Simplicity Theory

Simplicity, Complexity, Unexpectedness, Cognition, Probability, Information

 

by Jean-Louis Dessalles
(created 2008.12.31)

(updated 2010.03.30)

 

Generation complexity and W-Machine

 

Some events require complex combinations of circumstances

Generation complexity measures the minimal amount of instructions that should be given to the W-machine ("world machine") for it to generate the event. The W-machine represents the "world" as the observer knows or imagines it.

In pachinko, small balls are fired by the player to the top of the machine. They fall down through an array of pins that alter their course. Most balls end up in a collector and are lost for the player, but some may reach winning pockets.

 

 

 

The following example (see figure below) is inspired by the pachinko game. Imagine that a ball falls down along a binary tree such as the one depicted below. At each branching node, it must “decide” whether it should turn right or left. It eventually reaches a leaf of the tree after k such decisions. The generation complexity of the event “the ball reached leaf x” is Cw = k.

Note that most events of the type “the ball reached leaf x” are not unexpected. By definition, unexpectedness is the difference between generation complexity (as defined here) and description complexity: Cw – C. As there are 2k leaves, one generally needs C = k bits to single out one of them. Therefore, unexpectedness U = 0 for most leaves. However, if the observer can use a simple feature to single out the winning leaf (e.g. the only coloured leaf), then C = C(f) and unexpectedness U = k – C(f) may be large. Note that C(f) is small, as f is the only perceptual feature among leaves.

It seems that individuals are able two combine several basic machines to assess Cw.

-          Lottery: when a given situation can be considered as one among N equivalent alternatives, the W-machine requires a minimum of log2 N bits to produce it. This rule can be used when an object, a location or a moment is picked out of a range of possibilities.

-          Knowledge: When an event contradicts the observer’s beliefs (see the running nuns example), Cw is derived from the W-complexity of the least complex causal hypothesis that must be revised for the contradiction to be cancelled (see Dessalles, 2008b, chap. 6.2).

-          Causal story: individuals are able to combine the W-complexities of successive events, considered as a computation sequence. For independent successive decision ci the “world” has to take: Cw(c1*c2*c3*s) = Cw(c1) + Cw(c2) + Cw(c3) + Cw(s|c1&c2&c3). See the rabid bat and the running nuns for illustration.

W-complexity is a crucial component of unexpectedness. The computation of unexpectedness U requires some knowledge of the causal functioning of the “world” and of its constraints. In a world in which everything is possible, nothing is unexpected. Only a constrained world can surprise us.

The W-machine is a computing machine that respects the constraints of the "world" and that is given the current state of the "world" as input. The W-complexity is the additional input that must be given to the W-machine for it to generate the situation. An object b that is considered to belong to the known "world" requires zero complexity to be generated: Cw(b) = 0.

Caveat: the world taken as reference has no objective character; it is the world as it is known by the observer (or, in the case of fiction, imagined).

Bibliography

Dessalles, J-L. (2008a). Coincidences and the encounter problem: A formal account. In B. C. Love, K. McRae & V. M. Sloutsky (Eds.), Proceedings of the 30th Annual Conference of the Cognitive Science Society, 2134-2139. Austin, TX: Cognitive Science Society.

Dessalles, J-L. (2008b). La pertinence et ses origines cognitives - Nouvelles théories. Paris: Hermes-Science Publications.

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