Re: perfect knowledge in AI

------- Original Message -------
On Monday, May 9th, 2022 at 08:47, ProjectParadigm-ICT-Program <metadataportals@yahoo.com> wrote:

> If perfect implies complete, we can rule it out because of the proofs by Godel and Turing on incompleteness and undecidability.The concept of perfect only exists in mathematics with the definition of perfect numbers.Unbiased reasoning that leads to results for which truth values can be determined in terms of validity, reproducibility, equivalence and causal relationships are the best way to go for knowledge representation. Knowledge and for that matter consciousness as well are as yet not unequivocally defined, and as such perfection in this context is not attainable.

I agree.

Given my background in modeling knowledge for ordered key-value systems (https://okvs.dev); I think perfect knowledge can be said of the truth, and where it is stored The Source of Truth ie. the primary representation. Most software system deal with structured, but partial primary source of truth, that is: the transformation of real-world knowledge gathered by humans is not lossless, and the software deal, and has only to deal, with a limited set of information to achieve its goal. The primary representation is used both sides of the keyboard. Most humans, and at the for front the software operator can make sens of the primary representation, but not necessarly make sense of secondary representations [0]. On the other side of the keyboard: secondary representations, such as indexes, or the logic structure inferred from the primary representation are imperfect compared to the primary representation ie. the source of truth for the software system, at least because of software errors, and algorithm mistakes.

Unrelated note: the absence of golden standard in text retrieval is painful. The perfect search algorithm may exists, but it is a life long work, and is linked to IRL success, and that, that is definitely biased.

[0] On that topic, I argue to make wikidata primary representation the triple store representation.

>
> Milton Ponson
> GSM: +297 747 8280
> PO Box 1154, Oranjestad
> Aruba, Dutch Caribbean
> Project Paradigm: Bringing the ICT tools for sustainable development to all stakeholders worldwide through collaborative research on applied mathematics, advanced modeling, software and standards development
>
> On Sunday, May 8, 2022, 04:15:01 AM AST, Paola Di Maio <paola.dimaio@gmail.com> wrote:
>
> Dave R's latest post  to the cog ai list reminds us of the ultimate. Perfect knowledge is a thing. Is there any such thing, really? How can it be pursued?Can we distinguishperfect knowledge rom its perfect representation
>
> Much there is to say about it. In other schools, we start by clearing the obscurations in our own mind  . That is a lifetime pursuit.
> While we get there, I take the opportunity to reflect on the perfect knowledge literature in AI, a worthy topic to remember
>
> I someone would like to access the article below, email me, I can share my copy
>
>
> ARTIFICIAL INTELLIGENCE 111
> Perfect Knowledge Revisited*
> S.T. Dekker, H.J. van den Herik and
> l.S. Herschberg
> Delft University of Technology, Department of Mathematics
> and Informatics, 2628 BL Delft, Netherlands
> ABSTRACT
> Database research slowly arrives at the stage where perfect knowledge allows us to grasp simple
> endgames which, in most instances, show pathologies never thought o f by Grandmasters' intuition.
> For some endgames, the maximin exceeds FIDE's 50-move rule, thus precipitating a discussion
> about altering the rule. However, even though it is now possible to determine exactly the path lengths
> o f many 5-men endgames (or o f fewer men), it is felt there is an essential flaw if each endgame
> should have its own limit to the number o f moves. This paper focuses on the consequences o f a
> k-move rule which, whatever the value o f k, may change a naive optimal strategy into a k-optimal
> strategy which may well be radically different.
> 1. Introduction
> Full knowledge of some endgames involving 3 or 4 men has first been made
> available by Str6hlein [12]. However, his work did not immediately receive the
> recognition it deserved. This resulted in several reinventions of the retrograde
> enumeration technique around 1975, e.g., by Clarke, Thompson and by
> Komissarchik and Futer. Berliner [2] reported in the same vein at an early date
> as did Newborn [11]. It is only recent advances in computers that allowed
> comfortably tackling endgames of 5 men, though undaunted previous efforts
> are on record (Komissarchik and Futer [8], Arlazarov and Futer [1]). Over the
> past four years, Ken Thompson has been a conspicuous labourer in this
> particular field (Herschberg and van den Herik [6], Thompson [13]).
> As of this writing, three 3-men endgames, five 4-men endgames, twelve
> 5-men endgames without pawns and three 5-men endgames with a pawn [4] can
> be said to have been solved under the convention that White is the stronger
> *The research reported in this contribution has been made possible by the Netherlands
> Organization for Advancement of Pure Research (ZWO), dossier number 39 SC 68-129, notably
> by their donation of computer time on the Amsterdam Cyber 205. The opinions expressed are
> those of the authors and do not necessarily represent those of the Organization.
> Artificial Intelligence 43 (1990) 111-123
> 0004-3702/90/$3.50 © 1990, Elsevier Science Publishers B.V. (North-Holland)
>
> 112 S.T. D E K K E R ET AL.
> side and Black provides optimal resistance, which is to say that Black will delay
> as long as possible either mate or an inevitable conversion into another lost
> endgame. Conversion is taken in its larger sense. It may consist in converting
> to an endgame of different pieces, e.g., by promoting a pawn; equally, it may
> involve the loss of a piece and, finally and most subtly, it may involve a pawn
> move which turns an endgame into an essentially different endgame: a case in
> point is the pawn move in the KQP(a6)KQ endgame converting it into
> KQP(a7)KQ (for notation, see Appendix A).
> The database, when constructed, defines an entry for every legal configura-
> tion; from this, for each position, a sequence of moves known to be optimal
> can be derived. The retrograde analysis is performed by a full-width backward-
> chaining procedure, starting from definitive positions (mate or conversion), as
> described in detail by van den Herik and Herschberg [18]; this yields a
> database. The maximum length of all optimal paths is called the maximin (von
> Neumann and Morgenstern [16]), i.e., the number of moves necessary and
> sufficient to reach a definitive position from an arbitrary given position with
> White to move (WTM) and assuming optimal defenceCONCLUSION
> It has now become clear that the notion of optimal play has been rather naively
> defined so far. At the very least, the notion of optimality requires a specific
> value of k for k-optimality and hence a careful bookkeeping of all relevant
> anteriorities. These additional requirements form but one instance of aiming to
> achieve optimal play under constraints; of such constraints a k-move rule is
> merely one instance. In essence, it is not our opinion that a k-move rule spoils
> the game of chess; on the contrary, like any other constraint, it may be said to
> enrich it, even though at present it appears to puzzle database constructors,
> chess theoreticians and Grandmasters alike.
>
>

Received on Tuesday, 10 May 2022 06:49:37 UTC