A Survey of Algorithms, Ontologies and Parameters in Artificial
intelligence
for the Human Behavioral Options of Conflict and Peace
by
Dallas F. Bell,
Jr.
1. Introduction
In the 1930's the mathematical logician, Kurt Gödel, made an ontological
argument--modal logic--to discuss the infinite God. It could prove God's
existence by the characteristic of omniscience or perfect awareness while
providing the language of proof theory. Gödel also found the
incompleteness of mathematics that established the nonexistence of
algorithms capable of solving all problems. An algorithm, named for the
Persian mathematician Al-Khwarizmi, is a set of mathematical or computer
program instructions for accomplishing a task that terminates in an
end-state. The result of Gödel's and other's findings indicated that
computational complexity in artificial intelligence and so-called machine
learning will never have the problem solving capacity of humans in all
domains. Intelligence or problem-solving ability and self-learning
emanates from the innate capability/motivation of awareness. Intelligence
quotients measure the problem-solving ability with a chronological
component that isn't applicable to machines. Artificial intelligence is
the measurement of the ability of a device to organize and manipulate
factual and heuristic imputed data which is often compared to human
reasoning. Machines are storing and sorting tools. Those that attribute
awareness to machines are reflecting their eschatological faith ako finite
theological belief.
To be of use, artificial intelligence programs should identify the
properties and problem-solving method as precisely as is possible.
Algorithm complexity theory seeks to find the object of the solution with
the shortest program. Genetic programming addresses a large statement and
selects a program to generally solve the quest with parameterized topology.
This means in a single run a graphic solution is generated. Genetic
programming may include the use of genetic algorithms.
2. Genetic Algorithms
Genetic algorithms represent the solution to a problem as a genome or
chromosome. The algorithm creates a population of solutions and applies
genetic operators like mutation and crossover to narrow the solutions to a
best option. An example is to solve the problem of balancing a baseball
bat on a car hood. The car's position in relation to the bat must be
known. As the bat moves, an appropriate movement of the car must be made
to counteract the change. When the process is solved again and again the
field of solutions will be narrowed over generations until the best one is
adequately found.
Each problem to be solved by a list of parameters is called a genome or
chromosome. They are strings of data like all car positions in relation to
bat positions. Reproduction takes place when selected chromosomes from one
generation are combined to form other chromosomes for the next generation
called offspring. Each offspring is evaluated for fitness in the next
generation using the genetic operators of crossover or recombination and
mutation.
Crossover exchanges a pair of chromosome data that are added to the next
generation's population. An additional operator, mutation, is required to
change the value of genes of the selected chromosome to enter the
population for a new generation. They combine with unaltered past
solutions in an elitist selection strategy or in a pure replacement
strategy where all the old population is replaced with the new. This may
be accomplished using human evaluation or interactive genetic algorithm
processes.
If progression is made it is determined by intelligent design. A rock
crusher at a quarry may be observed smashing boulders. Often the resultant
smaller stones make formations that are shaped into somewhat linear or
semicircle groups or 1's and 0's. This doesn't mean the rock crusher is
aware and trying to communicate in binary code. Patterns created by
computer programs are no more than formations of stones. Since the product
is data with word meanings, it is often wrongly attributed to intelligence
or awareness.
3. Conflict and Peace
The human behavioral value of peace can be seen as a tangible balance
like a baseball bat on the hood of a car. Conflict attempts to force the
bat out of position and the car must be moved to counteract the change. In
systematic political science, peace comes from working together for common
behavioral goals. Those goals or levels of needs are individually and
collectively pursued and achieved by compliance with or noncompliance with
natural laws of freewill. The more compliant the behavior the less
instance of conflict and greater opportunity for peace and vice versa.
Meaning that less compliance produces conflict or pushes the bat out of
position. Either the behavior is changed toward compliance, the bat is
returned to a balanced position, or the behavior of others must be changed
to accommodate the conflicting behavior, the car must be repositioned.
To solve the problem of anticipating conflict, the algorithms for
systematic political science includes ontologies, parameters and solution
options for individuals and groups, and institutions and nation-states.
The esoteric symbols and word meanings of subset academic disciplines are
necessarily superseded for their unification.
3.1 Ontologies of Systematic Political
Science
An ontology studies the categories of things within a domain of
relevance from the perspective of a specific language. When combined with
systems of logic, they reflect the relationship of the entities in a
domain. To remain current, merging and alignment are necessary and
accomplished either manually or by automation.
T = theology, a superset of R = epistemology, a superset of B = individual behavior,
a superset of W = societal behavior, a superset of E = eschatology, a subset of T
These domains are analyzed by known behavior, known T beliefs,
interviews and polling, and corpora from relevant data bases considering
deception strategies and intelligence categories of the object(s) of
interest. Data bases are semantically searched for relationships between
members of sets of objects and types i.e. ako, isa and likes, using a
direct graph. The following is an example of a semantic network.
Mary--isa--woman--likes--children
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ako
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mammal
3.2 Parameters of Behavior and
Epistemology
Levels of common behavior
1 = survival
2 = economic security
3 = love and affection
4 = status and self-esteem
5 = self-actualization
Levels of epistemology calibration
Goals of compliance with 10 of 10 NLF = R1-
Goals of compliance with 9 of 10 NLF = R2+
Goals of compliance with 6 to 8 NLF = R2
Goals of compliance with 5 NLF = R2-
Goals of compliance with 4 NLF = R3+
Goals of compliance with 1 to 3 NLF = R3
Goals with compliance with 0 NLF = R3-
(A listing of NLF and their subsets are on Attachments A and B of the paper
"The Basic META Corpora and Semantic Taxonomy of
Systematic Political Science"
by Dallas F. Bell, Jr.)
3.3 Solution Options for Individuals and Groups of Like Individuals,
and Institutions and Nation-States
Solutions for individuals and groups
1B1, 1B2, 1B3, 1B4, 1B5 = compliance with 10 of 10 Natural Laws of Freewill,
NLF
2B1, 2B2, 2B3, 2B4, 2B5 = compliance with 5 to 9 NLF
3B1, 3B2, 3B3, 3B4, 3B5 = compliance with 0 to 4 NLF
Solutions for institutions and nation-states
1W = First World (A listing of solutions for institutions and their subsets are on the
"Expanded First World Model" by Dallas F. Bell, Jr.)
1W1, 1W2, 1W3, 1W4, 1W5 = potential compliance for the majority of 10 of 10
NLF
1W3, 1W4 = historical compliance for the majority of 5 to 9 NLF
1W5 = historical compliance for the majority of 0 to 4 NLF
2W = Second World (A listing is at "Expanded Second World
Model.")
2W1, 2W2 = potential compliance for the majority of 5 to 9 NLF
2W2 = historical compliance for the majority of 0 to 4 NLF
3W = Third World (A listing is at "Expanded
Third World Model.")
3W3 = potential and historical compliance of 0 to 4 NLF
ST = Societal Transition
STr, STrr, STrw = beginning of 1W1
STir, STird, STirr, STirc = beginning of 2W1 or 3W1
(The majority or 51% or more can be represented by the symbol of P1.)
4. Conclusion
Heuristic algorithms find solutions fast. However, they are
approximations and not considered accurate. The traveling salesman problem
seeks a solution to finding the best route to all the cities on the
salesman's route. If there were more than twenty cities it would take
thousands of years to compute the solution. If the solution is tied to
spending the least, an algorithm could approximate the most frugal route
considerably quicker. An approximation algorithm is often a tool for game
theory solutions. It seeks to find the best solution in a region which has
a min or max value of the objective function. The objective function
determines how good a solution is as seen in the total cost of edges in the
traveling salesman problem. An edge is the connection between two vertices
of a graph. Weighted graphs have edges with a number or weight. Directed
graphs have an edge from one vertex or source to another or target
connecting in only one direction. Informatics algorithms and others may by
be used.
One may also consider the logarithm which is any function that is
constant times the logarithm of the argument such as execution time or
memory space. It is bounded by the logarithmic function of the problem
size in complexity theory mentioned in the introduction of this paper.
Polylogarithmic is any function which is the sum of constants times the
logarithm argument. The big-O notation is a measure of the execution of an
algorithm like time or memory needed given the problem size or number of
objects.
How the rules are ordered is of obvious importance. A set of rules may
be established to work back from the conclusion to the evidence and is
known as backward chaining. Forward chaining, of course, would be rules
that work in the opposite manner. Conflict resolution decides which rules
to use and in which order.
The purpose of this paper is not to dictate the best algorithm or system
for analyzing conflict and peace. Instead, it is to be an
interdisciplinary introduction to social computing concepts using the
parent structure of systematic political science. The key to which is
compliance with or noncompliance with NLF. Jesus was the only person
recorded by his behavior, beliefs, and corpora to have been in perfect
compliance with NLF. That perfect awareness or omniscience garnered him
the name Prince of Peace. Many have claimed to come in peace but their
noncompliance with NLF eventually gave rise to conflict exposing their
deception. If one such world leader imposed a seven year peace treaty on
the nation-state of Israel, maintaining that it would create lasting world
peace, would in time also be revealed as a deceiver.
In closing, the standard of analysis for conflict and peace is not one of perfect
awareness but one that may reach solutions similar to experts referred to as an
expert system.
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