
Decision Making vs Artificial Intelligence article...
Decision Making (DM) via Artificial Intelligence (AI)
INDEX:
“Revolutionary” + evolutionary APProach
Human Decision Making
“CHESS” tree
Human search vs “electronic brain”
SELection criteria
MINIMAX & Alpha'Beta algorythms
NEGAMAX & Iterative algorythms
TRANSPOSITION grids
HIgh-PERFOrmance “Chain Rules” !!
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“Revolutionary” + evolutionary APProach:
Science-Fiction legend “human vs machine”,
supposing threat in a future era where “silicon monsters”
would be superior to humans regarding practical results
within analysis OR Decision Making (DM)... is here!!
As in other history leaps,
Science-Fiction speculations TREND towards Science...
Since 1930's, STandarD MODel for Artificial Intelligence (AI) R&D studies
has been CHESS... Why?
Being a “Science-GAMe” framed within
a LIMited space with infinite possibilities;
OPTimum MODel for any multifunctional and multi-parametre analysis.
Taking into account CHESS programs such as IBM's Deep Blue
towards the end of 20th. century, it has convincingly DEMOnstrated
its “practical superiority” compared to “human super-specialists”.
The “revolutionary” APProach is precisely
to accept such “practical superiority”
and “TRANSLATE” programming criteria to human terms-methods
in a MINimalistic plus practical way.
Let us see the logic chain of such “eclectic-multidisciplinary” method:
1st.) Problem
2nd.) Human APProach
3rd.) Decision Tree analysis following Artificial Intelligence methods
4th.) 3 final OPTimum branches SELection via MECHanical criteria
5th.) Balancing step 2 vs 5 (seeking analogy OR intersection)
6th.) Results reinterpretation & EVALuation at human LeVeL
7th.) Final Decision Making (DM)
8th.) Decision Making (DM) work-out within case-to-case basis
9th.) Specific case RECord for INFOrmation's sake (REC INFO)
10th.) Logic chain restart...
Human Decision Making is based on the following “natural” function type:
F = f(x, y, z) ; being F the función and rest 3 dependent parametres (para-m).
We humans are LIMited to 3 parametres
on account of our CALCulus incapacity
(50 cycles human calc. vs 100 million each 3 min. machine's),
our graph outline need
(2D OR 3D patterns)
as well as by Physics laws
(1st. Parametre = SurFaCe < 2nd. para-m= Space < 3rd. para-m= time).
Human Decision Making (DM) tree (human fork) would be the following:
Yes vs No vs ? = Fork MODel = Survey MODel...
“CHESS” Decision Making (DM) tree would draw only via SELected branches.
Let us see such “CHESS” tree at NUMerical LeVeL (NUM LVL):
1st. MOVE = 20 possibilities or branches OR decisions OR parametres OR...
2nd. MOVE = 202 = 400 possibilities
3rd. MOVE = 204 = 160.000 possibilities
4th. MOVE = 206 = 64 million possibilities
5th. MOVE = 208 = 25.600 million possibilities!!
... and so on and so forth...
1st. OPENing phase = 10 to 15 MOVEs = 500 million x 1025 possibilities approx.!!
2nd. Mid GAMe phase = 15 to 30 MOVEs = 1000 milliones x 1050 possibilities approx.!!
As you can see, Decision (DM) tree GROWs EXPonentially
up to unCALCulable quantity; programing TarGeTing focuses upon algorithms which do 1st. SELect good MOVEs so as to only CALCulate meaningful lines.
Main difference () between both methods would show VISually.
The Key Performance Indicator (KPI) of our novelty
would be to apply the strongpoints of both search methods
so as to be able to combine and interpret them correctly!!
Balancing & analogy between human search vs “electronic brain”
Retracing our steps to human search tree, we do have:
Yes OR 100% OR Present OR 1st. ...
Problem No OR 50% OR Past OR 2nd. ...
? OR 0% OR Future OR 3rd. ...
As you see, our daily (d) decisions, realistically framed,
are based upon STandarD criteria “survey” TYPe OR “percent” (%)
OR “history cycle” OR priorities "podium-like” OR “ABC” STOck Ctrl. method
OR “industrial dispute” MODel (Co. vs mediator vs workers)
OR “Function vs VARiable vs result” OR... etc.
Such human “fork”, DEMOnstrates perfectly our mind pattern
in front of any kind of Problem Solving.
Doubtless, such pattern works properly in most cases;
nevertheless, as a SYStem OR situation gains complexity,
such method becomes random and we end by applying dubious “intuition”
(intuition natural tempo = 2'' < 3' = MINimum analysis tempo).
So as to overcome the apparently unsurmountable barrier
of ever increasing complexity, let us go back to “machine” tree analysis:
Problem
Omnidirectional exhaustive search (360 “brute force”)
vs
EXPonential complexity (infinite TREND = )
vs
“Pruning” TECHniques
(cut “branches” for OPTimum sequence SELection)
vs
Final SELection
If we draw our attention to “machine” final SELection
vs human Decision Making (DM) tree; we detect symbolic analogy
between 3 final MECHanical “branches” and human “fork”.
In both cases we focus 3 final decisions...
in common life or in daily situations human Decision Making (DM)
proves to be valid and applicable, but...
how to achieve clear-cut criteria in a scenario of enormous complexity?
Simply “translating” “pruning” TECHniques to human method;
brilliant idea, no doubt, easy to say
though critical to Research & Develop (R&D) a reliable method...
Nevertheless, if we think about it carefully,
we are really swaping the normal PRocess:
1st. We MODel ideas and after we program;
such trascendental NOVELTY allows using programing heuristic criteria
to our LeVeL as well as allowing to “embrace infinite”
with finite SYStems.
It is also useful to verify IF a program or method or SYStem
does NOT forward practical results, being quite common nowadays,
considering that most so NAMed “multimedia generation”
accepts a final result within display with an “Act of God”...?!
So let us Design & Develop (D&D) STandarD “pruning” TECHniques
translatable to human method:
1st. MINIMAX algorythm:
In descriptive terms following “GAMe Theory”:
MAXimum own profit linked to 3rd. Party MINimum profit.
Representing “CHESS” Decision Making (DM) tree:
MAX
VALue
vs
MIN
Value
In LeVeL 1 (1st. Branching) we do SELect our Decision Making,
taking into account the less possible Threat of LeVeL 2 OR “environment”
(alien OR 3rd. Party OR MarKeT OR competition OR opponent OR RISK
OR negative issues...).
“Translating” MINIMAX to human method:
1st. SELect alien MINima and 2nd. SELF SELection
2nd. Alfa-Beta (α-β) algorythm:
In descriptive terms:
Abandon branches with less value so as to save energy.
In LeVeL 3 (3rd. branching) we do SELect our Decision Making (DM),
choosing our MAXimum VALue so as to save enery and CALCulus.
“Translating” α-β to human method:
2nd. SELect highest value branch and abandon the rest
3rd. NEGAMAX algorythm:
In descriptive terms:
Forget the values' sign (+ or -) so as to associate them to a unique analysis.
In LeVeL 5 (5th. Branching) associating all VALues forgeting about their sign
(applying “ABSolute value”).
“Translating” NEGAMAX to human method:
3rd. associating all values to a pondered average for EVALuation
4th. ITERATIVE algorythm:
In descriptive terms:
ITERATIVE search algorythm based in EVALuating possibilities
to a FIX depth balancing available time to avoid so NAMed
“horizon effect”, just viewing:
-∞ ---------- CALCulus LIMit ---------- 0 ---------- CALCulus LIMit ---------- ∞
Representing “CHESS” Decision Making (DM) tree:
CALCulus
with
LIMited time
“Translating” ITERATIVE to human method:
4th. SELective search LIMited to available time and capacity
5th. TRANSPOSITION grids:
In descriptive terms:
Pattern recognition...
And so on and so forth until our “thought MODel” is reinforced
using such Artificial Intelligence (AI) criteria
once translated to human terms and used as Decision Making tooling...
HIgh-PERFOrmance “Chain Rules” !!
(AZ ref.)
“Chain Rules”, as HIgh-PERFOrmance tooling,
are a very powerful MEMory plus logic support
to any kind of step-by-step criteria, PRocess, PROCedure and so on...
It is also HIgh-PERFOrmance Fast Forward (FF) reading OR studying,
for a single A4 page of “Chain Rules” = 20 pages written text !!
It is a common tool used in HIgh-TECHnology sectors
where complexity and too much length is overwhelming indeed,
so that in a single PAGe, via “flash effect”,
you VISualize relevant INFOrmation.
Of course, we will only sample most relevant to GAMing:
(the reader may SELect those which seem better for him)
Chain Rule
ATTACK = Approach To Threshold Anticipating Counter Knock-out
CALC = CALCulus = Calculate As Limit Check (calculus limits)
CHECK = Cancel Harmony Evolvement Checking King (unbalancing)
CHESS = Choose Highest Evaluation Strongest Set (MAXIMAX)
COUNTER = Counter Only Upon New Target Expecting Results
DECIDE = Detect Estimate Choose Identify Do Evaluate (DM steps)
DEMO = Do Each Measured Option (trial & ERRor criterion)
DM = Decision Making
DRAW = Do Relax After War (Emotional Intelligence [EQ] DRAW)
ENDING = Endgame Next Decision If Newfound Goal (forcing ending)
ERR = ERRor
EVAL = EVALuation = Estimate Values And Limits
GAM = GAMing = Go And Measure (experimental metrology)
GROW = Goals Reality Options Will (Decision Making parametres)
KO = Knock Out
LOSE = Limit Options Solving Errors (Problem Solving criterion)
MOVE = Move Options View Expectations (forecasting criteria)
NO = No Options
OPEN = Own Possibilities Evolvement Net (SELF SWOT)
OPT = OPTimum = Options Preferences Trend
ORG = Organisation Resources Goals (horizon analysis)
PAX = Peace At X-point
PERFO = PERFOrmance = Plan Each Role For Outcome
PDCA = Plan Do Check Act (Quality cycle)
PIN = Pin If Nuisance
PWR = PoWeR = Potential Weight Resources (potential judgement)
RISK = Risk If Sure Know-how (RISK analysis criterion)
...