人机系统的感知主导控制类型

Ted Goranson
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引用次数: 0

摘要

通过强调基于感知的基元,我们探索了一种复杂领域建模的新方法。通常的方法要么侧重于行动者,要么侧重于与传递信息的标记相关的认知。在相关研究中,我们探讨了使用效果和/或结果作为基元,并通过分类函数使用影响作为这些结果的生成器。 这种方法(影响、结果)有其优点:它充分利用了已知的信息,并支持我们使用的扩展逻辑,在这种逻辑中,我们希望预测和设计可能的未来。但在动态人机系统中,感知或假设的东西比已知的东西更重要,因此这种方法也有弱点。本文所报告的工作建立在之前在类型规范和推理方面所取得的进展基础之上,目的是 "向前推进基元",使其更多地与情境相遇,而不是理解情境。 我们的目标是在人机共用系统中:- 反应时间短于传统的摄取/理解/响应循环所能支持的时间;- 情境过于复杂或动态,目前的理解手段无法应对;- 对于理解模型而言,有关管理情境的知识根本不足以支持行动;和/或- 许多机器/人和系统/系统界面无法传递所需的洞察力;也就是说,通信渠道阻塞了信息流或影响流。虽然这种方法是基于上述不友好的条件,但我们期望它能带来显著的益处。我们将探索这些益处,但会朝着联合决策范式的方向努力。在这种范式中,本地人、机器或合成物的决策并不具有整体情境意识,但它们会在更大的系统中集体 "蜂拥",从而比传统范式更有效、更 "明智"。所谓的实施策略是通过扩展现有的 "代码游戏 "项目,其目标是通过对复杂的系统动态进行建模和博弈,为本地行动提供建议。项目的发起背景是避免武装冲突的 "灰色地带 "竞争,但也可以过渡到混合系统行动方案咨询。一般背景是大型商业和政府企业中代价高昂的 "蓝天鹅 "风险。该方法将侧重于合成类别中的模式和关系,用于在系统影响的拓扑模型中模拟类型转换。可以说,这是应用直观类型理论,遵循合成微分几何学所描述的一般机制。在这种情况下,本研究的动机假设是,在我们所面临的挑战领域中,最好将携带信息的影响渠道建模为感知类型,而不是理解类型。
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Perception-Dominant Control Types for Human/Machine Systems
We explore a novel approach to complex domain modelling by emphasising primitives based on perception. The usual approach either focuses on actors or cognition associated with tokens that convey information. In related research, we have examined using effects and/or outcomes as primitives, and influences as the generator of those outcomes via categoric functors. That approach (influences, effects) has advantages: it leverages what is known and supports the expanded logics we use, where we want to anticipate and engineer possible futures. But it has weaknesses when placed in a dynamic human-machine system where what is perceived or assumed matters more than what is known. The work reported here builds on previous advances in type specification and reasoning to ‘move the primitives forward’ more toward situation encounter and away from situation understanding. The goal is in the context of shared human-machine systems where: • reaction times are shorter than the traditional ingestion/comprehension/response loop can support; • situations that are too complex or dynamic for current comprehension by any means; • there simply is insufficient knowledge about governing situations for the comprehension model to support action; and/or, • the many machine/human and system/system interfaces that are incapable of conveying the needed insights; that is, the communication channels choke the information or influence flows. While the approach is motivated by the above unfriendly conditions, we expect significant benefits. We will explore these but engineer toward a federated decision paradigm where decisions by local human, machine or synthesis are not whole-situation-aware, but that collectively ‘swarm’ locally across the larger system to be more effective, ‘wiser’ than a convention paradigm may produce. The supposed implementation strategy will be through extending an existing ‘playbooks as code’ project whose goals are to advise on local action by modelling and gaming complex system dynamics. A sponsoring context is ‘grey zone’ competition that avoids armed conflict, but that can segue to a mixed system course of action advisory. The general context is a costly ‘blue swan’ risk in large commercial and government enterprises. The method will focus on patterns and relationships in synthetic categories used to model type transitions within topological models of system influence. One may say this is applied intuitionistic type theory, following mechanisms generally described by synthetic differential geometry. In this context, the motivating supposition of this study is that information-carrying influence channels are best modelled in our challenging domain as perceived types rather than understood types.
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