Heuristic Strategies
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@genps.demon.co.uk
Version 1.00
© Copyright 1996 Peter Small
No reproduction in whole or part without prior permission