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




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