Strategies which provide a definite and certain way to reach a
goal are called algorithms. They consist of exact, step by step,
instructions and are familiar to computer programmers because this is
how most structured programs are designed.
Algorithmic strategies are used extensively throughout life and form
the basis of most training and educational programs where learning
consists of being taught a programmed set of fixed methods or
responses.
Algorithms work best in situations where they are employed by
tacticians operating in a predictable and limited environment and
where there is full knowledge of all contingencies.
Where algorithmic strategies break down is in unpredictable
environments which contain uncertainty, change or competition.
Algorithms can deal with a certain amount of variability but their
design quickly escalates to unacceptable levels of complexity if
there is too much variability and usually they will fail completely
when presented with unknowns or novel situations.
When people talk about strategies, they are usually thinking of
situations where algorithms prove inadequate, that is in environments
where there are many unknowns and where there is much change and
competition. Such strategies have been a constant preoccupation for
the human mind since time immemorial.
War concentrates the mind wonderfully, and the war strategists of the
1930's and 1940's brought powerful minds to bear upon this problem of
dealing with competition and uncertainty. The most influential
thinker of that period was Professor John von Neuman, one of the
greatest mathematicians of all time. He had brought out papers in
1928 and 1937 which laid the foundation of a new way to make
decisions in conditions of competition and uncertainty which became
known as game theory.
Game theory offered a statistical approach to making decisions and
was successfully used in world war 2 to deal with such topics as
logisitics, submarine search and air defense.
Von Neuman's book. "Theory of Games and Economic Behavior" which he
wrote with Oskar Morgenstern and published in 1944 (improved in the
1947 edition), brought these mathematical concepts of strategy to the
attention of the rest of the world.
Game theory can be thought of as a conceptual framework in which to
consider problems of decision making in conditions of uncertainty and
competition. The main conceptual mechanism of game theory is the
heuristic strategy which is a set of rules developed to specify the
most likely way to win a game or succeed in a goal.
Unlike the clear steps of an algorithm, which have predictable
consequences, the rules of an heuristic strategy are more like 'rule
of thumb' guide lines for achieving a stated goal. They are usually
based upon empirical results: experience or successful application in
similar circumstances.
Following the guide lines, or rules, of such a strategy will not
produce predictable outcomes or guarantee certain success; instead,
the users of the strategy are only assured that they are going to
have the best chance of success in a statistical sense. i.e., the
people who abide by the rules are more likely to succeed than those
who don't.
These kind of "woolly" instruction sets are completely foreign to
computer programmers and it often takes a while for them to wrap
their minds around the concept. The essence is one of trading off
absolute control and predictability against reduced complexity of the
programming
For example, an heuristic strategy designed to help you succeed in
creating wealth in a non zero sum game environment, would not consist
of a set of clear instructions which you have to follow in order to
be sure of becoming rich. Clearly, an algorithmic strategy is not
possible in competitive economic environments. Instead, the rules
would consist of general rules of behavior which would be likely to
give you a competitive edge against others in the competition to
become rich over a period of time.
The kind of rules you would find in such a heuristic strategy to help
you succeed to in business would be rules that ensured you were
honest, reliable and truthful in any dealings. Behavior which
involved cheating, stealing, deceitfulness or coercion would be
declared illegal.
In the long term, such a way of conducting your business dealings
would eventually pay off as you built up credibility and reputation,
although it would be quite possible for somebody to make short term
gains by ignoring such rules.
Heuristic strategies need not be restricted to benefit a single
individual, they can also be designed for the benefit of a group or a
society. If the goal is creating common wealth, then a heuristic
strategy is likely to include rules which would enhance opportunities
for cooperation in order to increase the general efficiency (i.e.,
rules of law and ethical codes of individual conduct would be
conducive to forming a successful society). The most effective and
well known heuristic strategy used in the western world is the Ten
Commandments of the Christian religion.
For the design of intelligent agents in object oriented environments
it is essential to understand the nature of heuristic strategies
because they have to be built into objects in order for the objects
to gain "experience". Such techniques are far more efficient than
algorithmic methods as they can allow objects to learn and adapt
without having to use complex programs or large data bases.
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Peter Small August 1996
Email:
peter@petersmall.com
Version 1.00
©Copyright 1996 Peter Small