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