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- Comments: Gated by NETNEWS@AUVM.AMERICAN.EDU
- Subject: (no subject given)
- Path: sparky!uunet!paladin.american.edu!auvm!FAC.ANU.EDU.AU!ANDALING
- Message-ID: <9208160655.AA13066@fac.anu.edu.au>
- Newsgroups: bit.listserv.csg-l
- Date: Sun, 16 Aug 1992 16:55:28 EST
- Sender: "Control Systems Group Network (CSGnet)" <CSG-L@UIUCVMD.BITNET>
- From: Avery Andrews <andaling@FAC.ANU.EDU.AU>
- X-To: csg-l@vmd.cso.uiuc.edu
- Lines: 89
-
- [from Avery Andrews (920815)]
- (penni sibun 920814, on marken 920808)
-
- > on my view, you talk like a cognitivist. partly cause you oppose pct
- > to behaviorism. more tellingly, cause you explicitly locate control
- > in the head, just as cognitivists do. ...
-
- What I'd say to this is that PCT is not cognitivist, because the *phenomenon*
- of control is only found when an organism (or other `Agent') is put in an
- appropriate environment (e.g. if the road is covered with an oil-slick,
- one ceases to observe control of the direction in which the car is going).
- The phenomenon of control is just what Rick says it is: when you introduce
- disturbances that you would expect to change some aspect of the environment,
- but that aspect doesn't change, because the Agent consistently does things
- that `mysteriously' counteract your attempted disturbances.
-
- There is a terminological difficulty here in that in normal usage,
- `control' does *not* imply any capacity to cope with unpredictable
- disturbances as they arise (I have retained a copy of one of Randy
- Beer's postings that documents this point extensively, which I could send
- to anyone who'se interested in looking at it). So for example,
- most people would call the spikey cylinder in a music box its
- `control unit', but this object does not effect control in the PCT
- sense, since it doesn't counteract disturbances in any systematic way.
-
- PCT goes on to say (at least) two further things:
-
- a) an Agent that is efficacious in the real world must effect control
-
- b) the only way control can be effected is by means of certain kinds
- of internal arrangments - perceptors, comparators & effectors
- appropriately connected so as to constitute negative feedback loops
- in the context of the actual environment.
-
- The argument for (a) is that the sorts of things that serious
- Agents might need or be designed to achieve are going to be subject to
- constant and unpredictable disturbances, which will then need to be
- counteracted as they arise, and the argument for (b) is that no alternative
- arrangments that effect control have been proposed (for example, the reason
- that Sonja could cope with conveyerbelts, whirlwinds, and, let us say,
- crunchbirds that would occasionally eat her monster-killing missiles in
- mid-flight, is that her central architecture is full of little control
- systems, even if Chapman didn't think of them that way).
-
- So I'd see PCT as a subtype of interactive AI, which makes some additional
- claims about how to make sense out of how the internal structure of
- an Agent is related to its `behavior' (e.g. what happens in environments
- that contain it). I'd take what I've come up with from cogitating about Sonja
- so far as supportive of these claims (and am encouraged that Penni finds it
- interesting) but there's still a lot I don't know, & there might be all
- sorts of genuinely efficacious but not-PCT organization in Sonja that I have
- missed. But my experience so far is that PCT ideas really are
- helpful in figuring these things out (recall that I got on to Chapman
- & Agre when I showed Penni my proposed control system organization for
- getting beer, & she said that it was like their stuff).
-
- What I would like to do is design and/or analyse some relatively large-scale
- agent along PCT lines - the crowd people and astro are a start, but they
- are obviously too rudimentary to convince people of the utility of
- the approach, in part because they don't have any `tactics'. Crowd
- people, for example, avoid obstacles, but they don't really navigate
- in the way that Sonja does. if you set things up so that there is a
- wall of stationary people between a mobile crowd person and her goal:
-
-
- P
- P
- G P Goal
- P
- P
- P
- P
-
-
- (you can position stationary people by making them `active', but setting
- their gains to zero), G will head straight for the Goal until she is about
- to crash into the row of P's, and will then veer off one way or the
- other, not consistently taking the shortest way. But Sonja (or my dog)
- would head immediately to whichever end of the wall would give the shortest
- path around. I conjecture that the way to get the crowd people to navigate
- would be to give them more sophisticated perceptual functions (maybe even
- tuning the ones they have would do the trick - tho I haven't managed
- to do this), but to say this is not of course the same as to actually
- do it (Sonja in effect controls for not having a wall between where she
- is and where she wants to be going, according to my current understanding).
-
-
-
- Avery.Andrews@anu.edu.audi
-