1.1 The Agents of the Mind
1.5 Common Sense - society of practical ideas- life-learned rules
/ exceptions , dispositions & tendencies, balances & checks.
2.2 Novelists and Reductionists
Reductionists build on old ideas
Novelists champion new hypotheses
2.3 "Objective" - in terms of how things interact.
vs "Subjective reactions how agencies interact.
2.4 Boards contribute to containing. combinations of relationships.
3.2 The principle of noncompromise : internal conflict weakens
agent's status among its own competitors.
3.3 Hierarchies vs Heterarchies
executive - subordinates structure top-down hierarchy
Society : (1) Division (2) Activity (3) Effort (4) Conflict
vs parallel process by cross-connecting
3.5 Destructiveness
Leaves less open problems to be solved
3.6 Pain and Pleasure Simplified
Hard to think of anything else when in pain. Pain simplifies your point of view
4.2 One Self or Many?
Human self is composite society. Constancy
4.5 Exploitation
Checks and balances. Mental Incentives. Directness is dangerous
4.8 Ideals
Lend coherence. Society evolve stable ideals.
5.1 Circular causality
Causal cause/effect chain loops. Endless loops (5.2 Unanswerable questions.)
5.5 Fashion and Style
Recognizability, Uniformity, Predictability
5.6 Traits (Personality)
Selectivity. Style, Predictability. Self-Reliance. Appearance vs Reality
6.1 consciousness
Subconscious "autopilot" self-awareness.
6.2 Icons
analogy to link representation/transform unfamiliar
6.3 Gedanken
Thought Experiments affect your thoughts
6.4 B-Brains
()World <--- ()A-Brain <-- ()B-Brain (Observe A-brain feedback)
6.5 K-line = Frozen Reflection Recall snapshot of previous mental state
6.7 The Causal now
Delay time between agencies. Unique causal history
6.8 Contextual Meanings - connected meaning-structures/perspectives of meaning
6.11 In-sight
Engage organizations of subsystems, architecture. CAll on specialists
6.12 Internal communication
Agency Communication based on common knowledge and experience
6.13 Repetition yields boredom
Satiation / Variety else endless loop/death
6.14 Confusion
When Systems fail - consciousness become engaged.
When We recognize we're confused, we reflect on how our minds solve problems and engage our strategies of thought.
It's smart to realize that one is confused - it stimulates us to apply our intellect to altering the defective process.
We dislike the sense of confusion, but should appreciate the quality of recognition.
7.1 Expert
Specialist requires grammar, lexicon , heuristic, syntax, and idioms.
7.3 The Puzzle Principle
Random walk - generate & test; solution & recognition
7.4 Problem Solving
Progress - exhaustive search; subgoals; knowledge
7.5 Operant Conditioning - BF Skinner -
Goal, reward, learning, thinking, recognizing, liking, wanting , imagining, and remembering.
7.6 Reinforcement and Reward
Reinforce/inhibit subgoal success
7.7 Local / Global scheme - Reward subgoal local vs global . Learning strategy
7.8 Difference Engine - Drive actual to ideal. Exploit, avoid , ignore.
7.9 Intention - goal must persist to let difference engine work.
8.3 Dispositions
Recollection vs description vs general impressions
(concert. Novice remember felt. Amateur remember rhythms, harmonies and melodies.
Skilled - recall timbre, texture, arrangement.)
8.4 Partial Mental States
Specify which agents active. But not which quiet
8.5 Level-Bands
Assumptions by default. Weight to k-line. If weak connection can displace easily w/ information
B-brain if no progress go higher to get context, else lower to fill in detail.
8.6 Fring Bands Lower very specific detail , upper - too high level strategy
8.9 Knowledge Trees - New k-line attach only to agents in level band. Inheiritancy.
8.10 Classifications
Multiple classification to sort memory heirarchy.
9.1 WANTING AND LIKING
Result of agency negotiation . If HI like -> HI suppression of other agencies
9.2 GERRYMANDERING
(Fun 2/3-4/9-8/27) . Oversimplify. Trees of Goals / Subgoals.
9.4 TOLERANCE
Long term Goal = Journey w/ discomfort but great reward.
10.1 PIAGET'S EXPERIMENTS
Are there more eggs or more egg cups? Flask of Water (Thin=more?)
10.4 PAPERT'S PRINCIPLE
Papert's Principle : Some of the most crucial steps in mental growth are based
not simply on acquiring new skills, but on acquiring new administrative
ways to use what one already knows.
10.5 THE SOCIETY-OF-MORE
Society of More
/ \
Appearance History
/ \ / \
Spatial Quantitative Reversible Confined
/ \ / \ / \ / \
Tall Thin Measure Estimate Pour Spoon Leak Spill
10.7 META-CONCEPT
Combine related agencies First
10.8 Diplomacy
Binary decision easy. Tough : Mechanisms for cooperation & compromise
10.9 LEARNING
While building detour control until sure new version is capable of old's function
11.2 THE SHAPE OF SPACE
Touch Ear, single sensation vs sensation relationships.
Nearness - spatial proximity of sensor on skin surface.
11.5 SENSING SIMILARITIES
Learning -> Classification! Stimuli interpretation -> agent relations.
11.6 THE CENTERED SELF
Network, trajectory, direction, perspective > epicentrism
11.7 PREDESTINED LEARNING
Society of more. Genetics expensive. Learning economical
11.9 DUMBBELL THEORIES
Classification solution contiuum.
(1) Thought- Feeling
(2) Logic - Intuition
(3) Literal - analogical
(4) Reason - emotion
(5) Deliberate - spontaneous
(6) Scientific - artistic
(7) Quantity - quality
12.2 LEARNING STRATEGIES
(1) Uniframing - combining several descriptions into one
(2) Accumulating collecting incompatible descriptions
(3) Reformulating - modifying a description's character
(4) Trans-framing - bridging between structures and functions or actions
12.4 STRUCTURE AND FUNCTION
Description -> Porpose
12.9 THE EXCEPTION PRINCIPLE
The Exception Principle : It rarely pays to tamper with a rule that nearly
always works. It's better just to complement it with an accumulation of
specific exceptions.
12.12 MEANING AND DEFINITION
Functional definition vs structural description
13.2 BOUNDARIES
Reformulate in terms of strength, containment, cause and chain.
13.5 LEARNING A SCRIPT
Experts use reduced scripts for an action.
13.6 THE FRONTIER EFFECT
Copying is complicated (drawing)
13.7 DUPLICATIONS
Chance for 1 object to serve 2 purposes.
/
14.1 USING REFORMULATIONS
(1) Aesthetic : A pleasing shapely form
(2) Dynamical : The top will fall if either leg is removed
(3) Topological : The arch surrounds a hole in space
(3) Geometrical : The 3 blocks form an "inverted U" shape
(4) Architectural : The arch's top could be the base of something else
(5) Constructional : Place two blocks , then place another across their tops
(6) Circumventional : Can be used as a detour, to go around an obstacle.
(7) Transportational : can be used as a bridge, to go from one place to another
14.3 MEANS AND ENDS
Function->Structure
Ends->Means
Conclusion->Premise
Effect->Cause
Body->Support
14.5 BRAINSTORMING
Sensation -> Description <- expectation
Lateral thinking. Reductionist vs Novelist.
14.6 THE INVESTMENT PRINCIPLE
Earlier skill HI methods to use it.
14.8 THE POWER OF NEGATIVE THINKING
How Present mismatches hopeless state= solution
14.9 THE INTERACTION SQUARE - DIRECTION-NAME
Truth table for pairs of causes interacting.
15.1 FLEETING MOMENTARY MENTAL STATE
Not time nor space to track what agencies have done.
15.2 Self-examination - concerned w/ carrying out plans vs examining state of mind.
15.5 THE IMMANCENCE ILLUSION
Some vivid recollections : RT experience just as indirect
15.6 MANY KINDS OF MEMORY
(1) facts, (2) Vigniettes (3) Flashbacks/snapshots.
15.7 MEMORIES REARRANGEMENTS
Rearrange furniture in mind. Micromemory - LT vs ST memory.
15.9 Interruption and recovery
Have to keep our place multithread.
15.11 THE RECURSION PRINCIPLE
Break problem down so can recurse mental capacity.
16.1 EMOTION
Fantasies - emotion = type of thought, aimlessness-fanatic
16.3 MENTAL PROTO-SPECIALISTS
For Each key goal, instinct (eat, cloth , shelter)
16.4 CROSS-EXCLUSION
Inhibitory signals to other groups.
16.5 AVALANCHE EFFECTS
Conservation (monetary), negative feedback, censors/suppressors.
16.7 EXPLOITATION
Exploit parts of mind.
16.8 STIMULUS vs SIMULUS
Recreate scenes affect on agencies.
17.1 SEQUENCES OF TEACHING-SELVES
Platform former as springboard for next stage.
17.3 ATTACHMENT SIMPLIFIES
Imprint values from role model
17.4 FUNCTIONAL AUTONOMY
Growth of subgoals.
17.5 DEVELOPMENTAL STAGES
Thought - process , scripts, stereotypes, critic, sensor,
analogy, metaphor
18.1 LOGIC
wo/ knowledge + intent. Logic leads to madness.
18.2 CHAINS OF REASONING
Common sense uses chains of cause , similarities, dependencies.
18.4 LOGICAL CHAINS
LOW Basis -> HI conclusion. Find essential steps
18.6 MAGNITUDE FROM MULTITUDE
Bundle of chains. Chain of bundles. Many reasons = strength.
18.7 Math is formulated absolute , consistency vs robust, cross-connected webs.
18.8 Robustness + Recovery :
Duplication - Self-Repair, Distribution, Accumulation
19.1 THE ROOTS OF INTENTION
Language triggers intention causal chains (eg Door->Leave)
19.2 THE LANGUAGE AGENCY
Listener -> Word agents -> Speaker
\/
___Language Agency__
/ \/ \
Other agencies Language Agency Other agencies
19.3 Polyneme
Agent activating net triggered by words (e.g. "Apple" -> Polyneme -> size-medium;shape-round;color-rd)
Isoneme - short term memory to keep track of "It" (Put "it" in the pail)
19.4 OBJECTS AND PROPERTIES
Properties - material, color,size,shape represented in separate agencies.
19.10 Recognition Loop
-------- Nemes <----------+
\/ |
Sensors -> Memorizers -> Recognizers ->
20.2 NEGOTIATING AMBIGUITY
+John shot two bucks.
Mutual polynemes -> Cross exclusion -> Single interpretation.
20.4 LOCKING-IN AND WEEDING OUT
Ring closing process. Lock in on meaning via previous cycle's context.
20.5 MICRONEMES
Context Clues
(1) Material : animate, inanimate, natural ,artificial;ideal, actual
(2) Perceptual :color,texture, taste,sound,temperature
(3) Solidity : Hardness, density, flexibility,strength
(4) Shape : Angularity , curvature, symmetry, verticality
(5) Permanence :rarity, age, fragility, replaceability
(6) Location : Office , home , vehicle, theater,city,forest,farm
(7) Environment: Indoors , outdoors, public, private
(8) Activity: Hunting, gambling, working, entertaining
(9) Relationship : Cooperation,conflict,negotiating,confronting
(A) Security: Safety, danger, refuge, exposure, escape,defeat
20.6 THE NEMEIC SPIRAL
B-Brain spirals up for context, spirals down for details.
(Spiral polynemes/ Micronemes until lock-in meaning)
20.7 CONNECTIONS
Polynemes use mealy-moore pal connection wi/ a level band.
20.9 DISTRIBUTED MEMORY
Boltzmann machine . Use connection wegihts. -> Micronemes.
21.1 THE PRONOUNS OF THE MIND
Handle Active fragments of mental states -> Pronouns.
21.2 PRONOMES
Role - origin-destination, action-actor , difference-cause, recipient-method,
motive-obstacle, trajectory-instrument object-vehicle, time-place
21.3 TRANS-FRAMES
Transportation in space (p-trans)
Transmission of ideas (m-trans)
transfer of ownership (a-trans)
21.6 TRANSFRAME PRONOMES
object, origin, destination, difference, and trajectory, obstacle, purpose.
Apple to origin pronome -> Turn on look, move, grasp
Pail to destination pronome -> Turn on look, move, ungrasp
22.5 INFERENCE
Manipulate pronome structures w/ chain links
conceptualize by objectifying mental processes
22.6 EXPRESSION
Memory training (1) grouping (2) icon associating
22.8 INTERRUPTIONS
interruption and then return to our previous thoughts.
22.9 PRONOUNS AND REFERENCES
partial states active in listener's mind
22.11 CREATIVE EXPRESSION
Reformulate/paraphrase conceptual (re)formulation
23.1 A WORLD OF DIFFERENCES
Procedure
/ \
Origin A Z Destination
\ /
Difference
Predict, Expect, Explain, Want, Escaping, attacking, defending, abstract
23.3 TIME BLINKING
Store A in pronome P, B in pronome Q, Activate P & Q in rapid succession.
23.4 Phonemes - basic speech sounds.
24.2 FRAMES OF MIND
+Frame temrinal connects k-lines, polynemes, isonomes, scripts, frames
Blank sheet of open connections
24.4 DEFAULT ASSUMPTIONS
Phrases activate networks of assumptions.
24.5 NONVERBAL REASONING
Commonsense more complex than rasoning
Move memories like building blocks.
24.7 PICTURE-FRAMES
Interaction square frames for rooms. Subframes for typical objects in rooms.
24.9 RECOGNIZERS AND MEMORIZERS
Recall previous frames.
25.1 Visual Illusions
Competing frames in visual illusions - only one perspective active.
25.2 FRAME-ARRAYS
Stationary - continuity -> moving. Frame arrays expect change in moving.
gropus of frames share same terminals.
25.6 THE FRAME IDEA
Language frames- ; sentence -frames; story frames; frame-array,; -neme;
K-line; transframes; frame terminals; parallel frames
26.1 STORIES
Engage frames & subframes filled in w/ detail from story.
26.3 SENTENCE-FRAMES
+Use transframes , Clear-cut roles. default assumptions
26.5 STORY FRAMES
Hosts of expectation frames, Time place pro/antagonist, concerns.
26.7 FRAMES FOR NOUNS
selector, orderer, determiner , polyneme , classifier
26.8 FRAMES FOR VERBS
Transframe ( Actor Action Object Destination )
26.9 LANGUAGE
essence vs context. Structure & Function . Grammar tactics - lexicon.
26.11 GRAMMAR
Frame chains - isonome/ pronome use.
26.12 Coherent discourse.
Explain , converse, discuss, argue -> Discourse <- common ken, style , flow, intonation, phrase, rhythm, grammar tactics.
27.1 DEMONS,
(Charniak) Demon hosts = expectation frames conversation.
27.2 SUPPRESSORS
Recognizes previous failure. Prevent repeat failure. "Stop thinking that!"
27.3 CENSORS
Interpret state of mind preceding a thought "Don't think that!"
27.4 EXCEPTIONS TO LOGIC
Perfect logic is rare. Nigh impossible to state absolute truth.
27.5 HUMOR
Suppressor learn which mental state *are* undesireable.
Censor learn which mental state *were* undesireable.
28.2 MAGNITUDE AND MARKETPLACE
Comparing unrelated things - > use currencies, communal measure-scheme.
28.3 QUANTITY AND QUALITY
Picking collapses alternatives.
28.4 MIND OVER MATTER
Feeling tired, hungry = warning sign to act.
28.5 THE MIND AND THE WORLD
Relations between sttaes, not states (intention, ambition, infatuation, promise, threat)
28.6 MINDS AND MACHINES
Self modifying complex process.
28.7 INDIVIDUAL IDENTITIES
Farmer's ax question
29.1 THE REALMS OF THOUGHT
Physical realm - structures, objects, atoms
Personal - families, persons, trains
Mental - cultures, minds, ideas
Arranged by nearness of topic
29.2 MULTITHREADING
P-Trans = Trajectory A-Trans=Change estate/ownership
29.3 PARANOMES
Pronomes which operate in several realms at once.
Nonoverlapping
Superpolynemes for activating memories
Superisonomes for controlling level-bands
Superpronomes for controlling frame-terminals
29.4 CROSS-REALM CORRESPONDENCES
Engage different realms simultaneously.
e.g. chains- spatial order, psychological causaility, social consequence.
29.5 THE PROBLEM OF UNITY
Social cause/motivation : Must represent another's state.
29.7 ANALOGIES
Switch among mental realms.
29.8 METAPHORS
Transport thoughts between realms. Transport uniframes.
30.1 KNOWING
Mary knows geometry. Has standardized mental models.
30.2 KNOWING AND BELIEVING
facts, opinions, and beliefs. , accepted by All , levels of certainty.
30.4 WORLD MODELS
Model of the model of the world. Can't absolutely describe a thing.
30.5 KNOWING OURSELVES
Model of self - "who am I?" -> Body/physical -mind/mental.
Motivation eventually "just because"
30.6 FREEDOM OF WILL
Determinism vs stochasticism. Need choice so come up w/ freedom of will.
30.7 THE MYTH OF THE THIRD ALTERNATIVE
Free will is essential to our models of mental realm.
30.8 INTELLIGENCE AND RESOURCEFULLNESS
Composite processes: accumulation, realms, protominds, papert's , vestigal brain, composite personality, language, culture, sensor/suppressor