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DigitalGaia (Usecase 2 Candidate)

By allowing nature stewards to monetize their impact with total credibility, Digital Gaia will align “doing good” and “doing well”, and unleash a planetary-scale, equitable regenerative economy.

Research Underpinnings

“special sauce” of collective intelligence


Sense->Understand->Act cycle:

sense environment;
optimize belief distribution relative to sensory inputs (by minimizing free energy given by an adequate generative model); and
act to reduce FE relative to desired beliefs, under the same generative model

Two agents with different levels of natural talent

In Model 1 we parameterize an agent’s perceptiveness to the physical environment (i.e., to the reliability of the information derived from its “chemical sensors”), by assigning one agent with “strong” perceptiveness (Agent A—Strong;) and the other agent with “weak” perceptiveness (Agent B—Weak).
In Model 2, the weak agent possesses ‘Theory of Mind’. This allows it to infer information about their own location in the environment by observing their partner’s actions. mation about their own location in the environment by observing their partner’s actions.
Model 3 clearly has lower system-level free energy compared to both Model 1 and Model 2 . At the individual-level, however, the weak agent performs worse on average than it did in Model 2 and converges more slowly towards its goals

Examples from real life


athletes in novice basketball teams are found to devote more attentional resources to tracking In this way, AIF offers a paradigm through which to move beyond the methodology- and monitoring their own teammates,
while expert teams spend less time attending to ical constraints associated with experimental analyses of the relationship between local each other and more time instead attending to the socio-technical task environment
experts might stand to gain more from down-regulating social perceptiveness and agent- and collective-level variations in cognitive ability on individual and collective be- redirecting limited attentional resources to physical perception of the task or (adversarial) behavior in real time. social environment
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