For the special issue on the philosophical foundations of AI, Journal of Experimental and Theoretical AI (JETAI) Design as Inquiry: The Methodological Legacy of AI R. P. Loui Washington University in St. Louis *with some input from Prof. Miriam Thalos, Prof. Michael Loui, Prof. Fernando Tohme, and James Meqguier. This paper is dedicated to Prof. Henry Kyburg on his seventy-first birthday. Method and Discipline Method counts. Method, in theory, is what defines disciplines, and it will not be surprising to anyone that AI, which struggles to be recognized as a valid and independent discipline, has novel method. Fundamental research in AI has always been hard to appreciate because of its methodological novelty. The main claim of this paper, that AI has a its own method, is thus not contentious. But it is rarely acknowledged (one exception perhaps is Alan Bundy, though John Haugeland, among others, has pointed from outside). More frequently, researchers in AI attempt to assimilate their work to the culture of another discipline (notably mathematics, psychology, and physics; see Paul Cohen, for example, for a polemic on empirical method; see Matt Ginsberg for a canonical mathematical and physics sensibility). This paper seeks to reaffirm the claim that AI's method is novel, to depict more clearly than before what is the method and where is the novelty. "Method" is the centerpiece of the philosophy of science. It is a topic that consumed the attention of the post-Viennese, logic-minded philosophers for decades (and is assigned to names such as Rudolph Carnap, Karl Popper, and Imre Lakatos). There had been a deductive method, and there needed to be an inductive method. Amazingly, there had been little dispute over the method of deductive calculation; yet there was plenty of discussion when the method was alleged to be inductive. Experimental method was a good thing, certainly compared to the worlds of humors, mesomorphs, and mesmers, but the prescription for inductive confirmation was elusive (which is not to say that the rejected pseudo-sciences failed to practice method; whether they did or not, it is method that led to their rejection). Method was so central that there was even a famous reaction, "Against Method," (Paul Feyerabend) which argued that the vestments of method-prescribed or method-based inquiry stifled creativity. What is scientific method? What methods are non-scientific? Why is methodic inquiry supposed to be better than inquiry that is uncalculated, unprogrammed, unregularized? I do not believe that anyone thinks these questions are fully answered, but they have certainly gotten their due philosophical attention. Beyond inductive and deductive logics, there are patterns of "non-scientific inquiry," many of which ring plausible as methods: dialectical method, historical method, literary method (for example, Hilary Putnam has been discussing "non-scientific knowledge" lately). But within the mathematical and scientific disciplines, only two methods are recognized: analytic method (analysis, the logico-mathematical propagation of constraints), and empirical method (induction, the data-directed construction of theory and confirmation of hypothesis). It is my observation that most AI practitioners assume one of these to be their method. Roughly, those who prove theorems think they are analytic, and those who build systems think they are empirical. It is fairly obvious upon reflection however that AI should be neither mainly analytic nor mainly empirical. AI is Design for Inquiry AI, like computer "science", is design. The method of AI is design. AI shares its emphasis on design with all of the engineering fields (mechanical, electrical, chemical, and civil engineering, historically, but now including genetic, economic, control, symbolic systems, and biomedical engineering). There, design has long been acknowledged as fundamental, characteristic, and constitutive. Design permeates engineering. Not all design is engineering and engineering is not just design. There are fields that do not fit entirely within engineering but which continue to emphasize design: consider architecture, industrial design, business organization, pharmaceutical design, political and legislative design, graphic design, and interior design. Conversely, there are problem-solving aspects to engineering which need not figure in design. Thus, some kind of flow control might be designed in order to solve a problem. Meanwhile, architecural vernacular could be used for expression or cultural affirmation rather than problem-solving. Nevertheless, it is not too misleading to think of engineering when it is claimed that AI has a design method. Computer "science" in general has an emphasis on design, and to the extent that AI might really be a part of informatiques, AI inherits computing's design emphasis. But I do not want to claim that AI and computer "science" have the same method of inquiry (though I clearly do not agree that computer "science" is science) or that either is merely engineering. In order to separate design from analysis and experiment, it is useful to be clear about the latter pair. Then it will be important to explain how design could be a method: how it is that there is a method of inquiry that utilizes design, not just fields of activity that employ designers. That is, how it could be that mind design (and now social design and even drug design) could differ fundamentally from, say, costume design. It will be our task to ponder how it is that so much of AI design has been thought to be analysis or experiment. Finally, it will be worth noting why design method has emerged, particularly with AI, and why it is not going to disappear even as AI problems and paradigms mutate from decade to decade. Two Famous Methods What is analysis? Analysis is the use of logic in deductive calculation, that is, the propagation of constraints which produces incontrovertible, inarguable, undeniable, infallible, "demonstrated" conclusions. Perhaps the fallacy of analysis is the idea in the first place that there is a way of propagating constraints that provides such a guarantee. Analysis includes axiomatic method, complexity analysis, real analysis, decision analysis, numerical analysis, statistical analysis qua analysis (as opposed to statistical analysis in induction), probabilistic analysis (including Bayesian reasoning), queueing analysis, and analysis of variation, among others. It probably does not include performance analysis, chemical analysis, psychoanalysis, DNA analysis, or hair analysis, where "analysis" is functioning as a synonym for "inquiry," or "study," in all of its generality (except to the extent that the study or inquiry is theory-laden). A celebrated example of analysis is Kenneth Arrow's "Impossibility Theorem," according to which a "social choice function" for "individuals" with "preference relations" does not exist which is simultaneously "non-dictatorial," "anonymous," et cetera. Out of the definition of the terms, and the rules of the language in which the definitions appear, comes tumbling the contradiction. From the will to avoid contradiction are forged the shackles of analytic constraint: if f is a "social choice function" that is "non-dictatorial," "anonymous," et cetera, then the individuals must not have "preferences." Perhaps the clearest example of analysis is in the analysis of preferences themselves: X "prefers" A to B; and "prefers" B to C; thus, by the meaning of "prefers", X "prefers" A to C. Analysis at root is really about language and the rules of language use. It is the examination of the consequences of adopting a descriptive linguistic manner (and it does not really matter what that language is, so long as its rules take a certain consequence-oriented form; thus one can do deontic analysis, alethic analysis, or fuzzy analysis if one writes deontic, alethic, or fuzzy postulates). Analysis is a kind of semantic activity. It is a priori: it does not require observation of the world; and it is non-ampliative: it works from assumptions that are logically strong toward unavoidable conclusions that are logically weaker, not venturing beyond the "meaning" of the words used in the assumptions. Thus, the use of logic to derive conclusions from assumptions is an analysis of meaning, a working from meaning postulates to semantic entailments. Induction is about describing the world, finding regularities in the world, and resolving the tension between the two. It is not to be confused with finite and transfinite "mathematical induction" (a confusion so unfortunately frequent in AI). Induction includes inference to the best explanation, scientific theory construction, hypothesis testing, estimation, inductive confirmation, classification, and diagnosis. Induction is how one is supposed to get a handle on those assumptions, claims, axioms, postulates, and principles with which one starts the deductive engine. A celebrated example of induction is that "the next crow will be black" on the basis that one hundred prior crows have been black. Another, more interesting induction is that "rational preference is not representable with a real-valued extensive measure" because so many rational preferences violate the "sure-thing" and "independence of irrelevant alternatives" properties that are implied by utility functions. This kind of induction, which results in the rejection of axioms, is manifest in lofty "paradigm shifts" as well as lowly "auxiliary" assumption appraisal. Induction is a posteriori: it requires data that represent contingent facts about the world. It purports to reveal the nomological and "natural"; it attempts to characterize an immutable reality that exists whether one theorizes about it or not, and the existence of which is not altered by the language used to describe it. Induction is thought to be ampliative, to be informative, though it is really just a nonampliative use of metalanguage to produce conclusions that appear ampliative with respect to the object language. To hold that "the next crow will probably be black, given the past sample of one hundred black crows" is a deductive consequence which must occur in the metalanguage of the language in which "the next crow will be a crow" occurs. It is not yet an induction. To detach the probability qualification and assert "the next crow will be black" indeed appears ampliative with respect to the claims "the past one hundred crows have been black" and "the next crow will be a crow." But it really depends on the meaning of certain metalinguistic assertions such as "and the next crow will be random" or "I know of no exceptional conditions," with which AI is familiar from formalizing nonmonotonic reasoning. (This same demystification of induction can be found in AI from Henry Kyburg to Henry Kautz, from David Poole to Judea Pearl.) The tension in induction is to find a language that permits description without too much inconvenience, yet is a language that conveniently regularizes descriptions: PV=nRT, for ideal gases, but if too many gases we encounter are therefore non-ideal, an inconvenience, then perhaps PV does not equal nRT. Powerful predictions are convenient, but correctness is also convenient (there is nothing wrong with thinking of type I and type II error here). So far, everything should be familiar to the student of method: these are the methods of deduction and induction that dominate mathematical and scientific work. The domination extends to computing, and into AI. One alleges that one has discovered an algorithm or a complexity result as though one had discovered a sequence of DNA. "The algorithmic world has revealed itself!" One judges the suitability of a representational system based on its mathematical properties: the more mathematically characterizable the properties, the better the system. "Good results come from good analysis." What data support your affection for this heurisic? What axiom system vindicates your learning algorithm? One should perform an empirical study of a system's performance, especially under real-world conditions. One should prove a theorem, and the more analysis required, the better. Method: Design Design is different. Design is the production of an artifact to meet a purpose. The artifact is often physical, such as a device or a product, but it is increasingly important to design abstract artifacts, especially information artifacts: methods, algorithms, and symbol systems. Even in the examples where the result is alleged to be a physical object, the main product of the design activity may be the concept and method of construction, the economy of manufacture broadly speaking, not just the instantiation of the object itself. Celebrated designs outside of computing include the Sheaffer classic fountain pen, the Volkswagen Beetle, the Saturn V rocket, the Golden Gate Bridge, the steel backbone skyscraper, the Vickrey auction, the commercial tax code, the Amsterdam canals, the black cocktail dress, and Esperanto. Within computing, every system, every language, every algorithm, and every mathematical model is an exercise in design: from Apple Macintosh to FORTRAN to Rivest-Shamir-Adelman encryption to pi calculus. Within AI, there are not only famous designs, such as Deep Blue, but more importantly, design paradigms, such as neural networks, backtrack search algorithms, nonmonotonic logics, chart parsers, and image segmenters. Design is a priori in the sense that the organization and configuration of components does not depend on the contingencies of the world, though it is a posteriori in the sense that its effectiveness at meeting its purposes depends crucially on the physics, chemistry, and biology, and on the stage of human history in which the design is embedded. Design is intentional and teleological (purposive). To be a design, there must be design goals and design uses, designers and users. The discipline that is surprisingly well suited to appraise design is history. Naturally, design proceeds hand in hand with invention, and here philosophy must nod to antecedent legal thought: good design should be "useful and nonobvious"; it should "advance the state of the art" and be "reducible to practice." Good design is memorable. It is a landmark in the design space; it declares its tradeoffs clearly: the methods of its construction, and the integrity of its concept. It opens a manner of theme and variation or closes the discussion about possibility. It is an existence proof and it contributes to aesthetics. The first design of its kind may be memorable; copies and repetitions add nothing, nor do interpolations or obfuscations. Probably every computer science doctoral dissertation committee has puzzled over the standard for acceptable work and reached this same conclusion. Good computer "science" is good design. It is not merely empirical confirmation or disconfirmation, tour de force depth of calculation, plausible falsifiable proposition, erudition of speculation, literary value of exposition, or possession and exhibition of expert ability. There is no question that analysis and empirical work can serve design. There is equally no question that experimental design can be memorable, and so too can be memorable the design of a proof. But in those cases, the ultimate aims are empiricial and analytic; in the other cases, the ultimate aim is to provide information to designers. If good design produces landmarks, design for inquiry produces maps. Design for inquiry has long been AI's stated creed (one need only consult Herbert Simon's last invited AAAI talk and the themes that originate in _Sciences of the Artificial_), though it has perhaps never been called quite that. Design for inquiry seeks to populate the space of possibilities with examples that represent the variety and extent of capability. The line between what computers can and cannot do is drawn by designing systems, observing their successes and understanding their failures. It is usually not hard to verify that a design makes use of its alleged principles, since the principles are simple enough for all to see. It is also not hard to ascertain a design's successes and failures since the purposes of design tend to be transparent. Usually the hard part is designing the bridge for four lanes of traffic, not verifying that the bridge has four lanes. Design for inquiry is a special kind of design. To design for inquiry is to suppose that there is a phenomenon that can be understood by constructing artifacts. Somehow, intelligence, the mental and the social, can be understood this way. How? It cannot simply be that designing computer systems that are quasi-intelligent produces metaphors for the construction of psychological (scientific) theories. This has long been the official relation between AI and cognitive psychology: a servitude of the former to the latter (though psychology, it was allowed, could in turn provide ideas for design). Design is not just a "logic of discovery" (N. R. Hanson) that provides hypotheses, which are then ultimately subordinated to empirical validation as nomological claims. And it cannot be as simple as the claim that the design of bridges serves the inquiry into bridge-phenomena, or even transportation-phenomena, both of which seem hopelessly tautological. It might be, however, that the design of intelligent systems shares more with the design of fonts, design of cities, and design of games, and some even more surprising design activities, than it does with the design of disk drives, pipeline caches, and motherboards. Designable Phenomena One thing that AI clearly shares with design fields is that its phenomenon is open; the object of inquiry is largely defined as the output of the designers. That is, the scope of intelligence is not fully defined, nor at any time is it analytically defineable. It is not considered to be a circumscribable target, like the world's regularities or a logico-mathematical system. (This is not to say that scientific method is inapplicable to designable moving targets, such as social phenomena; but that the method treats the enlargeable phenomenon as unenlargeable.) Intelligence is subject to further definition as it is encountered. Encountering intelligence redefines intelligence. Engineerable phenomena are all like that. They behave like the technical terms of law that are open: "reasonable" search, "due" process, "effective" alternatives. (I have chosen not to use Herbert Hart's full phrase "open-texured" or Friedrich Waisman's antecedent non-legal term "porous", much less the derivative "accordian" metaphor of Joel Fineberg.) The case law, as cases are decided, makes the definition clear over time, the phenomenon developed, the legislation evolved. Revision is forseen. The same happens with flight, bridge, and operating system. Some phenomena, like social phenomena and unlike scientific phenomena, are constructible. They are not there until they are made. Constructs do not serve roles and purposes until they are constructed, so it would be impossible to conceive of the entire space of potential (designable) phenomena. The scope of potential intelligence makes no more sense than the scope of potential insurance legislation. These belong to the third baseball umpire, "Ain't nothin' 'till I call 'em". (Recall that the first two umpires sit on the horns of an empiricist's dilemma: "I call 'em as I see 'em" and "I always get 'em right".) So Grand Unification, scientific progress, and reduction are all ideas that are better left to physicists than to engineering fields. AI is prepared to revise more open concepts now than it has in the past few decades. As AI pushes into the social sciences, its contribution is the design of rule systems, normative systems, games of social interaction, and political economies. AI can deliver the game itself, not just uncover the game or study the efficiency of strategies for playing it. AI has changed what is meant by intelligence and with computing more generally, will soon change what is meant by society. But in the concepts that AI revises, AI differentiates itself from engineering. There are constructible categories which are conceived more as phenomena, and less as solutions to problems. So an economic system is more phenomenon than solution, while an airplane is more a piece of problem-solving than it is a phenomenon worthy of independent study. Bridge phenomena can be understood by designing bridges, to be sure, but mostly bridges solve problems -- people care about chasms that need spanning, not bridges that appear spuriously and demand explanation. It is hard to undertake empirical study of constructible phenomena. Empirical study is supposed to reveal the inherited, contingent world, and constructivity seems to be about the exact opposite: the making of fairly arbitrary worlds. Somehow, there are things that are both constructible, but also naturally occurring. Somehow, there have been things like economies, and intelligences, which have been the subjects of empirical study and are now the subjects of design for inquiry. Still, there could have been designers of magnets and agricultural feeding schedules, tall temples and sneakers who were interested in the phenomena of magnets, feeding, temples, and sneakers rather than the solution of particular puzzles. The accident of an antecedent design history would then have led to a non-engineering category of human design activity: magnet lust, feed fancy, temple chic and sneaker fashion, phenomena worthy of statisticians and scientists. Is the difference between AI and chemical engineering only that intelligence was there before AI applications were recognized and before problems that required a designed intelligence for their solution were framed (whereas chemical engineering pops into existence because people need chemicals engineered)? Design of the Evolvable The most marked difference, I claim, between AI and both the traditional sciences and the traditional engineering fields is that AI studies a class of phenomena that are both evolvable and constructible. So it is not simply that there had been phenomenon-defining design before there was design for problem-solving. The really queer thing about AI is that intelligence can be both the result of evolution and of design. The preexistence of the designable phenomenon is fact and observation, the sort of thing that is scientifically addressable, if it does fall a bit short of nomology. More importantly, it is evolution that created the pheonomenon: intentionless but teleological selection. No one, we may suppose, engineered intelligence with the same kinds of intentions with which one engineers a sneaker until there was quite a bit of intelligent phenomena walking about. But intelligence had a purpose and even something akin to a design history. So the apt and well-used comparison of AI to flight remains: one can inquire about flight through design, since flight occurs before airplanes, it occurs through natural selection, and its concept can be extended through design. Intentional design sheds light on intentionless "design." And the similie of flight is better than that of bridges: studying naturally occurring bridges through bridge design sheds light only on the cleverness of the first people who decided to walk over happy rock formations. Selection is different from serendipity. The fact that there is already a strong teleological approach to a pre-engineered phenomenon is what makes AI seem scientific even though it does not use scientific method. What artificial intelligence says about naturally selected intelligence is what did not occur naturally. Sometimes it is not obvious what could have been but wasn't. It is worth noting that Gary Kasparov does not marshal his associative mental energies in a linearizable regimen of search. Knowing some alternatives illuminates the process and constraint that favored one of the alternatives. With the space of rule sets for chess-playing well mapped, we can locate and characterize the individual artifact. Sometimes the characterization is precise: "no grandmaster has an endgame table complete to seventeen ply"; and sometimes it is not so precise: "Deep blue is the brute Ferrari of chess programs, not the beautiful Bugatti." Once the claim is made, there is no question of falsification, but instead, an effort to understand the metaphor. The way to appreciate the fact that a Bugatti has sixteen cylinders is not by multiplication of bore and stroke, but by comparison to six-cylinder and four-cylinder designs. Design comparisons and metaphor are no less important when an intelligence is said to use A*. Even this is not surprising, though it should make us in AI all feel guilty for reading too much philosophy of physics and philosophy of mathematics and not enough philosophy of biology. Teleological explanation, like design for inquiry, has had trouble finding fame, and sometimes even acceptance, in the philosophy of science. Now here is the surprise. AI is soon to have company; it is not alone among the disciplines that study naturally occurring and evolvable phenomena through design. Biomedical engineering and economic engineering, genetic engineering and cultural engineering are on the rise, and will use exactly the same design method as AI. To understand hearing, engineer some hearing devices. To understand auctions and markets, build some artificial ones. Which genetic combinations are robust; which matriarchies are stable? The greater the extent of speculative design (to see what is possible with what techniques) and the less design that is tightly targeted problem-solving, the more these emerging fields will look like AI. Perhaps it is the utter uselessness of design that AI permitted itself for decades that makes it now the clearest instance of a field that understands design for inquiry. Engineered flight certainly came first, but it was coeval with the problem-solving and the commerce of engineered flight. To inquire, one must have the luxury of time to inquire. AI once had this luxury. It would indeed be nice if AI could find a methodological excuse to permit itself the will to pure design once more.