A recent thread on
Moral Complexity and Character Identification got me designing a model for agent morality, which exhibits some interesting meta-behaviors. Among them are Curiosity, the persuit of happiness, Judgement, Morality, and the beginnings of Story telling and Trust. Sound good so far? It's especially pretty considering the simplicity of it's construction.
A Model for Decisions
For a virtual decision space, a series of choices is modeled as a journey along a directed graph. Within this graph, each node has at least two outbound vectors, representing a choice of directions to take to the next decision. Add a further distinction between significant and insignificant decisions, by defining a significant decision as a choice that leads to a change in future choices. This crops out paths that refer back to the originating node, and duplicate nodes that offer no difference in their sources and destinations. The space of all decisions is thus not covered; only a subset deemed significant. Furthermore, this model imposes a containment within the graph, so that there is a single, atomic level of detai over which to navigate. With a clear framework in place, it is then possible to look into the nature of the decisions made at each node, and how to get to the next one.
Memory and Judgement
Choosing one path over another requires only one thing: That we rank one choice over another. This could be as arbitrary as flipping a coin, or first come, first served. Or it could be more involved, including assessing the value of future positions and matching present circumstance with a memory of similar situations and their outcomes. One popular method of scoring among natural life on earth is Good attractors vs Bad repulsors. Happiness, Growth and Fulfillment vs Pain, Hunger and Death. This simplistic binary partition of the possibilities is enough to recursively subdivide the choices to any level of detail. It's a hardware-level function implemented as a nervous system and neurochemicals input into a neural net. This function summarizes present circumstance in the simplest of terms, Good or Bad, the seed of Judgement. It's a boolean Utility function that returns Good/Bad. During the comparison of two choices, a memory of previous outcomes is employed, which contains the sum of previous judgements; namely how much Good/Bad votes did it accumulate? The memory function is a two-step process. This part is Memory-Retrieval, where a lookup function returns a coordinate pair {GoodPoints, BadPoints}. Then the winner of the comparison is determined by first who has the least BadPoints and then who as the most GoodPoints. The second step of memory is Memory-Storage, which is a post-process of the judgement utility function. This two-step process has both a relative comparison and an 'absolute' comparison, where the value is relative to self.
Morality as Summarization One view of moral and immoral choices is as a classifier of memories long forgotten and lessons learned through others but not experienced. Accepting a summarization of the experiences of many in the form of a code of conduct can be more efficient than individual trial-and-error. Within the model, this can be seen as adopting a set of {GoodPoints/BadPoints} for choices that haven’t been made by that agent, but are instead the summary of another agent’s experiences. By sharing their summaries, agents can pass on their knowledge and experience of their world. Such sharing of knowledge potentially improves the survivability of both agents. So even though the representation of choice included only a judgement of the present outcome with a boolean Good/Bad, and a current summary of those judgements, the agents have expressed several emergent features: Curiosity, a potential to share their experiences, and an internal representation of the right thing to do, as agreed upon by their society.
[Edited by - AngleWyrm on December 19, 2009 8:16:32 PM]
--"I'm not at home right now, but" = lights on, but no ones home