Thinking up something new

Philip Sargent

27 July 2003
The  most exciting, useful and world-changing discoveries are those that enable and produce more new, exciting and world-changing discoveries. Usually, these are a new way of looking at the world, such as quantum mechanics or double-entry bookkeeping: where the consequences may be multifarious and unpredictable, but are of a lower order of invention than the original, potentiating discovery.

What kind of  discovery would unlock an endless stream of invention of all types? We might think that it's been been a challenge to keep up with technolgies in recent decades, when we have been living with the consequences of microprocessors which quradruple in power every three years, but how much  more of a challenge would be armies of Leonardos and Ghandis.

Artifical creativity

It is not commonly known, but we now know a lot more about the processes by which hard problems are solved, especially those which require an inventive or creative step for their solution. We also have the mathematics to describe some of these processes and to prove theorems about what is and may be possible, and what remains to be proved.

There is a general consensus that most invention and creativity involves some kind of constrained generation of many ideas followed by a filtering or selection process which eliminates the bad ideas. Different types of problem emphasise either the generation or the elimination step. Sometimes either strategy can be made to work as the primary mechanism: chess-playing software tends to generate many, many moves and then has sophisticated methods of elimination, whereas people tend to constrain their generation so that they only have to chose between fewer good moves. We also know that learning or training improves both processes and that this works whatever representation technology is used to encode the knowledge: genetic algorithms, statistical training, neural nets or just weighting hard-coded strategies.

In human beings, we know that a period of mental immersion in the problem, working through many different aspects of its behaviour, is best followed by a period of relaxation or some other activity: the tale of Archimedes in his bath is characteristic. We don't know why this is the case, though there are a great many sensible ideas. However, this is one feature which has not yet been reproduced in articifical creative systems, so it bears watching.

Engineering practicalities

It is a general feature of hard problems that the generation step is explosive whereas the elimination step is comparatively straightforward. In many ways, it is much easier to recognise a soluton when you see it than it is to come up with it in the first place: "I may not know much arbout Art but I know what I like." In fact, we can define intrinsically hard problems as those where the number of potential solutions to be generated expands exponentially with the number of initial options or conditions. However we can generally find a procedure for checking the solutions that takes takes a "reasonable" time (by which we mean a polynomial relationship, rather than an exponential one).

Humans are pretty good at spotting a good solution out of half a dozen or so, and pretty appalling at spotting one out of half a billion. Software has no such limitations on its concentration, so much of the progress in creative problem solving over the past decades has been with this kind of brute force approach, but on the "easy" side of checking, not the hard side of generating. If we look more closely, we see that the more important aspect is the generation. Beating humans at elimination is a cheap trick, but beating them at generating only potentially good solutions is much harder.

If I want to invite half my friends to a party, but I know that they all have strong likes and dislikes and don't all get on with each other, then if I have only 8 friends, I can sort out 4 who get on in a few minutes (though I may need a pencil and paper). If I have 100 friends, then the lifetime of the universe would be exceedingly small compared with the time it would take a supercomputer to solve it. That is a hard problem. In this case there is no good way to constrain the generation of possibilities; we could sort the friends and select first amongst those who hate the fewest, but unless most of them get one with nearly anybody, that will make little practical difference.

Innovating in the problem as well as the solution

Take the problem of designing a new type of mechanical latch, not more than 5cm in size, to hold a drawer shut to prevent small children getting at sharp knives. One could generate random 3D solid objects and then animate them to see if they "latch". Or one could also take a fixed set of mechanisms (levers, rachets, springs), and then generate all conceivable assemblies. That might work. However, we know that mechanical engineers will almost always solve this type of problem by using the basic mechanisms, and then also innovating with extra arbitrary 3D shapes to make lugs or sockets, and by combining functons, e.g. so that the support of rachet is also the elastic spring. What the creative designer has done is to create a new set of mental tools and a new way of looking at the problem, before he even starts on generating possible solutions, and a long way before he checks to see whether they work or not.

Changing the "space in which the problem is set" is not some kind of intrinsically human, mystical ability. Chemical engineers have for a long time written software that decides an appropriate number and interconnectedness of a set of heat exchangers, before it then optimises their sizes and throughputs. Encoding the tools and problem is itself just another problem. However it is usually another intrinsically hard one.

Humans are particularly bad at generating solutions when there are multiple objectives, e.g. siting an airport both close to city and yet where it will not be noisy, or optimising a chemical plant so that it runs safely (at a low temperature and pressure), productively (at a high temperature and pressure), efficiently (so that the temperatures and flowrates match wherever pipes join), profitably (so that by products are minimized) and controllably. Humans are so bad at this, that even software which only gets close to the right sort of answer is a great improvement, but nevertheless some of the best improvements have come from new concepts in restructiring the problem space: using enthalpy rather than temperature, for example, as a way of characterising the heat flows.

P≠NP

So what kind of magic wand could we wish for? We have one intrinsically hard problem in two guises: generating new good potential solutions by constraining the generation process cleverly, and the problem of  generating new ways to structure the problem in the first place - so that the constrained generation later is easier and more productive.

The opinion of most mathematicians is that a large number of identified, intrinsically hard, exponential problems (about a thousand of them, known as NP for Nondeterministic Polynomial)  probably have no solution that can be found in "reasonable" (P for Polynomial) time. However, this is an opinion: no one has yet found a proof. The Clay Institute of Massachussetts announced in 2000 a prize of $1m to whoever can either prove this or find a procedure that solves one of these problems in polynomial time. This way of expressing the mathematics dates from 1971, but the concepts derive from those of Gödel and others in the 1930s.

While it is likely that that there is no "reasonable" solution to hard problems, it is quite possible that no proof of this will be found. If a reasonable (polynomial time) solution can be found, then the consequences are profound. All types of creativity and innovation become practical whereas before only special cases and isolated tricks could be found, but in the short term, the difficulties that it produces will be worse than the benefits. One of the problems that becomes easy is decoding encrypted communications, so the consequences for the banking system and the Internet would be extremely disruptive.

There are two more likely eventualities than finding that P=NP: quantum computers could be constructed which can solve all NP problems in reasonable time, or approximate methods are found which can find useful answers in reasonable time for most NP problems. If either of these come to pass, we can expect a flowering of creativity that will change the course of human history.

Further reading

Emergence, John Holland. A treatise on constrained generating procedures (cgp). Not an easy read, but thorough and written by the inventor of the genetic algorithm.

Clay Institute Millenium Mathematics prizes
http://www.claymath.org/Millennium_Prize_Problems/P_vs_NP/