literacy

Some Open Educational Resources (OERs) pertaining to topic of general / digital / AI / cognitive literacy created in context of diverse courses of Daniel D. Hromada, taught at Berlin University of the Arts between 2018 (AE48) and 2028 (AE58).
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IOPS

Initiation into Optimization & Problem-Solving

Human and arti(ficial|stic) intelligence

What is "intelligence" and how is it defined by different people and different cultures ? Is there only one "general" intelligence thanks to which humans and machines solve problems or is it more appropriate to speak about combinations of "multiple intelligences" - emotional, intepersonal, intrapersonal, spatial, visual, logical, mathematical, bodily, moral, narrative, etc. ? Can we speak about intelligence independent of cultural and socio-economical context within which its acts and is embedded ? Do organic (OI) and artificial intelligence (AI) have something in common or are they fundamentally and unreconcilably different ? In order to explore potential answers to these questions, we will look into history of cognitive (psychology, anthropology) and computer  (informatics, cybernetics)  sciences, we will read stories about "idiot savants" and children raised in wilderness and briliant minds of the past in order to ultimately ask our own AI systems to tell them something about themselves.

Human and Machine Learning

 

Homo discens

"Man is a 'homo discens,' a learning being. People learn as long as they live. Life is inseparably connected with learning." Horst Siebert

Heuristics

The term "heuristics" comes from the Greek word "heuriskein," which means "to find" or "to discover." This term reflects the idea of finding or discovering solutions through intuitive or trial-and-error methods. 

Constraints

Parameters & Constraints

Problem & Solution

In engineering, a problem P is defined by an objective function that needs to be optimized, a vector of parameters that can be adjusted, and constraints that must be satisfied.

The solution S is the optimal set of parameter values that achieve the desired optimization while staying within the bounds of the constraints.
dall-e 3:
dall-e 3: "illustration on black background of archimedes discovering the physical law and crying with face full of enthusiasm the word EUREKA (word should be depicted in the comics-like bubble"

Etymology

The term "heuristics" comes from the Greek word "heuriskein," which means "to find" or "to discover." This term reflects the idea of finding or discovering solutions through intuitive or trial-and-error methods.

Meta-Problem

What problem is worth time of Your life ?

Etymology

Middle English: from Old French constraindre, from Latin constringere ‘bind tightly together’.

discere

From Proto-Italic *diskō, from earlier *dikskō, from Proto-Indo-European *di-dḱ-ské-ti, derived from the root root *deḱ- (“to take”). From the same root as doceō and discipline unrelated to discipulus.

 

Mathematico-logical heuristics

Mathematico-logical heuristics involve using structured mathematical or logical methods to solve problems. They include techniques like calculus for optimizing functions, linear programming for maximizing or minimizing linear objectives under constraints, and 3-SAT for solving complex logical puzzles. These heuristics apply rigorous mathematical rules and logic to break down and solve problems step-by-step. They are especially useful for structured problems where precise, logical solutions are needed, like in operations research, computer science, and engineering.
picture of
picture of "problem", black background

problem(s)

A problem P can be defined as a situation or scenario where a particular system, device, or process is not performing as desired, leading to suboptimal or undesired outcomes. In a design & engineering context, P is typically framed in terms of:

Vector of Parameters: This is a set of variables or conditions that characterize the system or scenario. They can be input conditions, system states, or any other relevant metrics that describe the system. 

Objective Function: This is a mathematical function that quantifies how far the current system's performance is from the desired performance. The goal is usually to minimize or maximize this function. 

Constraints: These are the bounds or limitations within which the system operates. In engineering problems, constraints can arise from physical limitations, safety requirements, budgetary restrictions, etc. The solution must satisfy these constraints.

Reflectio: Constraint types

What types of constraints do You take into account when You:

make a decision D

when You solve a problem P 

???

Questio

What did You learn today ?

What was the most important thing You learned this year ?

Alltag problem(s)

Divide in couples and discuss with Your colleagues cases when You use the word problem in daily life. Pose Yourself questions like "What was the last problem I solved ?", "What was the last problem I didn't manage to solve "? etc.

Calculus

Calculus-based heuristics, like Newton's method or gradient descent, use principles of calculus to find solutions to complex problems. They involve calculating slopes or gradients to understand how a function changes. For instance, gradient descent moves towards the lowest point of a function, similar to finding the bottom of a valley - this point is often the best solution. These methods are powerful for optimizing problems, like in machine learning or economics, where finding the most efficient point is crucial.

Constraint types

logic / contingency

space

time

energy

computational complexity

human resources

material resources

eco(log|nom)ical constraints

socio-political

psycho-cognitive

legal

moral

etymology of the term 'problem'

From Middle English probleme, from Middle French probleme, from Latin problema, from Ancient Greek πρόβλημα (próblēma, “anything thrown forward, hindrance, obstacle, anything projecting, a headland, promontory”), from προβάλλω (probállō, “to throw or lay something in front of someone, to put forward”), from προ- (pro-, “in front of”) + βάλλω (bállō, “to throw, to cast, to hurl”).

[note the etymologic similarity to word "project":  from Latin projectum ‘something prominent’, neuter past participle of proicere ‘throw forth’, from pro- ‘forth’ + jacere ‘to throw’)]
dalle-e 3: essence of hilbert problem
dalle-e 3: essence of hilbert problem "topology of algebraic curves and surfaces", black background

Hilbert problem(s)

The Hilbert Problems are a set of 23 mathematical challenges presented by the German mathematician David Hilbert in 1900. Aimed at defining future research directions, these problems span various areas of mathematics. While some were clearly stated, others were more open-ended. Over the decades, a majority of these problems have been resolved, significantly advancing mathematical knowledge. Some led to the establishment of entire new fields of study. Unresolved - as of AE53 - Hilbert problems:

Mathematical Treatment of the Axioms of Physics

Rigorous Foundation of Schubert's Enumerative Calculus

Topology of Algebraic Curves and Surfaces

Analysis of Solutions of Variational Problems

Newton's method

Newton's Method is a calculus-based technique to find the roots of a function, where the function equals zero. It starts with a guess and repeatedly applies a formula to get closer to the root. It uses the function's slope (derivative) to improve each guess. It's effective for smooth, continuous functions but can fail for functions with no derivative, flat slopes, or multiple roots near each other. It's great for precise, math-heavy problems but not for erratic or non-differentiable functions.

Gradient descent

Gradient Descent is a method used to find the minimum of a function. Imagine walking downhill towards the lowest point in a valley—that's what this method does mathematically. It calculates the gradient (the slope) of the function and takes steps in the direction that decreases the function's value. It's powerful for optimizing in machine learning and economics. However, it struggles with functions having many valleys (local minima) or plateaus, and might not find the absolute lowest point (global minimum).
dall-e 3: 'generate picture which illustrates the best the essence of
dall-e 3: 'generate picture which illustrates the best the essence of "riemann hypothesis"'

Millenium Problems

The Millennium Problems are seven mathematical challenges established by the Clay Mathematics Institute in 2000, each with a prize of one million dollars for a correct solution. These problems represent some of the most persistent and critical unsolved issues in mathematics, spanning areas such as number theory, geometry, analysis, and fluid dynamics. Only one of the problems, the Poincaré Conjecture, has been solved so far. Unresolved - as of AE53 - ones are:

Birch and Swinnerton-Dyer Conjecture

Hodge Conjecture

Navier–Stokes Existence and Smoothness

P vs NP Problem

Riemann Hypothesis

Yang–Mills Existence and Mass Gap

dall-e 3:
dall-e 3: "essence of wicked problem, black background"

wicked problems

No Definitive Formulation

No Stopping Rule

Solutions Are Not True-or-False

No Immediate and No Ultimate Test

Every Solution is a 'One-Shot Operation'

No Enumerable (or Exhaustively Describable) Set of Potential Solutions

Every Wicked Problem is Essentially Unique

Every Wicked Problem Can Be Considered to Be a Symptom of Another Problem

The Existence of a Discrepancy Representing a Wicked Problem Can Be Explained in Numerous Ways

The Planner Has No Right to Be Wrong

3-SAT Problem

The 3-SAT (3-Satisfiability) problem is a classic question in computer science and mathematical logic. It's a specific type of Boolean satisfiability problem. In 3-SAT, you're given a formula composed of several clauses, where each clause is a disjunction (an "OR" operation) of exactly three literals (variables or their negations). The challenge is to determine if there exists an assignment of truth values (true or false) to the variables that makes the entire formula true. This problem is known for being NP-complete, meaning it's easy to check a solution but potentially very hard to find one, especially as the number of variables increases. This characteristic makes 3-SAT important in theoretical computer science, particularly in studies related to computational complexity.

13 teacher-proposed D&C problems

This is the set of problem(s) to which I expose all my D&C students since AE50.

Hopefully, at least 1 will be "solved" during my lifetime, 2 during Your lifetime and 3 during lifetime of my children.

Closing the Door to Hell

The "Door to Hell" or the Darvaza Gas Crater is a natural gas field located in the Karakum Desert in Turkmenistan. It has been burning continuously since 1971 when it was set on fire by Soviet geologists to prevent the spread of methane gas after a drilling rig collapsed into it.

Status: solvable
Approach: CAD, scientific modeling, few telephone calls, trip to Turkmenistan

Central Problem of Roboethics

The central problem of roboethics is defined as follows: AI & robot engineers aim to construct beings which will transcend the faculties of human  beings, on the other hand, some unethical acts should be made impossible to  execute for such artificial beings (Hromada, 2011)

Note: the central problem is equivalent, mutatis mutandi, to much more famous "AI Alignment" problem

Fremen Stilsuit

The Fremen stilsuit, native to the desert planet Arrakis *, is a marvel of engineering. Designed to conserve moisture, this full-body attire reclaims sweat, breath, and waste, converting them into drinkable water. Its black, skin-tight material is layered to reduce heat exposure and prevent water loss. Tubing systems distribute reclaimed water to catchpockets, from which the wearer can drink. Breath filters purify and reclaim moisture, while a nose plug ensures no moisture escapes. Built for desert survival, the stilsuit ensures the Fremen can thrive in Arrakis' harsh environment, making the most of every precious drop of water.

* also known as Terra, Gaia or Zem etc. during AD and AE epochs

Inspiration: Frank Herbert, Dune

Young Lady's Illustrated Primer

The Primer is an almost magical, book-like solarpunk artefact with embedded personalized adaptive generative teacher avatar so advanced that it is able to catalyse, by means of education, a transformation of a traumatized orphan into a Queen.

Status: solvable (provided that there is at least one vacant 👑 around)
Approach: fine-tuning of Large Language Models, speech technologies, Raspberry Pi
Inspiration: Neal Stephenson (Diamond Age: or Young Lady's Illustrated Primer)

Cracking the Voynich Manuscript

Voynich Manuscript is a corpus of unknown origin written down in unique graphemic system and potentially representing phonic values of unknown or potentially even extinct language.

Status: solvable
Approach: Multi-modal artificial intelligence, trans-disciplinary research, classic cryptographic methods

Tempelhof Biosphere

Geodetic dome providing a protective membrane around highly diversified biosphere above, around and  below Berlin's Tempelhofer Field. 

Status: solvable
Approach: material research, architecture, corruption

Self-optimization of communities and societies

Interconnect processes of opinion aggregation, expertise integration and decision-making so that at least some future social and political systems are more equitable, adaptable and less prone to "extinction through stupidity".

Status: wicked
Approach: try in smaller community, then expand

Common Eco(log|nom)ical Protocol

Common Ecological Protocol is a SDG *-inspired set of positives ("DOs") and negative ("DON'Ts") principles establishing a planetary-wide Nash equilibrium between all human, institutional, corporate, artificial and organic agents.

* SDG = United Nation's Sustainable Development Goals

Approach: Game-Theoretical and Agent-based simulations
Status: wicked but solvable through (enforced) consensus
dalle-3:
dalle-3: "picture of space elevator platform attached to artificial island in equator region with strongly intertwined carbon nanotube fiber, black background"

Space Elevator

A space elevator is a proposed transport system connecting Earth's surface directly to space using a tethered cable. Primarily envisioned to reduce exorbitant rocket launch costs, it aims to provide sustainable and energy-efficient space access. The concept requires a geostationary anchor in space and a base on Earth, connected by a carbon nanotube or similar high-strength cable. Centrifugal forces from Earth's rotation keep the cable taut. Elevator cars, powered by solar energy or lasers, would climb this cable. 

Status: uncertain but decidable
Approach: material research, modeling, fractal architecture

The Tangle

The tangle is circle with 1m radius containing different vertically stacked herbs, veggies, fruits  and mushrooms which maximize nutritive yield beneficial for human all year long and minimizes the amount of external intervention.

Inspiration: Neal Stephenson (Anathem)
Aquatic Alternative: The Aquarium
dall-e 3: 'picture of bilbo passing to frodo the scroll with a PSI symbol on it, saying
dall-e 3: 'picture of bilbo passing to frodo the scroll with a PSI symbol on it, saying "the ring is yours"'

Elliptic Curve Discrete Logarithm Problem

Unsolvability of ECDLP is the pillar on which modern asymmetric cryptography (e.g. cryptocurrencies, communication with products of military-industrial complex etc.) stands.

Status: uncertain and potentially meta-unsolvable *
Approach: apt install sagemath, pen & paper, hope

* proof of ECDLP unsolvability is equivalent to solving the P = NP Millenium Problem
picture of
picture of "the seed", the universal nano-assembler in process of creating its own copy. has tree-like, fractal form of a dandelion seed with the MEMS nanocomputer at its base, spherical buckyball energy source in the middle and many robotic arms on the top

The Seed

The Seed, or Universal Nano-Assembler, is a programmable, portable, self-sustainable matter compiler of non-organic origin able to reorganize molecules of its envelopping substrate in such a manner that it is able to create its own copy in less than one hour.

Status: nature can do it
Approach: MEMS, DNA-computing, nanotech, protein design, AGI
Inspiration: Eric Drexler (Engines of Creation)
The core of the microfusor is a solid carbon-based magnetic confinement lattice similar to hobberman's sphere  filled with  hydrogen isotope fuel.
The core of the microfusor is a solid carbon-based magnetic confinement lattice similar to hobberman's sphere filled with hydrogen isotope fuel.

H-microfusor

H-microfusor is a reactor for deuterium/tritium nuclear fusion whose size does not exceed 1 cubic meter and which is able to persist in the breakeven state (Q>=1) for at least 1 second.

Approach: scientific modeling, CAD, nanotechnology
Status: solvable 
picture showing depictions of these problems
picture showing depictions of these problems "Radioactive waste disposal", "Liberation from fossil fuel dependency", "Language extinction", "Weltverständlichmachung","unf*cking the wohnnungsmarkt", "the clock reform" in different segments of the picture, black background

10 student-proposed D&C problems

Radioactive waste disposal

Liberation from fossil fuel dependency

Language extinction

Weltverständlichmachung

Unf*cking the Wohnungsmarkt

...

...

...

...

The Clock Reform

Taxonomy of Problems

 

Nature-inspired heuristics

Nature-inspired heuristics are problem-solving methods modeled after natural processes. Like how birds flock or bees forage, these algorithms mimic nature to tackle complex problems. They use strategies like evolution, ant colony behavior, or bird flocking to find good solutions, blending randomness with specific rules from nature. These methods are useful for tough problems where traditional approaches might fail, creatively applying nature's wisdom to areas like computer science, engineering, and logistics to find efficient, often surprising, solutions.
"Illustration on a black background depicting the concept of 'constraint programming'. A set of interconnected nodes, each labeled as a variable, with chains or links representing constraints. Some nodes glow to indicate they are satisfying their constraints, while others are dim to show they aren't."

Constraint programming

Constraint programming is a programming paradigm where relationships between variables are expressed as constraints. The objective is to find values for these variables that satisfy all given constraints. It is particularly useful for solving combinatorial problems, such as scheduling, planning, and resource allocation, where traditional algorithms might be inefficient. Instead of specifying steps to achieve a solution, one defines the desired properties of a solution, and the system determines a valid assignment, if one exists.

Exercise: Adam and Eve scheduling

Adam and Eve are happily married and have two cute sons, Cain and Abel. In general they love each other, but sometimes divirgent opinions relating to house management lead to unnecessary conflicts. To reduce such conflicts, Adam proposes to optimize, starting with following facts:  there are four rooms (kitchen, bath, living room, sleeping room) in their house and they want to have each room in an absolutely clean state at least once in a week. Cleaning of sleeping room and bathroom necessitate investment of 2 hours each, cleaning of living room and kitchen  costs 3 hours each. In order to keep family healthy & restauration costs low, a hot meal is cooked at least 4 times in a week and children also demand one cake a week. Cooking takes 1 hour, baking 2 hours. After cooking or baking, kitchen becomes dirty and Eve demands that kitchen is clean on Sunday evening.  Adam has one hour time on Monday and Wednesday, three hours time on Thursday and fours hours time on each weekend day, Eve has two hours on Tuesday, three hours on Friday and four hours on each weekend day. Ideally, they would like to maximize the amount of time they invest into cleaning & cooking.

Optional: Act of bringing little Cain & Abel to a playground for two hours results in less entropy at home and thus reduces living room cleaning cost to two.

Simulated annealing

Simulated Annealing is a technique for finding good solutions to tough problems. It's like trying different temperatures to shape a metal perfectly. At first, it allows big changes (high temperature), even if they seem wrong, to explore different options. Gradually, it cools down (lowers the temperature), making smaller, more careful adjustments. This process helps avoid getting stuck with a not-so-great solution (local optimum) and aims for a better one, although it might not always be the best possible (global optimum).
pyschedule example
pyschedule example

Python libraries

https://github.com/python-constraint/python-constraint

https://github.com/timnon/pyschedule

Note: install the most recent fork, (e.g. pip3.10 install "pyschedule"@git+"https://github.com/ppoile/pyschedule/#subdirectory=src")

Constraint Satisfaction Problem

A Constraint Satisfaction Problem (CSP) is a mathematical problem defined by a set of variables, a domain of possible values for each variable, and a collection of constraints specifying permissible combinations of values. The goal is to assign values to the variables such that all constraints are satisfied. Common examples include the Sudoku puzzle, where each cell is a variable, digits 1-9 are the domain, and the rules of Sudoku are the constraints. Other examples:

eight queen problems

map coloring problem

Assignment

Everyone: define tasks (and their lengths), resources (and their availability), precedence relations (if any), capacity constraints (if any) and costs of optional tasks (if any)

IOPS group: find the optimal solution using some constraint programming library (GPT4 can show You how to use it)

Solution

#Adam has one hour time on Monday and Wednesday, three hours time on Thursday and fours hours time on each weekend day, Eve has two hours on Tuesday, three hours on Friday and four hours on each weekend day.  Define pyschedule resources with correctly defined periods and horizons.

#Monday: Adam x 1
#Tuesday:  Eva x 2
#Wednesday: Adam x 1
#Thursday: Adam x 4
#Friday: Eva x 3
#Saturday: Both x 4
#Sunday : Both x 4

from pyschedule import Scenario, solvers, plotters, alt

# Define the scenario
S = Scenario('household_chores', horizon=15)  # Two weeks

# Define the resources, resource costs are not obligatory but it's more fun with them
adam = S.Resource('Adam',periods=[0,3,4,5,6,7,11,12,13,14])
eve = S.Resource('Eve',periods=[1,2,8,9,10,11,12,13,14])

kitchen=S.Resource('kitchen')

# Define the tasks and their durations
task_costs = {
    "meal1": {"length":1,"delay_cost":1},                # 1 hour, schedule towards beginning of the week
    "meal2": {"length":1,"delay_cost":1},             
    "meal3": {"length":1,"delay_cost":-1},               
    "meal4": {"length":1,"delay_cost":-1},               # 1 hour, schedule towards end of the week
    "bake": {"length":2,"delay_cost":0},                  # 2 hours (1 cake)
    "sleeping_room": {"length":2,"delay_cost":0},  # it seems there is a bug for tasks longer >1 
    #"CSR1": {"length":1,"delay_cost":0},          # one way how to address the bug is to split long tasks into sub-tasks coupled by tight preference constraints
    #"CSR2": {"length":1,"delay_cost":0},          # 
    "bathroom": {"length":2,"delay_cost":0},       # 2 hours
    "living_room": {"length":3,"delay_cost":0},    # 3 hours
    "clean_kitchen": {"length":3,"delay_cost":0}   # 3 hours
}

tasks={}
# Define alternative resources for each task
for task,costs in task_costs.items():
    print(task,costs)
    tasks[task] = S.Task(task,length=costs['length'],delay_cost=costs["delay_cost"])      #create new task
    tasks[task] += adam | eve               #assign resources to newly created task

#additional task-resource attributions
tasks["clean_kitchen"]+=kitchen
tasks["meal1"]+=kitchen
tasks["meal2"]+=kitchen
tasks["meal3"]+=kitchen
tasks["meal4"]+=kitchen
tasks["bake"]+=kitchen

#tight precedence constraints
#S += tasks['CSR1'] <= tasks['CSR2']

#optional tasks
#tasks['playground'] = S.Task('playground',length=2,schedule_cost=-1)
#tasks['playground'] += alt(adam,eve)

#additional constraints
S += tasks['meal1'] < tasks['clean_kitchen'] 
S += tasks['meal2'] < tasks['clean_kitchen'] 
S += tasks['meal3'] < tasks['clean_kitchen'] 
S += tasks['meal4'] < tasks['clean_kitchen'] 
S += tasks['bake'] < tasks['clean_kitchen'] 

# Solve the scenario
solvers.mip.solve(S,msg=1,kind='GUROBI')

print(S)
print(S.solution())
print(adam.periods)
# Plot the schedule
plotters.matplotlib.plot(S)
picture of
picture of "problem about which it is impossible to find out if it can be solved or not", black background

unsolved

Unsolved problems are problems for which we neither have a solution, nor know whether such solution can be found.

Ant colony optimization

Ant Colony Optimization is inspired by how real ants find the shortest paths to food. In this method, virtual ants roam through possible solutions, leaving pheromone trails. Stronger trails attract more ants, suggesting better solutions. Over time, the best paths have more pheromones, guiding ants towards them. It's great for complex problems like routing or scheduling, where finding the best route matters. It's like following a trail to the best answer based on the collective wisdom of many trials.

solvable

P is solvable if, at some point in time, a proof will be provided that solution to P can be found.

unsolvable

P is unsolvable if, at some point in time, a proof will be provided that P does not have solution.
illustration of
illustration of "unsolvable and undecidable problem which leads to madness", black background

fatal

Problem P is "fatal" if no proof could ever be provided whether P is solvable or unsolvable. 

It is impossible to tell about problem if it is "fatal". That's why it is fatal ;)

Evolutionary optimization

Evolutionary Optimization mimics natural selection, like how animals evolve. Imagine a population of potential solutions. Those fitting the problem best (like the fittest animals) are chosen to 'reproduce.' They mix and mutate to create new solutions or 'offspring.' Over generations, this process 'evolves' better solutions, as unfit ones are discarded. It's a trial-and-error method using principles of evolution, effectively finding good solutions for complex problems by simulating survival of the fittest in a virtual environment.

Genetic Algorithm

A Genetic Algorithm is a method in evolutionary optimization that solves problems by mimicking natural evolution. Imagine a survival contest where each participant (solution) has traits (parameters). These solutions breed and mutate, creating new generations. The fittest solutions, judged by a fitness function, survive to breed again. Over time, this process 'evolves' increasingly effective solutions. It's like nature's trial-and-error but used for complex problems like route planning, where finding the best or a good-enough solution is essential.

Replication

In evolutionary optimization, replication is like making copies of the best solutions. Imagine a survival contest where top performers are cloned. These copies then undergo changes (mutations) or combine features (crossover) to create new solutions. Replication ensures good traits are passed on, increasing chances that future generations will perform even better. It's used in algorithms to solve complex problems, where keeping and tweaking successful solutions gradually leads to finding the best or a very good answer.

Selection

In evolutionary optimization, selection is like a survival test for candidate solutions, deciding which ones get to 'reproduce.' Selection operators are the rules determining who passes this test. They might choose the fittest solutions (those solving the problem best) or sometimes include random or less fit ones for diversity. 

Variation

In evolutionary optimization, variation is the process of introducing diversity into the population of solutions. Like genetic mutations and breeding in nature, it involves altering the 'genes' (parameters) of candidate solutions to create new, different ones. This can be done through mutation (changing some parameters) or crossover (mixing parameters from two solutions). Variation is crucial for exploring new solutions and avoiding getting stuck with suboptimal ones, much like how biological diversity is key to the survival and evolution of species.

Genetic programming

Genetic Programming (GP) is a type of evolutionary optimization where programs themselves evolve to solve problems. Imagine a computer automatically writing and modifying its own code to get better at a task. In GP, each 'individual' is a computer program. These programs are tested for their ability to solve a problem, and the best ones are modified (mutated) or combined (crossed over) to create new programs. Over generations, this process evolves programs that become increasingly effective at the task.

Grammatical evolution

Grammar Evolution is a type of evolutionary optimization where solutions are generated using a predefined set of rules, like a grammar in language. Imagine creating sentences using grammar rules, but here, the 'sentences' are computer programs or formulas. Each solution must follow these rules, ensuring they make sense. Like in genetic programming, these solutions evolve over generations, becoming better at solving a problem. It's particularly useful when solutions need a specific structure or format, allowing for complex, yet orderly, evolution.

Caching

Caching is a technique used in computing to store frequently accessed data in a readily available location for quick retrieval. It's like having a small, fast memory space for storing the most commonly used information, reducing the need to repeatedly access slower storage areas. In problem-solving, caching is crucial for enhancing performance and efficiency. By remembering previously computed results, systems can avoid redoing complex calculations, significantly speeding up the process of solving repetitive or similar problems. This approach is widely used in software development, web browsing, and data processing.

solution(s)


Linear Programming

Linear Programming (LP) is a mathematical method used to find the best outcome in a model whose requirements are represented by linear relationships. It's like playing a game where you need to achieve the highest score (maximize) or the lowest score (minimize) under certain rules. These rules are your constraints, like how much money you can spend or how many hours you have. The score you're trying to optimize is called the objective function, and it's also a linear equation. LP helps you figure out the best way to play this game, balancing all the rules, to achieve your goal, whether it's making the most profit, using the least resources, or something similar. It's a powerful tool for decision-making in business, engineering, economics, and more.

Human heuristics

Human heuristics are simple, intuitive rules we use to make quick decisions, like "avoid dark alleys at night." They are based on our experiences and common sense, helping us navigate everyday choices efficiently without much thought. Useful in fast-paced or uncertain situations, these shortcuts can lead to good enough decisions. However, they're not always reliable for complex, critical decisions or in unfamiliar contexts, as they can oversimplify situations and be influenced by biases, potentially leading to poor choices.

Fossil-Free Frontier

This project’s main goal is a linear programming model that re-envisions ambitious yet feasible renewable energy goals for key regions by focusing on the trade-offs between different fossil-free energy sources.  For this, the project focuses on the data of four common fossil-free energy sources: wind, solar, nuclear and hydro, as well as relevant variables such as Cost, Reliability, Existing Energy Mix and Public Approval.

Advice 0

Used as a general rule in chemistry; the old alchemical principle "similia similibus dissolvuntur" meaning "like dissolves like" refers to the ability of polar or non polar solvents to dissolve polar or non polar solutes respectively.

Engineer's solution

In engineering, the solution S is that vector of P which minimizes (resp. maximizes) the value of objective function F.

Trial and Error

Trial and Error

Swarm intelligence

Imitation

Memory

Simplex Algorithm

Imagine you have a map with various paths and you need to find the shortest way to a treasure. Each path has its own rules, like how much weight you can carry or how fast you can travel. The Simplex algorithm helps you navigate these paths and rules to find the most efficient route to the treasure.

In technical terms, it deals with equations representing constraints (like the rules of each path) and a goal (like reaching the treasure in the shortest time). The algorithm iteratively explores vertices on a multidimensional shape (the map), checking at each step if it's closer to the best solution. It's like checking each intersection on a map to see if you're closer to the treasure. This continues until it finds the most efficient route, giving you the best solution to your problem.

Summary

Focus: LP deals specifically with linear equations and inequalities. This means it works with problems where relationships are represented as straight lines (hence 'linear').

Objective: It always aims to find the maximum or minimum value of a linear equation, known as the objective function. For example, maximizing profit or minimizing cost.

Method: LP uses specific mathematical methods, like the Simplex algorithm, to find the best solution.

Constraints: All constraints in LP are linear (straight-line relationships). For instance, you can't spend more than a certain budget, or you need at least a certain amount of some ingredient.

Solutions: Solutions in LP are often numerical and can include fractions or decimals.

etymology of the term 'solution'

The word "solution" has its roots in Latin, deriving from the word “solutio.” The etymology can be broken down as follows:
  • Latin "solutio": Meaning a loosening or unbinding. This comes from the verb “solvere,” which means to loosen, untie, or dissolve.
  • Latin "solvēre": This is a compound of “sol-,” a variant of “se-” (apart), and “luere” (to wash or to loosen).
Over time, the meaning of "solution" has evolved and broadened. In English, it has been used since the 14th century to refer not just to the act of dissolving a substance in a liquid, but also to the means of solving a problem or answering a question. The sense of finding an answer or explanation encapsulates the idea of resolving a complex situation, untangling its components to reach a clear understanding or resolutionIn summary, the etymology of "solution" reflects a journey from the physical act of loosening or dissolving, through to the more abstract notion of resolving problems and finding answers.

Repetition

Repetition

Tangle v0.0.1 Optimization

Here is a CSV containing information about nutritive values of different vegetables growable in a German garden, last column also contains expected yield per square meter. Please provide a combination of vegetables which would satisfy nutritive need of an adult man so that the surface on which the vegetables grow is minimized. To have the meal diversified, there should be not more than 300g of certain vegetable.

Game & Playfulness

Game & Playfulness

Curiosity

Curiosity

Intuition

Intuition

Diet Problem

Diet Problem (DP) involves finding the most cost-effective diet that meets all nutritional requirements. Imagine you have a list of foods, each with its own nutritional content and cost. Your goal is to choose a combination of these foods that provides all the necessary nutrients (like vitamins, proteins, carbohydrates, etc.) for the least possible cost. You set up equations for each nutrient, ensuring your diet doesn't fall short or exceed what's needed. Then, you use linear programming to minimize the total cost while satisfying these nutritional constraints. It's like solving a puzzle where you balance your health needs against your budget, finding the best possible dietary plan.

Constraint Programming Summary

Focus: CP is more general and can handle a wide variety of constraints, not just linear ones. It can deal with logical conditions, like "either-or" situations, and can include non-linear relationships.

Objective: CP doesn't necessarily have an objective function to optimize. Instead, it focuses on finding solutions that satisfy all the given constraints.

Method: It uses different algorithms than LP, often based on search techniques, like backtracking or heuristics.

Constraints: Constraints in CP can be diverse - linear, non-linear, logical conditions, etc. For example, a constraint could be that a certain task must be done before another can start.

Solutions: Solutions in CP are often discrete (like whole numbers) and can involve deciding between different options or scenarios.

Multi-objective Optimization

In multi-objective optimization, optimize for two or more objectives in the same time.

Experiential learning

Experiential learning is a process of learning through direct experience, where individuals engage in activities, reflect on their actions, and apply what they’ve learned to new situations. Rather than solely reading or listening, learners actively participate, often experimenting, making mistakes, and adapting.

Session 2 :: Development of intelligence

Session 2 Take home lesson

Intelligence is not a static trait but can be modified under the right educational interventions.

Repetitio

Repetitio mater studiorum.
Illustration of jean piaget making and his son performing his famous experiment with water conservation in different glasses
Illustration of jean piaget making and his son performing his famous experiment with water conservation in different glasses

Piaget

Jean Piaget (1896-1980) was a Swiss developmental psychologist and philosopher best known for his pioneering work in the study of child development and his theory of cognitive development.  He studied natural sciences at the University of Neuchâtel and later obtained a Ph.D. in zoology. However, his professional trajectory shifted when he began working at the Binet Institute in Paris, where he was tasked with standardizing intelligence tests for children. Through his observations, Piaget became intrigued by the systematic errors made by children, leading him to hypothesize that children think differently than adults. This marked the beginning of his extensive research into the nature and development of human intelligence.
illustration on black background of reuven feurstein helping a traumatized child to expand its cognitive potential
illustration on black background of reuven feurstein helping a traumatized child to expand its cognitive potential

Feuerstein

Reuven Feuerstein (1921-2014) was an Israeli psychologist renowned for his theory of Structural Cognitive Modifiability (SCM) and the concept of Mediated Learning Experience (MLE). Born in Romania, Feuerstein's work was significantly influenced by his experiences during World War II, assisting child survivors of the Holocaust. His main belief was that intelligence is not a static trait but can be modified under the right educational interventions.

Did Feuerstein meet Piaget ? Compare what GPT4 says with what wikipedia says ...

Intelligence as reorganization of experience

"Piaget defined intelligence as an individual's ability to cope with the changing world through continuous organization and reorganization of experience. Reasoning is the essence of intelligence, and it is those reasoning processes which Piaget studied in order to discover how we know." (The Piaget Primer, p. 13)

Assimilation & Accomodation

Assimilation is the process of taking in new information and fitting it into a preconceived notion about objects or the world.

Accomodation means adjusting to new experience or objects by revising the old plan to fit the new information.
illustration of a cognitive schema
illustration of a cognitive schema

Schema

"Schema (pl. schemata) is a simple mental image or pattern of action, a form of organizing information that a person uses to interpret the things she sees, hears, smells and touches." (The Piaget Primer, p. 17)

In modern cognitive sciences, we more often use the term mental|cognitive|internal "representations" (C-representations = comprehension|understanding representations; P-representations = production|action representations)
illustration of adaptation of developing mind to its environment
illustration of adaptation of developing mind to its environment

Adaptation

"Adaptation is a process of seeking an equilibrium between the self and the environment. This equilibrium, or equilibriation as Piaget refers to it, is a balance between the process of assimilation and accomodation." (The Piaget Primer, p.18)

"Over time, as these processes of assimilation and accommodation repeat and compound, they lead to major shifts in understanding—ushering children into a new developmental stage." (GPT4)

Stages of cognitive development

 

Instrumental Enhancement

Instrumental Enrichment (IE): An instructional method developed by Feuerstein, IE aims to enrich an individual's learning and thinking strategies through a series of paper-and-pencil tasks. 

The goal is not merely to teach specific content but to improve cognitive functioning. Id est, to en(rich|ha(nce)) Your intellige\2.

Session 0 :: Introduction

Hello world, formalities, recommended literature, means of communication etc.

Recommended literature

You are cordially invited to read one or more of these book(s):

Howard Gardner :: Frames of Mind / The Theory of Multiple Intelligences

David Goleman :: Emotional Intelligence : Why it can matter more than IQ

Singer et al. :: A Piaget Primer: How a Child Thinks

Murray & Herrnstein :: The Bell Curve: Intelligence and Class Structure in American Life (Achtung! Controversy)

Nick Bostrom :: Superintelligenz

Carlo M. Cipolla: The Basic Laws of Human Stupidity

Referat(s) welcome, Hausarbeit (5 SWS) possible. Note: Lecture of one of these books is mandatory for all those whose attendance will be between 1/2 and 2/3.

Formalities

who am I

who are You

is this a course for You ?

credits (2 ECTS for >75% attendance, +1 for referat/experiment)

Hausarbeit possible

need help ? (tutor: a.terzieva@udk-berlin.de)

Leistungsnachweis

signature-related issues

Smartphone & Feedback box

Matrix room

All those who have a UdK account, log in here *:

https://medienhaus.udk-berlin.de/classroom
 
and subsequently join the course (#edu-psyche) room:
 
https://medienhaus.udk-berlin.de/classroom/#/room/#edu-psyche:medienhaus.udk-berlin.de

(or install matrix client apps like Element or Fluffychat and put "medienhaus.udk-berlin.de" as homeserver)

Course materials

All course materials (folios, exercises, handouts) presented during live sessions are archived at

baumhaus.digital/intelligence

Note: baumhaus presentations in different sessions are synchronized with my actions, i.e. when I change a folio in my browser, it will automagically change a folio in Your browser as well, click on "Session 2" and experience it for Yourself

(0-2 years) Sensory - Motor Stage

In this stage, infants and toddlers learn primarily through sensory experiences and manipulating objects. Their understanding of the world is based on physical interactions and experiences. A key characteristic of this stage is the development of object permanence, the understanding that objects continue to exist even when they cannot be seen, heard, or touched. Initially, infants act as if objects removed from their view cease to exist, but by the end of this stage, they start to search for hidden objects, demonstrating their grasp of object permanence. Motor skills also develop significantly during this stage. As infants interact with their environment, they learn to coordinate their sensory experiences (such as seeing and hearing) with physical, motor actions. This stage lays the foundation for further cognitive development, as it helps children understand the world around them through physical interaction and sensory exploration.

(3-7 years) Preoperational Stage

During Preoperational Stage, children experience rapid language growth, symbol use, and imaginative play, but their thinking remains egocentric and intuitive, not logical. They struggle with understanding different perspectives, often assuming others see, think, and feel the same as they do. This stage also features the development of symbolic function, allowing them to represent objects and events with words or images. However, children in this stage lack the ability to perform operations, which are internalized mental actions that obey logical rules, such as conservation tasks. They tend to focus on one aspect of a situation, a phenomenon known as centration, and struggle with understanding that certain properties of objects remain constant despite changes in their form or appearance.

(7 - 11 years) Stage of Concrete Operations

In stage of concrete operations, children begin to think logically about concrete events. They gain a better understanding of the concept of conservation — the idea that quantity remains the same despite changes in shape or arrangement. This reflects their growing ability to decenter, or consider multiple aspects of a situation simultaneously. Children in the concrete operational stage also start to understand reversibility, recognizing that objects can be changed and then returned to their original form. They can classify items into different sets and subsets and understand their relationship, an ability known as class inclusion. At this stage, children are better at problem-solving, especially for tangible, real-life problems, but they still struggle with abstract and hypothetical thinking. Their reasoning is very much tied to concrete, physical reality, hence the term 'concrete operations'.

(11 - 16 years)  Stage of Formal Operations

Stage of formal operations represents the culmination of a child's cognitive development. In this stage, adolescents develop the ability to think abstractly and reason hypothetically. They are no longer limited to concrete, tangible concepts and can conceptualize ideas and possibilities that extend beyond their immediate experience. This stage is characterized by the emergence of deductive reasoning, where adolescents can develop hypotheses and systematically test them. They start to think about theoretical possibilities and can understand abstract concepts like justice, love, and free will. Their problem-solving abilities become more systematic and logical, including the ability to consider multiple variables and potential outcomes. Adolescents in the formal operational stage also exhibit metacognition – the ability to think about their own thought processes. This self-reflection enables them to analyze their reasoning and the conclusions they reach, enhancing their ability to learn and adapt.

FIE 1 overview

1. Organization of Dots

2. Analytic Perception

3. Orientation in Space

4. Comparative Behavior

5. Family Relations

6. Temporal Relations

7. Categorization

8. Instructions

(1 - 4 months) Primary circular reactions

(1 - 4 months) Primary circular reactions 

(4 - 8 months) Secondary circular reactions

(4 - 8 months) Secondary circular reactions 

(8 - 12 months) Coordination of secondary schemata

(8 - 12 months) Coordination of secondary schemata

(12 - 18 months) Tertiary circular reactions

 (12 - 18 months) Tertiary circular reactions

(18 months - 2 years) Invention of new means through mental combinations

(18 months - 2 years) Invention of new means through mental combinations

(0 - 1 month) Random and reflex actions

(0 - 1 month) Random and reflex actions 

Instrument 1 :: Connecting points

You will now get sheet 1 of the first IE instrument "Connecting dots"

connect the dots so You obtain the requested geometric patterns (e.g. square and triangle)

observe Your cognitive processes (if anything interesting "happens", note it on a piece of paper for further discussion)

do not hurry, You have all the time You need.

Breath slowly and deply

Word of warning : You now enter the path of intelligence enrichment. While some teachers say that the path of intelligence is the path leading to the highest joy, a more pragmatic ones would assert that being smarter just makes one more sad.

And potentially also mad

Other referat || intervention topics

Greek muses

fostering of intelligence

evaluation of intelligence

Flynn effect

stupidity

udk.ai

Let me know if You would like to host Your AI-related project at sub-domain *.udk.ai (e.g. aoede.udk.ai , turing.udk.ai etc.)

GPT4's answer

Intelligence is a multifaceted concept that's difficult to define comprehensively, but it generally refers to the ability to learn from experience, understand and adapt to new situations, solve problems, and use knowledge to manipulate one’s environment. Here are several facets of intelligence:

Learning and Adaptation

Reasoning & Problem Solving

Memory & Knowledge

Perception

Emotional Intelligence

Creativity

It's important to note that intelligence is still a topic of debate among psychologists and neuroscientists. Traditionally, intelligence was often measured using IQ (intelligence quotient) tests, but many experts now believe that IQ tests capture only a narrow slice of what constitutes human intelligence. Moreover, various cultures might emphasize different abilities or qualities when defining or valuing intelligence, so the concept can be both culturally and contextually relative.
The Muse of Perception
The Muse of Perception

Perception

The process by which information from the environment is received and interpreted. This includes recognizing patterns, faces, and nuances in language or music.

Human sensorics

sight, hearing, smell, taste

Tactition (Touch): pressure, vibration, thermoception (temperature)

Nociception (Pain): This is the sense of detecting harmful stimuli, signaling potential injury. There are specialized pain receptors throughout the body.

Equilibrioception (Balance): Located in the inner ear, vestibular system helps us maintain our balance and spatial orientation.

Proprioception (Body Position): Also known as the "sense of self," this sense allows us to know where our body parts are in relation to each other, even without looking. 

Interoception (Internal Sensations): This refers to the sense of the internal state of the body. It can include sensations of hunger, thirst, and the need for bodily functions.

Stretch Receptors: These are found in muscles and tendons and allow us to sense the stretching of muscles and the position of our limbs.

Chemoreceptors: These detect changes in the chemical composition of the body, such as changes in oxygen or carbon dioxide levels in the blood.

Proprioception exercise

Everyone is asked to find his place within this space, ideally at least 2-3 meters away from Your nearest colleague.

We will now listen to excerpts from Michael Nyman's piece "The Heart asks pleasure first" (Das Piano soundtrack).

After the music starts, You will close Your eyes and start moving Your body parts wherever and however You want. 

Try to BE AS MUCH AWARE AND CONSCIOUS of Your body parts and their relation to each other and to the center of Your "self" (if there is any ;)

After the music stops, open Your eyes.
The Muse of Memory
The Muse of Memory

Memory

The ability to store and retrieve information over time. This involves both short-term (working) memory and long-term memory.
The Muse of Reasoning
The Muse of Reasoning

Reasoning

The capacity to solve problems using logic. This can be deductive reasoning, where conclusions are drawn from given information, or inductive reasoning, where conclusions are drawn from observations.
The Muse of Learning & Adaptation
The Muse of Learning & Adaptation

Learning & Adaptation

The ability to acquire new knowledge and skills and apply them in various contexts. It also refers to the capacity to change one's behavior based on experience.
<a href=https://chat.openai.com/share/8715fe65-6a29-4ac4-99c4-daea953d519b>https://chat.openai.com/share/8715fe65-6a29-4ac4-99c4-daea953d519b</a>
https://chat.openai.com/share/8715fe65-6a29-4ac4-99c4-daea953d519b

Knowledge

The accumulation of facts, concepts, and methods. While knowledge itself is not intelligence, intelligence often involves the effective use and application of knowledge.
The Muse of Creativity
The Muse of Creativity

Creativity

The capacity to come up with novel and useful ideas or solutions to problems. It's related to, but not the same as, intelligence.
The Muse of Emotional Intelligence
The Muse of Emotional Intelligence

Emotional Intelligence

The ability to recognize, understand, manage, and use emotions effectively in oneself and others. This includes empathy, self-awareness, and social skills.
Two proposed Muses of Problem Solving. Help me to choose one.
Two proposed Muses of Problem Solving. Help me to choose one.

Problem Solving

The ability to identify a problem and find a solution, which might involve creativity, critical thinking, and the application of knowledge.

Error

In learning and problem-solving, an "error" is the difference between what we aimed to achieve and the actual result. It shows how far we are from the desired outcome and helps us understand what needs adjusting. Errors aren’t failures; they’re valuable feedback, guiding us to make improvements in each new attempt. By identifying and reducing errors through practice and adjustments, we gradually get closer to the goal. In this way, errors are essential to learning, as they highlight what doesn’t work and point us toward what might.

Trial

In learning and problem-solving, a "trial" is a single attempt or effort to reach a goal or find a solution. Each trial involves testing an idea or making a change, then observing the result. If the trial doesn’t succeed, adjustments are made based on what was learned, and a new trial begins. This process, called "trial and error," continues until the desired outcome is achieved. Trials are key in learning because they allow us to explore, adapt, and improve with each attempt, reducing mistakes and moving closer to success over time.

sed perservere...

"Errare humanum est, sed in errare perseverare diabolicum" (Seneca, 62 A.D.)

To err is human, to stay in error diabolical.
DALL-e 3 prompt:
DALL-e 3 prompt: "provide illustration for worst possible error, gustav doree style"

Two types of errors

Essentially, there are two type of errors:

the "bad" errors (often happen only once)

the "innocent" (unpleasant but useful minor misstep) 

Turn to Your neighbour, discuss the question "what was the worst error (e.g. the biggest fuckup) You ever did/caused in Your life". After 5 minutes, each couple will be asked to present at least one such error to the plenum.

Repetition

In learning, skill-building, and habit formation, repetition is the process of repeatedly practicing or performing a task. This continuous repetition reinforces memory, builds familiarity, and over time, transforms skills into habits or reflexes, making actions more automatic and effortless. Through repetition, connections in the brain are strengthened, allowing tasks to be completed with less conscious effort. 

Questio

What action / activity do You repeat most often ?

repetitio.digital.udk-berlin.de

Game

Game provides a closed system whereby we are allowed to commit errors (& learn from them) without major consequences for real life.

What is Your most favorite game / way of playing ?

Any game You would like to bring & play with Your colleagues during the Congress ?

Homo ludens

Homo ludens, or "the playing human," is a concept introduced by cultural theorist Johan Huizinga, highlighting play as a fundamental aspect of human culture. This view proposes that play is not only a leisure activity but a primary driver of creativity, learning, and social development. In play, humans explore rules, roles, and freedom, creating a space for innovation, ritual, and expression. Huizinga argues that play shapes not just individual behavior but entire cultures, influencing arts, law, and societal norms. Homo ludens thus redefines humanity as inherently playful, suggesting that play is as crucial to society as work or reason.

Session 3 :: Form(s) of intelligence

 

Supervised learning

Supervised learning is a type of machine learning where a model is trained on labeled data to learn the mapping between input features and corresponding outputs. The goal is to enable the model to make accurate predictions or classifications on unseen data by minimizing the error between its predictions and the true labels. Common tasks include regression (predicting continuous values) and classification (assigning categories). Supervised learning relies on a training dataset with known inputs and outputs and evaluates performance using a separate test dataset. Examples include spam email detection, image recognition, and speech-to-text systems.

Testing

In supervised machine learning, *testing* (or *inference*) is the process of evaluating a trained model's ability to make accurate predictions on new, unseen data. During this phase, the model is given data points with *features* (inputs like size or color) but without the labels it was trained on. The model uses the patterns it learned during training to predict the labels for this data. The results are then compared to the actual labels (if available) to measure the model's performance using metrics like accuracy or precision. Inference is the final application of the model to make real-world predictions.

Hedgehogs and foxes

πόλλ' οἶδ' ἀλώπηξ, ἀλλ' ἐχῖνος ἓν μέγα

Multa novit vulpes, verum echinus unum magnum

"a fox knows many things, but a hedgehog knows one big thing"

Supervised learning & Human learning

Supervised learning parallels human learning through its reliance on guidance from labeled examples, similar to how humans learn with feedback. For instance, when a child learns to identify objects, they receive input (the object) and a corresponding label (e.g., "dog" or "apple") from a teacher or parent. Mistakes are corrected, reinforcing the connection between input and label, much like how supervised learning algorithms adjust their predictions based on errors.

Categorization

Categorization is a fundamental human cognitive process where we group objects, ideas, or experiences based on shared characteristics.

The Cat & The Fox

Once a Cat and a Fox were traveling together. As they went along, picking up provisions on the way—a stray mouse here, a fat chicken there—they began an argument to while away the time between bites. And, as usually happens when comrades argue, the talk began to get personal.

"You think you are extremely clever, don't you?" said the Fox. "Do you pretend to know more than I? Why, I know a whole sackful of tricks!"

"Well," retorted the Cat, "I admit I know one trick only, but that one, let me tell you, is worth a thousand of yours!"

Just then, close by, they heard a hunter's horn and the yelping of a pack of hounds. In an instant the Cat was up a tree, hiding among the leaves.

"This is my trick," he called to the Fox. "Now let me see what yours are worth."

But the Fox had so many plans for escape he could not decide which one to try first. He dodged here and there with the hounds at his heels. He doubled on his tracks, he ran at top speed, he entered a dozen burrows,—but all in vain. The hounds caught him, and soon put an end to the boaster and all his tricks.

Foxes

Foxes draw on a wide variety of experiences. For foxes, the world cannot be boiled down to a single idea.

Berlin's examples from literature and philosophy: Herodotus, Aristotle, Desiderius Erasmus, William Shakespeare, Michel de Montaigne, Molière, Johann Wolfgang Goethe, Aleksandr Pushkin, Honoré de Balzac, James Joyce etc.

Fox theories of intelligence

Fox theories argue that intelligence is not a single, unitary quality but rather a collection of several distinct types of intelligences.

Howard Gardner's Theory of multiple intelligence is a fox theory par excellence.

Hedgehogs

Hedgehogs view the world through the lens of a single defining idea.

Isaiah Berlin gives following examples in domains of art and philosophy: Plato, Lucretius, Dante Alighieri, Blaise Pascal, Georg Wilhelm Friedrich Hegel, Fyodor Dostoyevsky, Friedrich Nietzsche, Henrik Ibsen, Marcel Proust and Fernand Braudel.

Hedgehog theories of intelligence

Hedgehogs would represent individuals or theories that focus on a single type of intelligence or a unifying principle of intelligence. Traditional views of intelligence, such as IQ tests, often fall into this category, as they tend to measure a narrow set of abilities.

Questio

Are You a hedgehog or a fox ?

Classifiers

A classifier in machine learning is a model or algorithm designed to categorize data into predefined groups or labels. It takes input data, analyzes its features, and assigns it to a specific class based on learned patterns from training data. For example, a classifier might identify whether an email is spam or not spam, or recognize handwritten digits. Classifiers are essential in supervised learning tasks and operate by minimizing errors in predictions through training on labeled datasets. Common types include neural networks, support vector machines, decision trees etc.

General Intelligence

Generic intelligence refers to the overall, broad cognitive ability that an individual possesses. It's a general concept that encompasses a range of cognitive skills, including memory, reasoning, problem-solving, and learning. In an educational context for undergraduates, think of generic intelligence as the foundational mental capacity that enables you to adapt to new situations, solve diverse problems, and acquire knowledge in various domains. It's not limited to academic learning but also includes practical problem-solving and everyday reasoning. This concept suggests that some aspects of intelligence are universal and not specific to a particular skill or area of knowledge.

Spearman's Universal Unity of the Intellective Function

Whenever branches of intellectual activity are at all dissimilar, then their correlations with one another appear wholly due to their being all variously saturated with some common fundamental Function (orgroup of Functions).

(Spearman, 1904, p.273 in "General Intelligence: Objectively determined and measured")

Intelligence Quotient

IQ, or Intelligence Quotient, is a numerical measure of a person's cognitive abilities relative to their age group. By evaluating a range of cognitive skills, so-called "IQ tests" attempt to quantify the g factor, providing a score that reflects an individual's overall intellectual ability.  An average IQ score is set at 100, with the majority of people scoring within a range around this center point. IQ tests aim to quantify cognitive capability and potential, providing a standardized way to evaluate intellectual abilities across different individuals.

Support Vector Machines

A Support Vector Machine (SVM) is a machine learning method that helps divide data into categories. Imagine drawing a line (or boundary) on a graph to separate different groups of points, like cats and dogs. SVM finds the best line that keeps the groups as far apart as possible. For trickier data, it can use special math (called kernels) to draw curves or work in higher dimensions.

Decision Trees

A Decision Tree is a visual and intuitive machine learning method that makes decisions by asking questions about the data. It works like a flowchart, starting with a question at the top and branching out based on answers. These questions are not just yes/no, but can also be comparisons, like "Is the age greater than 18?" or "Is the temperature below 30°C?" Each split is chosen using a quantitative measure, such as information gain or Gini impurity, to find the best threshold for separating the data.

Exercicio: AI Unplugged 1

You will form teams of two and use the training data to develop criteria for distinguishing biting from non-biting monkeys. These must be clearly noted so that they can be applied to new examples by another team afterwards. A possibility to record the criteria is a decision tree. It should be the goal that the existence or absence of a particular feature permits a clear assignment to one of the groups. The use of decision trees is optional, alternatively, it is also possible to explicitly write down decision rules.

At the end ofthe training phase, the criteria formulated are exchanged with another team. Now, the students are shown the pictures of the remaining monkeys (test data) one after the other. For each image, the teams decide whether the monkey will bite or not using the scheme of rules developed by their classmates...

G Factor

The 'g factor,' or general intelligence factor, is a theoretical construct proposed by psychologist Charles Spearman. It suggests that a single, underlying intelligence influences an individual's performance across various cognitive tasks. In simpler terms, if you're good at one intellectual task, you're likely to be good at others because of this general intelligence. For undergraduates, this concept implies that some people have a higher overall cognitive ability that contributes to their performance in different academic and intellectual areas. It's a controversial yet influential idea in psychology, as it argues for a single, quantifiable measure of intelligence rather than multiple, distinct abilities.

A little IQ test maybe ?

This is an IQ test loosely modeled after Raven's Progressive Matrices. The questions take the form of a 3x3 matrix from which one tile is missing. For each question there are eight possible answers A-H. You must choose the tile that completes that matrix best.

Take Your time. When done earlier than Your colleagues, feel free to take a break.

Training

In supervised machine learning, training is the process of teaching a model, like a classifier, to make accurate predictions by learning patterns from labeled data. Each data point in the training set includes features (characteristics or inputs that describe the data, like size or color) and a corresponding label (the correct output or category). The model uses this data to adjust its internal parameters, minimizing the error between its predictions and the actual labels. This is done through algorithms like gradient descent. The goal is to generalize from the training data, enabling the classifier to make accurate predictions on new, unseen data.

Hausaufgabe

in #edu-intelligence room, put an emoticon of Your choice under intelligence X of Your choice

take note of who else is in Your group

read the chapter in Gardner's Frames of Mind

read additional literature

every group should present X in any way You find appropriate (be creative!)

topics which should be adressed in the presentation: Gardner's 8 criteria respective to X; examples of persons who exemplified high (or low) degree of X; relations of X to other inteligences

two most important questions: How would You evaluate X of human subjects ? How would You evaluate X of a machine ?

Validating

In supervised machine learning, *validating* is the process of fine-tuning and assessing a model's performance during training to ensure it generalizes well to unseen data. Unlike testing, validation occurs on a separate *validation set*, distinct from both training and testing data. The model uses the *features* of this set to make predictions, which are compared to the actual labels to calculate metrics like accuracy or loss. This helps monitor overfitting or underfitting and guides adjustments to model parameters or hyperparameters (e.g., learning rate or regularization). Validation ensures the classifier is optimized before its final evaluation on the test set.

Theory of Multiple Intelligences

Contrasting traditional views that focus on a single, general intelligence, Theory of Multiple Intelligences proposed by Howard Gardner in 1983 posits that humans possess a variety of distinct intelligences. These include linguistic, logical-mathematical, spatial, musical, bodily-kinesthetic, interpersonal, intrapersonal, and naturalistic intelligences. Each intelligence represents a different way of processing information and solving problems, challenging the notion of intelligence as a singular, measurable trait. This theory emphasizes the unique cognitive strengths individuals have and suggests a more personalized approach to education and learning.

Defining criteria of an intelligence

Gardner identifies several key criteria that a cognitive ability must meet to be considered an intelligence:

Potential Isolation by Brain Damage

Existence of Savants, Prodigies, and Other Exceptional Individuals

An Identifiable Core Operation or Set of Operations

A Distinct Developmental Trajectory

An Evolutionary History and Evolutionary Plausibility

Support from Experimental Psychological Tasks

Support from Psychometric Findings

Susceptibility to Encoding in a Symbol System

Linguistic Intelligence

The ability to master language and communicate effectively. People with high linguistic intelligence are adept at reading, writing, telling stories, and memorizing words. They tend to learn best by reading, taking notes, and discussing.
It seems like AI-generated content also have potential to cause brain damage.
It seems like AI-generated content also have potential to cause brain damage.

Potential Isolation by Brain Damage

The criterion "Potential Isolation by Brain Damage" refers to the notion that distinct intelligences can be independently affected by brain damage. This means that a specific type of intelligence can be impaired or lost while others remain intact, indicating its unique neurological basis. For instance, a person might suffer damage to a part of the brain responsible for linguistic abilities, losing their capacity to use language, while their mathematical or musical abilities remain unaffected. This criterion supports Gardner's idea that multiple intelligences are separate from each other, each residing in different areas of the brain.

The story of Phineas Gage

Phineas P. Gage (1823–1860) was an American railroad construction foreman remembered for his improbable  survival of an accident in which a large iron rod was driven completely through his head, destroying much of his brain's left frontal lobe, and for that injury's reported effects on his personality and behavior over the remaining 12 years of his life‍—‌effects sufficiently profound that friends saw him (for a time at least) as "no longer Gage".

Existence of Savants, Prodigies, and Other Exceptional Individuals

The criterion "Existence of Savants, Prodigies, and Other Exceptional Individuals" highlights the presence of individuals with extraordinary abilities in specific cognitive domains as evidence of distinct intelligences. Savants and prodigies often display remarkable skills in areas like music, mathematics, or art, despite potential deficits in other cognitive functions. This extraordinary proficiency in a particular area suggests that intelligences are modular and independent.

An Identifiable Core Operation or Set of Operations

This criterion posits that each type of intelligence must have a core set of cognitive processes or operations. For example, linguistic intelligence involves operations like the ability to use language for expression and comprehension, while logical-mathematical intelligence includes the capacity for deductive reasoning and problem-solving with numbers. The distinct operations characterize each intelligence, making them identifiable and unique. This aspect is crucial as it provides a concrete basis for differentiating between the various intelligences, emphasizing that each is not just a skill but a distinct cognitive domain.

Distinct Developmental Trajectory

Each intelligence has its own unique developmental trajectory. This means that these intelligences emerge and develop at different stages and rates in an individual's life. For instance, linguistic intelligence develops rapidly in early childhood, while interpersonal intelligence might evolve more significantly during later childhood or adolescence. This criterion underscores the belief that intelligences are not static but evolve with age and experience. The distinct developmental paths of each intelligence imply that educational strategies should be tailored to the maturity level of each intelligence in an individual.

Evolutionary history and evolutionary plausibility

Criterion of evolutionary history and plausibility suggests that each intelligence has evolved to solve specific problems faced by our ancestors. For example, spatial intelligence helped in navigation and understanding the physical environment, while interpersonal intelligence was crucial for social communication and cooperation. This evolutionary perspective implies that these intelligences are rooted in human survival and adaptation needs. It gives the theory an evolutionary framework, suggesting that these intelligences are not arbitrary but have developed in response to real-world demands.

Support from Experimental Psychological Tasks

For an ability to be considered an intelligence in Theory of Multiple Intelligence framework, it must be supported by empirical research, particularly through experimental psychological tasks. These tasks should demonstrate the operations and capabilities of the intelligence in question. For instance, tests of musical intelligence might involve discerning pitch or rhythm, while spatial intelligence could be evaluated through tasks involving mental rotation or spatial judgment. The ability to measure and observe these intelligences in controlled experimental settings lends scientific credibility to the concept of multiple intelligences.

Support from Psychometric findings

Gardner asserts that each intelligence should be measurable to some extent by psychometric tests. However, he also criticizes the overreliance on such tests in traditional intelligence testing. Psychometric support means that standardized tests should be able to reliably measure and differentiate between the various intelligences. This criterion is important for validating the theory within the scientific community and for practical applications, like educational assessments. It ensures that the concept of multiple intelligences is not just theoretical but has practical, measurable implications.

Susceptibility to Encoding in a Symbol System

This criterion means that each intelligence can be articulated and communicated through some form of symbolic system. For example, linguistic intelligence is expressed through language, musical intelligence through musical notation, and logical-mathematical intelligence through mathematical symbols. The ability to encode these intelligences in symbolic forms allows for communication, teaching, and further development of these skills. It underscores the human capacity to abstractly represent and transmit complex cognitive abilities, making them accessible and teachable. This aspect is key to understanding how different intelligences are manifested and utilized in cultural and educational contexts.

Musical Intelligence

The capacity to discern pitch, rhythm, timbre, and tone. This intelligence enables people to recognize, create, reproduce, and reflect on music.

Logical-Mathematical Intelligence

Involves the capacity to analyze problems logically, carry out mathematical operations, and investigate issues scientifically. It's characterized by strong reasoning, recognizing patterns, and logically analyzing problems.

Warm up Exercise : Wason Selection Task

You are in possesion of a card set. On one side there is a shape, a circle or a triangle. On the other side there is a colour, blue or yellow. There is one rule: If there is a circle on one side of a card, then the other side is blue. You have four cards placed on a surface next to each other, one depicting a circle, one a triangle, one is blue and one is yellow.Which card or cards do you need to turn around in order to confirm the abovementioned rule?

The Origins of Mathematics

Agricultural Societies

Ancient Egypt

Mesopotamia/Babylon

Ancient China

Ancient India

Defining criteria

What is logic and what is mathematics?

The Merriam-Webster Dictionary defines logic as follows: a science that deals with the principles and criteria of inference and demonstration: the science of the formal principles of reasoning

mathematics is the science of abstract structures and patterns, constructed out of different statements, which need to be proven true

Identifiable set of operations & Symbol system

object -> actions -> statements -> relationships

Henri Poincaré distinguished between the memory for steps in a chain of reasoning and the appreciation of the links between propositions. The later was regarded as the more important ability for a mathematician.

There are symbol systems for encoding actions performed upon objects and symbol systems for relations between objects.

1 + 1 = 2 | 2 - 1 = 1 | 2 x 2 = 4 | 4/2 = 2

Prodigies

Extraordinary Individuals are Individuals with...

... remarkable counting abilities, such as Shakuntala Devi: she was able to multiply two 13 digit numbers in 28 seconds in 1980

... intuitive understanding, such as Srinivasa Ramanujan: he wrote down nearly 3.900 new results (theorems, identities and equations)

... insight into abstract structures, such as Alexander Grothendiek: he worked on a rebuilding of algebraic geometry

First sign of mathematics-Nile Bank

calendar

religion: Nile river god Hapi

measuring device

landmeasure

measure unit

legth and area calculation

decimal system

binary counting system

fractions

Eye of Horus: geometric theory

accurate value of pi

Pyramid - the golden ratio, right angle

Power of proof: Acient Greece

Pythagoras

right-angled triangles

the harmonic serie

Euclid

300BC "The Elements": axioms

Archimede

Śūnyatā: Indian

the decimal place-value system

0 and infinity

pi

Brahmagupta

negative numbers

unknowns in equations

trigonometry

Al-Khwarizmi

algebra

Developmental trajectory

Developmental trajectory

Psychometry

Brain / Experimental psychology / Psychometry

Urban, industrial & digital societies

Urban, industrial, digital societies

Evolutionary plausibility

Evolutionary plausibility

Relations to other Intelligences

bodily-kinesthetic:::linguistic:::visual-spatial:::personal intelligences:::musical

Personal intelligences

personal intelligences

Bodily-kinesthetic intelligences

bodily-kinesthetic

Visual-spatial intelligences

visual-spatial

Musical intelligences

Logial-mathematical thinking and music?

Pythagoras Musica Universalis

Rhythms and intuitive counting

Musical notation and polyphony

12-Tone music and Arnold Schönberg

Stochastic music and Iannis Xenakis

Algorithms and generative music

Linguistic intelligences

Logial-mathematical thinking and language??

Crosslink between phonology, music and mathematical description

Semantics and symbol manipulation

logics and reasoning

Mediator of mathematics

Vectorization of language

Human & Machine

Vectorization, stochastic and noise

IQ test

Turing test

Q+ model?

Non-computational problems

Outset exercise

Visual-Spatial Intelligence

Involves the potential to recognize and use patterns of wide space and more confined areas. It's often found in architects, artists, and navigators.

Bodily-Kinaesthetic Intelligence

Entails using one's body effectively, such as dancers or surgeons. It involves a sense of timing, clear physical coordination, and using fine and gross motor skills.

Personal Intelligences

Personal Intelligences

Interpersonal Intelligence

The ability to understand and interact effectively with others. It involves effective verbal and nonverbal communication, sensitivity to the moods and temperaments of others.

Intrapersonal intelligence

The capacity to understand oneself, to appreciate one's feelings, fears, and motivations. It involves having a deep understanding of the self; what one's strengths/weaknesses are, what makes one unique.

Evaluation

Binary classifiers are evaluated by comparing their predictions to the actual outcomes using a confusion matrix. This is a table with four categories: True Positives (TP), where the classifier correctly predicts a positive outcome; True Negatives (TN), where it correctly predicts a negative outcome; False Positives (FP), where it wrongly predicts a positive; and False Negatives (FN), where it misses a positive case. Metrics like accuracy (overall correctness), precision (focus on positives), and recall (how well positives are found) are calculated from this matrix, helping to assess the classifier’s performance.

Session 4 :: Other (forms of) intelligence

Reinforcement learning

Reinforcement learning (RL) is a machine learning paradigm where an agent learns to make decisions by interacting with an environment. Instead of being told what to do, the agent takes actions and receives feedback in the form of rewards or penalties. The goal is to maximize cumulative rewards over time by discovering an optimal strategy, known as a policy. RL is inspired by trial-and-error learning in humans and animals, where behavior improves through experience. It’s particularly useful for tasks with sequential decision-making, such as robotics, game playing, and autonomous systems, where actions impact not only immediate rewards but also future outcomes.

Questio 1

What intelligences would You add to Gardner's "canonic seven" ?

Law of Effect

When satisfaction follows association, it is more likely to be repeated.

Naturalistic intelligence(s)

Gardner defines Naturalistic Intelligence as the ability to recognize, categorize, and draw upon certain features of the environment. It's one of the intelligences in his Theory of Multiple Intelligences. This type of intelligence is not just about knowledge of nature, but also involves a deep understanding of living things and being attuned to natural phenomena. People with high naturalistic intelligence are skilled at identifying and classifying various aspects of the natural world, like animals, plants, weather patterns, and geographic formations.

Health & Hygiene

Death

Food & Poison

Predators & preys

Parasites & symbionts

Courteship & mating

Care the little ones

Q-learning

Q-learning is a model-free reinforcement learning algorithm that enables an agent to learn an optimal policy for decision-making. It works by estimating the Q-values (action-value function), which represent the expected cumulative reward for taking an action in a given state and following the best future actions. The agent updates Q-values iteratively using the formula:

Agent-Environment Framework

In machines, reinforcement learning (RL) is implemented using an agent-environment framework. The agent interacts with an environment by taking actions based on a policy (a strategy for decision-making). The environment provides feedback in the form of rewards or penalties, guiding the agent to improve its actions. Key components include a reward function to evaluate outcomes, a value function to estimate long-term benefits of actions, and exploration strategies to balance learning new behaviors versus exploiting known rewards.

Questio 2

Choose one or more among the topics just mentioned (e.g. Health & Hygiene, Food & Poison, Parasites & Symbionts, Predators & Preys, Courtship & Mating, Care for the little ones or Death) and thematize them in Your group in terms of cases/examples of:

stupid behaviour

clever behaviour have fun !

Moral intelligence

Moral intelligence refers to the capacity to understand and distinguish right from wrong, and to behave based on this understanding. It encompasses the ability to navigate complex ethical dilemmas, make moral judgments, and act in ways that are consistent with one's ethical and moral principles. This form of intelligence involves empathy, conscience, and a strong sense of fairness, guiding individuals in making decisions that are not only beneficial to themselves but also respectful and considerate of others and the broader community.

Deep reinforcement learning

DRL is a type of machine learning where an agent learns to make decisions by trial and error, guided by rewards or penalties, using deep neural networks. Unlike traditional methods, which struggle with complex environments, DRL allows machines to learn directly from raw data, like images or game screens. The neural network helps the agent recognize patterns and improve its decisions over time. DRL has achieved impressive results in tasks like playing video games (e.g., Atari, AlphaGo), controlling robots, and developing self-driving cars, making it a powerful tool for solving real-world problems involving sequential decision-making

AlphaGO

In 2016, AlphaGo stunned the world by defeating Go champion Lee Sedol, proving that AI could outthink humans in one of the most complex games ever. Using deep learning and Monte Carlo Tree Search, it played moves no human dared—showcasing creativity, brilliance, and the unsettling realization that humanity might be screwed.

Heteronomous morality

In this stage, children view rules as fixed and absolute, handed down by authorities like parents and teachers. They believe in the immutability of rules and perceive the consequences of an action (rather than the intent) as determining its morality. For example, a child at this stage might believe that accidentally breaking a large number of dishes is worse than intentionally breaking a single dish, due to the greater physical consequences.

Autonomous morality

As children develop, they begin to understand that rules are created by people and can be changed through social agreement. They start to consider the intentions behind actions when making moral judgments. This stage is characterized by a growing sense of equality and cooperation, where children recognize that mutual respect and rules are necessary for the good of the community.

Hebb's Law

"Cells that fire together, wire together."

Explanation

When two neurons in the brain activate at the same time repeatedly, their connection strengthens. This makes it easier and more probable for one to trigger the other in the future.

Art Analogy

Imagine practicing a particular brushstroke over and over. Each time, your hand and brain coordinate, and with practice, the connection becomes stronger and the stroke becomes smoother. Similarly, Hebb’s law underpins how practice makes perfect.

Repetitio

Experiential learning, Unsupervised learning, Supervised learning, Classifiers & Machine Learning ...

From supervised to reinforcement learning

Supervised learning resembles a structured classroom environment, where explicit feedback is given for each example (e.g., a teacher correcting a student's answers). In contrast, reinforcement learning mirrors experiential learning, where feedback comes as rewards or penalties after actions, guiding behavior toward long-term goals. For instance, a child learning to ride a bike might fall (penalty) or stay balanced (reward), gradually improving through trial and error.

Conditioning

Conditioning is a learning process where an individual forms associations between stimuli or behaviors and their outcomes. It can be divided into two main types:

Classical Conditioning: Involves pairing a neutral stimulus with a meaningful one to elicit a similar response (e.g., Pavlov’s dogs salivating at the sound of a bell).

Operant Conditioning: Involves learning through rewards or punishments, where behaviors are strengthened or weakened based on their consequences (e.g., Thorndike’s Law of Effect).

Social learning

Social learning is "a process in which individuals learn by observing the behaviors of others, imitating them, and experiencing the consequences of these actions." (Bandura, 1977)

Session 5 :: 14.12 :: Artificial intelligence

Social Learning Theory

Albert Bandura’s Social Learning Theory (1977) revolutionized psychology by emphasizing that learning occurs in a social context through observation, imitation, and modeling. He argued that individuals do not solely learn through direct reinforcement (as behaviorism suggests) but also by observing others, processing information cognitively, and making choices based on expected outcomes.

Vicarious Reinforcement

Vicarious means experiencing something indirectly, through someone else, rather than firsthand. It comes from the Latin vicarius, meaning "substitute" or "acting in place of another."

Individuals learn by observing others being rewarded or punished for a behavior.

Example: A student is more likely to participate in class if they see a peer receiving praise for doing so.

Observational Learning

Learning happens by watching others and imitating their behavior, even without direct reinforcement.

Example: A child learns aggression by observing an aggressive adult (c.f. "The Bobo Doll Experiment")

Four Key Processes of Social Learning

Attention: The learner must focus on the model’s behavior.

Retention: The behavior must be stored in memory for later retrieval.

Reproduction: The learner must have the ability to replicate the behavior.

Motivation: There must be an incentive to imitate the behavior (e.g., rewards, social acceptance).

Reciprocal Determinism

Behavior, cognition, and the environment interact in a dynamic way.

Example: A student’s shyness (personal factor) affects classroom participation (behavior), which in turn shapes peer interactions (environment).

Session 6 :: 11.1 :: Examples of intelligence

Four pillars of learning

Active engagement:::Attention:::Error Feedback:::Consolidation

Attention

Attention

Consolidation

Consolidation

Error Feedback

Error Feedback

Active engagement

Active engagement

Session 7 :: 25.1 :: Art of intelligence, intelligence of art

Human-Machine Peer Learning

Human-Machine Peer Learning

Session 8 :: 8.2 :: Futurological congress AE9202

Teaching, Pedagogy, Didactics

Teaching, Pedagogy, Didactics

Artificial Teacher Avatars

Artificial Teacher Avatars

Educational Systems

Educational Systems

Extended Educational Environments

Extended Educational Environments

The Congres

The Congress

Sessions 0 and 1

Session 0 :: Introduction

Hello world, formalities, recommended literature, means of communication etc.

Formalities

who am I

who are You

is this a course for You ?

credits (2 ECTS for >75% attendance, +1 for referat/experiment)

Hausarbeit possible

need help ? (tutor: a.terzieva@udk-berlin.de)

Leistungsnachweis

signature-related issues

Smartphone & Feedback box

Course materials

All course materials (folios, exercises, handouts) presented during live sessions are archived at

baumhaus.digital/intelligence

Note: baumhaus presentations in different sessions are synchronized with my actions, i.e. when I change a folio in my browser, it will automagically change a folio in Your browser as well, click on "Session 2" and experience it for Yourself

Recommended literature

You are cordially invited to read one or more of these book(s):

Howard Gardner :: Frames of Mind / The Theory of Multiple Intelligences

David Goleman :: Emotional Intelligence : Why it can matter more than IQ

Singer et al. :: A Piaget Primer: How a Child Thinks

Murray & Herrnstein :: The Bell Curve: Intelligence and Class Structure in American Life (Achtung! Controversy)

Nick Bostrom :: Superintelligenz

Carlo M. Cipolla: The Basic Laws of Human Stupidity

Referat(s) welcome, Hausarbeit (5 SWS) possible. Note: Lecture of one of these books is mandatory for all those whose attendance will be between 1/2 and 2/3.

Matrix room

All those who have a UdK account, log in here *:

https://medienhaus.udk-berlin.de/classroom
 
and subsequently join the course (#edu-psyche) room:
 
https://medienhaus.udk-berlin.de/classroom/#/room/#edu-psyche:medienhaus.udk-berlin.de

(or install matrix client apps like Element or Fluffychat and put "medienhaus.udk-berlin.de" as homeserver)

Other referat || intervention topics

Greek muses

fostering of intelligence

evaluation of intelligence

Flynn effect

stupidity

udk.ai

Let me know if You would like to host Your AI-related project at sub-domain *.udk.ai (e.g. aoede.udk.ai , turing.udk.ai etc.)

Session 1 :: Definition of intelligence

Questio 0 : What is intelligence ?

Put a pen and piece of paper in front of You and/or have some software where You can input text opened.

Then close Your eyes and pose Yourself a question: "What is intelligence ?".

Do five deep breaths and "observe" the answer(s), they can have a form of a word (e.g. a synonym) / of an expression /  of an image / of something else.

Open Your eyes and note the answer(s) on the piece of paper.

GPT4's answer

Intelligence is a multifaceted concept that's difficult to define comprehensively, but it generally refers to the ability to learn from experience, understand and adapt to new situations, solve problems, and use knowledge to manipulate one’s environment. Here are several facets of intelligence:

Learning and Adaptation

Reasoning & Problem Solving

Memory & Knowledge

Perception

Emotional Intelligence

Creativity

It's important to note that intelligence is still a topic of debate among psychologists and neuroscientists. Traditionally, intelligence was often measured using IQ (intelligence quotient) tests, but many experts now believe that IQ tests capture only a narrow slice of what constitutes human intelligence. Moreover, various cultures might emphasize different abilities or qualities when defining or valuing intelligence, so the concept can be both culturally and contextually relative.
The Muse of Perception
The Muse of Perception

Perception

The process by which information from the environment is received and interpreted. This includes recognizing patterns, faces, and nuances in language or music.
The Muse of Memory
The Muse of Memory

Memory

The ability to store and retrieve information over time. This involves both short-term (working) memory and long-term memory.
The Muse of Reasoning
The Muse of Reasoning

Reasoning

The capacity to solve problems using logic. This can be deductive reasoning, where conclusions are drawn from given information, or inductive reasoning, where conclusions are drawn from observations.
The Muse of Learning & Adaptation
The Muse of Learning & Adaptation

Learning & Adaptation

The ability to acquire new knowledge and skills and apply them in various contexts. It also refers to the capacity to change one's behavior based on experience.
<a href=https://chat.openai.com/share/8715fe65-6a29-4ac4-99c4-daea953d519b>https://chat.openai.com/share/8715fe65-6a29-4ac4-99c4-daea953d519b</a>
https://chat.openai.com/share/8715fe65-6a29-4ac4-99c4-daea953d519b

Knowledge

The accumulation of facts, concepts, and methods. While knowledge itself is not intelligence, intelligence often involves the effective use and application of knowledge.
The Muse of Creativity
The Muse of Creativity

Creativity

The capacity to come up with novel and useful ideas or solutions to problems. It's related to, but not the same as, intelligence.
The Muse of Emotional Intelligence
The Muse of Emotional Intelligence

Emotional Intelligence

The ability to recognize, understand, manage, and use emotions effectively in oneself and others. This includes empathy, self-awareness, and social skills.
Two proposed Muses of Problem Solving. Help me to choose one.
Two proposed Muses of Problem Solving. Help me to choose one.

Problem Solving

The ability to identify a problem and find a solution, which might involve creativity, critical thinking, and the application of knowledge.

Lectio 1 :: William demonstrates his Scharfsinn

You will now read & enact intrductory part of Umberto Eco's "Name of the Rose". When done, address in Your group the question "Which intelligence components are involved in the story?"

Implicit learning

Implicit learning is the process of acquiring knowledge or skills unconsciously, without intentional effort or explicit awareness of what is being learned. It typically occurs through repeated exposure to patterns, stimuli, or behaviors, allowing individuals to internalize rules or structures without being able to articulate them directly.

Observation

Observation in the context of learning refers to the process of acquiring knowledge, skills, or behaviors by perceiving the actions of others or the dynamics within an environment. This learning occurs without direct engagement but through experiencing of external stimuli, events, or behaviors.

Concentric circle exercise

Let's speak about ways and means how humans observe their environments.

Divide into two groups, group 1 forms the internal circle, group 2 forms the external one.

Two people stand against each other, face to face. After posing and answering a question like:

How do You observe ?

By what sense do You prefer to observe ?

What do You observe ?

members of G1 move to the left and members of G2 move to the right. 

Gradually, all members of Group 1 are supposed to speak with each member of Group 2, and vice versa.

Proprioceptive Exercise

Keep standing. Close Your eyes. Arms wide apart.

Now try to bring Your hands together so that the whole half-circle movement lasts exactly one minute.

That is, fingers of Your two hands will meet in exactly 60 seconds.

Unsupervised learning

Unsupervised learning is a type of machine learning where a model is trained on data without labeled outcomes. The system analyzes and identifies patterns or structures in the data, such as clustering or associations, without explicit guidance on what to look for. It is often used for tasks like anomaly detection, clustering, and dimensionality reduction.
DALL-E/GPT4o prompt: Provide black and white illustration of your response regarding unsupervised learning of music tunes into music genre clusters, in style of Gustav Doree
DALL-E/GPT4o prompt: Provide black and white illustration of your response regarding unsupervised learning of music tunes into music genre clusters, in style of Gustav Doree

Example of unsupervised learning

Imagine you have a big collection of music tracks from various genres, but you don’t know the genre of each track. Using unsupervised learning, like a clustering algorithm, you could group these tracks based on their similarities—such as tempo, rhythm, and melody—without telling the algorithm what the genres are. The result might be clusters of songs that are similar, and when you check the groups, you find that most of them correspond to genres like rock, jazz, or classical. The algorithm discovers these patterns or categories on its own, without any prior labels or supervision.

Can You think of other examples of unsupervised learning and/or clustering ?

Clustering

Clustering is a machine learning technique used to group a set of data points into clusters based on their similarity. It is an unsupervised learning method, meaning that the data does not have predefined labels. The goal of clustering is to organize data so that items within the same cluster are more similar to each other than to those in other clusters. Common algorithms include k-means, hierarchical clustering, and DBSCAN.

Features of implicit learning

No direct guidance :: Learner L must identify patterns or relationships from raw input on her own.

Pattern discovery :: Observation often involves recognizing and understanding patterns in the environment, which mirrors what happens in unsupervised learning.

Learning from the environment :: L derives insights from the world or data without external labels or supervision.

Imitation

Imitation in humans, especially in children, is the process of learning by observing and replicating the actions, behaviors, or expressions of others. It is a fundamental mechanism for acquiring social, cognitive, and motor skills, allowing children to mimic gestures, language, or problem-solving techniques. Through imitation, children learn cultural norms, communication patterns, and even complex tasks without explicit instruction. It is crucial for early development, as it helps children integrate into their social environment and build understanding by modeling behaviors they see in parents, peers, and others.

Mirror neurons

Mirror neurons are specialized brain cells that activate both when an individual performs an action and when they observe someone else performing the same action. These neurons were first discovered in primates and are thought to play a key role in understanding the actions and intentions of others, as well as in processes like imitation, learning, and empathy. In humans, mirror neurons are believed to be involved in social cognition, allowing us to simulate and internalize the experiences of others, thus facilitating learning through observation and emotional connection.

Mirror neurons video

1st definition of learning

Learning is building A model of THE world.

Machine Learning

Machine Learning

Peer learning

Peer learning