I’m having a hard time understanding what the arrows from W-node to W-node and M-node to M-node represent in the chess example, given the premise that the world and memory states take turns changing.
If I understand correctly, W is the board state at the start of the player’s turn, and M is the state of the memory containing the model of the board and possible moves/outcomes. W(t) is the state that precedes M(t), and likewise the action resulting from the completion of remodelling the memory at M(t), plus the opposing player’s action, results in new world state W(t+1).
This interpretation seems to suggest a simple, linear, linked list of alternating W and M nodes instead of the idea that, for example, the W(t-1) node is the direct precursor to W(t). The reason being, it seems that one could generate W(t) simply from the memory model in M(t-1), regardless of what W(t-1) was.. and the same goes for M(t) and W(t-1).
Perhaps it’s that the arrow from one W-node to another does not represent the causal/precursor relationship that a W-node to M-node arrow represents, but a different relationship? If so, what is that relationship? Sorry if this seems picky, but I do think that the model is causing some confusion as to whether I properly understand your point.
The arrows all mean the same thing, which is roughly ‘causes’.
Chess is a perfect-information game, so you could build the board entirely from the player’s memory of the board, but in general, the state of the world at time t-1, together with the player, causes the state of the world at time t.
Ah, so what we’re really talking about here is situations where the world state keeps changing as the memory builds its model.. or even just a situation where the memory has an incomplete subset of the world information. Reading the second article’s example, which makes the limitations of the memory explicit, I understand. I’d say the chess example is a bit misleading in this case, as the discrepancies between the memory and world are a big part of the discussion—and as you said, chess is a perfect-information game.
I’m having a hard time understanding what the arrows from W-node to W-node and M-node to M-node represent in the chess example, given the premise that the world and memory states take turns changing.
If I understand correctly, W is the board state at the start of the player’s turn, and M is the state of the memory containing the model of the board and possible moves/outcomes. W(t) is the state that precedes M(t), and likewise the action resulting from the completion of remodelling the memory at M(t), plus the opposing player’s action, results in new world state W(t+1).
This interpretation seems to suggest a simple, linear, linked list of alternating W and M nodes instead of the idea that, for example, the W(t-1) node is the direct precursor to W(t). The reason being, it seems that one could generate W(t) simply from the memory model in M(t-1), regardless of what W(t-1) was.. and the same goes for M(t) and W(t-1).
Perhaps it’s that the arrow from one W-node to another does not represent the causal/precursor relationship that a W-node to M-node arrow represents, but a different relationship? If so, what is that relationship? Sorry if this seems picky, but I do think that the model is causing some confusion as to whether I properly understand your point.
The arrows all mean the same thing, which is roughly ‘causes’.
Chess is a perfect-information game, so you could build the board entirely from the player’s memory of the board, but in general, the state of the world at time t-1, together with the player, causes the state of the world at time t.
Ah, so what we’re really talking about here is situations where the world state keeps changing as the memory builds its model.. or even just a situation where the memory has an incomplete subset of the world information. Reading the second article’s example, which makes the limitations of the memory explicit, I understand. I’d say the chess example is a bit misleading in this case, as the discrepancies between the memory and world are a big part of the discussion—and as you said, chess is a perfect-information game.