MESHWORKS, HIERARCHIES AND INTERFACES
MANUEL DE LANDA
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Manuel DeLanda (USA) was born in Mexico City
and has been living in New York since 1975.
He started his career as a filmmaker, but
is also a media artist, programmer and software
designer. His philosophical essays have been
published in numerous magazines and he frequently
gives lectures on non-linear and autonomous
systems, artificial intelligence and artificial
life. In his historical analysis of Western
society DeLanda applies his theories on these
subjects, offering an alternative view of
the dynamics of social developments. He is
the author of War in the Age of Intelligent Machines (1991), Phylum: A Thousand Years of Non-Linear History
(1997) and Intensive Science and Virtual Philosophy
(2002). DeLanda teaches at Columbia University
(USA).
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MESHWORKS, HIERARCHIES AND INTERFACES
The world of interface design is today undergoing
dramatic changes which in their impact promise
to rival those brought about by the use of
the point-and-click graphical interfaces
popularized by the Macintosh in the early
1980's. The new concepts and metaphors which
are aiming to replace the familiar desk-top
metaphor all revolve around the notion of
semi-autonomous, semi-intelligent software
agents. To be sure, different researchers
and commercial companies have divergent conceptions
of what these agents should be capable of,
and how they should interact with computer
users. But whether one aims to give these
software creatures the ability to learn about
the users habits, as in the non-commercial
research performed at MIT autonomous agents
group, or to endow them with the ability
to perform transactions in the users name,
as in the commercial products pioneered by
General Magic, the basic thrust seems to
be in the direction of giving software programs
more autonomy in their decision-making capabilities.
For a philosopher there are several interesting
issues involved in this new interface paradigm.
The first one has to do with the history
of the software infrastructure that has made
this proliferation of agents possible. From
the point of view of the conceptual history
of software, the creation of worlds populated
by semi-autonomous virtual creatures, as
well as the more familiar world of mice,
windows and pull-down menus, have been made
possible by certain advances in programming
language design. Specifically, programming
languages needed to be transformed from the
rigid hierarchies which they were for many
years, to the more flexible and decentralized
structure which they gradually adopted as
they became more "object-oriented".
One useful way to picture this transformation
is as a migration of control from a master
program (which contains the general task
to be performed) to the software modules
which perform all the individual tasks. Indeed,
to grasp just what is at stake in this dispersal
of control, I find it useful to view this
change as a part of a larger migration of
control from the human body, to the hardware
of the machine, then to the software, then
to the data and finally to the world outside
the machine. Since this is a crucial part
of my argument let me develop it in some
detail.
The first part of this migration, when control
of machine-aided processes moved from the
human body to the hardware, may be said to
have taken place in the eighteenth century
when a series of inventors and builders of
automata created the elements which later
came together in the famous Jacquard loom,
a machine which automated some of the tasks
involved in weaving patterns in textiles.
Jacquards loom used a primitive form of software,
in which holes punched into cards coded for
some of the operations behind the creation
of patterned designs. {1} This software,
however, contained only data and not control
structures. In other words, all that was
coded in the punched cards was the patterns
to be weaved and not any directions to alter
the reading of the cards or the performance
of the operations, such as the lifting of
the warp threads. Therefore, it was the machine's
hardware component that "read"
the cards and translated the data into motion,
in which control of the process resided.
Textile workers at the time were fully aware
that they had lost some control to Jacquards
loom, and they manifested their outrage by
destroying the machines in several occasions.
The idea of coding data into punched cards
spread slowly during the 1800's, and by the
beginning of our century it had found its
way into computing machinery, first the tabulators
used by Hollerith to process the 1890 United
States census, then into other tabulators
and calculators. In all these cases control
remained embodied in the machine's hardware.
One may go as far as saying that even the
first modern computer, the imaginary computer
created by Alan Turing in the 1930's still
kept control in the hardware, the scanning
head of the Turing machine. The tape that
his machine scanned held nothing but data.
But this abstract computer already had the
seed of the next step, since as Turing himself
understood, the actions of the scanning head
could themselves be represented by a table
of behavior, and the table itself could now
be coded into the tape. Even though people
may not have realized this at the time, coding
both numbers and operations on numbers side
by side on the tape, was the beginning of
computer software as we know it. {2} When
in the 1950's Turing created the notion of
a subroutine, that is, the notion that the
tasks that a computer must perform can be
embodied into separate sub-programs all controlled
by a master program residing in the tape,
the migration of control from hardware to
software became fully realized. From then
on, computer hardware became an abstract
mesh of logical gates, its operations fully
controlled by the software.
The next step in this migration took place
when control of a given computational process
moved from the software to the very data
that the software operates on. For as long
as computer languages such as FORTRAN or
Pascal dominated the computer industry, control
remained hierarchically embedded in the software.
A master program would surrender control
to a subroutine whenever that sub-task was
needed to be performed, and the subroutine
itself may pass control to an even more basic
subroutine. But the moment the specific task
was completed, control would move up the
hierarchy until it reached the master program
again. Although this arrangement remained
satisfactory for many years, and indeed,
many computer programs are still written
that way, more flexible schemes were needed
for some specific, and at the time, esoteric
applications of computers, mostly in Artificial
Intelligence.
Trying to build a robot using a hierarchy
of subroutines meant that researchers had
to completely foresee all the tasks that
a robot would need to do and to centralize
all decision-making into a master program.
But this, of course, would strongly limit
the responsiveness of the robot to events
occurring in its surroundings, particularly
if those events diverged from the predictions
made by the programmers. One solution to
this was to decentralize control. The basic
tasks that a robot had to perform were still
coded into programs, but unlike subroutines
these programs were not commanded into action
by a master program. Instead, these programs
were given some autonomy and the ability
to scan the data base on their own. Whenever
the found a specific pattern in the data
they would perform whatever task they were
supposed to do. In a very real sense, it
was now the data itself that controlled the
process. And, more importantly, if the data
base was connected to the outside world via
sensors, so that patterns of data reflected
patterns of events outside the robot, then
the world itself was now controlling the
computational process, and it was this that
gave the robot a degree of responsiveness
to its surroundings.
Thus, machines went from being hardware-driven,
to being software-driven, then data-driven
and finally event-driven. Your typical Macintosh
computer is indeed an event-driven machine
even if the class of real world events that
it is responsive to is very limited, including
only events happening to the mouse (such
as position changes and clicking) as well
as to other input devices. But regardless
of the narrow class of events that personal
computers are responsive to, it is in these
events that much of the control of the processes
now resides. Hence, behind the innovative
use of windows, icons, menus and the other
familiar elements of graphical interfaces,
there is this deep conceptual shift in the
location of control which is embodied in
object-oriented languages. Even the new interface
designs based on semi-autonomous agents were
made possible by this decentralization of
control. Indeed, simplifying a little, we
may say that the new worlds of agents, whether
those that inhabit computer screens or more
generally, those that inhabit any kind of
virtual environment (such as those used in
Artificial Life), have been the result of
pushing the trend away from software command
hierarchies ever further.
The distinction between centralized and decentralized
control of given process has come to occupy
center-stage in many different contemporary
philosophies. It will be useful to summarize
some of this philosophical currents before
I continue my description of agent-based
interfaces, since this will reveal that the
paradigm-shift is by no means confined to
the area of software design. Economist and
Artificial Intelligence guru Herbert Simon
views bureaucracies and markets as the human
institutions which best embody these two
conceptions of control.{3} Hierarchical institutions
are the easiest ones to analyze, since much
of what happens within a bureaucracy in planned
by someone of higher rank, and the hierarchy
as a whole has goals and behaves in ways
that are consistent with those goals. Markets,
on the other hand, are tricky. Indeed, the
term "market" needs to be used
with care because it has been greatly abused
over the last century by theorists on the
left and the right. As Simon remarks, the
term does not refer to the world of corporations,
whether monopolies or oligopolies, since
in these commercial institutions decision-making
is highly centralized, and prices are set
by command.
I would indeed limit the sense of the term
even more to refer exclusively to those weakly
gatherings of people at a predefined place
in town, and not to a dispersed set of consumers
catered by a system of middleman (as when
one speaks of the "market" for
personal computers). The reason is that,
as historian Fernand Braudel has made it
clear, it is only in markets in the first
sense that we have any idea of what the dynamics
of price formation are. In other words, it
is only in peasant and small town markets
that decentralized decision-making leads
to prices setting themselves up in a way
that we can understand. In any other type
of market economists simply assume that supply
and demand connect to each other in a functional
way, but they do not give us any specific
dynamics through which this connection is
effected. {4} Moreover, unlike the idealized
version of markets guided by an "invisible
hand" to achieve an optimal allocation
of resources, real markets are not in any
sense optimal. Indeed, like most decentralized,
self-organized structures, they are only
viable, and since they are not hierarchical
they have no goals, and grow and develop
mostly by drift. {5}
Herbert Simon's distinction between command
hierarchies and markets may turn out to be
a special case of a more general dichotomy.
In the view of philosophers Gilles Deleuze
and Felix Guattari, this more abstract classes,
which they call strata and self-consistent
aggregates (or trees and rhizomes), are defined
not so much by the locus of control, as by
the nature of elements that are connected
together. Strata are composed of homogenous
elements, whereas self-consistent aggregates
articulate heterogeneous elements as such.
{6} For example, a military hierarchy sorts
people into internally homogenous ranks before
joining them together through a chain of
command. Markets, on the other hand, allow
for a set of heterogeneous needs and offers
to become articulated through the price mechanism,
without reducing this diversity. In biology,
species are an example of strata, particularly
if selection pressures have operated unobstructedly
for long periods of time allowing the homogenization
of the species gene pool. On the other hand,
ecosystems are examples of self-consistent
aggregates, since they link together into
complex food webs a wide variety of animals
and plants, without reducing their heterogeneity.
I have developed this theory in more detail
elsewhere, but for our purposes here let's
simply keep the idea that besides centralization
and decentralization of control, what defines
these two types of structure is the homogeneity
or heterogeneity of its composing elements.
Before returning to our discussion of agent-based
interfaces, there is one more point that
needs to be stressed. As both Simon and Deleuze
and Guattari emphasize, the dichotomy between
bureaucracies and markets, or to use the
terms that I prefer, between hierarchies
and meshworks, should be understood in purely
relative terms. In the first place, in reality
it is hard to find pure cases of these two
structures: even the most goal-oriented organization
will still show some drift in its growth
and development, and most markets even in
small towns contain some hierarchical elements,
even if it is just the local wholesaler which
manipulates prices by dumping (or withdrawing)
large amounts of a product on (or from) the
market. Moreover, hierarchies give rise to
meshworks and meshworks to hierarchies. Thus,
when several bureaucracies coexist (governmental,
academic, ecclesiastic), and in the absence
of a super-hierarchy to coordinate their
interactions, the whole set of institutions
will tend to form a meshwork of hierarchies,
articulated mostly through local and temporary
links. Similarly, as local markets grow in
size, as in those gigantic fairs which have
taken place periodically since the Middle
Ages, they give rise to commercial hierarchies,
with a money market on top, a luxury goods
market underneath and, after several layers,
a grain market at the bottom. A real society,
then, is made of complex and changing mixtures
of these two types of structure, and only
in a few cases it will be easy to decide
to what type a given institution belongs.
A similar point may be made about the worlds
inhabited by software agents. The Internet,
to take the clearest example first, is a
meshwork which grew mostly by drift. No one
planned either the extent or the direction
of its development, and indeed, no one is
in charge of it even today. The Internet,
or rather its predecessor, the Arpanet, acquired
its decentralized structure because of the
needs of U. S. military hierarchies for a
command and communications infrastructure
which would be capable of surviving a nuclear
attack. As analysts from the Rand Corporation
made it clear, only if the routing of the
messages was performed without the need for
a central computer could bottlenecks and
delays be avoided, and more importantly,
could the meshwork put itself back together
once a portion of it had been nuclearly vaporized.
But in the Internet only the decision-making
behind routing is of the meshwork type. Decision-making
regarding its two main resources, computer
(or CPU) time and memory, is still hierarchical.
Schemes to decentralize this aspect do exist,
as in Drexler's Agoric Systems, where the
messages which flow through the meshwork
have become autonomous agents capable of
trading among themselves both memory and
CPU time. {7} The creation by General Magic
of its Teletext operating system, and of
agents able to perform transactions on behalf
of users, is one of the first real-life steps
in the direction of a true decentralization
of resources. But in the meanwhile, the Internet
will remain a hybrid of meshwork and hierarchy
components, and the imminent entry of big
corporations into the network business may
in fact increase the amount of command components
in its mix.
These ideas are today being hotly debated
in the field of interface design. The general
consensus is that interfaces must become
more intelligent to be able to guide users
in the tapping of computer resources, both
the informational wealth of the Internet,
as well as the resources of ever more elaborate
software applications. But if the debaters
agree that interfaces must become smarter,
and even that this intelligence will be embodied
in agents, they disagree on how the agents
should acquire their new capabilities. The
debate pits two different traditions of Artificial
Intelligence against each other: Symbolic
AI, in which hierarchical components predominate,
against Behavioral AI, where the meshwork
elements are dominant. Basically, while in
the former discipline one attempts to endow
machines with intelligence by depositing
a homogenous set of rules and symbols into
a robot's brain, in the latter one attempts
to get intelligent behavior to emerge from
the interactions of a few simple task-specific
modules in the robot's head, and the heterogeneous
affordances of its environment. Thus, to
build a robot that walks around a room, the
first approach would give the robot a map
of the room, together with the ability to
reason about possible walking scenarios in
that model of the room. The second approach,
on the other hand, endows the robot with
a much simpler set of abilities, embodied
in modules that perform simple tasks such
as collision-avoidance, and walking-around-
the-room behavior emerges from the interactions
of these modules and the obstacles and openings
that the real room affords the robot as it
moves.{8}
Translated to the case of interface agents,
for instance, personal assistants in charge
of aiding the user to understand the complexities
of particular software applications, Symbolic
AI would attempt to create a model of the
application as well as a model of the working
environment, including a model of an idealized
user, and make these models available in
the form of rules or other symbols to the
agent. Behavioral AI, on the other hand,
gives the agent only the ability to detect
patterns of behavior in the actual user,
and to interact with the user in different
ways so as to learn not only from his or
her actual behavior but also from feedback
that the user gives it. For example, the
agent in question would be constantly looking
over the user's shoulder keeping track on
whatever regular or repetitive patterns it
observes. It then attempts to establish statistical
correlations between certain pairs of actions
that tend to occur together. At some point
the agent suggests to the user the possibility
of automating these actions, that is, that
whenever the first occurs, the second should
be automatically performed. Whether the user
accepts or refuses, this gives feedback to
the agent. The agent may also solicit feedback
directly, and the user may also teach the
agent by giving some hypothetical examples.
{9}
In terms of the location of control, there
is very little difference between the agents
that would result, and in this sense, both
approaches are equally decentralized. The
rules that Symbolic AI would put in the agents
head, most likely derived from interviews
of users and programmers by a Knowledge Engineer,
are independent software objects. Indeed,
in one of the most widely used programming
languages in this kind of approach (called
a "production system") the individual
rules have even more of a meshwork structure
that many object-oriented systems, which
still cling to a hierarchy of objects. But
in terms of the overall human- machine system,
the approach of Symbolic AI is much more
hierarchical. In particular, by assuming
the existence of an ideal user, with homogenous
and unchanging habits, and of a workplace
where all users are similar, agents created
by this approach are not only less adaptive
and more commanding, they themselves promote
homogeneity in their environment. The second
class of agents, on the other hand, are not
only sensitive to heterogeneities, since
they adapt to individual users and change
as the habits of this users change, they
promote heterogeneity in the work place by
not subordinating every user to the demands
of an idealized model.
One drawback of the approach of Behavioral
AI is that, given that the agent has very
little knowledge at the beginning of a relationship
with a user, it will be of little assistance
for a while until it learns about his or
her habits. Also, since the agent can only
learn about situations that have recurred
in the past, it will be of little help when
the user encounters new problems. One possible
solution, is to increase the amount of meshwork
in the mix and allow agents from different
users to interact with each other in a decentralized
way. {10} Thus, when a new agent begins a
relation with a user, it can consult with
other agents and speed up the learning process,
assuming that is, that what other agents
have learned is applicable to the new user.
This, of course, will depend on the existence
of some homogeneity of habits, but at least
it does not assume a complete homogenous
situation from the outset, an assumption
which in turn promotes further uniformization.
Besides, endowing agents with a static model
of the users makes them unable to cope with
novel situations. This is also a problem
in the Behavioral AI approach but here agents
may aid one another in coping with novelty.
Knowledge gained in one part of the workplace
can be shared with the rest, and new knowledge
may be generated out of the interactions
among agents. In effect, a dynamic model
of the workplace would be constantly generated
and improved by the collective of agents
in a decentralized way, instead of each one
being a replica of each other operating on
the basis of a static model centrally created
by a knowledge engineer.
I would like to conclude this brief analysis
of the issues raised by agent-based interfaces
with some general remarks. First of all,
from the previous comments it should be clear
that the degree of hierarchical and homogenizing
components in a given interface is a question
which affects more than just events taking
place in the computer's screen. In particular,
the very structure of the workplace, and
the relative status of humans and machines
is what is at stake here. Western societies
have undergone at least two centuries of
homogenization, of which the most visible
element is the assembly-line and related
mass-production techniques, in which the
overall thrust was to let machines discipline
and control humans. In this circumstances,
the arrival of the personal computer was
a welcome antidote to the development of
increasingly more centralized computer machinery,
such as systems of Numerical Control in factories.
But this is hardly a victory. After two hundred
years of constant homogenization, working
skills have been homogenized via routinization
and Taylorization, building materials have
been given constant properties, the gene
pools of our domestic species homogenized
through cloning, and our languages made uniform
through standardization.
To make things worse, the solution to this
is not simply to begin adding meshwork components
to the mix. Indeed, one must resist the temptation
to make hierarchies into villains and meshworks
into heroes, not only because, as I said,
they are constantly turning into one another,
but because in real life we find only mixtures
and hybrids, and the properties of these
cannot be established through theory alone
but demand concrete experimentation. Certain
standardizations, say, of electric outlet
designs or of data-structures traveling through
the Internet, may actually turn out to promote
heterogenization at another level, in terms
of the appliances that may be designed around
the standard outlet, or of the services that
a common data-structure may make possible.
On the other hand, the mere presence of increased
heterogeneity is no guarantee that a better
state for society has been achieved. After
all, the territory occupied by former Yugoslavia
is more heterogeneous now than it was ten
years ago, but the lack of uniformity at
one level simply hides an increase of homogeneity
at the level of the warring ethnic communities.
But even if we managed to promote not only
heterogeneity, but diversity articulated
into a meshwork, that still would not be
a perfect solution. After all, meshworks
grow by drift and they may drift to places
where we do not want to go. The goal-directedness
of hierarchies is the kind of property that
we may desire to keep at least for certain
institutions. Hence, demonizing centralization
and glorifying decentralization as the solution
to all our problems would be wrong. An open
and experimental attitude towards the question
of different hybrids and mixtures is what
the complexity of reality itself seems to
call for. To paraphrase Deleuze and Guattari,
never believe that a meshwork will suffice
to save us. {11}
Footnotes:
{1} Abbot Payson Usher. The Textile Industry,
1750-1830. In Technology in Western Civilization.
Vol. 1. Melvin Kranzberg and Carrol W. Pursell
eds. (Oxford University Press, New York 1967).
p. 243
{2} Andrew Hodges. Alan Turing: The Enigma.
(Simon & Schuster, New York 1983). Ch.
2
{3} Herbert Simon. The Sciences of the Artificial.
(MIT Press, 1994). p. 43
{4} Fernand Braudel. The Wheels of Commerce.
(Harper and Row, New York, 1986). Ch. I
{5} Humberto R. Maturana and Francisco J.
Varela. The Tree of Knowledge. The Biological
Roots of Human Understanding. (Shambhala,
Boston 1992). p. 47 and 115.
{6} Gilles Deleuze and Felix Guattari. A
Thousand Plateaus. (University of Minnesota
Press, Minneapolis, 1987). p. 335
{7} M. S. Miller and K. E. Drexler. Markets
and Computation: Agoric Open Systems. In
The Ecology of Computation. Bernardo Huberman
ed. (North-Holland, Amsterdam
1988).
{8} Pattie Maes. Behaviour-Based Artificial
Intelligence. In From Animals to Animats.
Vol. 2. Jean-Arcady Meyer, Herbert L. Roitblat
and Stewart W. Wilson. (MIT Press, Cambridge
Mass, 1993). p. 3
{9} Pattie Maes and Robyn Kozierok. Learning
Interface Agents. In Proceedings of AAAI
È93 Conference. (AAAI Press, Seattle WA.
1993). p. 459-465
{10} Yezdi Lashari, Max Metral and Pattie
Maes. Collaborative Interface Agents. In
Proceedings of 12th National Conference on
AI. (AAAI Press, Seattle WA. 1994). p.
444-449
{11} Deleuze and Guattari. op. cit. p. 500.
(Their remark is framed in terms of "smooth
spaces" but it may be argued that this
is just another term for meshworks).
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