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This quasi-mathematical and philosophical article in computer science and epistemology (or theory of science) by Dan Polansky shows a certain application of computability theory to problems of getting to know in Popperian falsificationist spirit.
The starting question is this: could we use a formal mathematical theory to model two systems, one of the two systems being the reality and the other systems being the getting-to-know system ("epistemic agent"), and learn something from it about Popperianism vs. inductivism? The answer seems to be yes, in favor of Popperianism.
The key tenet of Popperianism somewhat supported is this: induction is wrong and does not matter all that much as a source of scientific hypotheses. Scientific hypotheses need to be invented using scientific imagination; scientific hypotheses are not verified; they are corroborated by sincere and strenuous attempts at refutation.
The model developed is this:
The model has the following properties:
Statement: the epistemic agent has no winning strategy:
Limitations of the model:
Discussion:
It was objected that the design of the game may well be pro-Popperian/pro-falsificationist and anti-inductivist. Let us consider a different game design and see how it fares.
In intelligence tests, there is sometimes an activity in which one is presented with a finite prefix of a mathematical infinite sequence and one has to provide the next item. Unlike the design of the epistemic game above where infinite match is required for success, here, only a single element is required for the epistemic agent to win. Thus, the first player, the sequence proposer, may figure out a sly sentence and present first multiple items, and the epistemic agent wins if he correctly determines the next item to fit into the infinite sequence.
One may ask what it means for the single next element to be the correct answer. Since, any finite sequence can be extended with zeros ad infinitum and be thereby finitely representable. One may note that by doing so, one performs no compression of the finite prefix into an algorithm. One idea could be that the "correct" next element is one that provides for the smallest Kolmogorov complexity, that is, such that the resulting sequence has the minimum finite representation in the form of a program that generates the sequence. This definition could stumble on technicalities: if the sequence prefix is too short, it may technically be more efficient (in terms of a smaller program) to enumerate it by hardcoding the items into the program and be done with it. For the purpose, one could posit the prefix sentence to be, say 1000 items long rather than 10 items long; as something of a downside, this does not match the kinds of assignments people are being given.
Assuming the task of extending sequences with the next item and something like Kolmogorov complexity to determine the correct next item, and for that purpose, say 1000 elements, here again we have a structure of a game. Like the first game, it is far from obvious that trying to induce or extrapolate the next item from the finite prefix is of much good. Indeed, having an extensive list of candidate sequences in compact form represented as a list of programs seems to be a better plan. Unlike the first game, this game seems much less pro-Popperian/pro-falsificationist since guessing will do no good to the epistemic agent.
Let us consider some sequences which could be a bit harder for a human to complete with the next item:
The player picking the sequence in the examples above would be a human; it seems hard to imagine a natural process, say from physics, presenting one with this kind of a problem. Moreover, the sequence picker could be computer software, e.g. using a quasi-random process to build a syntax tree for an expression representing a real number, pick the base, and represent the number. Any program with hardwired parametrized sequence generating subprograms, picking pseudo-randomly a subprogram (or getting quantum-generated random numbers over the Internet from a supplier), will do, and can be extended indefinitely with additional parametrized subprograms. The parameters would be set pseudo-randomly or quantum-randomly.
There is a website cataloguing mathematical sequences and assigning them a numerical identifier: The On-Line Encyclopedia of Integer Sequences (OEIS)[2].
One complication of this game design is that the task of determining Kolmogorov complexity given a string is algorithmically insoluble. To address this for practical purposes of a genuine real-world game, one could think of replacing this general concept with Lempel-Ziv complexity, where one is not allowed to use any algorithm for compression but rather a specific algorithm often used in the zip compression. But this would break the character of the definition of the correct next item: one cannot expect to be able to Lempel-Ziv-compress, say, prime numbers times 3 plus 7 using Lempel-Ziv. An amendment is this: the epistemic agent player determines what he thinks is the next item, claims that it is the correct one and states the best determined estimate of Kolmogorov complexity, that is, the smallest found length of the sequence-generating program. The sequence proposer then either admits a loss or shows that there is a better estimate of Kolmogorov complexity, showing the corresponding shorter sequence-generating program. This is practicable: the sequence-proposing player can know a program generating the sequence and the epistemic agent can know a program for his version of the sequence extended by the next item.
One may now recall that the game was to represent a reality vs. epistemic agent. If so, the reality does not need to care about Kolmogorov complexity. From that perspective, one could think of modifying the game so that the reality wins if the next item is correct with respect to the underlying finite representation of the infinite sequence. Thus, the reality player would write down (or send to an intermediary) the proper next item together with the generating program matching the next item. But then, if there is no requirement relating to Kolmogorov complexity or similar, the reality agent may generate a finite sequence using a quantum-random generator, remove the final item from the result, fill in the rest with zeroes (but the next item to be guessed is not zero but rather than item removed), hardcode the sequence into a program, and present the result to the epistemic agent ("knower"). Then, the epistemic agent has tough luck: there is no genuine relation between the 1st through n-1th items and the nth item, and the only thing remaining is guessing. It is unclear what, if anything, could be learned from such a game design about Popperianism vs. inductivism. It favors Popperianism but not in an interesting way: since guessing performs no worse than any other process against a reasonably sophisticated reality, one may as well stick to Popperian trial and error, but one does not learn anything from the possible error since the next item is the only trial available.
This game is much more extrapolationist in some sense than the first game: the prefix revealed plays a central role in winning the game, whereas in the first game, the knower could conveniently ignore the prefix revealed.
One objection to the above model and its use of Kolmogorov complexity is that if the model should represent the reality and the knower, it is not clear why the reality should have the smallest Kolmogorov complexity rather than some other property (or, why Occam's razor?). Surely the reality we are living in is rather complex. And since fully computationally powerful systems ("Turing-complete") are present in the reality (including humans and computers), some parts of reality can be extremely complex in terms of Kolmogorov complexity; a computer can easily contain a very large program to produce a hard-to-extrapolate sequence. The objection seems valid, but a candidate replacement for Kolmogorov complexity does not readily come to mind.
This article makes no attempt at technical mathematical specification. It considers the informal description above to be sufficient for philosophical purposes. A mathematician proper could try to develop the ideas into a real mathematical article.
Expanding on the above, let us consider the following thesis I named after teacher Luboš Brim, Brim's thesis:
While the thesis relaxes stringency, it releases the scarce resources of a creative mathematician to focus on substance or core of things. Whether the formulation matches Luboš Brim's views exactly is uncertain. The thesis is related to Church thesis, but does not seem to be exactly the same thing. One formulation of Church thesis can be this: since all hitherto developed formalizations of a computation mechanism to represent the concept of computability have proved to be equivalent (Turing machine, while program, lambda calculus), it seems unlikely a search for a new, more powerful mechanism will discover a non-equivalent formalization. (Let us be careful about what we mean by this, though; an oracle machine is more powerful than oracle-free machine.)
A general counter-argument can be made to the effect of this:
A proper response to this objection is missing. As a sketch of a response, the above seems far from conclusive. Some parts of the world are in fact well modeled using logic and mathematics, for instance the motion of an accelerating aircraft.
To examine the subject of the title of the article further, one could perhaps get acquainted e.g. with machine vision and find out whether its algorithms resemble more inductivism, exploring a list of hardwired parametrizable models (more like Popperianism), combination of both or something else altogether.