Posts Tagged ‘information’

Fooling Computer Image Recognition is Easier Than it Should Be

December 19, 2016 Leave a comment

This 2016 study, Universal Adversarial Perturbations, demonstrates how the introduction of specially designed low level noise into image data makes state of the art neural networks misclassify natural images with high probability. Because the noise is almost imperceptible to the human eye, I think it should be a clue that image processing technology is not ‘seeing’ images.


It is not only the fact that it is possible to throw off the technology so easily that is significant, but that the kinds of miscalculations that are made are so broad and unnatural. Had the program had any real sense of an image, adding some digital grit to a picture of a coffee pot or plant should not cause a ‘macaw’ hit, but rather some other visually similar object or plant.

While many will choose to see this paper as a suggestion for a need to improve recognition methods, I see it as supporting a shift away from outside-in, bottom-up models of perception altogether. As I have suggested in other posts, all of out current AI models are inside out.

3/16/17 – see also

Dereference Theory of Consciousness

October 24, 2016 Leave a comment

Draft 1.1

IMO machine consciousness will ultimately prove to be an oxymoron, but if we did want to look for consciousness analogs in machine behavior, here is an idea that occurred to me recently:

Look for nested dereferencing, i.e. places where persistent information processing structures load real-time sense data about the loading of all-time sense data.


At the intersection of philosophy of mind, computer science, and quantum mechanics is the problem of instantiating awareness. What follows is an attempt to provide a deeper understanding of the significance of dereferencing and how it applies to integration of information and the quantum measurement problem. This is a broad conjecture about the nature of sensation as it pertains to the function of larger information processes, with an eye toward defining and identifying specific neuroscientific or cognitive signatures to correlate with conscious activity.

A dereference event can be thought of as the precise point in which a system that is designed or evolved to expect a range of inputs receives the real input itself. This sentence, for example, invites an expectation of a terminal clause, the terms of which are expected to be English words which are semantically linked to the rest of the sentence. English grammar provides templates of possible communication, but the actual communication relies on specific content to fill in those forms. The ability to parse English communication can be simulated by unconscious, rule-based mechanisms, however, I suggest that the ability to understand that communication involves a rule-breaking replacement of an existing parse theory with empirical, semantic fact. The structure of a language, its dictionary etc, is a reference body for timeless logic structures. Its purpose is to enable a channel for sending, receiving, and modifying messages which pertain to dereferenced events in real time. It is through the contact with real time sense events that communication channels can develop in the first place, and to continue to self modify.

What is proposed here is an alternative to Multi-World Interpretation of Quantum Wave Function collapse – an inversion of the fundamental assumption in which all possible phenomena diverge or diffract within a single context of concretely sensed events. The wave function collapse in this view is not the result of a measurement of what is already objectively ‘out there’, nor is it the creation of objective reality by subjective experiences ‘in here’, but a quantized return to an increasingly ‘re-contextualized’ state. A perpetual and unpredictable re-acquaintance with unpredictable re-acquaintance.

In programmatic terms, the variable *p is dereferenced to the concrete value (*p = “the current temperature”, dereferenced p = “is now 78 degrees Fahrenheit″). To get to a better model of conscious experience (and I think that this this plugs into Orch OR, IIT, Interface Theory, and Global Workspace), we should look at the nested or double dereferencing operation. The dereferencing of dereferencing (**p) is functionally identical to awareness of awareness or perception of perception. In the *p = “the current temperature” example, **p is “the current check of the current check of the temperature”. This not only points us to the familiar Strange loop models of consciousness, but extends the loop outward to the environment and the environment into the loop. Checking the environment of the environmental check is a gateway to veridical perception. The loop modifies its own capacity for self-modification.

Disclaimer: This description of consciousness as meta-dereferencing is intended as a metaphor only. In my view, information processing cannot generate conscious experience, however, conscious experience can possibly be better traced by studying dereferencing functions. This view differs from Gödel sentences or strange loops in that those structures refer to reference (This sentence is true) while the dereference loop specifically points away from pointers, rules, programs, formal systems, etc and toward i/o conditioning of i/o conditions. This would be a way for information-theoretic principles to escape the nonlocality of superposition and access an inflection point for authentic realization (in public space-time as shared experience). “Bing” = **Φ. In other words, by dereferencing dereference, the potentially concrete is made truly concrete. Sense experience is embodied as stereo-morphic tangible realism and tangible realism is disembodied as a sense of fact-gathering about sensed fact-gatherings.

Dereference theory is an appeal to anti-simulation ontology. Because this description of cognition implicates nested input/output operations across physically or qualitatively *real* events, the subjective result is a reduced set of real sense conditions rather than confabulated, solipsistic phenomenology. The subjective sense condition does not refer only to private or generic labels within a feed-forward thinking mechanism, but also to a model-free foundation and genuine sensitivity of the local ‘hardware’ to external conditions in the public here-and-now. This sensitivity can be conceived initially as universal property of some or all physical substrates (material panpsychism), however, I think that it is vital to progress beyond this assumption toward a nondual fundamental awareness view. In other words, subjective consciousness is derived from a dereference of a local inertial frame of expectation to a universal inertial frame of unprecedented novelties which decay as repetition. Each event is instantiated as an eternally unique experience, but propagated as repetitive/normalized translations in every other frame of experience. That propagation is the foundation for causality and entropy.

Chess, Media, and Art

January 15, 2014 Leave a comment

I was listening to Brian Regan’s comedy bit about chess, and how a checkmate is such an unsatisfying ending compared to other games and sports. This is interesting from the standpoint of the insufficiency of information to account for all of reality. Because chess is a game that is entirely defined by logical rules, the ending is a mathematical certainty, given a certain number of moves. That number of moves depends on the computational resources which can be brought to bear on the game, so that a sufficiently powerful calculator will always beat a human player, since human computation is slower and buggier than semiconductors. The large-but-finite number of moves and games* will be parsed much more rapidly and thoroughly by a computer than a person could.

This deterministic structure is very different (as Brian Regan points out) from something like football, where the satisfaction of game play is derived explicitly from the consummation of the play. It is not enough to be able to claim that statistically an opponent’s win is impossible, because in reality statistics are only theoretical. A game played in reality rather than in theory depends on things like the weather and can require a referee. Computers are great at games which depend only on information, but have no sense of satisfaction in aesthetic realism.

In contrast to mechanical determinism, the appearance of clichés presents a softer kind of determinism. Even though there are countless ways that a fictional story could end, the tropes of storytelling provide a feedback loop between audiences and authors which can be as deterministic -in theory- as the literal determinism of chess. By switching the orientation from digital/binary rules to metaphorical/ideal themes, it is the determinism itself which becomes probabilistic. The penalty of making a movie which deviates too far from the expectations of the audience is that it will not be well received by enough people to make it worth producing. Indeed, most of what is produced in film, TV, and even gaming is little more than a skeleton of clichés dressed up in more clichés.

The pull of the cliché is a kind of moral gravity – a social conditioning in which normative thoughts and feelings are reinforced and rewarded. Art and life do not reflect each other so much as they reflect a common sense of shared reassurance in the face of uncertainty. Fine art plays with breaking boundaries, but playfully – it pretends to confront the status quo, but it does so within a culturally sanctioned space. I think that satire is tolerated in Western-objective society because of its departure from the subjective (“Eastern”) worldview, in which meaning and matter are not clearly divided. Satire is seen as both not as threatening to the material-commercial machine, which does not depend on human sentiments to run, and also the controversy that satire produces can be used to drive consumer demands. Something like The Simpsons can be both a genuinely subversive comedy, as well as a fully merchandized, commercial meme-generating partner of FOX.

What lies between the literally closed world of logical rules and the figuratively open world of surreal ideals is what I would call reality. The games that are played in fact rather than just in theory, which share timeless themes but also embody a specific theme of their own are the true source of physical sustenance. Reality emerges from the center out, and from the peripheries in.

*“A guesstimate is that the maximum logical possible positions are somewhere in the region of +-140,100,033, including trans-positional positions, giving the approximation of 4,670,033 maximum logical possible games”

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