
calculating probabilities on the basis of formal statistics, may in practice not be the most useful for
survival. When long-term fitness is taken into account, paying special attention to serious dangers
or remaining confident in spite of low probabilities of success may be the best general strategy,
even when this results in a “wrong” estimate of probabilities.
As a practical guideline, it seems best to be maximally aware both of your natural cognitive biases
and of the formal rules of statistics. Then you can use either the one or the other (or a combination
of both), depending on what you know about the situation, in order to make decisions. Sometimes,
the situation is too ill defined or variable for statistical rules to apply, and then you can better rely
on your intuition. In other cases, the laws of probability apply unambiguously, and you can decide
without hesitation, e.g., that being a bank teller is more probable than being a feminist bank teller.
Even when statistical rules are not readily applicable, however, it is worth being aware of your
cognitive limitations, and e.g. look systematically for contradicting evidence in order to counter
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the confirmation bias, or check the statistics about plane crashes before worrying about boarding
that plane…
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Individual Differences
Expertise
A first important component is the amount of specialized or advanced knowledge, or what may be
called expertise. As we saw when discussing AI, intelligence is useless without plenty of
knowledge. Learning takes a lot of time, effort, and undergoing a variety of experiences. Not only
the quantity, but also the quality of the experience is important: the information input must be
good. This implies good education and training, the reading of good books, etc. It is estimated that
to become an expert in any advanced field (e.g. painting, physics, politics, chess…) typically takes
at least ten years of hard work. This requires at least sufficient motivation, discipline and patience
to achieve it, and an environment that provides the right challenges and feedbacks.
Intelligence
A more general component of cognitive competence, in the sense that it does not require specific
knowledge, is what is conventionally known as intelligence, i.e. the general ability to solve
problems. A well-known way to conceptualize the difference between knowledge-dependent and
knowledge-independent factors is Cattell's [1963] distinction between "fluid" and "crystallized"
intelligence. Crystallized intelligence is the result of the accumulated knowledge and experience
that we bring to tackle common, concrete problems. It typically increases unrestrictedly with age.
Fluid intelligence is the quickness and versatility of thinking that is needed to solve the most
abstract, novel problems. Fluid intelligence increases during childhood, but reaches a plateau by
the end of puberty (around 16 years) and tends to decrease with older age.
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IQ scores
To get a reliable IQ score, multiple IQ tests must be taken, since results may vary depending on the
type of test, the degree of concentration or tiredness, etc. The average of several tests, usually at
least three, taken within one year, may be considered that person's "true" IQ score.
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IQ and success in life
The scores on IQ tests are obviously not perfect, but they are in general good indicators of future
performance, including success in education, success in professional life, eventual level of income,
and even life expectancy [Gottfredson, 1997, 2004]. The latter can be explained by the fact that
more intelligent people know more about health, understand better what they should do to remain
healthy, and manage better to foresee and deal with the type of dangerous situations that lead to
accidents or illness. In fact, IQ is a better indicator of future life chances than any other
psychological measure. This fits in with our general philosophy that cognitive ability is what
allows an agent to cope with the problems it encounters, and thus better survive and thrive in its
environment.
Socially, IQ is very important in the job market: the most difficult, important and best-paid
professions, such as manager, doctor, lawyer, engineer, researcher, etc. typically require a high
minimum intelligence level, and the higher the IQ, the higher the level a person is likely to achieve
within the profession. As technologies become more complex and the demands for productivity
increase, even less well-paid jobs demand increasingly advanced cognitive skills. This may explain
why in advanced societies there is a tendency towards the creation of a class of long-term
unemployed, who simply cannot find a job whose intellectual demands are in line with their
(limited) abilities. In addition to unemployment, people with a low IQ are also more likely to fall
prey to a variety of social problems, such as poverty, drug addiction, criminal behavior, and
becoming a single mother.
It has further been observed that the economic development of a country or region is strongly
correlated with its average IQ level [Lynn & Vanhanen, 2002]: the national IQ appears to be
highest in the states that are wealthiest (mostly Western) and/or fastest growing (such as China and
South-East Asia). As a rough approximation, an increase of 10 points in mean IQ corresponds to a
doubling of the per capita GDP.
Origin of IQ differences
In the developed countries (for which enough data are available), average IQ has been increasing
with about 3 points per decade over the last century [Flynn, 1987; Neisser et al., 1996]. This means
that people now are on average some 20 IQ points smarter than people in 1940. People with a
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perfectly normal IQ of 90 then would according to present norms merely score 70, i.e. as having a
mild form of mental retardation! Since people now are genetically almost identical to the people in
1940, this means that the (important) changes in environment must be responsible for this increase.
The most probable explanation is that higher intelligence results from the presently better life
circumstances:
better health care (less serious illnesses that can delay or damage brain development)
better nutrition (more proteins, fats, vitamins, minerals such as iron and iodine, etc. to
build and support the brain)
higher levels of education (although the direct effect of schooling on IQ seems relatively
small).
This last factor may be particularly important. Indeed, our everyday world offers ever more
information to be processed ever more quickly—in the form of advertisements, news items,
magazine articles, movies, television, computer games, Internet, etc.—and this requires ever more
activity from the brain, thus “training” it to become more intelligent.
Another plausible factor contributing to intelligence increases is that families have become
smaller: with fewer children, parents have more attention and resources to invest in each child.
The effect on intelligence is confirmed by the observation that first-born or single-born children
are on average some 2 to 3 IQ points smarter than second or third-born children, who had to
compete with their siblings for parental attention.
Finally, it is worth mentioning Flynn’s own, more skeptical interpretation of his observations. In
his view, what has increased is not so much our general intelligence but our ability to reason on a
more abstract, formal level. He illustrates this with observations of people from non-industrial
societies (such as Siberian hunter-gatherers) who are obviously very knowledgeable, adaptive and
skilled in their own domain, but who cannot seem to make the kind of “logical” classifications
and inferences that we take for granted, because they always start from the concrete context they
know. For example, they may classify rabbits together with chickens because both can be eaten,
ignoring the abstract categories of “mammal” or “bird”. Or if told that all bears in the Arctic are
white, and that Peter shot a bear in the Arctic, and then asked what the color of the bear was, they
would answer: “Well, brown, of course. All the bears I have ever seen were brown!”
Flynn concludes that the counterfactual reasoning and abstract classification that we expect in
such problems is a highly advanced skill that needs to be learned. Obviously, our technological
society puts increasingly strong emphasis on teaching such skills to its members. Since IQ tests
typically make use of such skills, people will score higher on them because they have mastered
these skills better, not because they have become intrinsically more intelligent…
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Creativity
It turns out that creativity is correlated with IQ, but not exactly the same. A minimum IQ of about
140 seems necessary for exceptional achievement, such as the one exhibit by creative geniuses like
Einstein or da Vinci. For higher IQs, however, there is no clear correlation with creativity.
Giftedness
“Giftedness” is defined as a person’s potential for exceptional mental achievement. It can be seen
as a combination of unusually high intelligence, creativity, and motivation to make cognitive
advances (in domains such as art, science, literature, politics, etc.). Unfortunately, this potential is
often not realized. This is in part because gifted people need support from their social
environment, which they don't always get because they are not being recognized as gifted. Failure
to realize the potential can also happen because gifted people can be emotionally insecure, and
therefore doubt so much about their goals and abilities that they never manage to realize what they
are capable of.
A gifted person exhibits a typical personality profile, characterized by the following traits:
• Social relations: non-conformist, autonomous, feels different from other people, feels
empathy and compassion for others, has strong sense of ethics and justice
The g-factor
The g-factor (“g” stands for “general”) is the most general factor underlying intelligence, IQ and
all forms of cognitive ability [Jensen, 1998]. It seems in practice equivalent to what we have called
fluid intelligence, and is probably the basis for giftedness.
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The g-factor is derived statistically, as the factor that all tests of mental ability have in common.
Such a factor exists because different test scores are all positively correlated, including tests of
apparently very different abilities such as spatial insight, verbal fluency, general knowledge, extent
of vocabulary, technical understanding, mathematical ability, abstract reasoning, pattern
recognition, creativity (divergent thinking), and even so-called “emotional intelligence”. In
practice, this means that someone who has a more (or less) than average creativity is also likely to
have a more (or less) than average vocabulary, spatial insight, verbal fluency, etc. The reason is
that all these abilities, while measurably different, make use of a common core, the general
cognitive ability or g-factor. If that factor is stronger (weaker) than average, then most of these
abilities will also tend to be stronger (weaker) than average.
The g-factor can be interpreted as a measure of information processing efficiency: how well does
the brain handle incoming information? It is positively correlated with a number of physical-
psychological characteristics:
• brain volume
• energy efficiency of the brain (more intelligent people require less energy to perform a
given task once they have had a little training with it [Haier, 1993]).
• reaction speed (more intelligent people react more quickly on very simple tasks, such as
pushing a button if a word they are shown represents an animal)
These observations have led to a number of neural hypotheses to explain the differences in g
between individuals, looking for physical characteristics of the brain that may lead to increased
efficiency:
• glia: these support cells that bring energy to the neurons have been found to be more
numerous in Einstein’s brain
• myelin: this fatty substance that provides electrical insulation around neural connections
(axons) may explain why electrical signals propagate better in some brains. Together with
the glia, myelin occupies a sizeable part of the brain, possibly explaining why more
efficient brains also tend to be larger.
• neural plasticity: easier formation of connections (synapses and axons) between neurons;
mice genetically engineered to develop neural connections more quickly appear to be
behave more intelligently.
• metabolism: more efficient energy production, e.g. because of more small blood vessels in
the brain; fluid intelligence decreases in old age when atherosclerosis makes blood
circulation more difficult
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The hypothesis of neural propagation depth
For my own hypothesis about the origin of g, I start from the general connectionist interpretation
of cognitive processes, which is based on activation propagating from neuron to neuron across
synapses. This spreading activation process dissipates much energy and is prone to making errors.
Therefore, we may assume that activation weakens with each crossing of a synapse. We have seen
that propagation stops when activation drops below the threshold for activation of the neuron. This
leads us to the following.
Definition: Propagation depth is the average number of steps a coherent propagation process
(train of thought) takes before it stops
Let us apply this to the process of problem solving, which we have introduced as the essence of
intelligence. A problem is represented by an initial combination of concepts, its solution by a final
combination of concepts that satisfies certain criteria. Problem solving is then the propagation of
activation along associations between concepts so as to reach the final state from the initial state.
For example, the problem that a baby cries repeatedly might be solved via the following, 6-step
association path:
baby cries (initial state) → illness → allergy → food allergy → fish allergy → fishless diet
(solution)
Assume now a brain characterized by a lower propagation depth of 3 steps. This would result in
the following train of thought:
baby cries → illness → allergy? (process stops, but no actual solution found)
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The figure illustrates the activation spreading over a network of associated concepts. Highlighted
nodes represent activated concepts, dotted lines represent associations, and solid arrows represent
the amount of activation propagated over an association (thicker arrows = more activation).
Because of decay, activation decreases with subsequent steps in the propagation process. The
diagram above represents a network with relatively high propagation depth, where six concepts in
sequence get activated. In the diagram below, there is much more decay so that activation stops
propagating after three steps.
This illustrates how a higher propagation depth, as could be expected in more efficient brains,
would lead to better problem-solving abilities and better cognitive performance. Assume that
giftedness is proportional to the g-factor, and that g is proportional to propagation depth D.
Higher D implies:
• larger working memory, because more concepts can remain simultaneously activated
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• more “far-fetched” associations (concepts are combined that have no direct associative
connections)
• higher ability of abstraction (ability to classify apparently very different phenomena, such
as cars and motorboats, into the same category by noticing the weak or indirect
associations that they have in common)
• stronger co-activation of remote concepts and therefore better Hebbian learning of new
association betweens these concepts, and as a result:
These implications of higher propagation depth can also explain other traits of gifted people in the
domain of imagination and feeling:
• Emotional intensity: perceptions and conceptions elicit more intense and detailed
feelings, via the same mechanism of enhanced propagation of activation
• Vivid imagination: conceptions more easily activate detailed perceptual memories which
may appear in more unusual combinations
• Empathy: imagining oneself in someone else’s place, and feeling the accompanying
emotions, becomes easier as well, thus leading to a stronger sense of compassion, and
therefore of justice.
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difficulty
anxiety
flow
boredom
skill
From this perspective, to be happy in your activities, you should find the right challenge level: not
too easy, not too difficult. However, as people become more skilled because of learning and
experience, they need to raise their challenges to remain satisfied. Therefore, people will gradually
take on more ambitious tasks (e.g. more advanced studies, jobs with more responsibility, more
complex works of art, more advanced chess levels, etc.).
Gifted people are particularly skilled at information processing and problem solving. According to
the flow logic, this implies that they will be ambitious, perfectionist, and seek difficult challenges.
They are also skilled at learning. This explains their intense curiosity and wide range of interests.
As such they will progress quickly in any domain that they choose to explore. The more progress
they make, the more they will be motivated to go even further, and tackle even more complex
problems. Thus, their brain will be ever more stimulated to develop itself.
Unfortunately, the same positive feedback cycle applies to people with a low intelligence level, but
now working in the opposite direction. When they notice that they are not doing as well as the
others in common challenges (e.g. when studying at school), they will seek easier challenges (e.g.
drop out of school, or choose an easier study domain). This will in turn reduce their cognitive
stimulation. Lower stimulation (less or easier problems to solve or information to process) means a
less active brain, and therefore a reduced training of the neurons, synapses, glia, blood vessels and
other active components of the brain. The result is likely to be a reduction of their propagation
depth, g factor, or IQ relative to people of average IQ.
This mechanism has been proposed by Dickens and Flynn [2001] to explain why there is at the
same time such a strong correlation between IQ and genetic predisposition (as illustrated by twin
studies) and such a strong effect of environmental stimulation (as illustrated by the Flynn effect).
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According to this hypothesis, small differences in IQ determined by the genes are amplified by the
positive feedback sketched above: more intelligent people tend to seek more cognitively
stimulating environments, thus becoming even more intelligent with respect to the average, while
less intelligent people do the opposite, becoming even less intelligent with respect to the average.
The resulting divergence is depicted in the picture below, which shows how a hypothetical IQ
difference at birth (0 years) increases during the period of major cognitive development (until
about 35 years) and then stabilizes.
IQ
130
120
110
100
90
80
70
age
0 10 20 30 40 50 60
Amplifying intelligence
The conclusion must be that even intellectually disadvantaged people should be maximally
stimulated to develop themselves cognitively, albeit in such a way that they remain in “flow”, i.e.
don’t become anxious because the tasks are intrinsically too difficult for them. The cybernetic
paradigm suggests an efficient method to promote flow: concrete and immediate feedback, so that
neural mechanisms that produce good decisions are reinforced, and those that produce bad
decisions are suppressed. The immediacy of such feedback means that there is no need to sustain
activation over prolonged periods in working memory, which is typically a heavy burden on the
brain because of the mechanisms of decay and fatigue.
An example of a very efficient environment to produce such flow is a computer game: every action
by the player produces immediate and clear feedback, keeping the attention focused, and helping
the player to improve his or her performance. Moreover, games normally have many different
“levels” of difficulty, so that both novice and expert can find the right level of challenge. It is
precisely the continuing flow experience that makes computer games so addictive, keeping people
motivated to play it again and again. However, if the game would be designed so as to promote
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core cognitive skills, it could be turned into a very powerful educational tool that would stimulate
even low-IQ people to maximally develop their intellectual capacity.
The nutrition hypothesis for the Flynn effect suggests another approach to increase intelligence:
nutritional supplements that help the brain to develop neuronal connections and to produce enough
energy to sustain high levels of activation. A number of supplements have been investigated as
potential “smart drugs” that support cognitive functioning. These include the herb Ginkgo Biloba,
caffeine, Omega-3 fatty acids, Acetyl-L-Carnitine, vinpocetine, and the synthetic drug piracetam.
Their effect tends to be most pronounced in people who have (temporary or accumulated)
cognitive difficulties, e.g. due to fatigue or old age. There is as yet no evidence for long-term
augmentation of IQ, although the Flynn effect suggests that this may be possible, especially if the
supplements would be taken from an early age by the people who are most disadvantaged.
Another common problem is that the gifted may not be recognized as such: they have a too broad
range of interests, and thus do not fit the “expert” stereotype that people have of smart people as
being exceptionally good in specialized technical domains such as mathematics, chess,
engineering, ... Because of these stereotypes they rarely recognize themselves as gifted, and
therefore usually do not understand why they seem to be so different from others. They often feel
lonely or misfit, and tend to accept dismissive views of others. Other common problems are that
because of their very wide range of interests they do not know what to focus on, that they can be
so perfectionist that they never finish their work, that they have unrealistic expectations of others,
and that they can be emotionally and physically too sensitive. While psychologists have found no
real evidence for the widespread notion that genius and madness are related, these common
problems of the gifted may explain why they are sometimes perceived as such…
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Collective cognition
Collective intelligence
Cognitive superagents
We have defined cognition as a systems phenomenon. This means that it does not need to remain
limited to individual agents. An organized collective of agents, such as a society, an organization
or a group, defines a supersystem. If we assume that the members of this group share goals or
values and act cooperatively to reach these goals, then we can interpret this supersystem as an
agent in its own right: a superagent. Our general conception of how an agent functions implies that
this superagent too must exhibit cognition: it must process its perceptual information in order to
decide about the most appropriate action to achieve its goals. The question now is in how far such
group cognition is different from the cognition of its individual members.
Collective action is in general physically more powerful than individual action: a hundred
individuals pushing together can move a much heavier weight than a single individual. However, if
we assume that all individual agents would react in exactly the same way to the same perceived
conditions, then the collective would react in the same way as well. The collective decision as to
what action to perform would therefore be identical to the individual decision. In this case, the
collective would be just as intelligent as an individual agent: it would lack any group advantage.
However, different individuals normally have different forms of knowledge or expertise, because
they underwent different experiences. If we could add all that knowledge together, then the
collective would know more than any of its members, and be able to make wiser decisions.
Moreover, the collective might distribute the information processing to be done across different
members or subgroups (division of labor), so that the system as a whole would be able to tackle
more complex problems that demand more information processing than a single individual can
perform. (For example, when a large search space needs to be explored, the space might be divided
into segments, and each individual would be responsible for searching a particular segment.) In
that case, we may say that the system exhibits collective intelligence.
The first problem, however, is that there is no simple and obvious way to “add up” the knowledge
that is implemented as different neural networks residing in independent brains or the solutions
that have been found by different individuals searching in different places. This is the problem of
aggregation of knowledge.
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Reducing errors through aggregation
The simplest and most common aggregation method for making collective decisions is voting:
when a choice needs to be made between alternatives, every individual expresses his or her
preference. The preferences are added up, determining the overall preference for each alternative
as a percentage of the number of votes. Typically, the option with the highest number of votes is
then chosen. This method has shortcomings, though, since it can lead to a choice that a majority of
participants dislike, and since it ignores the contributions of all those whose preference failed to
get enough votes.
A more accurate aggregation method can be used if the decision to be made is quantifiable, i.e.
when the preferred alternative can be expressed as a number. Examples of such decision problems
are: how many beans does that jar contain, or how many pounds does that cow weigh? In this
situation, all individuals propose a number as their best guess. The average of all the numbers is
then calculated. Perhaps surprisingly, in many cases it turns out that this average is much more
accurate than any of the individual guesses!
The explanation is simple: because of limited experience each individual has a certain bias. This
bias results in an error, i.e. a deviation from the correct number. We will assume, however, that
these errors are independent, i.e. they are randomly distributed around the correct number. This
means that the probability of a deviation in one direction (too large) is the same as a deviation in
the other direction (too small). The different deviations therefore tend to cancel each other out
when added up to calculate the average. Because of the statistical “law of large numbers”, the
more people participate in the guessing, the more “canceling” occurs, and therefore the closer the
average guess will approximate the correct number.
Example: This principle can be illustrated by a simulation made by Norman Johnson [1998]:
different software agents explore a maze (labyrinth) until they find the exit. They are programmed
to remember the overall shortest path they found, i.e. which option to choose at each intersection
of routes (excluding the detours they made that only brought them back to the initial path). The
chosen option gets a preference of 1; the other options get a preference of 0. All preferences of all
agents for each intersection are then added up or averaged, defining a collective preference for
each option at each intersection. A new path is constructed that takes the option with the highest
collective preference at each intersection. It turns out that this “collective” path is shorter than any
of the individually found paths. This is because for individual paths remaining deviations from the
shortest possible paths are as likely to be in the one direction as in the other. Therefore, these
deviations tend to cancel each other out when the preferences are averaged.
This aggregation mechanism will not eliminate errors or biases that go in the same direction,
because then the errors accumulate instead of canceling each other out. This can have several
possible reasons.
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1) agents have similar biases
Example: all farmers at a fair tend to underestimate the weight of a cow because they only have
experience with sheep.
In this case the collective (aggregated) guess is as good as the average individual guess, but worse
than the best individual guesses. The collective is neither more stupid nor more intelligent than a
randomly chosen individual.
Example: some agents are allowed to argue why a particular alternative is the best one. The others
listen, and base their choice on what they heard the speakers say. If the speakers are randomly
chosen, and the listeners are equally affected by each speaker, the collective decision will represent
the opinions only of the speakers. This is better than the average individual decision, but worse
than the decision where all agents vote independently, because the group whose opinion is taken
into account is smaller.
If the speakers are experts on the issue, the result is not necessarily better, because experts are
more likely to have similar biases rather than independent ones. If the experts’ biases are
independent of each other, the errors they make are likely to be smaller. In that case, the result is
likely to be more accurate than when the speakers are not experts, but not generally more accurate
than when everybody can vote independently. Even though this includes bigger individual errors,
this also produces more error canceling. For example, in the Johnson [1998] simulation, averaging
the votes of only the best performing agents (“experts”) does not improve the overall quality of the
decision.
Collective stupidity
In some cases, the collective decision is worse than the majority decision or even the worst of
individual decisions. This phenomenon is called groupthink [Janis, 1971, 1972]: the group
converges on a poor solution, without anyone daring to criticize it, because everyone thinks the
others all agree with it.
Possible mechanism: opinions are expressed in a certain order, e.g. alphabetically, randomly, or
the most “expert” group members first. Since every listener is influenced by the previous speakers,
new speakers will tend to confirm what those before them said. This can be understood from two
mechanisms, one cognitive (priming) and one social (conformity). If you haven’t yet developed an
independent idea about a topic, hearing others’ thoughts will prime your mind to think along the
same lines, thus making very different ideas less likely to come up. Moreover, if you feel part of a
group, then you will want to maintain and strengthen your ties with that group by reinforcing
rather than contradicting the group opinion.
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Because of this dynamic, if several speakers have all more or less said the same, further speakers
become increasingly unlikely to express an opinion deviating from the previous ones. Therefore,
the opinion expressed most often in the beginning tends to become dominant, especially if the first
speakers were “experts” or authorities. If this opinion was very inaccurate, the collective decision
will also be inaccurate.
An even worse situation occurs with polarization. Assume that the group needs to choose an
option ranging between two extremes (poles), e.g. “let's bomb country X”, “let's make peace with
country X”. Individually, each member may prefer some intermediate solution because he feels
rather uncertain about what to do, e.g. “let's embargo country X while negotiating with them”.
Assume now that the first speakers tend more to the one extreme (e.g. “let's bomb”). This will
influence further speakers to express arguments supporting this extreme. As more and more
speakers all add arguments for the same type of approach, everyone feels more primed and
encouraged to further develop that approach, and thus potentially receive recognition from the
others. Thus, the group may take a final decision much more extreme or risky than any member
would have chosen individually. The reason is that they all think: “well, I may have been
uncertain, but everybody else seems to support this option, so I can safely go along with them”.
This phenomenon may explain some catastrophic decisions made by committees, such as the
invasion of Iraq by the US.
According to Surowiecki [2004], the requirements for a group of people to exhibit collective
intelligence (or wisdom of crowds, as he calls it) are the following:
• Diversity: the more diverse the knowledge and experience possessed by the different
members of the group, the less the group is likely to overlook certain aspects, or to fall
prey to a similar bias, and therefore the better their collective judgment can be.
The last requirement, aggregation, is the least obvious, since there exist many conceivable ways to
integrate information from different sources into a single conclusion. The apparently best method,
averaging, only works for quantitative decisions. Some of the most common methods, such as
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discussion in committee meetings, do not obey the criteria of independence and decentralization,
and therefore may lead to poor results.
The result can be improved if the different members express their opinions independently and
anonymously (e.g. on a computer-supported discussion system) before they start responding to the
opinions of others, and if the discussion is guided by a neutral moderator, who ensures that
everybody duly answers to all the important questions. The anonymity makes sure that
everybody’s ideas are given equal attention (instead of the discussion being dominated by the more
authoritative people). This is the basis of the so-called Delphi procedure that aggregates the ideas
of a panel of experts, via several rounds of anonymous discussion.
Without aggregation there is no collective decision, and therefore a cognitive superagent may need
to use less than optimal methods to reach a decision if no simple alternative is available. The next
sections will discuss some aggregation mechanisms that exist in the real world of interacting
agents—rather than in the ideal situation where a computer calculates the average of many
independent estimates.
Meme propagation
Knowledge may also be constructed by a collective without aggregation of opinions that are
expressed in parallel. Aggregation can happen sequentially: each individual in a chain or sequence
adds something to a piece of information that is being transmitted from the one to the next. This is
an aggregation mechanism that obviously ignores the requirement of independence, and therefore
its results will exhibit specific biases. We will call such a piece of information that is being
transmitted from individual to individual a meme.
Suppose that person A has some knowledge (e.g. a new idea or something s/he observed or read)
that others don't have. A tells the information to B, B tells it to C, C to D, etc. Such sequential
transmission will tend to affect the information that is being passed on. Each new version will be
slightly different from the previous one, because communication is not perfect, as people forget
things, misunderstand, exaggerate, or express themselves poorly. This variation is not random,
though, because of biases intrinsic to the individuals and to the way they communicate. Some
elements are more likely to be transmitted than others, e.g. elements that are more interesting, or
that confirm the hearer's prejudices or own observations. Other elements are more likely to be left
out, e.g. elements that are difficult to understand or formulate, or that seem contradictory with
experience. This constitutes a natural selection of the information propagating across a chain of
individuals. As a result of such evolutionary dynamics, after many transmission processes the
information may well have changed beyond recognition. This change is biased in particular
directions, however, and as such to some degree predictable.
The most obvious case of bias is when the meme becomes a myth or legend, i.e. something that
appears like knowledge but that has no practical use or foundation in the real world. An example is
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the “Mozart effect” [Bangerter & Heath, 2004]: the belief that babies become smarter if they listen
to classical music. There is no scientific basis for this assertion. The origin is a newspaper report of
an experiment in which adults scored temporarily better on some psychological tests after listening
to classical music (perhaps just because it is relaxing). After several retellings in which one
journalist quoted or paraphrased another one, temporary improvement in scores has become
permanently increased intelligence, while adults have become children and finally babies. Other
examples are the different “urban legends” [Heath, Bell & Sternberg, 2001]: spectacular stories
that are being told and retold as if they really happened, but for which no evidence can be found.
Examples are the man who found a dead rat in the cola bottle he has just been drinking from, or
gangs that specialize in drugging their victims, after which they steal a kidney to sell on the black
market for organs [Heath & Heath, 2006].
Such biased construction processes are not always negative, though. In some cases, a collective
decision needs to be made for which there is no objective basis, because no option if objectively
“better” than any other. This is the case for conventions, where everyone needs to agree about
doing things in a certain way in order to facilitate communication or coordination, but the different
ways are essentially equivalent. A meme may thus evolve into a standard that is accepted by the
whole group, e.g. a symbol for a particular shared concept, such as the word “dog”, or the
convention that you should drive on the right (or left) side of the road. This mechanism may
explain the process of social construction of knowledge.
While common, such strongly biased developments are not the general rule. Memes can also
evolve without losing their basis in reality. This happens typically when the observation that
inspired the meme is easy to repeat. In that case, the culturally transmitted version is regularly
confronted with the original evidence, so that it cannot deviate too much from that original. In that
case, the meme may become a piece of “common sense” knowledge. An example is the idea that
lions are dangerous. Most people have not been attacked by lions, and therefore know this only
through hearsay. However, from time to time, someone witnesses an attack by a lion, thus being
able to compare the meme with reality, and correcting the meme if necessary.
What type of information propagates well (is a good meme) depends on a variety of criteria, some
increasing the quality of the information, some likely to decrease it. We will here list the most
important properties of a meme that make it more likely to propagate well [Heylighen, 1997;
Heylighen & Chielens, 2008; Heath & Heath, 2006]. To illustrate their concrete meaning, we will
use an example of an extremely successful meme, i.e. a piece of knowledge that everybody knows,
namely the rule stating that pregnancy lasts 9 months.
Objective criteria
These are criteria that depend on the outside world to which the meme is supposed to refer,
independently of the people who transmit the meme.
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• Evidence: information that is supported by many independent observations is more reliable.
Each time a meme is confirmed by a new piece of evidence, it becomes more plausible.
—For example, each time you hear about another person’s pregnancy lasting about nine
months, the “9 month” rule will become more strongly established in your mind.
• Invariance: information that remains valid over a wide range of contexts or situations is more
stable and broadly applicable. It will therefore be remembered more easily.
—For example, the duration of 9 months is applicable to practically all human pregnancies.
The observation that first pregnancies tend to last slightly longer applies to a much smaller
number of cases, and is therefore a priori a less universally valid piece of knowledge.
Subjective criteria
These are the criteria that depend on the use or meaning of a meme for the individual subject.
• Utility: information that is valuable or useful to its carrier is more likely to be remembered,
applied and passed on.
—Knowing how long a pregnancy lasts is extremely important for all expecting mothers,
fathers, and family members. Therefore, they will be motivated to seek out, remember and
communicate any information in this regard.
• Affectivity: information that provokes strong emotions is more likely to be remembered and
passed on. Emotion here refers to instinctive states of arousal, such as fear, desire or disgust
[Heath, Bell & Sternberg, 2001], without need for reflection like in the case of utility.
—Pregnancy is biologically an extremely important state, which is accompanied by very
strong emotions including hope and fear about the outcome. Therefore, all information
concerning this state will have an immediate impact on the mind.
• Coherence: the better information fits in with the knowledge that individuals already have, the
more easily they will understand and accept it [Thagard, 2002; Heylighen, 2001].
—The 9-month rule for pregnancy fits in with our general expectation that difficult, important
processes require a lot of time. Moreover, the measurement in months fits in with our tendency
to associate fertility processes with months (approximately the duration of a menstrual cycle)
rather than with weeks or days.
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• Simplicity: short, simple messages are easier to understand, remember and transmit.
—It is easier to remember an estimate of 9 months than the slightly more accurate estimate of
266 days.
• Repetition: repeated exposure to the same message helps it to be assimilated and retained.
—Family members of pregnant women will hear again and again when the baby is expected to
be born, so that the 9-month rule is constantly reinforced.
Intersubjective criteria
These are the criteria dependent on the social transmission, from subject to subject.
• Publicity: the more effort an individual puts into spreading a message, the more people will
receive it.
—Family members of pregnant women will not only repeatedly hear but also speak about
when the baby is expected.
• Conformity: information confirmed by more people is more easily accepted [Boyd &
Richerson, 1985]. The larger the majority of people that agree with a meme, the more difficult
it will be for anybody to hold on to a “dissident” view.
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—Everybody around will constantly remind you that a pregnancy lasts 9 months, and you will
not find any truly divergent opinions.
• Collective utility: information, if adopted by a group, may help the group to function better,
independently of its individual utility. Examples of such collectively useful memes are
standards, linguistic conventions, and traffic rules: these only become useful if many people
apply them.
—The 9-month rule uses the implicit convention that pregnancy starts with conception (and
e.g. not with the first missed menstruation). This makes it easier for pregnant women, doctors
and hospitals to coordinate the follow-up of the pregnancy, since they will a priori all agree on
what e.g. “the sixth month” refers to.
Most of these criteria can be derived directly from our connectionist model of individual cognition.
The principle that knowledge is learned through repeated reinforcement implies that:
• useful information will be rewarded and therefore reinforced each time it is successfully
used, and such a reward will be anticipated even when it has not been used yet.
• information that triggers emotions will elicit stronger activation and therefore be
registered more strongly in memory
• repeated information will be reinforced with each repetition and therefore be better
remembered
• information with independent evidence will not only be reinforced each time a bit of
evidence is encountered, but different types of evidence will reinforce different
associations in the neural network, thus “grounding” the information more broadly and
deeply in the cognitive system. This is confirmed by the experiment of Ebbesen &
Bowers [1974], which showed that people become more convinced of an idea as they
hear more different arguments for it. The results of the experiment can be accurately
reproduced by a connectionist simulation [Van Overwalle & Heylighen, 2006].
• complex messages activate many different nodes, and require several steps of processing
via propagation across related nodes. This activation will therefore diffuse or dissipate
more easily than the one created by simple messages that activate just a few nodes and
links, and therefore leave a stronger memory trace.
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• distinct, detailed perceptions create strong patterns of activation that more easily lead to
clear, focused conceptions
• novel, unexpected messages elicit strong attention (activation, consciousness) and a quick
registration in memory, because they contradict implicit anticipations, and therefore
indicate potentially important shortcomings of the cognitive system
• incoherent messages do not fit in with the existing cognitive structures. They will receive
inhibitory signals from the knowledge they contradict, so that their overall activation is
suppressed, while failing to receive reinforcing signals from knowledge they confirm.
They are therefore difficult to understand, to associate with existing knowledge, to learn
and to remember
• when people repeatedly express true messages, we expect their next message to be true as
well. Therefore we start to trust them, giving them an aura of authority or trustworthiness,
so that the next time they say something we anticipate that this information will be
correct.
The mechanism of the social construction of knowledge, by which groups get to agree on
common concepts, symbols and rules, explains that:
• Expressions that use ambiguous, context-dependent symbols, such as “he saw it there”,
may be easy to understand in the right context, since that context primes the mind for
grasping what the symbols refer to, but that understanding gets lost as soon as the same
message is expressed in a different context. Therefore, an expression using more formal
symbols, such as “John Smith saw the Eiffel tower in Paris”, will maintain its meaning
across many more transmissions.
• Concepts and rules that have become consensual and that are useful for coordination
within the group will be used frequently, and therefore will be continuously reinforced.
Moreover, the success of groups that use them will incite others to imitate these
conventions so that the meme spreads to other groups.
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Distributed cognition
Communication networks
Information can travel both sequentially (from person to person) and in parallel (several messages
reaching the same person more or less simultaneously or being sent by the same person).
Information can travel between agents, but also between agents and objects (e.g. books,
computers), and even between objects without human intervention (e.g. from computer to
computer via the network). Agents and objects that contain information can be seen as nodes in a
network. Objects are passive: they store the information, but don't change it. Agents are active:
they to some degree change the information (if only by deciding to pass it on or not).
Nodes are connected or linked if information frequently passes from the one to the other. The
strength of the link is the degree to which the information transmitted across this link will tend to
be accepted. It represents the trust that the receiver has in the sender. Each time a message is
successfully sent across a link (i.e. the receiver accepts it), the link is strengthened, because the
receiver gets more trust in the sender. This mechanism is similar to Hebbian learning in a
connectionist network.
The network of trust links between agents is equivalent to a social network. Trusted senders are
“friends” of the receiver. Close friends are trusted more than superficial acquaintances. Such a
network is analogous to a neural network, and therefore in principle able to process complex
information in an adaptive way. Information or "memes" transmitted along the network follow a
pattern of spreading activation: each agent that assimilates a meme is "activated". The strength of
this activation will depend on:
• the strength (fitness) of the incoming meme (how well it satisfies the selection criteria),
• the number of incoming links along which it arrives (each additional confirmation of the
information from another source increases its activation).
• the strength of these links (how much the receiver trusts the senders)
Stronger activation of an agent means that this agent becomes more likely (or more active) to
transmit this meme to his acquaintances. Received activation can also be negative, when the
message transmitted contradicts a meme received earlier, thus inhibiting its further transmission.
Different memes that mutually confirm or support each other, when reaching the same agent, may
be aggregated by that agent into a "synthetic" meme that is transmitted as a whole to further
agents.
This "connectionist" interpretation of meme propagation across a social network appears like a
complex but inspiring model for distributed cognition. It deserves to be explored in much more
depth. Applying these ideas, my colleague Frank Van Overwalle has already implemented a
simulation of agents exchanging information in this way [Van Overwalle & Heylighen, 2006].
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While sticking to relatively simple situations, this simulation managed to accurately reproduce the
results of various classic experiments in social psychology, which investigated how people process
information collectively.
Division of Labor
In society, each individual specializes in a particular domain: the domain in which that person has
most experience (typically because the person has been most active in that domain). This implies a
self-reinforcing dynamic: an agent more active in the domain gathers more experience and
therefore becomes better at solving problems in that domain; therefore, the agent will tend to take
on more problems in that domain, and thus gather further experience [Gaines, 1994]. By becoming
an expert, the individual may come to possess some unique (or nearly unique) knowledge.
Therefore, there will be little competition for that individual's services, and the individual can earn
more money from his expertise.
The more specialized individuals are, the more diverse the knowledge available in the society
[Martens, 2005]. Imagine that everybody in the group has the same knowledge or experience, of
the amount K. For example, they may be all farmers, like in an African village, who know how to
tend their specific crops and animals, and who are essentially interchangeable: when one farmer is
ill, another one may look after his goats and fields. In that case, the group as a whole would have
the amount of knowledge K. Now imagine a group of thousand people who have completely
different, non-overlapping knowledge, each of an amount K. For example, one is a lawyer, one is a
doctor, another is an engineer, an artist, a farmer, etc. The total knowledge available in the group
is now 1000 K, much larger than in the previous case. Such advanced specialization explains in
part why there is much more knowledge in a highly developed, postindustrial society (such as
ours) than in an agricultural society (such as the African village).
However, individuals still need to be able to communicate. This implies that at least part of their
knowledge (language, conventions, general culture, common sense, ...) should overlap or be shared
by all. Otherwise they cannot understand each other, and no cooperation is possible. Moreover, it
is good to have some overlap in expertise for the sake of redundancy: if one expert is not available,
another should be able to replace him. Also, different experts on the same subject are likely to
have somewhat different biases and experiences, so that the one can correct for the errors of the
other, and their collective decisions are more reliable.
In an ideal society, knowledge would be distributed in the most efficient way, so that as much as
possible useful expertise is present, easy to locate, and reliable or robust. Yet, agents can still
easily communicate and exchange their knowledge so that anyone can get any information he may
need.
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Stigmergy
In addition to social networks, there is another mechanism to easily get the right information to the
right person: stigmergy. With stigmergy, information is exteriorized and stored in a commonly
accessible medium. When another agent browses through that medium, s/he will recognize the
information that is relevant to him/her, and act on it, e.g. using a condition-action rule. The stored
information forms a stimulus (“stigma”) that entices the agent to perform work (“ergon”) on it.
This changes the externally stored information so that it satisfies new conditions. These conditions
may incite another agent to recognize it and act upon it.
In this way several “specialists”, each having their own condition-action rules, can collaborate
efficiently on a shared external memory:
• without need for the agents to know each other or their specific expertise
• without need for a particular planning, order or sequence in which the agents consider the
information
Example: Wikipedia
Stigmergy explains why Wikipedia, the freely editable web encyclopedia, is so successful in
stimulating its contributors to produce consensual knowledge. People normally read pages on
subjects they are interested in, e.g. Belgian football, cognition, butterflies, ... Because they
regularly read about the same subjects, they tend to develop some expertise in these topics. When
they notice that something in the page is missing or incorrect, they are inclined to edit the page in
order to add the missing information, so that the page becomes better. Since many people read
these pages, many people with diverse expertise will add to the knowledge in them. As a result, a
typical Wikipedia page will contain a wealth of relevant information with little or no errors.
This appears like a quite effective method for aggregating the knowledge of diverse individuals
into a single description. It must be noted, however, that this aggregation does not fulfill the strict
criterion of independence, since later contributors will be influenced to some degree by what
previous contributors have written. On the other hand, the interaction between contributors is
much more indirect than in a face-to-face discussion or meeting, and the diversity of contributors
(who are self-selected from the global population of Internet users) appears to be much larger.
Therefore, the risk for groupthink seems to be much smaller.
Initially, individual termites drop some mud randomly. When another termite perceives a heap of
mud (condition), it tends to add its own mud to it (action). In this way initially small heaps grow
into towering columns that touch each other.
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When an ant finds foods it leaves pheromone marks on its way back to the nest. When another ant
comes out of the nest, it tends to follow an existing pheromone trail. The stronger the trail, the
stronger the probability that it is followed. Yet, there is also a small probability for the ant to
deviate and leave the trail, thus possibly finding a new source of food. When the ant comes back
with food, it adds pheromone to the existing trail thus making it stronger. This increases the
probability that subsequent ants would follow this same trail. If the food source is exhausted, the
pheromone trail is no longer reinforced and gradually evaporates. After a while, a complex
network of trails is formed, connecting the nest to the different sources of food in the most
efficient way. This network functions like a collective, external memory for the ant colony, telling
them how and where to find their food.
Note that this example also does not follow the independence criterion, since later ants are directly
influenced by the decisions of earlier ants, but this is to some degree compensated by the fact that
ants can deviate from the trail and thus increase the diversity of the paths they explore [Heylighen,
1999].
Together they would form a complex, self-organizing information network that delivers
information where it is needed, that processes information so as to improve it, and that creates new
information based on the recombination of existing ideas. Such a network could be implemented
using the Internet. For example, social networks are already implemented in community systems
such as Facebook and LinkedIn. Stigmergy is already implemented in Wikipedia and similar
websites that stimulate users to add to the work. Memetic propagation already happens via email
forwarding. These different systems should further be integrated. For example, interesting emails
could automatically be forwarded to all friends in the social network, depending on their degree of
interest in the subject and trust in the sender. External repositories of information could be linked
depending on their mutual relevance, so that a person interested in the one is automatically
directed to others that are relevant. Collective decisions could be made by aggregating people's
preferences, taking into account their position in the social network (e.g. giving more authority to
people that are trusted by many).
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Such developments would lead to a distributed information processing system similar to the brain:
a “Global Brain” for humanity. There is little doubt that the most important technological,
economic and social development of the past decades is the emergence of a global, computer-
based communication network. This network has been growing at an explosive rate, affecting—
directly or indirectly—ever more aspects of the daily lives of the people on this planet. A general
trend is that the information network becomes ever more global, more encompassing, more tightly
linked to the individuals and groups that use it, and more intelligent in the way it supports them.
The web doesn't just passively provide information, it now also actively alerts and guides people to
the best options for them personally, while stimulating them to share their experience. To support
this, the web increasingly builds on the knowledge and intelligence of all its users collectively,
thanks to technologies such as blogs, wikis, ontologies, collaborative filtering, software agents,
and online markets. It appears as though the net is turning into a nervous system for humanity.
The “Global Brain” is a metaphor for this emerging, collectively intelligent network that is formed
by the people of this planet together with the computers, knowledge bases, and communication
links that connect them together. This network is an immensely complex distributed cognitive
system. It not only processes information, but increasingly can be seen to play the role of a brain:
making decisions, solving problems, learning new connections, and discovering new ideas. No
individual, organization or computer is in control of this system: its knowledge and intelligence are
distributed over all its components. They emerge from the collective interactions between all
human and machine subsystems. Such a system may be able to tackle current and emerging global
problems that have eluded more traditional approaches. Yet, at the same time it will create new
technological and social challenges that are still difficult to imagine.
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Conclusion: the new science of the mind
Philosophy of mind started with the debate between rationalists and empiricists: does our
knowledge come from internal thoughts (rationalism) or from external observations
(empiricism)? After several centuries of discussion, the conclusion was that both thinking and
observing are necessary, and that they interact in complex ways. But philosophy lacked a
methodology for testing its hypotheses, and therefore its theories remained disparate, subjective
and vague.
Psychology turned the study of the mind into a science, by introducing experiments that can be
used to confirm or refute theoretical hypotheses on the basis of objective data. Initially, this
experimental approach led to the paradigm of behaviorism, which insisted that theories of
cognition should deal exclusively with externally observable phenomena: stimuli (triggers of
perceptions) and responses (ensuing actions). Mental activity was then reduced to the learning and
use of associations between stimuli and responses.
The introduction of computers with their internal memories, programs, and processors, however,
inspired the information-processing paradigm: after being perceived, stimuli are internally
processed using various complex schemas stored in long-term memory. This paradigm can be seen
as the proper start of cognitive science: the mind has now become a cognitive system, i.e. an
analyzable whole consisting of connected components that processes informational input and
transforms it into observable output. The task now was to discover precisely what these
components are, how they are connected, and how together they process information.
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basic assumption is that knowledge is an abstract, internal representation of the external
environment. This representation consists of symbols, each representing a particular component or
aspect of the environmental situation. The task of cognition is to solve problems, in the sense of
answering questions about that environment. This is done by manipulating the symbols according
to given inference rules in order to find the combination that best answers the question. The
symbolic paradigm thus sees abstract reasoning as the essence of cognition.
The symbolic paradigm was implemented in artificial intelligence (AI), a general approach to the
simulation of cognitive processes by means of computer programs. However, symbolic AI has
been much less successful than expected—in particular in terms of reproducing actual human
performance. In contrast to the logical reasoning of AI programs, people’s reactions are based on
intuition, which is rooted in their subjective experience of the situation. This makes them much
more flexible in dealing with complex and unforeseen circumstances. In part as a result of these
failures, the symbolic view of cognition has come under harsh criticism over the past two decades
[e.g. Bickhard & Terveen, 1996; Clancey, 1997; Suchman, 1990]. It has now been largely
overtaken by a “new” cognitive science, which is inspired more by the concrete functioning of the
human mind (biologically, neurologically, psychologically, socially) than by abstract theories of
logic and computation.
One fundamental criticism of symbolic theories is that if you try to represent all the relevant
aspects of the real world with symbols, your representation becomes much too complex to be
systematically explored by a computer, and a fortiori by the human brain. Indeed, the brain is
limited by the famous “magical number” (Miller, 1956): not more than about seven items can be
held simultaneously in working memory. A sufficiently detailed description of a real-world
situation will typically include hundreds of symbols (words, concepts, features) that can be
combined in millions of different ways, making it essentially impossible to manipulate these
symbols in order to systematically explore all their potentially relevant combinations.
Instead, the brain relies on its long-term memory, which can store millions of facts, to quickly
recognize patterns in the incoming information. This long-term memory is implemented as a
network of variable-strength connections between nodes or neurons. Recognized patterns function
as stimuli that trigger appropriate responses or actions. Unlike a computer program, the neural
network structure of the brain is very good at fitting fuzzy and ambiguous perceptions into known
patterns, at learning to recognize recurrent patterns in incomplete and inconsistent data, and at
associating perceived patterns with appropriate actions. However, it is very poor at simultaneously
keeping several such patterns in mind while reasoning, because the corresponding patterns of
neural activation tend to interfere with each other. Moreover, activation quickly decays because of
diffusion and neuronal fatigue.
Finally, while long-term memory is very effective at recognition, it is rather poor at recall, i.e.
reviving memory patterns without perceptual stimulation. In that sense, human memory is much
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less reliable than a computer memory for retrieving a fact outside of the concrete context that
reminds you of that fact.
these perceptions trigger new actions to—if necessary—correct or extend the effects of the
previous actions.
Different situations will produce different perceptions, and therefore trigger different actions. Both
cognition and action therefore are situated: they are determined much more by the concrete
external situation than by internal reasoning or planning (Suchman, 1990; Susi & Ziemke, 2001;
Clancey, 1997). This shifts most of the burden of memory and reasoning from the brain to the
environment: instead of having to conceive, predict and remember the potential results of an
action, the action is simply executed so that its results can be read off from the environmental
situation.
Actions leave their mark on the environment. Insofar that this mark is made in a stable medium,
such as stone, paper or silicon, it functions like an objective registration of what has happened,
storing the information for later review by the brain. In that way, the brain can “offload”
information and store it in an external memory that is more reliable and less energy consuming
than its own working memory. In this case, we may say that the mind extends into the physical
environment (Clark & Chalmers, 1998), or that cognition is distributed across the brain and
various material supports (Hollan, Hutchins & Kirsh, 2000; Hutchins, 1995). A simple example is
taking notes. The markings on the paper change as the results of our actions (writing). On the other
hand, they remain safely stored while we do not interact with the paper. When perceived (read),
they trigger thoughts and corresponding new actions, such as adding a related item to the list of
already registered items.
A useful paradigm to conceptualize the dynamics of such environmentally mediated activity is the
concept of stigmergy (Parunak, 2006; Susi & Ziemke, 2001; Heylighen, 1999, 2007). An activity
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is stigmergic if the action by an agent leaves a mark (stigma in Greek) in the environment that
stimulates an agent (the same or another one) to perform further work (ergon in Greek). This
subsequent action will leave another mark which in turn will stimulate yet another action. Thus,
different actions indirectly trigger each other, via the traces they leave in the environment. This
allows a flexible coordination of the different condition-action rules that govern the agent's
behavior. Thanks to stigmergy, even the extremely simple reactive agents, which lack a working
memory, become able to execute complex activities (such as building a nest).
Although some actions may be counterproductive (in that they increase the distance to the goal),
the overall process tends to zoom in efficiently on the goal because of negative feedback: every
new action tends to correct the errors created or left over by the previous action. External
disturbances are dealt with in the same way: whatever caused the deviation or error, the system’s
reaction is to try to maximally reduce it, until there is no deviation left. In that way, the system
remains in control of the situation, by efficiently counteracting any movement away from its
desired course of action. In feedback control, there is no need for planning or for complex
reasoning. This makes the mechanism very robust, and able to deal with the most complex
circumstances (Gershenson & Heylighen, 2004).
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affordances non-perceived
disturbances effects of
goal action
perception information action
processing
Mind/Brain
External registration
review memory
Extended Mind
Environment feedback
The different components of this mind-environment interaction are summarized in the figure. We
can distinguish two nested levels of mind:
2) the “extended mind” which encompasses the brain together with any external
memories that are used to support information processing.
In the traditional perspective, external memory is part of the environment. In the cybernetic or
distributed cognition perspective, however, it is part of the agent, since it is completely
controlled by the agent. The part of the environment that is not under control—i.e. which does not
perform merely as the agent expects—intervenes in the agent’s activity via what we have called
affordances and disturbances. These, together with the feedback received via the environment
about previous actions and the reminders stored in the external memory, determine the situation as
perceived by the agent, and therefore the agent’s further actions.
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connection becomes an ever more reliable estimate of the probability that A would indeed be
followed by B. The activation of one or more nodes, representing perceived or conceived
conditions, automatically propagates along these connections, thus activating or priming the
conditions that are likely follow. This produces a mental and physical preparedness that helps the
agent to deal with the situation.
If such anticipated conditions turn out to be wrong, the cognitive system immediately tries to
correct its error by focusing the attention on the unexpected phenomenon, so as to gather more
information. Furthermore, it will weaken to some degree the connections that produced the wrong
prediction, so that making the same mistake becomes less likely. The focusing of attention implies
a higher degree of consciousness and arousal. This is typically accompanied by emotions, such as
joy, fear or surprise, and the creation of a stronger memory trace, e.g. in episodic memory. The
other major cause of focused attention is a problem that is considered so important that a lot of
cognitive resources must be devoted to it. This happens by inhibiting the flow of activation to
phenomena that seem irrelevant to the focus, potentially “blinding” the mind to things that
otherwise would certainly be noticed.
While fluid intelligence partly depends on the genes, it is also strongly influenced by the support
and stimulation received from the environment, as illustrated by the ongoing increase in average
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IQ. This allows us to envisage methods to augment internal intelligence—as a complement to the
methods discussed earlier that make information processing more effective by extending the mind
into the environment. One promising approach is based on the concept of flow: a focused activity
where the level of difficulty equals the level of skill, and where there is constant feedback. Being
engaged in flow-producing activities stimulates people to maximally use their brain, and thus to
train and improve their cognitive abilities. When the challenges are higher than the skills, on the
other hand, they are likely to give up, thus losing an opportunity to sharpen their brain.
One practical application of cognitive science is to make us aware of the in-built limitations of our
intelligence, or cognitive biases, thus helping us to overcome them. One fundamental reason for
the existence of such biases is that cognition has evolved to maximize survival and growth, thus
making us both paranoid (tending to exaggerate external dangers) and optimist (tending to
exaggerate our own abilities to achieve progress). Another reason is that neural networks function
through spreading activation. This tends to exaggerate the importance of recently activated
conceptions and their associations (context) relative to the long-term "base rate" frequency of
events.
Information from different individuals is rarely aggregated in a central place, though. It more
commonly propagates from individual to individual, in the form of communicable ideas or
“memes”. Good memes should be easy to assimilate, remember, express and transmit, implying
that they should fit in well both with individual cognitive systems and with social, linguistic and
technological means of communication. Information will be propagated most reliably along the
strongest links in a social network, i.e. between the people that best know and trust each other.
Information can also propagate indirectly, by being stored in a medium, such as libraries or
databases, that many can access. This has the advantage that the medium functions like a shared
memory that can be improved independently by anyone. This is a stigmergic form of
collaboration.
These different mechanisms for the propagation of information in society, such as networks and
stigmergy, seem remarkably similar to the mechanisms used by the individual brain. This analogy
becomes stronger with the growing use of electronic networks, which become ever more efficient
in distributing and processing information. This opens up the perspective of the emergence of an
unimaginably intelligent distributed cognitive system at the planetary level, i.e. a Global Brain.
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Index
Cognition, 4
A Cognitive biases, 119
Agent, 59 Conceptions, 74
Attention, 83 Consensus, 46
Backtrack, 24 Coupled, 58
Bootstrapping, 85 Curiosity, 83
Boundary, 57 Cybernetics, 56
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Division of Labor, 148
Dualism, 6, 48, 153
H
Dynamical systems, 52 "Hard problem” of consciousness, 113
Dynamics, 61 Hebbian learning, 38
Heuristic, 119
E
Heuristics, 22
Effectors, 48 Hill-climbing, 24
Embodied cognition, 48 Homunculus, 9, 112, 153
Emergent properties, 57
Emotion, 116
I
Empiricism, 11, 153 Imagination, 84
Enactive cognitive science, 50 Implicit learning., 101
Environment, 57 Independence, 141
Episodic memory, 89 Individual Differences, 127
Epistemology, 11 Induction, 11, 13
Evolutionary epistemology, 13, 14 Inference, 29
Expectation, 81 Inference engine, 30
Expertise, 21, 127 Information processing, 16, 61, 153
Expressions, 28 Inheritance, 18
Extended memory, 91 Input, 16, 57
Extended mind, 53 Intelligence, 4, 19, 61, 127
Interiorization, 96
F
Internal state, 74
Factorization, 23 Intuition, 101
False memories, 44 IQ, 128
Falsification, 13
Feedback, 49, 59, 80
K
Feedforward, 80 Knowledge, 4, 21
Feedforward networks, 39 Knowledge acquisition, 4
Fitness, 58 Knowledge acquisition bottleneck, 32
Flynn effect, 129 Knowledge representation, 28
Free will, 111 Knowledge, 61
Knowledge-based systems, 30
G
Generate-and-test., 20
L
G-factor, 131 Learning, 15, 33, 37
Giftedness, 131 Limitations on collective intelligence, 139
Global workspace, 109, 110 Living systems, 58
Goal, 60 Logical empiricism, 12, 31
Groupthink, 140 Long-term memory, 17, 154
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Processing, 16
M Propagation depth, 132
Meaning, 92 Prototype, 19
Meditation, 105
Q
Meme, 142
Memory, 16 Quale, 115
Mystery, 83
Mystical experience, 105
R
Myth, 142 Rational, 118
Rationalism, 11, 153
N
Reaction time, 15
Naïve realism, 7, 31 Reactive agents, 65
Naive view of cognition, 5 Recall, 17, 154
Neural network, 36, 154 Recognition, 17, 154
Nodes, 36, 147 Recurrent, 84
Recurrent networks, 41
O Reductionism, 10
Perceptions, 74 Search, 20
- 166 -
Spreading activation, 37, 123
State-determined systems, 74
T
Stigmergy, 69, 109, 149 Threshold, 37, 78
Stimuli, 153 Toy world, 27
Stimulus-response, 15 Turing test, 26
Subconscious processes, 100
Subjective experience, 113
U
Subliminal, 112 Uncertainty reduction, 63
Subsystems, 58
Supersystem, 58, 138 V
Surprise, 117 Variety of action, 61
Symbol grounding problem, 29, 34 Vicarious selectors, 63, 64
Symbolic Thought, 90
Symbols, 28, 92, 153 W
System, 57 Working memory, 17, 74, 154
- 167 -
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