20 September 2021

On Computers (2000-2009)

"Conventional wisdom, fooled by our misleading 'physical intuition', is that the real world is continuous, and that discrete models are necessary evils for approximating the 'real' world, due to the innate discreteness of the digital computer." (Doron Zeilberger, "'Real' Analysis is a Degenerate Case of Discrete Analysis", 2001)

"The randomness of the card-shuffle is of course caused by our lack of knowledge of the precise procedure used to shuffle the cards. But that is outside the chosen system, so in our practical sense it is not admissible. If we were to change the system to include information about the shuffling rule – for example, that it is given by some particular computer code for pseudo-random numbers, starting with a given ‘seed value’ – then the system would look deterministic. Two computers of the same make running the same ‘random shuffle’ program would actually produce the identical sequence of top cards."(Ian Stewart, "Does God Play Dice: The New Mathematics of Chaos", 2002)

"There are endless examples of elaborate structures and apparently complex processes being generated through simple repetitive rules, all of which can be easily simulated on a computer. It is therefore tempting to believe that, because many complex patterns can be generated out of a simple algorithmic rule, all complexity is created in this way." (F David Peat, "From Certainty to Uncertainty", 2002)

"We build models to increase productivity, under the justified assumption that it's cheaper to manipulate the model than the real thing. Models then enable cheaper exploration and reasoning about some universe of discourse. One important application of models is to understand a real, abstract, or hypothetical problem domain that a computer system will reflect. This is done by abstraction, classification, and generalization of subject-matter entities into an appropriate set of classes and their behavior." (Stephen J Mellor, "Executable UML: A Foundation for Model-Driven Architecture", 2002) 

"Things are changing. Statisticians now recognize that computer scientists are making novel contributions while computer scientists now recognize the generality of statistical theory and methodology. Clever data mining algorithms are more scalable than statisticians ever thought possible. Formal statistical theory is more pervasive than computer scientists had realized." (Larry A Wasserman, "All of Statistics: A concise course in statistical inference", 2004)

"Computers bootstrap their own offspring, grow so wise and incomprehensible that their communiqués assume the hallmarks of dementia: unfocused and irrelevant to the barely-intelligent creatures left behind. And when your surpassing creations find the answers you asked for, you can't understand their analysis and you can't verify their answers. You have to take their word on faith." (Peter Watts, "Blindsight", 2006)

"In specific cases, we think by applying mental rules, which are similar to rules in computer programs. In most of the cases, however, we reason by constructing, inspecting, and manipulating mental models. These models and the processes that manipulate them are the basis of our competence to reason. In general, it is believed that humans have the competence to perform such inferences error-free. Errors do occur, however, because reasoning performance is limited by capacities of the cognitive system, misunderstanding of the premises, ambiguity of problems, and motivational factors. Moreover, background knowledge can significantly influence our reasoning performance. This influence can either be facilitation or an impedance of the reasoning process." (Carsten Held et al, "Mental Models and the Mind", 2006)

"A neural network is a particular kind of computer program, originally developed to try to mimic the way the human brain works. It is essentially a computer simulation of a complex circuit through which electric current flows." (Keith J Devlin & Gary Lorden, "The Numbers behind NUMB3RS: Solving crime with mathematics", 2007)

"The burgeoning field of computer science has shifted our view of the physical world from that of a collection of interacting material particles to one of a seething network of information. In this way of looking at nature, the laws of physics are a form of software, or algorithm, while the material world - the hardware - plays the role of a gigantic computer." (Paul C W Davies, "Laying Down the Laws", New Scientist, 2007)

"We tend to form mental models that are simpler than reality; so if we create represented models that are simpler than the actual implementation model, we help the user achieve a better understanding. […] Understanding how software actually works always helps someone to use it, but this understanding usually comes at a significant cost. One of the most significant ways in which computers can assist human beings is by putting a simple face on complex processes and situations. As a result, user interfaces that are consistent with users’ mental models are vastly superior to those that are merely reflections of the implementation model." (Alan Cooper et al,  "About Face 3: The Essentials of Interaction Design", 2007)

"An algorithm refers to a successive and finite procedure by which it is possible to solve a certain problem. Algorithms are the operational base for most computer programs. They consist of a series of instructions that, thanks to programmers’ prior knowledge about the essential characteristics of a problem that must be solved, allow a step-by-step path to the solution." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

"We evolved to be good at learning and using rules of thumb, not at searching for ultimate causes and making fine distinctions. Still less did we evolve to spin out long chains of calculation that connect fundamental laws to observable consequences. Computers are much better at it!" (Frank Wilczek,"The Lightness of Being – Mass, Ether and the Unification of Forces", 2008) 

"Chess, as a game of zero sum and total information is, theoretically, a game that can be solved. The problem is the immensity of the search tree: the total number of positions surpasses the number of atoms in our galaxy. When there are few pieces on the board, the search space is greatly reduced, and the problem becomes trivial for computers’ calculation capacity." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

"Generally, these programs fall within the techniques of reinforcement learning and the majority use an algorithm of temporal difference learning. In essence, this computer learning paradigm approximates the future state of the system as a function of the present state. To reach that future state, it uses a neural network that changes the weight of its parameters as it learns." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

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