|
|
|
|
|
by cproctor
579 days ago
|
|
I agree that it can be helpful to think of identity as a trajectory shaped by interactions along the way. However, we also continually shape our environments in large and small ways. TFA ignores this completely. Can this be effectively modeled in RL? Over 130 years ago, Dewey [1] criticized the model of psychology which looked at human behavior in terms of stimulus -> internal processing -> response. Stimuli don't just come to us; we seek them out and modify the world around us to cause them to occur. Dewey and other pragmatists proposed reframing stimulus/response in terms of "acts" or "habits," or changes to the unified agent+environment. Popper was getting at the same entanglement of agent and environment in "Three Worlds" and Simon in "The sciences of the artificial." I see RL as an elaboration of the stimulus/response paradigm: the agent is discrete from the environment. Does RL work well in an environment like Minecraft, where the real game is modifying the relationship between actions and future states? What about in contexts like Twitter, where you're also modifying the value function (e.g. by cultivating audiences or by participating in a thread in a way which conditions the value function of future responses)? [1] https://plato.stanford.edu/entries/dewey/#ReflArcDeweRecoPsy... |
|
You don't need to. All that is necessary for an attraction basin to emerge is an iterative system. If you prefer to model the human being and their entire environment rather than the human being and their input, you'll still get attraction basins. You'll just get two views on the same reality, suitable for different uses and different understandings, but it's not like "ah, if we model a human iterations we get these attraction basins but if we include environmental interactions suddenly we get a uniformly random distribution of personalities across the total personality space, it's all totally different once you consider the environment as part of the iterative system too".