The world itself is already out there. Unfortunately, the complexity a single human can handle is limited, so once the complexity of something exceeds a certain level, additional people are inevitably needed to take on and design the next layer of complexity and refinement. One reason some things remain undiscovered is that there is not enough demand and attention to sustain the continued existence of this complexity. Recently, while building Latere AI, as complexity has risen, I increasingly feel that even with the help of agents, I myself cannot further understand and handle the ever-expanding complexity, which leads to the slow stagnation of the whole endeavor. The spontaneous autonomy and self-evolving nature of systems is urgently needed.
The following content is generated by LLMs and may contain inaccuracies.
Context
This note addresses an old problem at the intersection of cognitive science, organization theory, innovation economics, and software engineering, one that has become more urgent with the emergence of AI agents. The original text makes four claims:
- The world is simply there. It has always been there; the limitation lies with the observer.
- There is a ceiling on the complexity a single human can handle. Once things exceed a certain level of complexity, additional people are needed to take on the work and to design the next level of complexity and refinement.
- Some things remain undiscovered, partly because of insufficient demand and attention. For complexity to persist, someone must continually care about it and maintain it.
- The author is hitting a wall. While building Latere AI, complexity has kept rising. Even with agent assistance, the author finds it increasingly difficult to further understand and manage the expanding complexity, and the whole project has gradually stalled. The author therefore argues that “the spontaneous, autonomous, and self-evolving nature of system design is urgent.”
This tension is especially sharp now. Agents have greatly reduced the cost of “producing complexity”: code, features, and branches arrive quickly. But the cost of “understanding complexity” has barely fallen. The gap between production and understanding keeps widening, and the cognitive bandwidth of the solo developer has become the bottleneck for the entire system.
Key Insights
1. The “single-person complexity ceiling” has quantitative evidence in innovation economics
- Benjamin F. Jones proposed the mechanism of the “burden of knowledge”: as knowledge accumulates, later innovators have more to learn, so they must narrow their expertise and rely increasingly on teamwork, which also drags on long-run growth. Using micro-level data on inventors, he tested six predictions of the model. The paper’s title is directly “The Death of the Renaissance Man” (Jones, The Burden of Knowledge and the ‘Death of the Renaissance Man’, NBER w11360). This is nearly the same proposition as the original text’s claim that “additional people are needed to take on the next level.”
- Bloom, Jones, Van Reenen, and Webb found that research inputs have risen sharply while research productivity has fallen dramatically. Today, the number of researchers required to double chip density is more than 18 times the number needed in the early 1970s (Bloom et al., Are Ideas Getting Harder to Find?, AER 2020). This indirectly supports point 3 of the original text: deeper levels of complexity require multiplied attention to “sustain” them; otherwise, they will not be explored.
2. Adding people does not scale the complexity ceiling linearly: Conway’s warning
- Melvin Conway’s 1968 paper describes almost exactly the author’s current situation: when the apparent complexity of a system approaches the designer’s limit of understanding, the designer tends to want to delegate the task. This is the turning point of design: “Either he struggles to simplify the system until it is comprehensible and wins, or he loses control of it” (Conway, How Do Committees Invent?).
- The same paper also notes that the number of possible communication paths in an organization is roughly half the square of the number of people; each delegation narrows the design space that can be pursued; and system structure replicates the communication structure of the organization, which is Conway’s Law. Therefore, “additional people” themselves introduce new complexity. The original text’s phrase “designing the next level” needs one more clause: the structure of the next level will be shaped by the organizational form of those who take it on.
- Extending this to the agent era: if we regard agents as “additional people,” Conway’s Law suggests that system architecture will converge toward the communication topology between humans and agents. The author’s feeling that “even with agents, it can’t be handled” may stem not only from insufficient agent capability, but also from the fact that the interface between human and agent (context, memory, transmission of intent) is itself as narrow as a straw.
3. “Conservation of familiarity” in software evolution: stagnation is a law, not personal failure
- In Lehman’s laws of software evolution, the second law, “continuing growth,” states that the complexity of E-type systems will keep increasing unless work is specifically invested to maintain or reduce it. The fifth law, “conservation of familiarity,” states that all stakeholders must maintain their mastery of the system’s content; excessive growth weakens this mastery, so the average incremental growth remains constant. The eighth law points out that the evolutionary process is a “multi-level, multi-loop, multi-agent feedback system” (Lehman’s laws of software evolution).
- This provides a structural explanation for the “slow stagnation” described in the original text: the growth rate is constrained by the “familiarity” of the maintainers. Agents have increased the rate of writing code, but not familiarity. Therefore, stagnation is predictable, and the remedy lies not in “writing faster,” but in lowering the cost of maintaining familiarity, or in making the system no longer require humans to be familiar with it.
4. Self-evolving systems: existing feasible paths and their costs
- The Darwin Gödel Machine (DGM) is currently the empirical work closest to the original text’s vision of “spontaneous, autonomous, self-evolution.” The system repeatedly modifies its own code and uses benchmark testing for empirical validation instead of impractical formal proofs, while maintaining an open-ended archive of agents as “stepping stones.” The results: SWE-bench performance rose from 20.0% to 50.0%, and Polyglot rose from 14.2% to 30.7% (Zhang et al., Darwin Gödel Machine, arXiv:2505.22954).
- Three direct implications for Latere AI arise from the same paper:
- Open-ended exploration matters more than hill-climbing. The baseline that removed the archive and modified only the latest version stagnated quickly, and the lineage of the final best agent even went through two performance drops.
- The evaluation function is the direction of evolution. The premise of DGM is that “an increase in benchmark scores equals an increase in self-improvement capability.” Without reliable, automated evaluation signals, self-evolution is out of the question.
- Self-evolution intensifies incomprehensibility. The authors themselves acknowledge that iterative self-modification may produce increasingly complex and inexplicable internal logic, hindering human understanding and oversight. This directly conflicts with the motivation of the original text: the author wants the system to take on complexity in their place, at the cost of further decline in the author’s understanding of the system.
- Also note that the exploration process of DGM itself (archive maintenance, parent selection) remains fixed and manually designed. Even in the most advanced work, the “meta-level” still requires humans to design it; the ceiling of complexity has merely been raised by one level.
5. Counterarguments and supplementary perspectives
- Hierarchical decomposition is humanity’s original solution. In The Architecture of Complexity (1962), Herbert Simon argued that complex systems tend to evolve into “nearly decomposable” hierarchical structures, because stable intermediate forms allow evolution to proceed faster. Following this line of thought, the “next level” in the original text does not necessarily require more people; it can rely instead on better abstraction boundaries, so that each level is below the ceiling for the cognizer (no online link available here).
- The Law of Requisite Variety. Ashby’s Law of Requisite Variety states that the variety of the controller must be no less than the variety of the system being controlled. A single human cognizer facing an expanding system will inevitably lose control. This law also implies that self-evolving systems internally need sufficient “regulatory variety”; otherwise, the loss of control is merely shifted from humans to the system’s interior (no online link available here).
- “The world is simply there” is a realist position. It can be contrasted with another view: much complexity is humanly constructed, existing because it is needed rather than discovered. This precisely echoes point 3 of the original text: “insufficient demand and attention” can both cause existing things to remain undiscovered and cause things that could have been built to never be made at all.
Open Questions
- Would self-evolution merely replace “understanding” with “trust”? If Latere AI can evolve autonomously, the author’s relationship to the system shifts from “understanding it” to “evaluating it.” Then the real bottleneck may lie not in whether the system can evolve, but in whether the author can design an evaluation function they still understand, and then use it to constrain a system they do not understand. Is the complexity of the evaluation function also subject to a single-person ceiling?
- Can attention be generated by the system itself? The original text says that some things go undiscovered because of a lack of demand and attention. Open-ended exploration (novelty search, stepping-stone archives) is essentially using algorithms to manufacture “artificial curiosity.” For Latere AI, rather than pursuing “self-optimization,” should it first build “self-attention,” allowing the system to judge for itself which complexity is worth maintaining and which should be forgotten?
世界其实本身就在那里,可惜单体人类能够处理的复杂度有限,所以当事物的复杂度超过一定程度后,就不得不由额外的人来承担并设计下一个层级的复杂度与精细。某些事物没有被发现,一个原因也在于没有足够多的需求和注意力来支撑这些复杂度的持续存在。最近在构建 Latere AI 的过程中,随着复杂度上升,我越发觉得即便有 agent 的辅助,自身也无法进一步理解和处理不断扩张的复杂度,从而导致整个事物缓慢停滞。系统的自发自主性和自我演化性刻不容缓。
以下内容由 LLM 生成,可能包含不准确之处。
Context
这条笔记讲的是认知科学、组织理论、创新经济学和软件工程交叉的一个老问题,在 AI agent 出现后又变得更紧迫。原文有四个论断:
- 世界本身就在那里。 它一直都在,局限出在观察者身上。
- 单体人类能处理的复杂度有上限。 事物的复杂度超过一定程度后,就得有额外的人来承担,并设计下一个层级的复杂度和精细。
- 有些事物至今没被发现,原因之一是需求和注意力不够。 复杂度要继续存在,得有人持续在乎它、维护它。
- 作者自己正在撞墙。 构建 Latere AI 时,复杂度一路上升,即便有 agent 辅助,作者也越来越难进一步理解和处理不断扩张的复杂度,结果整个事物慢慢停滞。所以作者认为"设计系统的自发自主和自我演化性刻不容缓"。
这个张力现在格外尖锐。agent 大幅降低了"生产复杂度"的成本,代码、功能、分支都来得很快,但"理解复杂度"的成本几乎没降。生产和理解之间的差距越拉越大,单体开发者的认知带宽就成了整个系统的瓶颈。
Key Insights
1. “单体复杂度上限"在创新经济学里有定量证据
- Benjamin F. Jones 提出"知识负担”(knowledge burden)机制:知识越积越多,后来的创新者要学的东西越来越多,只好收窄专长,于是越来越依赖团队合作,长期增长也受拖累。他用发明者微观数据验证了模型的六个预测,论文标题直接叫"文艺复兴人之死"(Jones, The Burden of Knowledge and the ‘Death of the Renaissance Man’, NBER w11360)。这和原文"不得不需要额外的人来承担下一个层级"几乎是同一个命题。
- Bloom、Jones、Van Reenen、Webb 发现,研究投入大幅上升,研究生产率却急剧下降。今天让芯片密度翻倍所需的研究人员,是 1970 年代初的 18 倍以上(Bloom et al., Are Ideas Getting Harder to Find?, AER 2020)。这从侧面支持了原文第 3 点:深一层的复杂度需要成倍的注意力来"养活",否则就不会被探索。
2. 加人并不能线性扩展复杂度上限:Conway 的警告
- Melvin Conway 1968 年的论文几乎原样描述了作者现在的处境:系统的表观复杂度逼近初始设计者的理解极限时,设计者会想把任务委派出去。这是设计的转折点:“要么他奋力把系统简化到可理解并赢下来,要么他失去对它的控制。"(Conway, How Do Committees Invent?)
- 同一篇论文还指出:组织中可能的沟通路径数大约是人数平方的一半;每委派一次,可追求的设计空间就收窄一次;系统结构会复制组织的沟通结构,也就是 Conway 定律。所以"额外的人"本身会带来新的复杂度。原文"设计下一个层级"的说法需要补一句:下一层级的结构会被承担它的组织形态所塑造。
- 引申到 agent 时代:如果把 agent 看作"额外的人”,Conway 定律提示,系统架构会趋同于人与 agent 之间的沟通拓扑。作者觉得"有 agent 也无法处理",可能不只是 agent 能力不够,还因为人与 agent 之间的接口(上下文、记忆、意图传递)本身窄得像一根吸管。
3. 软件演化的"熟悉度守恒":停滞是规律,不是个人失败
- Lehman 的软件演化定律里,第 2 条"复杂度递增"说,除非专门投入工作去维持或降低,E-type 系统的复杂度会不断增加。第 5 条"熟悉度守恒"说,所有相关者都必须保持对系统内容的掌握,过度增长会削弱这种掌握,所以平均增量增长保持不变。第 8 条则指出,演化过程是"多层、多回路、多 agent 的反馈系统"(Lehman’s laws of software evolution)。
- 这给原文说的"缓慢停滞"提供了一个结构性解释:增长速率受维护者的"熟悉度"约束。agent 提升了写代码的速率,没有提升熟悉度。所以停滞是可以预测的,而且解药不在"写得更快",在于降低维持熟悉度的成本,或者让系统不再需要人来熟悉。
4. 自我演化系统:已有的可行路径与代价
- Darwin Gödel Machine(DGM)是目前最接近原文"自发自主、自我演化"设想的实证工作。系统反复修改自己的代码,用基准测试做经验验证,代替不现实的形式化证明,同时维护一个开放式的 agent 档案(archive)作为"垫脚石"。结果是 SWE-bench 从 20.0% 提升到 50.0%,Polyglot 从 14.2% 提升到 30.7%(Zhang et al., Darwin Gödel Machine, arXiv:2505.22954)。
- 对 Latere AI 有三点直接启示,均出自同一论文:
- 开放式探索比爬山更重要。 去掉档案、只在最新版本上改的基线很快就停滞了,最终最优 agent 的谱系里还经历过两次性能下跌。
- 评估函数就是演化方向。 DGM 的前提是"基准分数提升等于自我改进能力提升"。没有可靠、自动化的评估信号,自我演化无从谈起。
- 自我演化加剧不可理解性。 作者自己承认,迭代自我修改可能产生越来越复杂、不可解释的内部逻辑,妨碍人类理解与监督。这和原文的动机直接冲突:作者想让系统替自己承担复杂度,代价是作者对系统的理解进一步下降。
- 另外要注意:DGM 的探索过程本身(档案维护、父代选择)仍是固定、人工设计的。即便在最先进的工作里,“元层级"仍然要人来设计,复杂度上限只是被推高了一层。
5. 反驳与补充视角
- 层级分解是人类原本的解法。 Herbert Simon 在 The Architecture of Complexity(1962)中论证,复杂系统倾向于演化成"近可分解"的层级结构,因为稳定的中间形态能让演化更快。按这个思路,原文说的"下一个层级"不一定非要更多的人,也可以靠更好的抽象边界:让每一层对认知者来说都低于上限(此处未取得在线链接)。
- 必要多样性定律。 Ashby 的 Law of Requisite Variety 指出,控制者的多样性必须不低于被控系统的多样性。单体认知面对扩张中的系统必然失控。这条定律也说明,自我演化系统内部同样需要足够的"调节多样性”,否则只是把失控从人转移到了系统内部(此处未取得在线链接)。
- “世界本身就在那里"是一种实在论立场。 可以对照另一种看法:很多复杂度是人为构建出来的,因为被需要才存在,而不是被发现的。这正好呼应原文第 3 点:“没有足够的需求和注意力"既可能让已有的事物不被发现,也可能让本可构建的事物根本不被造出来。
Open Questions
- 自我演化会不会只是把"理解"换成了"信任”? 如果 Latere AI 能自主演化,作者跟系统的关系就从"理解它"变成"评估它”。那么真正的瓶颈也许不在系统能否演化,而在作者能否设计出一个自己还能理解的评估函数,再由它约束一个自己不理解的系统。评估函数的复杂度是否也存在单体上限?
- 注意力能不能由系统自己产生? 原文说某些事物因为缺少需求和注意力而未被发现。开放式探索(novelty search、垫脚石档案)本质上是在用算法制造"人工好奇心"。对 Latere AI 来说,与其追求"自我优化",是否更应该先构建"自我关注",让系统自己判断哪部分复杂度值得维持、哪部分应该被遗忘?