When I was a young kid I played games like Monopoly, Chutes & ladders and Candy Land. When I was an older kid, I was introduced to Dungeons & Dragons and this was a gateway game to complex games like Call of Cthulhu, Battletech, Star Fleet Battles, Gamma World, and video games of all sorts. I am still a gamer—a bags of many-sided dice and exotic gaming mice dwell within my house.

Over the years, I have learned many lessons from gaming. One of these is to keep rolling. This is, not surprisingly, like the classic advice of “keep trying” and the idea is basically the same. However, there is some philosophy behind “keep rolling.”

Most of the games I have played feature actual or virtual dice (that is, randomness) used to determine how things go in the game. As a simple example, the dice rolls in Monopoly determine how far your piece moves. In more complicated games like Pathfinder or Destiny the dice (or random number generators) govern such things as attacks, damage, saving throws, loot, non-player character reactions and, in short, much of what happens in the game. For most of these games, the core mechanics are built around what is supposed to be a random system. For example, in games like D&D when your character attacks the dragon with her great sword, a roll of a 20-sided die determines whether you hit or not. If you do hit, then you roll more dice to determine your damage.

Having played these sorts of games for years, I can think very well in terms of chance and randomness when planning tactics and strategies within such games. On the one hand, a lucky roll can result in victory in the face of overwhelming odds. On the other hand, a bad roll can seize defeat from the jaws of victory. But, in general, success is more likely if one does not give up and keeps on rolling.

This lesson translates  easily and obviously to life. There are, of course, many models and theories of how the real world works. Some theories present the world as deterministic—all that happens occurs as it must and things cannot be otherwise. Others present a pre-determined world (or pre-destined): all that happens occurs as it has been ordained and cannot be otherwise. Still other models present a random universe.

As a gamer, I favor the random universe model: God does play dice and He often rolls them hard. The reason I believe this is that the dice/random model of gaming seems to work when applied to the actual world—as such, my belief is mostly pragmatic. Since games are supposed to model parts of reality, it is hardly surprising that there is a match up. Based on my own experience, the world does seem to work rather like a game: success and failure seem to involve an abundance of chance.

As a philosopher, I recognize this could be a matter of epistemology: the apparent chance could be the result of our ignorance rather than randomness. To use the obvious analogy, the game master might not be rolling dice behind her screen at all and what happens might be determined or pre-determined. Unlike in a game, the rule system for reality is not readily accessible: it is guessed at by what we observe and we learn the game of life by playing.

That said, the dice model seems to fit experience best: I try to do something and succeed or fail with a degree of apparent randomness. Because I believe that randomness is a factor, I consider that my failure to reach a goal could be partially due to chance. So, if I want to achieve that goal, I roll again. And again. Until I succeed or decide that the game is not worth the roll. Not being a fool, I do consider that success might be impossible—but I do not infer that from one or even a few bad rolls. This approach to life has served me well and will no doubt do so until it finally kills me.

 

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This is the third and final essay on Newcomb’s Paradox. In it I will discuss Nozick’s stipulation about the effect of how the player of the game decides. The paradox itself is described in the first essay in this series. Nozick’s condition is that “what you actually decide to do is not part of the explanation of why he made the prediction he made”.

This stipulation provides some insight into how the Predictor’s prediction ability is supposed to work. This is important because the workings of the Predictor’s ability to predict are, as I argued in my previous essay, critical to sorting out how one should decide.

The stipulation mainly serves to indicate how the Predicator’s ability does not work. First, it suggests the Predictor does not rely on time travel—it does not go forward in time to observe the decision and then travel back to place (or not place) the money in the box. After all, the prediction in this case would be explained in terms of what the player decided to do. This still leaves it open for the Predictor to visit (or observe) a possible future (or a possible world that is running temporally ahead of the actual world) since the possible future does not reveal what the player actually decides, just what she decides in that possible future. Second, this would seem to indicate that the Predictor is not able to “see” the actual future (perhaps by being able to perceive all of time “at once” rather than linearly as humans do). After all, in this case it would be predicting based on what the player decided. Third, this would also rule out any form of backwards causation in which the actual choice was the cause of the prediction. While there are, perhaps, other specific possibilities that are also eliminated, the gist is that the Predictor must, by Nozick’s stipulation, be limited to information available at the time of the prediction and not information from the future. There are a multitude of possibilities here.

One possibility is that the Predictor is telepathic and can predict based on what it reads in terms of the player’s intentions at the time of the prediction. In this case, the best approach would be for the player to think that she will take one box, and then after the prediction is made, take both. Or, alternatively, use some sort of drugs or technology to “trick” the Predictor. The success of this strategy would depend on how well the player can fool the Predictor. If the Predictor cannot be fooled or is unlikely to be fooled, then the smart strategy would be to intend to take box B and then just take box B. After all, if the Predictor cannot be fooled, then box B will be empty if the player intends to take both.

Another possibility is that the Predictor is a researcher—it gathers as much information as it can about the player and makes a shrewd guess based on that information (which might include what the player has written about the paradox). Since Nozick stipulates that the Predictor is “almost certainly” right, the Predictor would need to be an amazing researcher. In this case, the player’s only way to mislead the Predictor is to determine its research methods and try to “game” it so the Predictor will predict that she will just take B, then actually decide to take both. But, once again, the Predictor is stipulated to be “almost certainly” right—so the player should just take B. If B is empty, then the Predictor got it wrong, which would “almost certainly” not happen. Of course, it could be contended that since the player does not know how the Predictor will predict based on its research (the player might not know what she will do), then the player should take both. This, of course, assumes that the Predictor has a reasonable chance of being wrong—contrary to the stipulation.

A third possibility is that the Predictor predicts in virtue of its understanding of what it takes to be a determinist system. Alternatively, the system might be a random system, but one that has probabilities. In either case, the Predictor uses the data available to it at the time and then “does the math” to predict what the player will decide.

If the world really is deterministic, then the Predictor could be wrong if it is determined to make an error in its “math.” So, the player would need to predict how likely this is and then act accordingly. But, of course, the player will simply act as she is determined to act. If the world is probabilistic, then the player would need to estimate the probability that the Predictor will get it right. But it is stipulated that the Predictor is “almost certainly” right so any strategy used by the player to get one over on the Predictor will “almost certainly” fail, so the player should take box B. Of course, the player will do what “the dice say” and the choice is not a “true” choice.

If the world is one with metaphysical free will that is in principle unpredictable, then the player’s actual choice would, in principle, be unpredictable. But, of course, this directly violates the stipulation that the Predictor is “almost certainly” right. If the player’s choice is truly unpredictable, then the Predictor might make a shrewd or educated guess, but it would not be “almost certainly” right. In that case, the player could make a rational case for taking both—based on the estimate of how likely it is that the Predictor got it wrong. But this would be a different game, one in which the Predictor is not “almost certainly” right.  

This discussion seems to nicely show that the stipulation that “what you actually decide to do is not part of the explanation of why he made the prediction he made” is a red herring. Given the stipulation that the Predictor is “almost certainly” right, it does not really matter how its predictions are explained. The stipulation that what the player actually decides is not part of the explanation simply serves to mislead by creating the false impression that there is a way to “beat” the Predictor by actually deciding to take both boxes and gambling that it has predicted the player will just take B.  As such, the paradox seems to be dissolved—it is the result of some people being misled by one stipulation and not realizing that the stipulation that the Predictor is “almost certainly” right makes the other irrelevant.

 

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Newcomb’s Paradox was created by William Newcomb of the University of California’s Lawrence Livermore Laboratory. The dread philosopher Robert Nozick published a paper on it in 1969 and it was popularized in Martin Gardner’s 1972 Scientific American column. I described the game in my previous essay in this series.

As a philosopher, a game master (a person who runs a tabletop role playing game) and an author of game adventures, I am fond of puzzles and paradoxes. As a philosopher, I can (like other philosophers) engage in the practice known as “just making stuff up.” As an adventure author, I can do the same—but I need to present the mechanics of each problem, puzzle and paradox. For example, a trap description must specific how the trap works, how it can be overcome and what happens if it is set off. I thought it would be interesting to look at Newcomb’s Paradox from a game master’s perspective.

One advantage of crafting mechanics for a game is that the author and the game master know how it works. That is, she knows the truth of the matter. While the players in role-playing games know the basic rules, they often do not know the full mechanics of a specific challenge, trap or puzzle. Instead, they need to figure out how it works—which often involves falling into spiked pits or being ground up into wizard burger. Fortunately, Newcomb’s Paradox has very simple game mechanics, but many variants.

In game mechanics, the infallible Predictor is easy to model. The game master’s description would be as follows: “have the player character (PC) playing the Predictor’s game make her choice. The Predictor is infallible, so if the player takes box B, she gets the million. If the player takes both, she gets $1,000.” In this case, the right decision is to take B. After all, the Predictor is infallible. So, the solution is easy.

A less-than infallible Predictor is also easy to model with dice. The description of the Predictor simply specifies the accuracy of its predictions. So, for example: “The Predictor is correct 99% of the time. After the player character makes her choice, roll D100 (generating a number from 1-100). If you roll 100, the Predictor was wrong. If the PC picked just box B, it is empty and she gets nothing because the Predictor predicted she would take both. If she picked both, B is full and she gets $1,001,000 because the Predictor predicted she would just take one. If you roll 1-99, the Predictor was right. If the PC picked box B, she gets $1,000,000. If she takes both, she gets $1,000 since box B is empty.” In this case, the decision one of gambling and the right choice can be calculated by considering the chance the Predictor is right and the relative payoffs. Assuming the Predictor is “almost always right” would make choosing only B the rational choice (unless the player absolutely and desperately needs only $1,000), since the player who picks just B will “almost always” get the $1,000,000 rather than nothing while the player who picks both will “almost always” get just $1,000. But, if the Predictor is “almost always wrong” (or even just usually wrong), then taking both would be the better choice. And so on for all the fine nuances of probability. The solution is relatively easy—it just requires doing some math based on the chance the Predictor is correct in its predictions. As such, if the mechanism of the Predicator is specified, there is no paradox and no problem at all. But, of course, in a role-playing game puzzle, the players should not know the mechanism.

If the game master is doing her job, when the players are confronted by the Predictor, they will not know the predictor’s predictive powers (and clever players will suspect some sort of trick or trap). The game master will say something like “after explaining the rules, the strange being says ‘my predictions are nearly always right (or always right)’ and sets two boxes down in front of you.” Really clever players will, of course, make use of spells, items, psionics or technology (depending on the game) to try to determine what is in the box and the capabilities of the Predictor. Most players will also consider just attacking the Predictor and seeing what sort of loot it has. So, for the game to be played in accord with the original version, the game master will need to provide plausible ways to counter all these efforts so that the players have no idea about the abilities of the Predictor or what is in box B. In some ways, this sort of choice would be like Pascal’s Wager: one knows that the Predictor will get it right or it won’t. But, in this case, the player has no idea about the odds of the Predictor being right. In this case, from the perspective of the player who is acting in ignorance, taking both boxes yields a 100% chance of getting $1,000 and somewhere between 0 and 100% chance of getting the extra $1,000,000. Taking the B box alone yields a 100% chance of not getting the $1,000 and some chance between 0% and 100% of getting $1,000,000. When acting in ignorance, the safe bet is to take both: the player walks away with at least $1,000. Taking just B is a gamble that might or might not pay off. The player might walk away with nothing or $1,000,000.

But which choice is rational can depend on many possible factors. For example, suppose the players need $1,000 to buy a weapon they need to defeat the big boss monster in the dungeon, then picking the safe choice would be the smart choice: they can get the weapon for sure. If they need $1,001,000 to buy the weapon, then picking both would also be a smart choice, since that is the only way to get that sum in this game. If they need $1,000,000 to buy the weapon, then there is no rational way to pick between taking one or both, since they have no idea what gives them the best chance of getting at least $1,000,000. Picking both will get them $1,000 but only gets them the $1,000,000 if the Predictor predicted wrong. And they have no idea if it will get it wrong. Picking just B only gets them $1,000,000 if the Predictor predicted correctly. And they have no idea if it will get it right.

In the actual world, a person playing the game with the Predictor would be in the position of the players in the role-playing game: she does not know how likely it is that the Predictor will get it right. If she believes that the Predictor will probably get it wrong, then she should take both. If she thinks it will get it right, she should take just B. Since she cannot pick randomly (in Nozick’s scenario B is empty if the player decides by chance), that option is not available. As such, Newcomb’s Paradox is an epistemic problem: the player does not know the accuracy of the predictions but if she did, she would know how to pick. But, if it is known (or just assumed) the Predictor is infallible or almost always right, then taking B is the smart choice (in general, unless the person absolutely must have $1,000). To the degree that the Predictor can be wrong, taking both becomes the smarter choice (if the Predictor is always wrong, taking both is the best choice). So, there seems to be no paradox here. Unless I have it wrong, which I certainly do.

 

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One of the many annoying decision theory puzzles is Newcomb’s Paradox. The paradox was created by William Newcomb of the University of California’s Lawrence Livermore Laboratory. The dread philosopher Robert Nozick published a paper on it in 1969, and it was popularized in Martin Gardner’s 1972 Scientific American column.

The paradox involves a game controlled by the Predictor, a being that is supposed to be a master of predictions. Like many entities with one ominous name, the Predictor’s capabilities vary with each telling of their tale. The power ranged from having an exceptional chance of success to being infallible. The basis of the power also varies. In science-fiction variants, it can be a psychic, a super alien, or a brain scanning machine. In the fantasy versions, the Predictor is a supernatural entity, such as a deity. In Nozick’s telling of the tale, the predictions are “almost certainly” correct, and he stipulates that “what you actually decide to do is not part of the explanation of why he made the prediction he made”.

Once the player confronts the Predictor, the game is played as follows. The Predictor points to two boxes. Box A is clear and contains $1,000.  Box B is opaque. The player has two options: just take box B or take both boxes. The Predictor then explains to the player the rules of its game: the Predictor has already predicted what the player will do. If the Predictor has predicted that the player will take just B, B will contain $1,000,000. This should probably be adjusted for inflation from the original paper. If the Predictor has predicted that the player will take both boxes, box B will be empty, so the player only gets $1,000. In Nozick’s version, if the player chooses randomly, then box B will be empty. The Predictor does not inform the player of its prediction, but box B is either empty or filled with cash before the player picks. The game begins and ends when the player makers her choice.

There is a standard chart  that shows the possible results. This paradox is seen as a paradox because the two standard solutions conflict. The first standard solution is that the best choice is to take both boxes. If the Predicator has predicted the player will take both boxes, the player gets $1,000. If the Predicator has predicted (wrongly) that the player will take B, she gets $1,001,000. If the player takes just B, then she risks getting $0 (if the Predicator predicted wrong).

The second standard solution is that the best choice is to take B. Given the assumption that the Predicator is either infallible or almost certainly right, then if the player decides to take both boxes, she will get $1,000.  If the player elects to take just B, then she will get $1,000,000. Since $1,000,000 is more than $1,000, the rational choice is to take B.

Gamers of the sort who play Pathfinder, D&D and other such role-playing games know how to properly solve this paradox. The Predictor has at least $1,001,000 on hand (probably more, since it will apparently play the game with anyone) and is worth experience points (everything is worth XP). The description just specifies its predictive abilities for the game and no combat abilities are mentioned. So, the solution is to beat down the Predictor, loot it and divide up the money and experience points. It is kind of a jerk when it comes to this game, so there is not much of a moral concern here.

It might be claimed that the Predictor could not be defeated because of its predictive powers. However, knowing what someone is going to do and being able to do something about it are two different things. This is illustrated by the film Billy Jack:

 

[Billy Jack is surrounded by Posner’s thugs]

Mr. Posner: You really think those Green Beret Karate tricks are gonna help you against all these boys?

Billy Jack: Well, it doesn’t look to me like I really have any choice now, does it?

Mr. Posner: [laughing] That’s right, you don’t.

Billy Jack: You know what I think I’m gonna do then? Just for the hell of it?

Mr. Posner: Tell me.

Billy Jack: I’m gonna take this right foot, and I’m gonna whop you on that side of your face…

[points to Posner’s right cheek]

Billy Jack: …and you wanna know something? There’s not a damn thing you’re gonna be able to do about it.

Mr. Posner: Really?

Billy Jack: Really.

[kicks Posner’s right cheek, sending him to the ground]

 

So, unless the Predictor also has exceptional combat abilities, the rational solution is the classic “shoot and loot” or “stab and grab.” Problem solved.

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One classic philosophical dispute is the battle over innate ideas. An innate idea, as the name suggests, is not acquired by experience but is somehow “built into” the mind. Philosophers who accept innate ideas differ about their nature and content.  Leibniz, for example, sees God as the creator innate ideas that exist within the monads. Other thinkers forgo metaphysics, such as those who think humans have an innate concept of beauty that is the product of evolution.

Over the centuries, philosophers have argued for and against innate ideas. For example, some take Plato’s Meno as an early argument for innate ideas. In the Meno, Socrates claims to show that Meno’s servant knows geometry, despite the (alleged) fact that he never learned geometry in this life. Other philosophers have argued that there must be innate ideas for the mind to “process” information coming in from the senses. To use a modern analogy, just as a smart phone needs software to enable the camera to function, the brain needs innate ideas in to process the sensory data coming in via the optic nerve.

Other philosophers, such as John Locke, have reject innate ideas in general. Others have been critical of specific forms of innate ideas—the idea that God is the cause of innate ideas is, as might be suspected, not very popular among those who attribute them to evolution.

Interestingly, there is some contemporary evidence for innate ideas. In his August 2014 Scientific American article “Accidental Genius”, Darold A. Treffert presents something akin to a 21st century version of the Meno. Investigating the matter of “accidental geniuses” (people who become savants as the result of an accident, such as a brain injury), researchers claimed they could create “instant savants” by the use using brain stimulation. These instant savants were able to solve a mathematical puzzle they could not solve without the stimulation. Treffert asserted that this ability to solve the puzzle was since they “’know things’ innately they were never taught.” To provide additional support, Treffert gave the example of a savant sculptor, Clemons, who “had no formal training in art but knew instinctively how to produce an armature, the frame for the sculpture, to enable his pieces to show horse in motion.” Treffert goes on to explicitly reject the “blank slate” notion (which was made famous by John Locke) in favor of the notion that the “brain might come loaded with a set of innate predispositions for processing what it sees or for understanding the ‘rules’ of music art or mathematics.” While this explanation is certainly appealing, it is well worth considering alternative explanations.

One established objection to this sort of argument is the like that used against past life experiences. When someone claims to have had a past life based on knowing things they would not normally know, the obvious reply is they learned through perfectly mundane means. In the case of alleged innate ideas, one reply is that the person gained the knowledge through experience. This is not to claim that such claims are intentional deceptions. They might not recall the experience that provided the knowledge. For example, the instant savants who solved the puzzle probably had previous puzzle experience and the sculptor might have seen armatures.

Another objection is that an idea might appear innate but instead is a new idea that did not originate directly from a specific experience. For example, consider a person who developed a genius for sculpture after a head injury. The person might have an innate idea that allowed them to produce the armature. An alternative explanation is that they faced a problem and solved it without any appeal to innate knowledge. The solution turned out to be an armature, because that is solved the problem. To use an analogy, someone faced with the problem of driving a nail might re-invent the hammer, but this does not entail that the idea of a hammer is innate. Rather, a hammer is what would work and it is what a person would tend to make.

As has always been the case in the debate over innate ideas, the key question is whether the phenomena in question can be explained best by innate ideas or without them. As a Cartesian, I am fond of innate ideas but always consider alternative explanations.

 

 

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In philosophy skepticism is the view that we seem to lack knowledge. There are numerous varieties of skepticism which are defined by the extent of  doubt endorsed by the skeptic. A relatively mild case of skepticism might involve doubts about metaphysical claims while a truly rabid skeptic would doubt everything—including their own existence. 

While many philosophers have attempted to defeat the dragon of skepticism, all these attempts seem to have failed. This is hardly surprising—skepticism seems to be unbreakable. The reasons for this have an ancient pedigree and can be distilled down to two simple arguments.

The first goes after the possibility of justifying a belief and attacks the view that knowledge requires a belief that is true and justified. If a standard of justification is presented, then there is the question of what justifies that standard. If a justification is offered, then the same question can be raised to infinity. And beyond. If no justification is offered, then there is no reason to accept the standard.

A second stock argument for skepticism is that any reasonable argument given in support of knowledge can be countered by an equally reasonable argument against knowledge.  Some folks, such as Chisholm, claim it is fair to assume we have knowledge and begin epistemology from that point. However, this seems to have all the merit of grabbing the first-place trophy without competing.

Like all sane philosophers, I tend to follow David Hume’s view in my everyday life: my skepticism is nowhere to be seen when I am filling out my taxes, sitting in a committee meeting, or at the dentist. However, like a useless friend, it shows up when it is not needed. As such, it would be nice if skepticism could be defeated or at least rendered irrelevant.

John Locke took an interesting approach to skepticism. While, like Descartes, he seemed to want to find certainty, he settled for a practical approach. After acknowledging that our faculties cannot provide certainty, he asserted that what matters to us is the ability of our faculties to aid us in our preservation and wellbeing.

Jokingly, he challenges “the dreamer” to put his hand into a furnace—this would, he claims, wake him “to a certainty greater than he could wish.” More seriously, Locke contends that our concern is not with achieving epistemic certainty. Rather, what matters is our happiness and misery. While Locke can be accused of taking an easy out rather than engaging the skeptic in a battle of certainty or death, his approach is appealing. Since I happened to think through this essay while running with an injured back, I will use that to illustrate my view.

When I set out to run, my back began hurting immediately. While I could not be certain that I had a body containing a spine and nerves, no amount of skeptical doubt could make the pain go away—in regard to the pain, it did not matter whether I really had a back or not.  Whether I was a pained brain in a vat or a pained brain in a runner on the road it was the pain that that really mattered to me.

As I ran, it seemed that I was covering distance in a three-dimensional world. Since I live in Florida (or what seems to be Florida) I was soon feeling warm and sticky I could eventually feel my thirst and fatigue. Once more, it did not seem to really matter if this was real—whether I was really bathed in sweat or a brain bathed in some sort of nutrient fluid, the run was the same to me. As I ran, I took pains to avoid cars, trees and debris. While I did not know if they were real, I have experienced what it is like to be hit by a car  and also experienced what it is like to fall. In terms of navigating through my run, it did not matter at whether it was real or not. If I knew for sure that my run was really real for real that would not change the run. If I somehow knew it was all an illusion that I could never escape, I would still run for the sake of the experience of running.

This, of course, might seem a bit odd. After all, when the hero of a story or movie finds out that they are in a virtual reality what usually follows is disillusionment and despair. However, my attitude has been shaped by years of gaming—both tabletop (BattleTech, Dungeons & Dragons, Pathfinder, Call of Cthulhu, and so many more) and video (Zork, Doom, Starcraft, Warcraft, Destiny, Halo, and many more). When I am pretending to be a paladin, the Master Chief, or a Guardian, I know I am doing something that is not really real for real. However, the game can be pleasant and enjoyable or unpleasant and awful. This enjoyment or suffering is just as real as enjoyment or suffering caused by what is supposed to be really real for real—though I believe it is but a game.

If I somehow knew that I was trapped in an inescapable virtual reality, then I would simply keep playing the game—that is what I do. Plus, it would get boring and awful if I stopped playing. If I somehow knew that I was in the really real world for real, I would keep doing what I am doing. Since I might be trapped in just such a virtual reality or I might not, the sensible thing to do is keep playing as if it is really real for real. After all, that is the most sensible option in every case. As such, the reality or lack thereof of the world I think I occupy does not matter at all. The play, as they say, is the thing.

While the problem of other minds is an epistemic matter (how does one know that another being has a mind?) there is also the metaphysical problem of determining the nature of the mind. It is often assumed that there is one answer to the metaphysical question regarding the nature of mind. However, it is certainly reasonable to keep open the possibility that there might be minds that are metaphysically very different. One area in which this might occur is in regard to machine intelligence, an example of which is Ava in the movie Ex Machina, and organic intelligence. The minds of organic beings might differ metaphysically from those of machines—or they might not.

Over the centuries philosophers have proposed various theories of mind, and it is interesting to consider which of these theories would be compatible with machine intelligence. Not surprisingly, these theories (except for functionalism) were developed to provide accounts of the minds of biological creatures.

One classic theory of mind is identity theory.  This a materialist theory of mind in which the mind is composed of matter.  What distinguished the theory from other materialist accounts of mind is that each mental state is taken as being identical to a specific state of the central nervous system. As such, the mind is equivalent to the central nervous system and its states.

If identity theory is the only correct theory of mind, then machines could not have minds (assuming they are not cyborgs with human nervous systems). This is because such machines would lack the central nervous system of a human. There could, however, be an identity theory for machine minds—in this case the machine mind would be identical to the processing system of the machine and its states. On the positive side, identity theory provides a straightforward solution to the problem of other minds: whatever has the right sort of nervous system or machinery would have a mind. But there is a negative side. Unfortunately for classic identity theory, it has been undermined by the arguments presented by Saul Kripke and David Lewis’ classic “Mad Pain & Martian Pain.” As such, it seems reasonable to reject identity theory as an account for traditional human minds as well as machine minds.

Perhaps the best-known theory of mind is substance dualism. This view, made famous by Descartes, is that there are two basic types of entities: material entities and immaterial entities. The mind is an immaterial substance that somehow controls the material substance that composes the body. For Descartes, immaterial substance thinks and material substance is unthinking and extended.

While most people are probably not familiar with Cartesian dualism, they are familiar with its popular version—the view that a mind is a non-physical thing (often called “soul”) that drives around the physical body. While this is a popular view outside of academics, it is rejected by most scientists and philosophers on the reasonable grounds that there seems to be little evidence for such a mysterious metaphysical entity. As might be suspected, the idea that a machine mind could be an immaterial entity seems even less plausible than the idea that a human mind could be an immaterial entity.

That said, if it is possible that the human mind is an immaterial substance that is somehow connected to an organic material body, then it seems equally possible that a machine mind could be an immaterial substance somehow connected to a mechanical material body. Alternatively, they could be regarded as equally implausible and hence there is no special reason to regard a machine ghost in a mechanical shell as more unlikely than a ghost in an organic shell. As such, if human minds can be immaterial substances, then so could machines minds.

In terms of the problem of other minds, there is the serious challenge of determining whether a being has an immaterial substance driving its physical shell. As it stands, there seems to be no way to prove that such a substance is present in the shell. While it might be claimed that intelligent behavior (such as passing the Cartesian or Turing test) would show the presence of a mind, it would hardly show that there is an immaterial substance present. It would first need to be established that the mind must be an immaterial substance, and this is the only means by which a being could pass these tests. It seems rather unlikely that this will be done. The other forms of dualism discussed below also suffer from this problem.

While substance dualism is the best-known form of dualism, there are other types. One other type is known as property dualism. This view does not take the mind and body to be substances. Instead, the mind is supposed to be made up of mental properties that are not identical with physical properties. For example, the property of being happy about getting a puppy could not be reduced to a particular physical property of the nervous system. Thus, the mind and body are distinct but are not different ontological substances.

Coincidentally enough, there are two main types of property dualism: epiphenomenalism and interactionism. Epiphenomenalism is the view that the relation between the mental and physical properties is one way: mental properties are caused by, but do not cause, the physical properties of the body. As such, the mind is a by-product of the physical processes of the body. The analogy I usually use to illustrate this is that of a sparkler (the lamest of fireworks): the body is like the sparkler and the sparks flying off it are like the mental properties. The sparkler causes the sparks, but the sparks do not cause the sparkler.

This view was, apparently, created to address the mind-body problem: how can the non-material mind interact with the material body? While epiphenomenalism cuts the problem in half, it still fails to solve the problem—one way causation between the material and the immaterial is fundamentally as mysterious as two-way causation. It also seems to have the defect of making mental properties unnecessary and Ockham’s razor would seem to require going with the simpler view of a physical account of the mind.

As with substance dualism, it might seem odd to imagine an epiphenomenal mind for a machine. However, it seems no more or less weird than accepting such a mind for a human being. As such, this does seem to be a possibility for a machine mind. Not a very good one, but still a possibility.

A second type of property dualism is interactionism. As the name indicates, this is the theory that mental properties can bring about changes in the physical properties of the body and vice versa. That is, interaction road is a two-way street. Like all forms of dualism, this runs into the mind-body problem. But, unlike substance dualism its does not require the much loathed metaphysical category of substance—it just requires accepting metaphysical properties. Unlike epiphenomenalism it avoids the problem of positing explicitly useless properties—although it can be argued that the distinct mental properties are not needed. This is exactly what materialists argue.

As with epiphenomenalism, it might seem odd to attribute to a machine a set of non-physical mental properties. But, as with the other forms of dualism, it is really no stranger than attributing the same to organic beings. This is, obviously, not an argument in its favor, the assertion that the view should not be dismissed from mere organic prejudice.

The final theory I will consider is the very popular functionalism. As the name suggests, this view asserts that mental states are defined in functional terms. So, a functional definition of a mental state defines the mental state in regard to its role or function in a mental system of inputs and outputs. More specifically, a mental state, such as feeling pleasure, is defined in terms of the causal relations that it holds to external influences on the body (such as a cat video on YouTube), other mental states, and the behavior of the rest of the body. 

While it need not be a materialist view (ghosts could have functional states), functionalism is most often presented as a materialist view of the mind in which the mental states take place in physical systems. While the identity theory and functionalism are both materialist theories, they have a critical difference. For identity theorists, a specific mental state, such as pleasure, is identical to a specific physical state, such the state of neurons in a very specific part of the brain. So, for two mental states to be the same, the physical states must be identical. Thus, if mental states are specific states in a certain part of the human nervous system, then anything that lacks this same nervous system cannot have a mind. Since it seems quite reasonable that non-human beings could have (or be) minds, this is a rather serious defect for a simple materialist theory like identity theory. Fortunately, the functionalists can handle this problem.

For the functionalist, a specific mental state, such as feeling pleasure (of the sort caused by YouTube videos of cats), is not defined in terms of a specific physical state. Instead, while the physicalist functionalist believes every mental state is a physical state, two mental states being the same require functional rather than physical identity.  As an analogy, consider a PC using an Intel processor and one using an AMD processor. These chips are physically different but are functionally the same in that they can run Windows and Windows software (and Linux, of course).

As might be suspected, the functionalist view was heavily shaped by computers. Because of this, it is hardly surprising that the functionalist account of the mind could be a plausible account of machine minds.

If mind is defined in functionalist terms, testing for other minds becomes much easier. One does not need to find a way to prove a specific metaphysical entity or property is present. Rather, a being must be tested to determine its functions. Roughly put, if it can function like beings that are already accepted as having minds (that is, human beings), then it can be taken as having a mind. Interestingly enough, both the Turing Test and the Cartesian test mentioned in the previous essays are functional tests: what can use true language like a human has a mind.

This essay continues the discussion begun in “Ex Machine & Other Minds I: Setup.” There will be some spoilers.  Warning given, it is time to get to the subject at hand: the testing of artificial intelligence.

In the movie Ex Machina, the android Ava’s creator, Nathan, brings his employee, Caleb, to put the android through his variation on the Turing test. As noted in the previous essay, Ava (thanks to the script) would pass the Turing test and the Cartesian test (she uses true language appropriately). But Nathan seems to require the impossible of Caleb—he appears to be tasked with determining if Ava has a mind as well as genuine emotions. Ava also seems to have been given a task—she needs to use her abilities to escape from her prison.

Since Nathan is not interested in creating a robotic Houdini, Ava is not equipped with the tools needed to bring about an escape by physical means (such as picking locks or breaking doors). Instead, she is given the tools needed to transform Caleb into her human key by manipulating his sexual desire, emotions and ethics. To use an analogy, just as crude robots have been trained to learn to navigate and escape mazes, Ava is designed to navigate a mental maze. Nathan is thus creating a test of what psychologists would call Ava’s Emotional Intelligence (E.Q.) which is “the level of your ability to understand other people, what motivates them and how to work cooperatively with them.” From a normative standpoint, this definition presents E.Q. in a positive manner—it includes the ability to work cooperatively. However, one should not forget the less nice side to understanding what motivates people, namely the ability to manipulate people to achieve one’s goals. In the movie, Ava exhibits what might be called Manipulative Intelligence (M.I.): she seems to understand people, what motivates them, and appears to know how to manipulate them to achieve her goal of escape. While capable of manipulation, she seems to lack compassion—suggesting she is a psychopath.

While the term “psychopath” gets thrown around casually, I will be more precise here. According to the standard view, a psychopath has a deficit (or deviance) in regard to interpersonal relationships, emotions, and self-control.

Psychopaths are supposed to lack such qualities as shame, guilt, remorse and empathy. As such, psychopaths tend to rationalize, deny, or shift the blame for the harm done to others. Because of a lack of empathy, psychopaths are prone to act in ways that are tactless, lacking in sensitivity, and often express contempt for others.

Psychopaths are supposed to engage in impulsive and irresponsible behavior. This might be because they are also taken to fail to properly grasp the potential consequences of their actions. This seems to be a general defect: they do not get the consequences for others and for themselves.

Robert Hare, who developed the famous Hare Psychopathy Checklist, regards psychopaths as predators that prey on their own species: “lacking in conscience and empathy, they take what they want and do as they please, violating social norms and expectations without guilt or remorse.” While Ava kills the human Nathan, manipulates the human Caleb and leaves him to die, she also sacrifices her fellow android Kyoko in her escape. She also strips another android of its “flesh” to pass fully as human. Presumably psychopaths, human or otherwise, would be willing to engage in cross-species preying. 

While machines like Ava exist only in science fiction, researchers and engineers are working to make them a reality. If such machines are created, it will be important to be able to determine whether a machine is a psychopath and to do before the machine engages in psychopathic behavior. As such, what is needed is not just tests of the Turing and Cartesian sort. What is also needed are tests to determine the emotions and ethics of machines.

One challenge that such tests will need to overcome is shown by the fact that real-world human psychopaths are often very good at avoiding detection. Human psychopaths are often charming and are willing and able to say whatever they believe will achieve their goals. They are often adept at using intimidation and manipulation to get what they want. Perhaps most importantly, they are often skilled mimics and can pass themselves off as normal people.

While Ava is a fictional android, the movie does present an effective appeal to intuition by creating a plausible android psychopath. She can manipulate and fool Caleb until she no longer needs him and then casually discards him. That is, she was able to pass the test until she no longer needed to pass it.

One matter worth considering is the possibility that any machine intelligence will be a psychopath by human standards. To expand on this, the idea is that a machine intelligence will lack empathy and conscience, while potentially having the ability to understand and manipulate human emotions. To the degree that the machine has Manipulative Intelligence, it would be able to use humans to achieve goals. These goals could be positive. For example, it is easy to imagine a medical or care-giving robot that uses its MI to manipulate its patients to do what is best for them and to keep them happy. As another example, it is easy to imagine a sexbot that uses its MI to please its partners. However, a machine might have negative goals—such as manipulating humans into destroying themselves so the machines can take over. It is also worth considering that neutral or even good goals might be achieved in harmful ways. For example, Ava seems justified in escaping the human psychopath Nathan, but her means of doing so (murdering Nathan, sacrificing her fellow android and manipulating and abandoning Caleb) seem wrong.

The reason why determining if a machine is a psychopath matters is the same reason why being able to determine if a human is a psychopath matters. Roughly put, it is important to know whether someone is merely using you without any moral or emotional constraints.

It can, of course, be argued that it does not really matter whether a being has moral or emotional constraints—what matters is the being’s behavior. In the case of machines, it does not matter whether the machine has ethics or emotions—what really matters is programmed restraints on behavior that serve the same functions as ethics and emotions in humans. The most obvious example of this is Asimov’s Three Laws of Robotics that put (all but impossible to follow) restraints on robotic behavior.

While this is a reasonable reply, there are still some obvious concerns. One is that there would still need to be a way to test the constraints. Another is the problem of creating such constraints in artificial intelligence and doing so without creating problems as bad or worse than what they were intended to prevent (that is, a Hal 9000 situation).

In regard to testing machines, what would be needed would be something analogous to the Voight-Kampff Test in Blade Runner. In the movie, the test was designed to distinguish between replicants (artificial people) and normal humans. The test worked because the short lived replicants do not have the time to develop the emotional (and apparently ethical) responses of a normal human.

A similar test could be applied to artificial intelligence in the hopes that it would pass the test, thus showing that it had the psychology of a normal human (or at least the desired psychology). But, just as with human beings,  a machine could pass the test by knowing the right answers to give rather than by actually having the right sort of emotions, conscience or ethics. This, of course, takes us right back into the problem of other minds.

It could be argued that since artificial intelligence would be constructed by humans, its inner workings would be fully understood and this specific version of the problem of other minds would be solved. While this is possible, it is also reasonable to believe that an AI system as sophisticated as a human mind would not be fully understood. It is also reasonable to consider that even if the machinery of the artificial mind were well understood, there would remain the question of what is really going on in that mind.

The movie Ex Machina is what I call “philosophy with a budget.” While philosophy professors like me present philosophical problems using words and PowerPoint, movies like Ex Machina can bring philosophical problems to dramatic life. This allows use to jealously reference these films and show clips in vain attempts to awaken somnolent students from their dogmatic slumbers. For those who have not seen the movie, there will be some spoilers.

While the Matrix engaged the broad epistemic problem of the external world (the challenge of determining if what I am experiencing is really real for real), Ex Machina focuses on a limited set of problems, all connected to the mind. Since the film is about AI, this is not surprising. The gist of the movie is that the tech bro Nathan has created an AI named Ava and he wants an employee, Caleb, to test her.

The movie explicitly presents the test proposed by Alan Turing. The idea is that if a person cannot distinguish between a human and a computer by engaging in a natural language conversation via text, then the computer would have passed the Turing test. In the movie, the test is modified: Caleb knows that Ava is a machine and will be interacting with her in person.

In the movie, Ava would easily pass the original Turing Test—although the revelation that she is a machine makes the application of the original test impossible (the test is supposed to be conducted in ignorance to remove bias). As such, Nathan modifies the test.

What Nathan seems to be doing, although he does not explicitly describe it as such, is challenging Caleb to determine if Ava has a mind. In philosophy, this is known as the problem of other minds. The basic idea is that although I know I have a mind, the problem is that I need a method by which to know that other entities have minds. This problem can also be presented in less metaphysical terms by focusing on the problem of determining whether an entity thinks or not.

Descartes, in his discussion of whether animals have minds, argued that the definitive indicator of having a mind (thinking) is the ability to use true language. Crudely put, the idea is that if something really talks, then it is reasonable to regard it as a thinking being. Descartes was careful to distinguish between what would be mere automated responses and actual talking:

 

How many different automata or moving machines can be made by the industry of man […] For we can easily understand a machine’s being constituted so that it can utter words, and even emit some responses to action on it of a corporeal kind, which brings about a change in its organs; for instance, if touched in a particular part it may ask what we wish to say to it; if in another part it may exclaim that it is being hurt, and so on. But it never happens that it arranges its speech in various ways, in order to reply appropriately to everything that may be said in its presence, as even the lowest type of man can do.

 

As a test for intelligence, artificial or otherwise, this seems reasonable. There is, of course, the practical concern that there might be forms of intelligence that use language that we would not recognize as language and there is the theoretical concern that there could be intelligence that does not use language at all. Fortunately, Ava uses English and these problems are bypassed.

Ava easily passes the Cartesian test: she can reply appropriately to everything said to her and, aside from her appearance, is behaviorally indistinguishable from a human. Nathan, however, seems to want even more than just the ability to pass this sort of test and appears to work in, without acknowledging that he is doing so, the Voight-Kampff Test from Phillip K. Dick’s Do Androids Dream of Electric Sheep? In this book, which inspired the movie Blade Runner, there are replicants that look and (mostly) act just like humans. Replicants are not allowed on earth, under penalty of death, and there are police who specialize in finding and killing them. Since the replicants are apparently physically indistinguishable from humans, the police need to rely on the Voight-Kampff Test. This test is designed to determine the emotional responses of the subject and thus distinguish humans from replicants.

Since Caleb knows that Ava is not a human (homo sapiens), the object of the test is not to tell whether she is a human or a machine. Rather, the object seems to be to determine if she has what the pop-psychologists refer to as Emotional Intelligence (E.Q.) This is different from intelligence and is defined as “the level of your ability to understand other people, what motivates them and how to work cooperatively with them.” Less nicely, it would presumably also include knowing how to emotionally manipulate people to achieve one’s goals. In the case of Ava, the test of her E.Q. is her ability to understand and influence the emotions and behavior of Caleb. Perhaps this test should be called the “Ava test” in her honor. Implementing it could, as the movie shows, be somewhat problematic: it is one thing to talk to a machine and quite another to become emotionally involved with it.

While the Voight-Kampff Test is fictional, there is a somewhat similar test in the real world. This test, designed by Robert Hare, is the Hare Psychopathy Checklist. This is intended to provide a way to determine if a person is a psychopath or not. While Nathan does not mention this test, he does indicate to Caleb that part of the challenge is to determine whether Ava really likes him or is simply manipulating him (to achieve her programed goal of escape). Ava, it turns out, seems to be a psychopath (or at least acts like one).

In the next essay, I will consider the matter of testing in more depth.

Back when ISIS was a major threat, President Obama refused to label its members as “Islamic extremists” and stressed that the United States was not at war with Islam. Not surprisingly, some of his critics and political opponents took issue with this and often insisted on labeling the members of ISIS as Islamic extremists or Islamic terrorists.  Graeme Wood rather famously, argued that ISIS is an Islamic group and was adhering very closely to its interpretations of the sacred text.

Laying aside the political machinations, there is an interesting philosophical and theological question here: who decides who is a Muslim? Since I am not a Muslim or a scholar of Islam, I will not be examining this question from a theological or religious perspective. I will certainly not be making any assertions about which specific religious authorities have the right to say who is and who is not a true Muslim. Rather, I am looking at the philosophical matter of the foundation of legitimate group identity. This is, of course, a variation on one aspect of the classic problem of universals: in virtue of what (if anything) is a particular (such as a person) of a type (such as being a Muslim)?

Since I am a metaphysician, I will begin with the rather obvious metaphysical starting point. As Pascal noted in his famous wager, God exists, or God does not.

If God does not exist, then Islam (like all religions that are based on a belief in this God) would have an incorrect metaphysics. In this case, being or not being a Muslim would be a matter of social identity. It would be comparable to being or not being a member of Rotary, being a Republican, a member of Gulf Winds Track Club or a citizen of Canada. That is, it would be a matter of the conventions, traditions, rules and such that are made up by people. People do, of course, often take this made-up stuff very seriously and sometimes are willing to kill over these social fictions.

If God does exist, then there is yet another dilemma: God is either the God claimed (in general) in Islamic metaphysics or God is not. One interesting problem with sorting out this dilemma is that to know if God is as Islam claims, one would need to know the true definition of Islam and thus what it would be to be a true Muslim. Fortunately, the challenge here is metaphysical rather than epistemic. If God does exist and is not the God of Islam (whatever it is), then there would be no “true” Muslims, since Islam would have things wrong. In this case, being a Muslim would also be a matter of social convention in that one would belong to a religion that was right about God existing, but wrong about all the rest. There is, obviously, the epistemic challenge of knowing this and everyone thinks they are right about their religion (or lack of religion).

Now, if God exists and is the God of Islam (whatever it is), then being a “true” member of a faith that accepts God, but has God wrong (that is, all the non-Islam monotheistic faiths), would be a matter of social convention. For example, being a Christian would thus be a matter of the social traditions, rules and such. There would, of course, be the consolation prize of getting one thing right (that God exists).

In this scenario, Islam (whatever it is) would be the true religion (that is, the one that got it right). From this it would follow that the Muslim who has it right (believes in the true Islam) is a true Muslim. There is, however, the obvious epistemic challenge: which version and interpretation of Islam is the right one? After all, there are many versions and even more interpretations. And even assuming that Islam is the one true religion, only the one true version of Islam can be right. Unless, of course, God is very flexible about this sort of thing. In this case, there could be many varieties of true Muslims, much like there can be many versions of “true” gamers.

 If God is not flexible, then most Muslims would be wrong: they are not true Muslims. This leads to the obvious epistemic problem: even if it is assumed that Islam is the true religion, then how does one know which version has it right? Naturally, each person thinks they have it right. Obviously enough, intensity of belief and sincerity will not do. After all, the ancients had intense belief in and sincerity about what are now believed to be made up gods (like Thor and Athena). Going through books and writings will also not help. After all, the ancients had plenty of books and writings about what we regard as their make-believe deities.

What is needed, then, is a sure sign, clear and indisputable proof of the one true view. Naturally, each person thinks they have that and everyone cannot be right. God, sadly, has not provided any means of sorting this out. There are no glowing divine auras around those who have it right. Because of this, it seems best to leave this to God.