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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-30 14:34:29 +09:00

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# **Flexibility in Nature and in Design**
It is difficult to design a mechanism of general utility that does any particular job very well, so most engineered systems are designed to perform a specific job. General-purpose inventions, such as the screw fastener, are rare and of great significance. The digital computer is a breakthrough of this kind, because it is a universal machine that can simulate any other information-processing machine. [1](#page-20-0) We write software that configures our computers to effect this simulation for the specific jobs that we need done.
<span id="page-0-0"></span>We have been designing software to do particular jobs very well, as an extension of past engineering practice. Each piece of software is designed to do a relatively narrow job. As the problem to be solved changes, the software must be changed. But small changes to the problem do not often entail only small changes to the software. Software is designed too tightly for there to be much flexibility. As a consequence, systems cannot evolve gracefully. They are brittle and must be replaced with entirely new designs as the problem domain changes. [2](#page-20-1) This is slow and expensive.
<span id="page-0-1"></span>Our engineered systems do not have to be brittle. The Internet has been extended from a small system to one of global scale. Our cities evolve organically, to accommodate new business models, life styles, and means of transportation and communication. Indeed, from observation of biological systems we see that it is possible to build systems that can be adapted to changes in the environment, both individually and as an evolutionary ensemble. Why is this not the way we design and build most software? There are historical reasons, but the main reason is that we don't know how to do this
generally. At this moment it is an accident if a system turns out to be robust in the face of changes in requirements.
### **Additive programming**
Our goal in this book is to investigate how to construct computational systems so that they can be easily adapted to changing requirements. One should not have to modify a working program. One should be able to add to it to implement new functionality or to adjust old functions for new requirements. We call this *additive programming*. We explore techniques to add functionality to an existing program without breaking it. Our techniques do not guarantee that the additions are correct: the additions must themselves be debugged; but they should not damage existing functionality accidentally.
Many of the techniques we explore in this book are not novel: some of them date back to the early days of computing! They are also not a comprehensive set, but simply some that we have found useful. Our intention is not to promote the use of these techniques, but to encourage a style of thinking that is focused on flexibility.
In order for additive programming to be possible, it is necessary to minimize the assumptions about how a program works and how it will be used. Assumptions made during the design and construction of a program may reduce the possible future extensions of the program. Instead of making such assumptions, we build our programs to make just-in-time decisions based on the environment that the program is running in. We will explore several techniques that support this kind of design.
We can always combine programs to get the union of the behaviors that each supports. But we want the whole to be more than the sum of its parts; we want the parts of the combined system to cooperate to give the system capabilities that no one part can provide by itself. But there are tradeoffs here: the parts that we combine to make a system must sharply separate concerns. If a part does one thing extremely well, it is easier to reuse, and also easier to debug, than one that combines several disparate capabilities. If we
want to build additively, it is important that the individual pieces combine with minimal unintended interactions.
To facilitate additive programming, it is necessary that the parts we build be as simple and general as we can make them. For example, a part that accepts a wider range of inputs than is strictly necessary for the problem at hand will have a wider applicability than one that doesn't. And families of parts that are built around a standardized interface specification can be mixed and matched to make a great variety of systems. It is important to choose the right abstraction level for our parts, by identifying the domain of discourse for the family and then building the family for that domain. We start consideration of these requirements in chapter 2.
For maximum flexibility the range of outputs of a part should be quite small and well defined—much smaller than the range of acceptable inputs for any part that might receive that output. This is analogous to the static discipline in the digital abstraction that we teach to students in introductory computer systems subjects [126]. The essence of the digital abstraction is that the outputs are always better than the acceptable inputs of the next stage, so that noise is suppressed.
In software engineering this principle is enshrined as "Postel's law" in honor of Internet pioneer Jon Postel. In RFC760 [97], describing the Internet protocol, he wrote: "The implementation of a protocol must be robust. Each implementation must expect to interoperate with others created by different individuals. While the goal of this specification is to be explicit about the protocol, there is the possibility of differing interpretations. In general, an implementation should be conservative in its sending behavior, and liberal in its receiving behavior." This is usually summarized as "Be conservative in what you do, be liberal in what you accept from others."
Using more general parts than appear to be necessary builds a degree of flexibility into the entire structure of our systems. Small perturbations of the requirements can be tolerated, because every component is built to accept perturbed (noisy) inputs.
A family of mix-and-match parts for a particular domain of discourse is the foundation of a *domain-specific language*. Often the best way to attack a family of hard problems is to make a language—a set of primitives, means of combination, and means of abstraction—that makes the solutions for those problems easy to express. So we want to be able to erect appropriate domain-specific languages as needed, and to combine such languages flexibly. We start thinking about domain-specific languages in chapter 2. More powerfully, we can implement such languages by direct evaluation. We expand on this idea in chapter 5.
One strategy for enhancing flexibility, which should be familiar to many programmers, is *generic dispatch*. We will explore this extensively in chapter 3. Generic dispatch is often a useful way to extend the applicability of a procedure by adding additional handlers (methods) based on details of the arguments passed to the procedure. By requiring handlers to respond to disjoint sets of arguments, we can avoid breaking an existing program when a new handler is added. However, unlike the generic dispatch in the typical object-oriented programming context, our generic dispatch doesn't involve ideas like classes, instances, and inheritance. These weaken the separation of concerns by introducing spurious ontological commitments.
A quite different strategy, to be explored in chapter 6, is to *layer* both data and procedures. This exploits the idea that data usually has associated metadata that can be processed alongside the data. For example, numerical data often has associated units. We will show how providing the flexibility of adding layers after the fact can enhance a program with new functionality, without any change to the original program.
We can also build systems that combine multiple sources of *partial information* to obtain more complete answers. This is most powerful when the contributions come from independent sources of information. In chapter 4 we will see how type inference is really a matter of combining multiple sources of partial information. Locally deducible clues about the type of a value, for example that a numerical comparison requires numerical inputs and produces a
boolean output, can be combined with other local type constraints to produce nonlocal type constraints.
In chapter 7 we will see a different way to combine partial information. The distance to a nearby star can be estimated geometrically, by parallax: measuring the angle by which the star image shifts against the background sky as the Earth revolves around the Sun. The distance to the star can also be estimated by consideration of its brightness and its spectrum, using our understanding of stellar structure and evolution. Such estimates can be combined to get estimates that are more accurate than the individual contributions.
A dual idea is the use of *degeneracy*: having multiple ways to compute something, which can be combined or modulated as needed. There are many valuable uses for degeneracy, including error detection, performance management, and intrusion detection. Importantly, degeneracy is also additive: each contributing part is self-contained and can produce a result by itself. One interesting use of degeneracy is to dynamically select from different implementations of an algorithm depending on context. This avoids the need to make assumptions about how the implementation will be used.
Design and construction for flexibility has definite costs. A procedure that can take a greater variety of inputs than are necessary for solving the current problem will have more code than absolutely necessary and will take more thinking by the programmer than absolutely necessary. The same goes for generic dispatch, layering, and degeneracy, each of which involves constant overheads in memory space, compute time, and/or programmer time. But the principal cost of software is the time spent by programmers over the lifetime of the product, including maintenance and adaptations that are needed for changing requirements. Designs that minimize rewriting and refactoring reduce the overall costs to the incremental additions rather than complete rewrites. In other words, long-term costs are additive rather than multiplicative.
# **1.1 Architecture of computation**
<span id="page-5-0"></span>A metaphor from architecture may be illuminating for the kind of system that we contemplate. After understanding the nature of the site to be built on and the requirements for the structure to be constructed, the design process starts with a *parti*: an organizing principle for the design. [3](#page-20-2) The *parti* is usually a sketch of the geometric arrangement of parts. The *parti* may also embody abstract ideas, such as the division into "served spaces" and "servant spaces," as in the work of Louis Isadore Kahn [130]. This decomposition is intended to divide the architectural problem into parts by separating out infrastructural support, such as the hallways, the restrooms, the mechanical rooms, and the elevators, from the spaces to be supported, such as the laboratories, classrooms, and offices in an academic building.
The *parti* is a model, but it is usually not a completely workable structure. It must be elaborated with functional elements. How do we fit in the staircases and elevators? Where do the HVAC ducts, the plumbing, the electrical and communications distribution systems go? How will we run a road to accommodate the delivery patterns of service vehicles? These elaborations may cause modifications of the *parti*, but the *parti* continues to serve as a scaffold around which these elaborations are developed.
In programming, the *parti* is the abstract plan for the computations to be performed. At small scale the *parti* may be an abstract algorithm and data-structure description. In larger systems it is an abstract composition of phases and parallel branches of a computation. In even larger systems it is an allocation of capabilities to logical (or even physical) locales.
Traditionally, programmmers have not been able to design as architects. In very elaborate languages, such as Java, the *parti* is tightly mixed with the elaborations. The "served spaces," the expressions that actually describe the desired behavior, are horribly conflated with the "servant spaces," such as the type declarations,
<span id="page-6-0"></span>the class declarations, and the library imports and exports. [4](#page-20-3) More spare languages, such as Lisp or Python, leave almost no room for the servant spaces, and attempts to add declarations, even advisory ones, are shunned because they impede the beauty of the exposed *parti*.
The architectural *parti* should be sufficiently complete to allow the creation of models that can be used for analysis and criticism. The skeleton plan of a program should be adequate for analysis and criticism, but it should also be executable, for experiment and for debugging. Just as an architect must fill in the *parti* to realize the structure being designed, a programmer must elaborate the plan to realize the computational system required. Layering (introduced in chapter 6) is one way to build systems that allow this kind of elaboration.
# **1.2 Smart parts for flexibility**
Large systems are composed of many smaller components, each of which contributes to the function of the whole either by directly providing a part of that function or by cooperating with other components to which it is interconnected in some pattern specified by the system architect to establish a required function. A central problem in system engineering is the establishment of interfaces that allow the interconnection of components so that the functions of those components can be combined to build compound functions.
For relatively simple systems the system architect may make formal specifications for the various interfaces that must be satisfied by the implementers of the components to be interconnected. Indeed, the amazing success of electronics is based on the fact that it is feasible to make such specifications and to meet them. High-frequency analog equipment is interconnected with coaxial cable with standardized impedance characteristics, and with standardized families of connectors [4]. Both the function of a
component and its interface behavior can usually be specified with only a few parameters [60]. In digital systems things are even clearer: there are static specifications of the meanings of signals (the digital abstraction); there are dynamic specifications of the timing of signals [126]; and there are mechanical specifications of the form factors of components. [5](#page-21-0)
<span id="page-7-0"></span>Unfortunately, this kind of a priori specification becomes progressively more difficult as the complexity of the system increases. We could specify that a chess-playing program plays a *legal* game— that it doesn't cheat—but how would one begin to specify that it plays a *good* game of chess? Our software systems are built with large numbers of custom-made highly specialized parts. The difficulty of specifying software components is exacerbated by the individualized nature of the components.
By contrast, biology constructs systems of enormous complexity without very large specifications (considering the problem to be solved!). Every cell in our bodies is a descendant of a single zygote. All the cells have exactly the same genetic endowment (about 1 GByte of ROM!). However, there are skin cells, neurons, muscle cells, etc. The cells organize themselves to be discrete tissues, organs, and organ systems. Indeed, the 1 GByte of ROM specifies how to build the enormously complex machine (the human) from a huge number of failure-prone parts. It specifies how to operate those basic parts and how to configure them. It also specifies how to operate that compound machine reliably, over a great range of hostile conditions, for a very long life span, and how to defend that machine from others that would love to eat it!
If our software components were simpler or more general they would have simpler specifications. If the components were able to adapt themselves to their surroundings, the precision of their specification would be less important. Biological systems exploit both of these strategies to build robust complex organisms. The difference is that the biological cells are dynamically configurable, and able to adapt themselves to their context. This is possible because the way a cell differentiates and specializes depends on its
environment. Our software doesn't usually have this ability, and consequently we must adapt each part by hand. How could biology possibly work?
<span id="page-8-0"></span>Consider another example. We know that the various components of the brain are hooked together with enormous bundles of neurons, and there is nowhere near enough information in the genome to specify that interconnect in any detail. It is likely that the various parts of the brain learn to communicate with each other, based on the fact that they share important experiences. [6](#page-21-1) So the interfaces must be self-configuring, based on some rules of consistency, information from the environment, and extensive exploratory behavior. This is pretty expensive in boot-up time (it takes some years to configure a working human), but it provides a kind of robustness that is not found in our engineered entities to date.
<span id="page-8-1"></span>One idea is that biological systems use contextual signals that are informative rather than imperative. [7](#page-21-2) There is no master commander saying what each part must do; instead the parts choose their roles based on their surroundings. The behaviors of cells are not encoded in the signals; they are separately expressed in the genome. Combinations of signals just enable some behaviors and disable others. This weak linkage allows variation in the implementation of the behaviors that are enabled in various locales without modification of the mechanism that defines the locales. So systems organized in this way are evolvable in that they can accommodate adaptive variation in some locales without changing the behavior of subsystems in other locales.
Traditionally, software systems are built around an imperative model, in which there is a hierarchy of control built into the structure. The individual pieces are assumed to be dumb actors that do what they are told. This makes adaptation very difficult, since all changes must be reflected in the entire control structure. In social systems, we are well aware of the problems with strict power structures and centralized command. But our software follows this flawed model. We can do better: making the parts smarter and
individually responsible streamlines adaptation, since only those parts directly affected by a change need to respond.
#### **Body plans**
<span id="page-9-1"></span>All vertebrates have essentially the same body plan, yet the variation in details is enormous. Indeed, all animals with bilateral symmetry share homeobox genes, such as the Hox complex. Such genes produce an approximate coordinate system in the developing animal, separating the developing animal into distinct locales. [8](#page-21-3) The locales provide context for a cell to differentiate. And information derived from contact with its neighbors produces more context that selects particular behaviors from the possible behaviors that are available in the cell's genetic program. [9](#page-21-4) Even the methods of construction are shared—the morphogenesis of ducted glands, and organs such as lungs and kidneys, is based on one embryological trick: the invagination of epithelium into mesenchyme automagically [10](#page-21-5) produces a branching maze of blind-end tubules surrounded by differentiating mesenchyme. [11](#page-21-6)
<span id="page-9-4"></span><span id="page-9-3"></span><span id="page-9-2"></span><span id="page-9-0"></span>Good engineering has a similar flavor, in that good designs are modular. Consider the design of a radio receiver. There are several grand "body plans" that have been discovered, such as direct conversion, TRF (tuned radio frequency), and superheterodyne. Each has a sequence of locales, defined by the engineering equivalent of a Hox complex, that patterns the system from the antenna to the output transducer. For example, a superheterodyne receiver ([figure](#page-10-0) 1.1) has a standard set of locales (from nose to tail).
<span id="page-10-0"></span>![](설계원칙-021-044_images/_page_10_Figure_0.jpeg)
**[Figure](#page-9-0) 1.1** The superheterodyne plan, invented by Major Edwin Armstrong in 1918, is still the dominant "body plan" for radio receivers.
The modules identified in this plan each decompose into yet other modules, such as oscillators, mixers, filters, and amplifiers, and so on down to the individual electronic components. Additionally, each module can be instantiated in many possible ways: the RF section may be just a filter, or it may be an elaborate filter and amplifier combination. Indeed, in an analog television receiver part of the output of the mixer is processed as AM by the video chain and another part is processed as FM to produce the audio. And some sections, such as the converter, may be recursively elaborated (as if parts of the Hox complex were duplicated!) to obtain multiple-conversion receivers.
In biological systems this structure of compartments is also supported at higher levels of organization. There are tissues that are specialized to become boundaries of compartments, and tubes that interconnect them. Organs are bounded by such tissues and interconnected by such tubes, and the entire structure is packaged to fit into coeloms, which are cavities lined with specialized tissues in higher organisms.
Similar techniques can be used in software. A body plan is just a wrapper that combines partially specified components. This is a kind of *combinator*: a thing that combines subparts together into a larger part. It is possible to create *combinator languages*, in which
the components and the composite all have the same interface specification. In a combinator language, it is possible to build arbitrarily large composites from small numbers of mix-and-match components. The self-similar structures make combination easy. In chapter 2 we will begin to build combinator-based software, and this theme will run through all of the rest of the book.
Something similar can be done with domain-specific languages. By making an abstraction of the domain, we can use the same domain-independent code in different domains. For example, numerical integrators are useful in any domain that has numerical aspects, regardless of the domain. Another example is pattern matching in chapter 4, which can be applied to a wide variety of domains.
<span id="page-11-0"></span>Biological mechanisms are universal in that each component can, in principle, act as any other component. Analog electronics components are not universal in that sense. They do not adapt themselves to their surroundings based on local signaling. But there are universal electrical building blocks (a programmable computer with analog interfaces, for example!). [12](#page-22-0) For low-frequency applications one can build analog systems from such blocks. If each block had all of the code required to be any block in the system, but was specialized by interactions with its neighbors, and if there were extra unspecialized "stem cells" in the package, then we could imagine building self-reconfiguring and self-repairing analog systems. But for now we still design and build these parts individually.
In programming we do have the idea of a universal element: the *evaluator*. An evaluator takes a description of some computation to be performed and inputs to that computation. It produces the outputs that would arise if we passed the inputs to a bespoke component that implemented the desired computation. In computation we have a chance to pursue the powerfully flexible strategy of embryonic development. We will elaborate on the use of evaluator technology in chapter 5.
# **1.3 Redundancy and degeneracy**
<span id="page-12-0"></span>Biological systems have evolved a great deal of robustness. One of the characteristics of biological systems is that they are redundant. Organs such as the liver and kidney are highly *redundant*: there is vastly more capacity than is necessary to do the job, so a person missing a kidney or part of a liver suffers no obvious incapacity. Biological systems are also highly *degenerate*: there are usually many ways to satisfy a given requirement. [13](#page-22-1) For example, if a finger is damaged, there are ways that the other fingers may be configured to pick up an object. We can obtain the necessary energy for life from a great variety of sources: we can metabolize carbohydrates, fats, and proteins, even though the mechanisms for digestion and for extraction of energy from each of these sources is quite distinct.
The genetic code is itself degenerate, in that the map from codons (triples of nucleotides) to amino acids is not one-to-one: there are 64 possible codons to specify only about 20 possible amino acids [86, 54]. As a consequence, many point mutations (changes of a single nucleotide) do not change the protein specified by a coding region. Also, quite often the substitution of one amino acid with a similar one does not impair the biological activity of a protein. These degeneracies provide ways that variation can accumulate without obvious phenotypic consequences. Furthermore, if a gene is duplicated (not an uncommon occurrence), the copies may diverge silently, allowing the development of variants that may become valuable in the future, without interfering with current viability. In addition, the copies can be placed under different transcriptional controls.
<span id="page-12-1"></span>Degeneracy is a product of evolution, and it certainly enables evolution. Probably degeneracy is itself selected for, because only creatures that have significant amounts of degeneracy are sufficiently adaptable to allow survival as the environment changes. [14](#page-22-2) For example, suppose we have some creature (or engineered system) that is degenerate in that there are several very
different independent mechanisms to achieve some essential function. If the environment changes (or the requirements change) so that one of the ways of achieving an essential function becomes untenable, the creature will continue to live and reproduce (the system will continue to satisfy its specifications). But the subsystem that has become inoperative is now open to mutation (or repair), without impinging on the viability (or current operation) of the system as a whole.
The theoretical structure of physics is deeply degenerate. For example, problems in classical mechanics can be approached in multiple ways. There is the Newtonian formulation of vectoral mechanics and the Lagrangian and Hamiltonian formulations of variational mechanics. If both vectoral mechanics and either form of variational mechanics are applicable, they produce equivalent equations of motion. For analysis of systems with dissipative forces like friction, vectoral mechanics is effective; variational methods are not well suited for that kind of system. Lagrangian mechanics is far better than vectoral mechanics for dealing with systems with rigid constraints, and Hamiltonian mechanics provides the power of canonical transformations to help understand systems using the structure of phase space. Both the Lagrangian and Hamiltonian formulations help us with deep insights into the role of symmetries and conserved quantities. The fact that there are three overlapping ways of describing a mechanical system, which agree when they are all applicable, gives us multiple avenues of attack on any problem [121].
Engineered systems may incorporate some redundancy, in critical systems where the cost of failure is extreme. But they almost never intentionally incorporate degeneracy of the kind found in biological systems, except as a side effect of designs that are not optimal. [15](#page-22-3)
<span id="page-13-0"></span>Degeneracy can add value to our systems: as with redundancy, we can cross-check the answers of degenerate computations to improve robustness. But degenerate computations are not just redundant but *different* from one another, meaning that a bug in one is
unlikely to affect the others. This is a positive characteristic not only for reliability but also for security, as a successful attack must compromise multiple degenerate parts.
When degenerate parts generate partial information, the result of their combination can be better than any individual result. Some navigation systems use this idea to combine several positional estimates to generate a highly accurate result. We will explore the idea of combining partial information in chapter 7.
# **1.4 Exploratory behavior**
<span id="page-14-2"></span>One of the most powerful mechanisms of robustness in biological systems is exploratory behavior. [16](#page-22-4) The idea is that the desired outcome is produced by a [generate-and-test](#page-14-0) mechanism (see figure 1.2). This organization allows the generator mechanism to be general and to work independently of the testing mechanism that accepts or rejects a particular generated result.
<span id="page-14-1"></span><span id="page-14-0"></span>![](설계원칙-021-044_images/_page_14_Figure_4.jpeg)
**[Figure](#page-14-1) 1.2** Exploratory behavior can be accomplished in two ways. In one way a generator proposes an action (or a result), which may be explicitly rejected by a tester. The generator then must propose an alternative. Another way is that the generator produces all of the alternatives, without feedback, and a filter selects one or more that are acceptable.
For example, an important component of the rigid skeleton that supports the shape of a cell is an array of microtubules. Each microtubule is made up of protein units that aggregate to form it. Microtubules are continually created and destroyed in a living cell; they are created growing out in all directions. However, only microtubules that encounter a kinetochore or other stabilizer in the cell membrane are stable, thus supporting the shape determined by the positions of the stabilizers [71]. So the mechanism for growing and maintaining a shape is relatively independent of the mechanism for specifying the shape. This mechanism partly determines the shapes of many types of cells in a complex organism, and it is almost universal in animals.
Exploratory behavior appears at all levels of detail in biological systems. The nervous system of a growing embryo produces a vastly larger number of neurons than will persist in the adult. Those neurons that find appropriate targets in other neurons, sensory organs, or muscles will survive, and those that find no targets kill themselves. The hand is fashioned by production of a pad and deletion, by apoptosis (programmed cell death), of the material between the fingers [131]. Our bones are continually being remodeled by osteoblasts (which build bone) and osteoclasts (which destroy bone). The shape and size of the bones is determined by constraints determined by their environment: the parts that they must be associated with, such as muscles, ligaments, tendons, and other bones.
Because the generator need not know about how the tester accepts or rejects its proposals, and the tester need not know how the generator makes its proposals, the two parts can be independently developed. This makes adaptation and evolution more efficient, because a mutation to one or the other of these two subsystems need not be accompanied by a complementary mutation to the other. However, this isolation can be expensive because of the wasted effort of generation and rejection of failed proposals. [17](#page-22-5)
<span id="page-15-0"></span>Indeed, generate and test is a metaphor for all of evolution. The mechanisms of biological variation are random mutations:
modifications of the genetic instructions. Most mutations are neutral in that they do not directly affect fitness because of degeneracy in the systems. Natural selection is the test phase. It does not depend on the method of variation, and the method of variation does not anticipate the effect of selection.
<span id="page-16-0"></span>There are even more striking phenomena: even in closely related creatures some components that end up almost identical in the adult are constructed by entirely different mechanisms in the embryo. [18](#page-22-6) For distant relationships, divergent mechanisms for constructing common structures may be attributed to "convergent evolution," but for close relatives it is more likely evidence for separation of levels of detail, in which the result is specified in a way that is somewhat independent of the way it is accomplished.
Engineered systems may show similar structure. We try to separate specification from implementation: there are often multiple ways to satisfy a specification, and designs may choose different implementations. The best method to use to sort a data set depends on the expected size of the data set, as well as the computational cost of comparing elements. The appropriate representation of a polynomial depends on whether it is sparse or dense. But if choices like these are made dynamically (an unusual system) they are deterministic: we do not see many systems that simultaneously try several ways to solve a problem and use the one that converges first (what are all those cores for, anyway?). It is even rare to find systems that try multiple methods sequentially: if one method fails try another. We will examine use of backtracking to implement generate-and-test mechanisms in pattern matching in chapter 4. We will learn how to build automatic backtracking into languages in chapter 5. And we will learn how to build a dependency-directed backtracking mechanism that extracts as much information as possible from failures in chapter 7.
# **1.5 The cost of flexibility**
Lisp programmers know the value of everything but the cost of nothing. Alan Perlis paraphrasing Oscar Wilde
We have noted that generality and evolvability are enhanced in systems that use generics, layers, redundancy, degeneracy, and exploratory behavior. Each of these is expensive, when looked at in isolation. A mechanism that works over a wide range of inputs must do more to get the same result than a mechanism specialized to a particular input. A redundant mechanism has more parts than an equivalent nonredundant mechanism. A degenerate mechanism appears even more extravagant. And a mechanism that explores by generate-and-test methods can easily get into an infeasible exponential search. Yet these are key ingredients in evolvable systems. Perhaps to make truly robust systems we must be willing to pay for what appears to be a rather elaborate and expensive infrastructure.
Part of the problem is that we are thinking about cost in the wrong terms. Use of time and space matters, but our intuition about where those costs come from is poor. Every engineer knows that evaluating the real performance of a system involves extensive and careful measurements that often show that the cost is in surprising places. As complexity increases, this will only get harder. But we persist in doing premature optimization at all levels of our programs without knowing its real value.
Suppose we separate the parts of a system that have to be fast from the parts that have to be smart. Under this policy, the cost of generality and evolvability can be confined to the parts that have to be smart. This is an unusual perspective in computing systems, yet it is ubiquitous in our life experience. When we try to learn a new skill, for example to play a musical instrument, the initial stages involve conscious activity to connect the intended effect to the physical movements required to produce it. But as the skill is mastered, most of the work is done without conscious attention.
This is essential to being able to play at speed, because the conscious activity is too slow.
A similar argument is found in the distinction between hardware and software. Hardware is designed for efficiency, at the cost of having a fixed interface. One can then build software on top of that interface—in effect creating a virtual machine—using software. That extra layer of abstraction incurs a well-known cost, but the tradeoff is well worth the generality that is gained. (Otherwise we'd still be programming in assembly language!) The point here is that this layered structure provides a way to have both efficiency and flexibility. We believe that requiring an entire system to be implemented in the most efficient possible way is counterproductive, preventing the flexibility for adapting to future needs. The real cost of a system is the time spent by programmers in designing, understanding, maintaining, modifying, and debugging the system. So the value of enhanced adaptability may be even more extreme. A system that is easily adapted and maintained eliminates one of the largest costs: teaching new programmers how the existing system works, in all its gory detail, so that they know where to reach in and modify the code. Indeed, the cost of our brittle infrastructure probably greatly exceeds the cost of flexible design, both in the cost of disasters and in the lost opportunity costs due to the time of redesign and rebuilding. And if a significant fraction of the time spent reprogramming a system for a new requirement is replaced by having that system adapt itself to the new situation, that can be an even bigger win.
### **The problem with correctness**
To the optimist, the glass is half full. To the pessimist, the glass is half empty. To the engineer, the glass is twice as big as it needs to be.
author unknown
But there may be an even bigger cost to building systems in a way that gives them a range of applicability greater than the set of situations that we have considered at design time. Because we intend to be willing to apply our systems in contexts for which they were not designed, we cannot be sure that they work correctly!
In computer science we are taught that the "correctness" of software is paramount, and that correctness is to be achieved by establishing formal specification of components and systems of components and by providing proofs that the specifications of a combination of components are met by the specifications of the components and the pattern by which they are combined. [19](#page-23-0) We assert that this discipline makes systems more brittle. In fact, to make truly robust systems we must discard such a tight discipline.
<span id="page-19-0"></span>The problem with requiring proofs is that it is usually harder to prove general properties of general mechanisms than it is to prove special properties of special mechanisms used in constrained circumstances. This encourages us to make our parts and combinations as special as possible so we can simplify our proofs. But the combination of tightly specialized parts is brittle—there is no room for variation! [20](#page-23-1)
<span id="page-19-2"></span><span id="page-19-1"></span>We are not arguing against proofs. They are wonderful when available. Indeed, they are essential for critical system components, such as garbage collectors (or ribosomes). [21](#page-23-2) However, even for safety-critical systems, such as autopilots, the restriction of applicability to situations for which the system is provably correct as specified may actually contribute to unnecessary failure. Indeed, we want an autopilot to make a good-faith attempt to safely fly an airplane that is damaged in a way not anticipated by the designer!
We are arguing against the discipline of *requiring* proofs: the requirement that everything must be proved to be applicable in a situation before it is allowed to be used in that situation excessively inhibits the use of techniques that could enhance the robustness of designs. This is especially true of techniques that allow a method to be used, on a tight leash, outside of its proven domain, and
techniques that provide for future expansion without putting limits on the ways things can be extended.
Unfortunately, many of the techniques we advocate make the problem of proof much more difficult, if not practically impossible. On the other hand, sometimes the best way to attack a problem is to generalize it until the proof becomes simple.
- <span id="page-20-0"></span>[1](#page-0-0) The discovery of the existence of universal machines by Alan Turing [124], and the fact that the set of functions that can be computed by Turing machines is equivalent to both the set of functions representable in Alonzo Church's *λ* calculus [17, 18, 16] and the general recursive functions of Kurt Gödel [45] and Jacques Herbrand [55], ranks among the greatest intellectual achievements of the twentieth century.
- <span id="page-20-1"></span>[2](#page-0-1) Of course, there are some wonderful exceptions. For example, Emacs [113] is an extensible editor that has evolved gracefully to adapt to changes in the computing environment and to changes in its users' expectations. The computing world is just beginning to explore "engineered frameworks," for example, Microsoft's .net and Sun's Java. These are intended to be infrastructures to support evolvable systems.
- <span id="page-20-2"></span>[3](#page-5-0) A *parti* (pronounced parTEE) is the central idea of an architectural work: it is "the [architectural] composition being conceived as a whole, with the detail being filled in later." [62]
- <span id="page-20-3"></span>[4](#page-6-0) Java *does* support interfaces, which could be considered a kind of *parti*, in that they are an abstract representation of the program. But a *parti* combines both abstract and concrete components, while a Java interface is wholly abstract. Not to mention that over-use of interfaces is considered a "code smell" by many programmers.
- <span id="page-21-0"></span>[5](#page-7-0) *The TTL Data Book for Design Engineers* [123] is a classic example of a successful set of specifications for digital-system components. TTL specifies several internally consistent "families" of small-scale and medium-scale integrated-circuit components. The families differ in such characteristics as speed and power dissipation, but not in function. The specification describes the static and dynamic characteristics of each family, the functions available in each family, and the physical packaging for the components. The families are cross-consistent as well as internally consistent in that each function is available in each family, with the same packaging and a consistent nomenclature for description. Thus a designer may design a compound function and later choose the family for implementation. Every good engineer (and biologist!) should be familiar with the lessons of TTL.
- <span id="page-21-1"></span>[6](#page-8-0) An elementary version of this self-configuring behavior has been demonstrated by Jacob Beal in his S.M. thesis [9].
- <span id="page-21-2"></span>[7](#page-8-1) Kirschner and Gerhart examine this [70].
- <span id="page-21-3"></span>[8](#page-9-1) This is a very vague description of a complex process involving gradients of morphogens. We do not intend to get more precise here, as this is not about biology, but rather about how biology can inform engineering.
- <span id="page-21-4"></span>[9](#page-9-2) We have investigated some of the programming issues involved in this kind of development in our Amorphous Computing project [2].
- <span id="page-21-5"></span>[10](#page-9-3) Automagically: "Automatically, but in a way which, for some reason (typically because it is too complicated, or too ugly, or perhaps even too trivial), the speaker doesn't feel like explaining." From *The Hacker's Dictionary* [117, 101]
- <span id="page-21-6"></span>[11](#page-9-4) One well-studied example of this kind of mechanism is the formation of the submandibular gland of the mouse. See, for
- example, the treatment in [11] or the summary in [7] section 3.4.3.
- <span id="page-22-0"></span>[12](#page-11-0) Piotr Mitros has developed a novel design strategy for building analog circuits from potentially universal building blocks. See [92].
- <span id="page-22-1"></span>[13](#page-12-0) Although clear in extreme cases, the distinction biologists make between redundancy and degeneracy is fuzzy at the boundary. For more information see [32].
- <span id="page-22-2"></span>[14](#page-12-1) Some computer scientists have used simulation to investigate the evolution of evolvability [3].
- <span id="page-22-3"></span>[15](#page-13-0) Indeed, one often hears arguments against building degeneracy into an engineered system. For example, in the philosophy of the computer language Python it is claimed: "There should be one and preferably only one—obvious way to do it." [95]
- <span id="page-22-4"></span>[16](#page-14-2) This thesis is nicely explored in the book of Kirschner and Gerhart [70].
- <span id="page-22-5"></span>[17](#page-15-0) This expense can be greatly reduced if there is sufficient information present to quickly reduce the number of candidates that must be tested. We will examine a very nice example of this optimization in chapter 7.
- <span id="page-22-6"></span>[18](#page-16-0) The cornea of a chick and the cornea of a mouse are almost identical, but the morphogenesis of these two are not at all similar: the order of the morphogenetic events is not even the same. Bard [7] section 3.6.1 reports that having divergent methods of forming the same structures in different species is common. He quotes a number of examples. One spectacular case is that the frog *Gastrotheca riobambae* (see del Pino and Elinson [28]) develops ordinary frog morphology from an embryonic disk, whereas other frogs develop from an approximately spherical embryo.
- <span id="page-23-0"></span>[19](#page-19-0) It is hard, and perhaps impossible, to specify a complex system. As noted on page 7, it is easy to specify that a chess player must play legal chess, but how would we specify that it plays well? And unlike chess, whose rules do not change, the specifications of most systems are dynamically changing as the conditions of their usage change. How do we specify an accounting system in the light of rapidly changing tax codes?
- <span id="page-23-1"></span>[20](#page-19-1) Indeed, Postel's Law (on page 3) is directly in opposition to the practice of building systems from precisely and narrowly specified parts: Postel's law instructs us to make each part more generally applicable than absolutely necessary for any particular application.
- <span id="page-23-2"></span>[21](#page-19-2) A subtle bug in a primitive storage management subsystem, like a garbage collector, is extremely difficult to debug—especially in a system with concurrent processes! But if we keep such subsystems simple and small they can be specified and even proved "correct" with a tractable amount of work.