Chapter 3 The Louse and the Mars Explorer

 

Logical Extremism, which views life as all thought and no action, has given Logic a bad name. It has overshadowed its near relation, Logical Moderation, which accepts that Logic is only one way of thinking, and thinking isn’t everything.

 

The antithesis of Logical Extremism is Extreme Behaviourism, which denies any Life of the Mind and views Life instead wholly in behavioural terms.

Behaviourism

We saw before that the fox sees the crow through the eyes of a behavioural psychologist, purely in terms of the crow’s input-output behaviour:

 

            If the fox praises the crow, then the crow sings[1].

 

In the same way that the fox reasons about the crow, without ascribing any mental processes to the crow, the behaviourist reasons about intelligent agents in general by focussing exclusively on their externally observable behaviour. Thus, a behaviourist, unable to examine the fox’s internal mental state, might view the fox as the same kind of mindless agent that the fox views crow:

 

If the fox sees that the crow has cheese, then the fox praises the crow.

If the fox is near the cheese, then the fox picks up the cheese.

 

The behaviourist’s description of the fox begins and ends with the fox’s externally observable behaviour. The behaviourist refuses to attribute any internal, mental activity to the fox, because it is impossible to verify such attributions by the scientific method of observation and experimentation.

 

According to the behaviourist, the fox is a purely reactive agent, simply responding to changes in her environment. If, in the course of reacting to these changes, the fox gets the cheese, then this is merely an indirect, emergent effect, rather than one that the fox deliberately brings about by goal-oriented reasoning.

 

Notice that it is natural to describe behaviour in the form of logical implications:

 

                                    If conditions then actions.

 

where the conditions and actions are all expressed in the declarative voice. Because these implications are expressed in declarative, logical form, the behaviourist can reason with them, both backwards and forwards, and in other ways as well. After all, the behaviourist would never dream of applying behaviorist principles, which she uses for other agents, to herself.

 

The behaviourist sees no reason to distinguish between a fox and a human. Implications such as:

 

If it is raining and you are outside and you have an umbrella,

                                    then you open the umbrella and put it up.

 

might accurately describe your behaviour as seen by an external observer. But it does not follow that you actually use such rules yourself internally, to generate your actions in reaction to changes in the world around you. Your use of an umbrella whenever it rains might only be an instinct, of whose purpose you are entirely unaware.

 

Behaviourism is indirectly supported by Darwinism, which holds that organisms evolve by adapting to the environment, rather than by a goal-oriented process of self-improvement. Behaviourism also shares with production systems its focus on modelling behaviour as reactions to changes in the environment.

Production Systems

 

Few psychologists today subscribe even to moderate versions of behaviourism. Most adhere instead to some variant of the cognitive science view that intelligent agents engage in some form of thinking that can usefully be understood as the application of computational procedures to mental representations of the world.

 

Paul Thagard states in his book, Mind: Introduction to Cognitive Science, that, among the various models of thinking investigated in cognitive science, production systems have “the most psychological applications” (page 51). Steven Pinker in How the Mind Works also uses production systems as his primary example of a computational model of the mind.

 

A production system is a collection of condition-action rules incorporated in the thinking component of an agent’s observation-thought-action cycle.

 

Condition-action rules (also called production rules) have a similar form to the behaviourist’s descriptions of behaviour. However, their conclusions are typically expressed in the imperative, rather than in the declarative voice:

 

If conditions then do actions.

 

The use of the imperative voice reflects the fact that the rules are used internally by an agent to generate its behaviour, rather than externally by an observer simply to describe that behaviour. This grammatical distinction may seem subtle. But, as we will see, it can get even subtler, when different rules give rise to conflicting actions.

 

Production systems were invented in the 1930’s by the logician, Emil Post, but were proposed as a computational model of human intelligence by Alan Newell.

The Production System Cycle

 

Production systems embed condition-action rules in an observation-thought-action agent cycle:

 

To cycle,

 

observe the world,

 

think,

decide what actions to perform,

act,

cycle again.

 

Thinking is a form of forward reasoning using the condition-action rules:

 

If conditions then do actions.

 

Forward reasoning first verifies that the conditions of the rule all hold in the current situation, and then derives the actions of the rule as candidate actions to perform.

 

If more than one rule has its conditions verified in this way, then the agent needs to perform “conflict resolution” to decide which actions to perform. The agent then executes the chosen actions and observes their results, including perhaps whether the actions succeed or fail.

 

In the simplest case, an agent’s mental state consists entirely of such rules alone, without any mental representation of the world. In such a case, the conditions of a rule are verified simply by matching them against the agent’s current observations. In this simple case, it can be said (and has been said) that the world serves as its own representation: If you want to find out about the world, don’t think about it, just look and see!

 

Observing the current state of the world is a lot easier than trying to predict it from past observations and from assumptions about the persistence of past states of affairs. And it is a lot more reliable, because persistence assumptions can easily go wrong, especially when there are other agents around, changing the world. It’s too early to consider this issue further in this chapter, but it is an issue we will return to later when we look more closely at what’s involved in reasoning about persistence over time.

What it’s like to be a louse

 

Imagine that you are a louse and that your entire life’s behaviour can be summed up in the following three condition-action rules:

 

If it’s clear ahead, then move forward.

                                    If there’s an obstacle ahead, then turn right.

                                    If you are tired, then stop.

 

Because you are such a low form of life, you can only sense the world directly ahead of you. You can also sense when you are tired. Thus, your body is a part of the world, external to your mind. Like other external objects, your body generates observations, such as being tired or hungry, which have to be assimilated by your mind.

 

 

Notice the use of the imperative mood for the actions “move”, “turn” and “stop” in the rules that govern your behaviour. This contrasts with the use of the declarative mood that is more appropriate in rules that a behaviourist might use to describe your behaviour.

 

It doesn’t matter where the rules come from, whether you inherited them at birth, or whether you learned them in your infancy. The important thing is that, now that you have them, they govern and regulate your life.

 

Suppose, for the purpose of illustration, that you experience the following stream of observations:

 

                                    Clear ahead.

                                    Clear ahead.

                                    Obstacle ahead.

                                    Clear ahead and tired.

 

Matching the observations, in sequence, against the conditions of the rules results in the following interleaved sequence of observations and actions:

 

                                    Observe:               Clear ahead.

                                    Do:                       Move forward.

                                    Observe:               Clear ahead.

                                    Do:                       Move forward.

                                    Observe:               Obstacle ahead.

                                    Do:                       Turn right.

                                    Observe:               Clear ahead and tired.

 

At this point, two rules have conditions that match the current observations. For this reason, the two rules and their corresponding actions can be said to be in conflict. Some method of conflict resolution is needed, therefore, to decide what to do.

 

Many different conflict resolution strategies are possible. But, in this as in many other cases, the simplest strategy is entirely adequate: Assign priorities to the different rules, and select the action generated by the rule having the highest priority. In this case it is obvious that the third rule should be assigned higher priority than the second. So the appropriate action is:

 

                                    Do:                   Stop.

 

Once a louse has learned its rules, its internal state is fixed. Observations come and go and the associated actions are performed without needing to record or remember them. The price for this simplicity is that a louse lives only in the here and now and has no idea of the great wide world around it. But, for a louse, this is probably a small price to pay for enjoying the simple life.

Production Systems with Memory

 

More complex behaviours than that of a louse can be modelled with more complex production systems having an internal memory. Such a memory can be used, not only to represent the current state of the world, but also to store a historical record of the past. Typically, such records have the form of atomic sentences, so called because they contain no proper subparts that are also sentences. An atomic sentence is also called an atom.

 

In the case of a production system with memory, a condition-action rule is triggered by the record of an observation that matches one of its conditions. Any remaining conditions of the rule are verified by testing them against other records in the memory. When all the conditions of the rule are verified in this way, the corresponding actions of the rule are derived as candidates for execution.

What it’s like to be a Mars Explorer

 

Imagine that you have been reincarnated as a robot and have been sent on a mission to look for life on Mars. Fortunately, your former life as a louse gives you a good idea of how to get started.  But there are two new problems to solve: How to recognise life when you see it, and how to avoid going around in circles.

 

For the first problem, your designers have equipped you with a life recognition module, which allows you to recognise life when you see it, and with a transmitter to inform mission control of your discovery. For the second problem, you need a memory that allows you to recognise when you have already been to a place before, so that you can avoid going to the same place again.

 

A production system with memory, which is a refinement of the production system of a louse, might look something like this:

 

If the place ahead is clear

and you haven’t gone to the place before,

then go to the place.

 

If the place ahead is clear

and you have gone to the place before,

then turn right.

 

                                    If there’s an obstacle ahead

                                    and it doesn’t show any signs of life,

                                    then turn right.

 

                                    If there’s an obstacle ahead

                                    and it shows any signs of life,

                                    then report it to mission control

                                    and turn right.

 

To recognise whether you have been to a place before, you need to memorize a map of the terrain. You can do this by giving each place you visit a co-ordinate, (E, N), where E is the distance of the place East of the origin and N is the distance North of the origin, and the origin (0, 0) is the place where you start. Every time you go to a place, you record your observation of the place together with the details of its location. Then, to find out whether you have gone to a place before, you just consult your memory of past observations.

 

Suppose for example, that you are at the origin, pointed in an Easterly direction. Suppose also that the following atomic sentences describe part of the world around you:

 

                                                Life at (2, 1)

                                                Clear at (1, 0)

                                                Clear at (2, 0)

                                                Obstacle at (3, 0)

                                                Obstacle at (2, -1)

                                                Obstacle at (2, 1).

 

Although there is life in your vicinity, like a louse, you can sense only what is directly in front of you. So, when you start, the only thing you know about the world is that it is clear at (1, 0).

 

Assume also that, although it is your mission to look for life, you are the only life form that moves. So this description of the world applies to all states of the world you will encounter (assuming, therefore, that when you occupy a place, it is still considered clear).

 

With these assumptions, your behaviour is predetermined:

 

                                    Observe:                       Clear at (1, 0)

                                    Do:                               Go to (1, 0)

                                    Observe:                       Clear at (2, 0)

                                    Do:                               Go to (2, 0)

                                    Observe:                       Obstacle at (3, 0)

                                    Do:                               Turn right

                                    Observe:                       Obstacle at (2, -1)

                                    Do:                               Turn right

                                    Observe:                       Clear at (1, 0)

                                    Remember:                   Gone to (1, 0)

                                    Do:                               Turn right

                                    Observe:                       Obstacle at (2, 1)  and  Life at (2, 1)

                                    Do:                               Report life at (2, 1) to mission control

                                    Do:                               Turn right.[2]

 

Notice that reporting your discovery of life to mission control is just another action, like moving forward or turning right. You have no idea that, for your designers, this is your ultimate goal in life.

 

Your designers have endowed you with a production system that achieves the goal of discovering life as an emergent property. Perhaps, for them, this goal is itself a sub-goal of some even higher-level goal, such as satisfying their scientific curiosity. But for you, none of these goals is apparent.

 

Production Systems with Goals

 

Production systems have been used, not only to construct computational models of intelligent agents, but also to build computer applications, most often in the form of expert systems. Many of these applications use condition-action rules to simulate goal-reduction explicitly, rather than rely on emergence to achieve higher-level goals implicitly.

 

For this purpose, current goals are recorded as statements in the system’s memory. Then goal-reduction is simulated by matching goals in memory with conditions in condition-action rules, using actions to delete current goals and to replace them by new sub-goals.

 

Thus, the fox’s reduction of the goal of having cheese to the sub-goals of being near the cheese and picking up the cheese can be simulated by forward reasoning using the condition-action rule:

 

                        If the goal is to have an object

                        then delete the goal to have the object

                        and add the goal to be near the object

                        and pick up the object.

 

Getting this simulation right can be quite tricky in the general case, especially when there are different ways of reducing the same goal to alternative sub-goals. It is easier when there is only one way, as in the simplified example of the fox and crow.

 

Another problem with this approach is that it looses the justification for goal-reduction given by the belief:

                     An animal has an object

if the animal is near the object

and the animal picks up the object.

 

The production rule simulation is also more complicated and less natural than obtaining goal-reduction directly, simply by reasoning backwards with the belief.

 

Goal-reduction procedures can, similarly, simulate condition-action rules, but with similar disadvantages. In both cases of simulation, it is more natural to reason directly with sentences in logical form, either forwards or backwards, depending upon which direction is more appropriate in the circumstances.

 

Another, perhaps more fundamental problem with the approach is that it distorts the natural status of condition-action rules as goals in their own right. This is one of the main topics of the next chapter.

 

 



[1] Logically, it doesn’t matter whether we write the implication forwards, as we do here, or backwards as we did before. In both cases, the meaning is the same; and in both cases the belief can be used to reason forwards or backwards.

 

[2] I leave it to the reader to work out what happens next, and I apologise in advance.