Robot Pedagogue






Aaron Gemmill, Angie Keefer, Rob Seward
in collaboration with Anna Craycroft

Subject of Learning / Object of Study
Workspace: Anna Craycroft
Blanton Museum of Art
March 5 – June 20, 2010

A Party Game Called Psychoanalysis


In this game one person, the dupe, is told that while he is out of the room, one member of the assembled party will be called upon to relate a recent dream. This will give everybody else in the room the story line of that dream so that when the dupe returns to the room and begins questioning the assembled party, the dreamer's identity will be hidden in the crowd of responders. The dupe's job is to ask yes/no questions of the assembled group until he has figured out the dream narrative to a suitable degree of detail, at which opine theta dupe is to psychoanalyze the dreamer, and use the analysis to identify him or her.


Once the dupe is out of the room, the host explains to the rest of the party that no one is to relate a dream, that the party is to answer the dupe's questions according to the following simple rule: if the last letter of the last word of the question is in the first half of the alphabet, the question is to be answered in the affirmative, and all other questions are to be answered in the negative, with one provision: a non-contradiction override rule to the effect that later questions are not to be given answers that contradict earlier answers. For example:


Q: Is the dream about a girl?
A: Yes


but if later our forgetful dupe asks


Q: Are there any female characters in it?
A: Yes [in spite of the final t, applying the noncontradiction override rule].


When the dupe returns to the room and begins questioning, he gets a more or less random, or at any rate arbitrary, series of yeses and noes in response. The results are often entertaining. Sometimes the process terminates swiftly in absurdity, as one can see at a glance by supposing the initial question asked were "Is the story line of the dream word-for-word identical to the story line of War and Peace?" or, alternatively, "Are there any animate beings in it?" A more usual outcome is for a bizarre and often obscene story of ludicrous misadventures to unfold, to the amusement of all. When the dupe eventually decides that the dreamer–whoever he or she is–must be a very sick individual, the assembled party gleefully retorts that the dupe himself is the author of the "dream." This is not strictly true, of course. In one sense, the dupe is the author by virtue of the questions he was inspired to ask. (No one else proposed putting the three gorillas in the rowboat with the nun.) But in another sense, the dream simply has no author, and that is the whole point. Here we see a process of narrative production, of detail accumulation, with no authorial intentions or plans at all–an illusion with no illusionist.


The structure of this party game bears a striking resemblance to the structure of well-regarded models of perceptual systems. It is widely held that human vision, for instance, cannot be explained as an entirely "data-driven" or "bottom-up" process, but needs, at the highest levels, to be supplemented by a few "expectation-driven" rounds of hypothesis testing (or something analogous to hypothesis testing). Another member of the family is the "analysis-by-synthesis" model of perception that also supposes that perceptions are built up in a process that weaves back and forth between centrally generated expectations, on the one hand, and confirmations (and discomfirmations) arising from the periphery on the other hand (e.g., newsier, 1967). The general idea of these theories is that after a certain amount of "preprocessing" has occurred in the early or peripheral layers of the perceptual system, the tasks of perception are completed–objects are identified, recognized, categorized–by generate-and-test cycles. In such a cycle, one's current expectations and interests shape hypotheses for one's perceptual systems to confirm or disconfirm, and a rapid sequence of such hypothesis generations and confirmations produces the ultimate product, the ongoing, updated "model" of the world of the perceiver. Such accounts of perception are motivated by a variety of considerations, both biological and epistemological, and while I wouldn't say that any such model has been proven, experiments inspired by the approach have borne up well. Some theorists have been so bold as to claim that perception must have this fundamental structure.


Whatever the ultimate verdict turns out to be on generate-and-test theories of perception, we can see that they support a simple and powerful account of hallucination. All we need suppose must happen for an otherwise normal perceptual system to be thrown into a hallucinatory mode is for the hypothesis-generation side of the cycle (the expectation-driven side) to operate normally, while the data-driven side of the cycle (the confirmation side) goes into a disordered or random or arbitrary round of confirmation and disconfirmation, just as in the party game. In other words, if noise in the data channel is arbitrarily amplified into "confirmations" and "disconfirmations" (the arbitrary yes and no answers in the party game), the current expectations, concerns, obsessions, and worries of the victim will lead to framing questions or hypotheses whose content is guaranteed to reflect those interests, and so a "story" will unfold in the perceptual system without an author. We don't have to suppose the story is written in advance; we don't have to suppose that information is stored or composed in the illusionist part of the brain. All we suppose is that the illusionist goes into an arbitrary confirmation mode and the victim provides the content by asking the questions.


This provides in the most direct possible way a link between the emotional state of the hallucinator and the content of the hallucinations produced. Hallucinations are usually related in their content to the current concerns of the hallucinator, and this model of hallucination provides for that feature without the intervention of an implausibly knowledgeable internal storyteller who has a theory or model of the victim's psychology. Why, for instance, does the hunter on the last day of deer season see a deer, complete with antlers and white tail, while looking at a black cow or another hunter in an orange jacket? Because his internal questioner is obsessively asking: "Is it a deer?" and getting NO for an answer until finally a bit of noise in the system gets mistakenly amplified into a YES, with catastrophic results.


A number of findings fit nicely with this picture of hallucination. For instance, it is well known that hallucinations are the normal result of prolonged sensory deprivation (see, e.g. Vosberg, Fraser, and Guehl, 1960). A plausible explanation of this is that in sensory deprivation, the data-driven side of the hypothesis-generation-and-test system, lacking any data, lowers its threshold for noise, which then gets amplified into arbitrary patterns of confirmation and disconfirmation signals, producing, eventually, detailed hallucinations whose content is the product of nothing more than anxious expectation and chance confirmation. Moreover, in most reports, hallucinations are only gradually elaborated (under conditions of either sensory deprivation or drugs). They start out weak–e.g., geometric–and then become stronger ("objective" or "narrative"), and this is just what this model would predict (see, e.g., Siegel and West, 1975).


Finally, the mere fact that a drug, by diffusion in the nervous system, can produce such elaborate and contentful effects requires explanation–the drug, itself surely can't "contain the story," even if some credulous people like to think so. It is implausible that a drug, by diffuse activity, could create or even turn on an elaborate illusionist system, while it is easy to see how a drug could act directly to raise or lower or disorder in some arbitrary way a confirmation threshold in a hypothesis-generation system.


The model of hallucination generation inspired by the party game could also explain the composition of dreams, of course. Ever since Freud there has been little doubt that the thematic content of dreams is tellingly symptomatic of the deepest drives, anxieties, and preoccupations of the dreamer, but the clues the dreams provide are notoriously well concealed under layers of symbolism and misdirection. What kind of process could produce stories that speak so effectively and incessantly to a dreamer's deepest concerns, while clothing the whole business in layers of metaphor and displacement?…


It is interesting to note, by the way, that one feature of the party game that would not be necessary for a process producing dreams or hallucinations is the noncontradiction override rule. Since one's perceptual systems are presumably always exploring an ongoing situation (rather than a fait accompli, a finished dream narrative already told) subsequent "contradictory" confirmations can be interpreted by the machinery as indicating a new change in the world, rather than a revision in the story known by the dream relaters. The ghost was blue when last I looked, but has now suddenly turned green; its hands have turned into claws, and so forth. The volatility of metamorphosis of objects in dreams and hallucinations is one of the most striking features of those narratives, and what is even more striking is how seldom these noticed metamorphoses "bother" us while we are dreaming. So the farmhouse in Vermont is now suddenly revealed to be a bank in Puerto Rico, and the horse I was riding is now a car, no a speedboat, and my companion began the ride as my grandmother but has become the Pope. These things happen.


This volatility is just what we would expect from an active but insufficiently skeptical question-asker confronted by a random sample of yeses and noes. At the same time, the persistence of some themes and objects in dreams, their refusal to metamorphose or disappear, can also be tidily explained by our model. Pretending, for the moment, that the brain uses the alphabet rule and conducts its processing in English, we can imagine how subterranean questioning goes to create an obsessive dream:


Q: Is it about father?
A: No.
Q: Is it about a telephone?
A: Yes.
Q: Okay. Is it about mother?
A: No.
Q: Is it about father?
A: No.
Q: Is it about father on the telephone?
A: Yes.
Q: I knew it was about father! Now, was he talking to me?
A: Yes…


This little theory sketch could hardly be said to prove anything (yet) about hallucinations or dreams. It does show–metaphorically–how a mechanistic explanation of these phenomena might go, and that's an important prelude, since some people err exempted by the defeatist thesis that science couldn't "in principle" explain the various "mysteries" of the mind. The sketch so far, however, does not even address the problem of our consciousness of dreams and hallucinations. Moreover, although we have exorcised one unlikely homunculus, the clever illusionist/playwright who plays pranks on the mind, we have left in his place not only the stupid question-answerers (who arguably can be "replaced by machines") but also the still quite clever and unexplained question-poser, the "audience." If we have eliminated a villain, we haven't even begun to give an account of the victim.


We have made some progress, however. We have seen how attention to the "engineering" requirements of a mental phenomenon can raise new, and more readily answerable, questions, such as: What models of hallucination can avoid combinatorial explosion? How might the content of experience be elaborated by (relatively) stupid, uncomprehending processes? What sort of links between processes or systems could explain the results of their interaction? If we are to compose a scientific theory of consciousness, we will have to address many questions of this sort.


We have also introduced a central idea in what is to follow. The key element in our various explanations of how hallucinations and dreams are possible at all was the theme that the only work that the brain must do is whatever it takes to assuage epistemic hunger–to satisfy "curiosity" in all its forms. If the "victim" is passive or incurious about topic x, if the victim doesn't seek answers to any questions about topic x, then no material about topic x needs to be prepared. (Where it doesn't itch, don't scratch.) The world provides an inexhaustible deluge of information bombarding our senses, and when we concentrate on how much is coming in, or continuously available, we often succumb to the illusion that it all must be used, all the time. But our capacities to use information, and our epistemic appetites, are limited. If our brains can just satisfy all our particular epistemic hungers as they arise, we will never find grounds for complaint. We will never be able to tell, in fact, that our brains are provisioning us with less than everything that is available in the world.


So far, this thrifty principle has only been introduced, not established. As we shall see, the brain doesn't always avail itself of this option in any case, but it's important not to overlook the possibility. The power of this principle to dissolve ancient conundrums has not been generally recognized.


Excerpted from Daniel Dennett's book, Consciousness Explained, a philosophical work originally published in 1991.