I read this book and
wrote the review in 2016. I want to post it now along with another book review about
memetics to prepare for a third book review I will write in the future about
Adrian Bejan’s Constructal Law principle in physics. I think each of these three
books combined offer a sort of unifying theory or rather a set of theories and principles
that are related and overlap in various ways. The related ideas include Information
Theory, Complexity Theory/ Self-Organization, Chaos Theory, Memetics, Cybernetics, and the
Constructal Law.
Book Review: Emergence: The Connected Lives of Ants,
Brains, Cities, and Software – by Steven Johnson (Scribner 2001)
This was a pretty good and engaging book about
self-organization and its technological and future implications.
Self-organizing systems can embody what have been termed ‘emergent’ properties,
moving from individual behavior to group behavior, and local behavior to global
behavior. Collections of simple constituents can display complex behavior when
aggregated together in a system. Such systemic behavior typically (but
apparently not always) serves adaptive functions in biology. Biological subsets
like the human brain and human social behavior also display self-organizing
properties.
The book begins with the work of Japanese scientist
Toshiyuki Nakagaki in 2000 who announced that he ‘trained’ an amoeba-like
organism, the slime mold, to find the most efficient path through a maze to
find food and to do so despite the organism having no cognitive resources.
Slime mold behavior confounded scientists for some time until its
‘superorganism’ functions were discovered. Through much of its life it lives as
distinct single-celled units but under certain conditions, these cells will join
to form a single organism that can move across the ground as a unit, a swarm.
New classes of study overlap such behavior: non-equilibrium thermodynamics,
non-linear theory, complexity theory, mathematical biology, and ‘morphogenesis’
for instance. In studying slime mold aggregation scientists first hypothesized
‘pacemaker’ cells that initiated the behavior. They knew that a substance,
acrosin, or cyclic AMP, was released prior to the aggregation behavior. But
alas, no pacemaker cells were found. It was later found that changes in
individual cell releases of AMP and other cells would follow suit as well as
following the pheromone trails released by other cells. Thus, it is an
‘emergent’ group behavior without a leader (pacemaker). This explanation is derived partly from Alan Turing’s work with morphogenesis. It took a while
before scientists would abandon the pacemaker idea and accept the existence of
‘collective behavior.’ This is one example of the development of the new
science of self-organization. Darwin, Engels, Adam Smith, and Turing had
inadvertently contributed to it. The author notes that a new phase in the study
of self-organization is happening with software and video games where such
functions can be programmed in so that new patterns may emerge – this is termed
artificial emergence and will likely be an aspect of artificial intelligence
(AI). Johnson also mentions the core principles of the field of self-organization:
“neighbor interaction, pattern recognition, feedback, and indirect control.”
City planner and social theorist Jane Jacobs read Weaver’s essay and noticed that organized complexity, or complex order, was an issue in how some cities developed and why some parts functioned better than others. This was in the early 1960’s. Jacobs saw the city as an organism with interacting parts. Shannon’s work in the 40s emphasized the importance of pattern recognition and feedback in information systems, while E.O. Wilson’s discovery in the 50s of ants use of pattern recognition of pheromone signals in social communicating (similar to the AMP processing of slime molds) further boosted the new ‘science’ of complexity. Meanwhile, Ilya Prigogine was showing through his nonequilibrium thermodynamics that the laws of entropy could be temporarily suspended, with a higher-level order emerging from the chaos. Turing and Shannon’s colleague Norbert Weiner would show the importance of feedback in any ‘cybernetic’ system. Weiner’s student Oliver Selfridge and Marvin Minsky would work similarly with machine learning and AI, developing better means of pattern recognition. Selfridge developed the first emergent software program with his ‘Pandemonium.’ Another of Weiner’s students, John Holland would expand on Selfridge’s ideas to develop ‘evolving’ software programs, based loosely on genetics. His ‘genetic algorithm’ was based on the idea that code was like the genotype and what code does was like the phenotype. UCLA professors David Jefferson and Chuck Taylor furthered the idea in the late 70’s to make software (the Connection Machine) that simulated evolving life – so that replication was imperfect as it is in life rather than exact. Their format was virtual ants following pheromone trails, an emergent behavior, so they proved it could be done virtually, with virtual ants and software code. The ideas of the people mentioned above, and others had forged new ways of thinking, from a ‘bottom-up’ perspective rather than a top-down’ one. The Santa Fe Institute was founded in 1984. James Gleick’s book, Chaos, The Making of a New Science, came out in 1987. (I am about halfway through that one). Before that, in 1980, came Douglas Hofstadter’s classic, Godel, Escher, and Bach. In the early 90’s came Will Wright’s program SimCity. SimCity would become a popular video game, one that exhibited some self-organizing behavior/emergent properties.
Since ant colonies typically last about 15 years, the
lifespan of the queen, Gordon began studying them on longer time scales which
had not been done much before. She discovered that the age of the colony is a
factor since they have phases – she defined three: infancy, adolescence, and
maturity. Younger colonies respond more variably to changes than older ones.
Individual ants live no longer than a year. The whole colony still develops and
matures while its individuals last a short time. The queen is the only one who
lives longer but she never sees the light of day except when mating and is
quite separate from the day-to-day lives of the worker ants. Her mates live
such a short time (a few days at most) that genetics doesn’t outfit them with
mandibles like the rest of the ant types. One might see human cells as a
cooperative hive/colony as well. DNA might be seen as a directing influence
which is top-down. However, cells also learn from neighbors which is bottom-up.
“Cells self-organize into more complicated structures by learning from their neighbors.”
Recognizing and responding to anomalies and changing patterns is something we do both consciously and unconsciously. As in the guilds being in certain areas, one might even see “traditions” as patterns enduring through time. Cathedrals and universities also often keep their areal configurations through time and there are of course practical reasons for this such as the uniqueness of the structures themselves. Places become known for things and such knowledge may endure. Such districts become network nodes and hubs in manufacturing and trade. What are called ‘economies of agglomeration’ may develop due to the advantages of sharing resources and services.
“Cities were creating user-friendly interfaces thousands of
years before anyone even dreamed of digital computers. Cities bring minds
together and put them into coherent slots.”
Some, like Robert Wright, see the World Wide Web as an heir
to cities in developing bottom-up self-organization. Others disagree, noting
that there are no ‘higher orders’ manifesting in the highly disordered web.
Stephen Pinker explained how the internet was very different from the human
brain: The brain is imbued with and connected with specific “goal-directed
organization” while the internet has no such organization. The Web is great
with connections but lousy with structure, says Johnson. He calls it ‘networked
chaos.’ One problem, he says, is that HTLM-based links are one-directional –
there are no mechanisms for feedback. It is feedback that allows
self-organizing systems to become more ordered. Nowadays there are quite a bit
of feedback algorithms, many involved with advertising and marketing. The
algorithms are designed to recognize patterns and make recommendations based on
that. They search and recognize our website-clicking patterns, and our seeming
preferences, so we can be targeted. It works in many cases. However, the
feedback systems of the web are rarely if ever adaptive.
Johnson explains “negative feedback” as incorporating previous and present conditions to regulate – as in the thermostat controlling the temperature of a room. Negative feedback is a regulating mechanism while positive feedback is a mechanism for progressing onward in one direction. The use of information as a medium for negative feedback was first explored by Norbert Weiner in his 1949 book, Cybernetics. For many real-world applications making decisions based on analysis through negative feedback required a way to make sense of the data, to analyze it through number crunching. Thus Weiner helped develop early computers with the ENIAC.
“For negative feedback is note solely a software issue,
or a device for your home furnace. It is a way of indirectly pushing a fluid,
changeable system toward a goal. It is, in other words, a way of transforming a
complex system into a complex adaptive system.”
That is what Weiner meant by “homeostasis.” In Weiner’s words:
“When we desire a motion to follow a given pattern, the difference between this pattern and the actually performed motion is used as a new input to cause the part regulated to move in such a way as to bring its motion closer to that given by the pattern.”
The human body is a “massively complex homeostatic system” where many of the feedback mechanisms are controlled by the brain. Our sleep cycles and circadian rhythms are controlled by negative feedback. That the brain and body are homeostatic systems is why such artificial feedback methods like biofeedback can be successful. Through practice and habituation, we can learn to control to some extent some of our internal bodily processes. Neurobiofeedback utilizes brainwave patterns as the goal, represented graphically. Different brain wave signatures correlate to different states of consciousness and degrees of tranquility or excitation. Neurobiofeedback involves pattern amplification and recognition. Johnson sees the media over-amplifying certain stories through excessive coverage as a positive feedback loop. Neurons suffer fatigue states (less than a millisecond) while the media does not fatigue, he notes.
City planners Lewis Mumford and Jane Jacobs were having a
feud about the breakdown of self-organization in cities. While Mumford thought
Jacobs’ ideas worked great in small intimate cities, he also thought much was
lost in larger cities, especially without the direct feedback and feedback
enablers: sidewalks and dedicated neighborhoods. Meanwhile, the early Web-based
communities, the electronic bulletin boards, were mostly top-down with leaders
picking topics and moderators so hierarchies of sorts did develop. But
homeostasis did not happen nor did much self-organization. Johnson thinks one
reason it did not occur is due to the lack of social feedback in
non-face-to-face discussions. In face-to-face encounters, there is a vast amount
of social feedback through voice tones, facial expressions, gestures, and other
body language. We become “social thermostats,” he notes. Threaded discussions
often consist of active participants and lurkers. The lurkers give no feedback
as they are invisible. If a “crank” appears to disrupt discussions (crank might
be a precursor to what we now call troll) he may be booted by active participants,
but lurkers can’t be appreciated nor abhorred, nor policed unless participation
is mandatory which is rare I would guess. Thus, when lurkers are factored in
the online groups may be less self-organizing than face-to-face groups due to
lack of feedback in parts of the system due to lurkers exhibiting only one-way
communication. Thus, no homeostasis. He talks about an online community that
exhibited some self-organization called Slashdot that grew and was faced with
the decision to keep small and preserve quality or to grow and risk losing that
quality – not unlike Mumford’s city-size at which self-organization breaks
down. Slashdot was partially based on moderators rating other’s posts and then
giving points (called karma) based on ratings, which yielded privileges. Thus,
there is plenty of feedback. The moderators were limited which created scarcity
while the karma rewards created value, so the system functioned like a kind of
currency. Thus, it could be seen as a pricing standard for community
participation. Valuation by user ratings is still in full swing today,
especially online. However, depending on how valuation is designed one might
create a “tyranny of the majority” that demotes minority viewpoints.
Mitch Resnick’s self-organizing program/game Star Logo
simulates slime-mold behavior through color flashing which mimics the c-AMP
chemical secretion. Other flashing colors receive the transmitting colors. Star
Logo is basically a simulator designed to help understand emergent behavior. AI
guru Marvin Minsky saw Resnick’s program and initially made incorrect
assumptions about it – that it was directed and not self-organized, although
after Resnick explained how it worked, he revised his assumptions. The point
Resnick makes in saying this is that we are accustomed to thinking of system
design in top-down, centralized planning ways – and even an expert in emergent
systems (Minsky) could be fooled initially. Of course, the programmer can be
considered a centralized authority so in the case of simulators there is some.
Weiner derived the term, cybernetics, from the Greek for ‘steersman’ so that
control or direction by feedback can be considered a way of directing a moving system
or driving it. Johnson goes through other learning/emergent software
innovations such as the number sorting software of programmer Danny Hillis,
where the machine takes over from the programmer. The author goes through
several other (early) ‘interactive’ software and game products and projects
where users/players can only direct self-controlling systems in limited ways.
Perhaps the uncertainty of interactive games keeps players from becoming bored
or disinterested too quickly. Wright even had to ‘dumb down’ some of his
AI-like creations in the subsequent SimCity games to keep things interesting –
perhaps like ants are dumb compared to their unseen (by them) collective
intelligence. Johnson calls the programmers or controllers of such games –
control artists, suggesting that part of their work is art.
“Amazingly, this process has come full circle. Hundreds of thousands – if not millions – of years ago, our brains developed a feedback mechanism that enabled them to construct theories of other minds. Today, we are beginning to create software applications that are capable of developing a theory of our minds.”
Will our media come to really know us? Perhaps. It sometimes
seems a bit eerie when those Amazon bots pick a good book for you but perhaps
less so when they fail. But targeted ads can and sometimes do save the ad
makers and the customer time and annoyance.
“… the invention of the graphic interface – was itself predicated on a theory of other minds. The design principles behind the graphic interface were based on predictions about the general faculties of the human perceptual and cognitive systems. Our spatial memory, for instance, is more powerful than our textual memory, so graphic interfaces emphasize icons over commands. We have a natural gift for associative thinking, thanks to the formidable pattern-matching skills of the brain’s distributed network, so the graphic interface borrowed visual metaphors from the real world: desktops, folders, trash cans. Just as certain drugs are designed specifically as keys to unlock the neurochemistry of our gray matter, the graphic interface was designed to exploit the innate talents of the human mind and to rely as little as possible on our shortcomings.”
Of course, software and interface design is decidedly
top-down and attempted integration with mere predictions for an average human
mind. Interactive computing is often first applied to virtual reality and
sometimes VR pornography as we humans seem to seek to technologize our
urge-fulfillment. The bot ads and targeted ads based on user-histories and
clicks can be seen as self-organized ad media. eBay works because of ratings of sellers' work. Otherwise, there would be more scamming.
Some high-tech companies experimented with neural-net-like organizational structures with decentralized intelligence. I am not sure how much of this is around today but surely some. CEOs are still around and still extremely well-paid. He also mentions the decentralized nature of protest movements that probably began with the Seattle anti-globalization protests and continued in more recent times with the direct democracy and consensus styles of Occupy Wall Street – although I can see some serious flaws in those set-ups. Today’s smart technologies and devices rely on the ability to learn. While programming is general the learning fills in the specifics if the system is self-organizing.
Johnson reminds that emergence happens on different scales
(or zoom levels) in different systems. That reminds me of fractals and
Fibonacci scales within scales, and indeed emergence and chaos are related
since both are often features of ‘developing’ systems, both organic and
inorganic.
“… understanding emergence has always been about giving
up control, letting the system govern itself as much as possible, letting it
learn from the footprints.”
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