Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Juan A. Barceló
Abstract: The question of whether it is possible to automate the scientific process is of both great theoretical
interest and increasing practical importance because, in many scientific areas, data is being generated much
faster than they can be effectively analyzed. I describe here a virtual robotic system which can be physically
implemented that applies techniques from artificial intelligence to carry out cycles of scientific experimenta-
tion. I am exploring an analogy with the idea of “intelligent” machine, to understand the way we, archae-
ologists, think. If a computer can be programmed to perform human-like tasks it offers a “model” of the
human activity that is less open to argument than the empirical explanations that are normal in philosophy.
The purpose is to understand how intelligent behavior in archaeology is possible.
will look for the specific linking of sub-explanations and an incomplete knowledge of relational contexts
bringing a solution to the preliminary problem. This and possible causal processes. From this informa-
type of organization can be described as a sequence tion, a reverse engineering approach should be used
of THINK (rationally), PERCEIVE-EXPLAIN where to adequately interpret archaeological observables
the comma indicates that rational thinking, that is, as the material consequence of some social actions
conscious problem decomposition, is done at one performed in the past, and probably altered since
step, and data acquisition (“perceiving”) is made the moment they were performed.
afterwards, using a-priori background knowledge An inverse problem can be solved by conjectur-
(Thagard 1989; Simon 1996; Marcus 2001; Wagman ing unobservable mechanisms that link the input
2002; Russell / Norvig 2003). (observation) with the output (explanation). It can
However, there is a problem. A big one, indeed! be defined as the recognition of observed patterns
It is obvious that we do not understand past social or the prediction of unobserved outcomes by gen-
actions by enumerating every possible outcome of eralizing from a group of measurements for which
every possible social action. A template matching the desired outcome is known to a larger set of cir-
scheme could work provided we had precompiled cumstances. Since Aristotle, generalization has been
rules for all events to be explained. To explain so- the paradigmatic form of inductive inference. In our
cial action produced in the past, the automated case, the task will be to find the common structure
archaeologist would need a universal knowledge in a given perceptual sequence under the assump-
base covering the entire domain of interaction. Un- tion that structure that is common across many in-
fortunately this is almost impossible to achieve, be- dividual instances of the same cause-effect relation-
cause it implies the existence of an infinite number ship must be definitive of that group (Holland et al.
of rules which have the ability of recognizing each 1986; Thagard 1988; Donahue / Palmer 1994; Gillies
unique archaeological evidences for what it is and 1996; Konara 2000).
then selecting an appropriate explanation for each The presence of communalities implies a high
possible historical state. An automated archaeolo- level of regularity in the data, which means that cer-
gist cannot simply be programmed with predefined tain characteristics or properties are more probable
bits of knowledge (Franklin 1995; Hendriks-Jans- than others. In agreement with the most habitual
en 1996; Clancey 1997; Arkin 1998; Brooks 1999; definition of probability, we could affirm, then, that
Pfeiffer / Scheier 1999). a causal event would exhibit some degree of regu-
We should go elsewhere for defining a more con- larity when the more characteristics are “frequent”,
venient analogy for an automated archaeologist. I and the less characteristics are “infrequent” in the
suggest the use of idea of “reverse engineering” and known series of observed events. The propensity,
“inverse problems” for finding the right approach inclination or tendency of certain states or events to
for archaeology automatization. appear together is then what we need to learn; how
unobserved facts can be similar to observed ones.
That is, the automated archaeologist will learn
Archaeological Reasoning as Reverse a mapping from the cause to the effect provided
Engineering some instances of such a mapping are already
known or can be provided by direct experience
Archaeological problem solving is a fast perfect ex- in the world. When subsequently asked to deter-
ample of inverse reasoning. That is, the answer is mine whether novel instances belong to the same
known, but not the question. The problem we want causal event, those instances that are similar to in-
to solve can always be represented in the motto: stances characteristic of a single event of a single
“Guessing a past event from its vestiges”. Here the class of events will tend to be accepted (Holland
past event is the question we are looking for, and the et al. 1986; Shrager / Langley 1990; Langley 1996;
vestiges are the answer we can observe. In archaeol- Wagman 2000).
ogy, the main source for inverse problems lies in the This way of understanding archaeological prob-
fact that archaeologists generally do not know why lem solving lead us directly to the concepts of Clas-
archaeological observables have the shape, size, sification and Clustering, because we can always
texture, composition and spatio-temporal location understand the learning task as the partitioning of
they have. Instead we have sparse and noisy obser- an observation set according to the similarity crite-
vations or measurements of perceptual properties, rion and generating class descriptions from these
Expert Knowledge, Communication and Dissemination 415
partitions. After all, programming computers to some place, sometime. Such knowledge can be inte-
make inference from data is a cross between sta- grated in an automated mechanism by means of: the
tistics and computer science, where statisticians experimental replication, the controlled observation
provide the mathematical framework to make the or the simulation of the related factors.
inference. Experimental analysis is the process whereby the
antecedents of a phenomenon are manipulated or
controlled and their effects are measured. The hy-
Archaeological Reasoning as a Non-standard pothesized cause is replicated in laboratory condi-
Statistical Mechanism tions in order to generate the material effect as the
result of just a single action, all other actions being
One way of understanding the idea of scientific controlled.
discovery as relational learning is in “functional” An obvious example is modern use-wear analy-
terms: two objects are functionally equivalent (or sis. By replicating lithic tools and using them a de-
analogous) if they do the same (or similar) things in termined period of time performing some activity
the same (or similar) systems in the same (or simi- – i.e. cutting fresh wood – we will be able to test
lar) knowledge domain. The key is the emphasis on the relationship between kinematics, worked ma-
the word “do”. No other features of the objects are terial and observed use-wear on the surface of the
relevant other than the fact that they do the same tool. It is the archaeologist who makes the tool and
things under certain conditions - this is to say that it who performs the activity. In this way the material
is their potential behavior that is important. Conse- consequences of cutting fresh wood can be made ex-
quently, relational learning can only be carried out plicit, and used to discriminate other activity also
in terms of causal interactions. To identify and dis- performed by the archaeologist, for instance, cutting
entangling the non explicit relationships, we should fresh bone.
use available knowledge about the process that gen- Regrettably, not all social activities performed
erated those effects. And this conjures up an image in the past can be replicated in the present. What
of a problem solver that is going to use knowledge cannot be replicated, on many occasions can be ob-
of possible causal relationships to create knowledge served or has been observed and someone has wit-
of relationships. Therefore not only communalities nessed it. Ethnoarchaeology has been defined as
are necessary for learning archaeological explana- the observation in the present of actions that were
tions, but also some kind of contingent relationship probably performed in the past. Ethnographic and
between the observed examples, which will deter- historically preserved ancient written sources can
mine the type of association learned. be used as observational situations in which some
The central problem of inverse engineering is causal events took place and were described. The
then to specify constraints that will ensure that the problem with ethnoarchaeological knowledge pro-
predictions drawn by an automated archaeologist duction is that each description should be consid-
will tend to be plausible and relevant to the system’s ered as a local instance of a more general process.
goals. Which inductions should be characterized as We do not have enough with just one singe known
plausible can be determined only with reference to case. To quote the classical example by Binford: Nu-
the current knowledge of the system. Inverse en- namiut description is not enough for understand-
gineering is thus highly context dependent, being ing Musterian variability. We need a big database of
guided by prior knowledge activated in particular universally distributed hunter-gatherer household
situations that confront the automated system as it descriptions and linked archaeological records if
seeks to achieve its goals. we want to infer some general cause-effect pattern
The trouble with learning based on implicit rela- about domestic spaces in such societies.
tionships is that they are not always apparent. To The implementation of some causal or function-
solve this situation we need prior knowledge. There al knowledge inside a machine to explain what it
is not any possibility of archaeological explanation “sees”, is usually called computer “simulation” of
based on observations alone. We have to know the a causal process. The simulation happens when the
solution of the problem if we want to solve it! And to automated archaeologist executes the knowledge in
know such a solution implies to have prior knowl- a controlled way. Such an implementation of knowl-
edge about the social action and how people gen- edge within a computer can be seen as the action
erated material effects when they did something at of embedding a model of behavior within another
416 Layers of Perception – CAA 2007