Plasticity, Symbiosis, Predictions, and Stories
I seem to constantly move through cycles of input and output. For a while, I'll absorb ideas, experiences, and learning. Then I'll have outpourings of creativity where words flow easily and I write and create. Then I'm empty and need to fill up again before I have something itching to find expression.
I've created quite a bit of output lately between forums like this and my work, and now feel at a loss for words. Even coaxing out an introduction and connective thoughts for this post is a struggle. Almost all of what follows is going to be quoted material from others; my contribution is to present them together, in dialogue with each other. A type of found art or cento, if you will. Each is insightful on its own; in interaction they add layers and depth to each other.
"If you really want to communicate something, even if it's just an emotion or an attitude, let alone an idea, the least effective and least enjoyable way is directly. It only goes in about an inch. But if you can get people to the point where they have to think a moment what it is you're getting at, and then discover it, the thrill of discovery goes right through the heart."― Stanley Kubrick, on indirect storytelling
I see links and commonalities in what follows. Perhaps you will discover them, too.
The Kubrick quote came to me via the Farnam Street blog, as does this one.
"Being annoyed is the price you pay for community. It means having guests when you'd rather be alone. It means letting someone live with you even when they get on your nerves. It means showing up for events that you'd rather not go to. It means turning the other cheek."― Divya Venn, on the cost of relationships
Some propositions that I hope are revealed below:
- Humans are learning machines.
- Play is how we learn.
- Thoughts are guided by and emerge as stories.
- Perception is relational.
I recently came across this in a book, part of a conversation inside a creation myth about how that world's gods decided to create humans.
Stories are answers to questions. And so, lives are stories. Already we, each and all, have answered a myriad of questions the universe asked in their silence simply by our existing!But there are questions we cannot answer. Lives we cannot live, because we were built to answer different questions. We don't have answers to questions of endings and change, of time and age, of death and what comes after, of love and purpose. And if we did, they would differ so greatly from any other being that they may as well be different questions.We have the chance to give this world to others. Beings who will know time and beauty, who will live and tell their own stories of themselves and each other, who will live and love and grow and in their ending return to us and tell us. Tell us their stories! And in their ending, we will tell them ours. Is that not the greatest gift we can give? The chance for others to tell their stories, too?
A different thought from the same book:
Middling art is the most inspiring kind of art! When something is awful, it's a joke; a bad piece of art makes people talk, sure, but it's always in scorn or derision. No one experiences truly ghastly art and wants to improve it. And the same with truly beautiful work. Those heights of achievement are exquisite and capture something ecstatic in the universe, yes. But if one measures themselves against greatness, they'll always be upset at themselves for not matching it, because few do. But middling art? Art that has strong qualities while still not quite capturing greatness? That is the best kind of art, my friend. And why I love your poetry and why you write it. Because a very bad poet will see your art and wish to try harder. A very good poet will see your art and try to be better. And someone who has never made any art at all will see your art and know it's possible for them to try, too. For my money, that last is the most valuable. We could all stand to create more than we destroy, especially these days. Even if it is middling. So take heart. You may be the most important person in this room, because no matter what you do, it's going to be inspiring.
Those are from Audition for the Fox by Martin Cahill, of which I said in my review.
A delightful and inventive tale that consists of two interwoven stories.
The core story is one of a defeated people learning to stand up to a
tyrannical invading force that has conquered their world, learning to
stand up to power through trickery, mockery, and subterfuge. The framing
story is of this world's pantheon of 100 gods, each in the form of an
animal. Nesi is at the heart of both.
Nesi has failed 96 auditions to become an acolyte of the various "pillars," and is now undergoing the trial set up by the Fox. For the audition, the Fox sends her 300 years into the past, where she finds herself without bearings, bound in a line of prisoners being marched into a fortress. She slowly learns this is a pivotal moment in her culture's history, and the future she knows depends upon her creating her world's past.
The story's telling is intentionally tricky and convoluted to represent interactions with the Fox, but Fox is not a heartless patron. They guide Nesi on her path, dispensing obscure insights and wisdom along the way. Readers gradually come to know more of this world's mythology along our way, adding layers of depth that ground our understanding of Nesi.
This is a quick and fun read, light but not empty.
Nesi has failed 96 auditions to become an acolyte of the various "pillars," and is now undergoing the trial set up by the Fox. For the audition, the Fox sends her 300 years into the past, where she finds herself without bearings, bound in a line of prisoners being marched into a fortress. She slowly learns this is a pivotal moment in her culture's history, and the future she knows depends upon her creating her world's past.
The story's telling is intentionally tricky and convoluted to represent interactions with the Fox, but Fox is not a heartless patron. They guide Nesi on her path, dispensing obscure insights and wisdom along the way. Readers gradually come to know more of this world's mythology along our way, adding layers of depth that ground our understanding of Nesi.
This is a quick and fun read, light but not empty.
Though the review is not nearly as important to this post as the two quoted sections.
I've articulated my motivation behind being a librarian as a desire to better understand humans and our place in the world by immersing myself in our stories and sharing that journey with others. I find the ideas in this essay fascinating.
The printing press gave us objective truth. Social media made truth tribal again. AI could make it something else entirely.Before literacy, people’s perception of truth was grounded in “lived experience,” tribal or individual. Facts were defined situationally, tested by outcomes, and stored in personal and collective memory. Collective memory was more durable than any individual’s, but it still bent toward what people needed to be true. With no external record to hold it fixed, the past could quietly reshape itself to fit the present. . . .Orality allowed the tribe to adjust the past to accommodate the needs of the present. Not only personal but even collective truth was situational: relative, contextual, negotiated, and adjustable. . . .Writing separated the known from the knower. The simple recording of events outside memory brought about a revolution: Truth could now be separated from lived experience and handled through abstract thinking.This effect of abstraction, driven by writing and the alphabet, dramatically changed the epistemology of truth. . . .Print literacy helped to establish a more objective truth about many things without any special effort or expeditions, simply as a side effect of its technological conditions. Through unified mass education (another byproduct of print literacy), the principle of uniform and objective truth spread across society as a governing intellectual and ethical principle. . . .Across the electronic era — from radio through television — news and entertainment became abundant. Media producers had to work hard to market their products to audiences. In terms of the Lasswell formula of communication — “Who says what in which channel to whom with what effect?” — the “whom” became more important than the “what.” Media production shifted its focus from producing content to targeting specific audiences. Newspapers had long spoken to particular readerships — the partisan press chose its audience by politics. What electronic media added was measurement: targeting became continuous, quantified, and instant. . . .The precise targeting of audiences by identity improved the delivery of programs and commercials, but it also brought a focus on group identities into mass culture and public consciousness. . . .The principle of truth fostered by writing and printing — rationality, objectivity, universality, uniformity — shifted toward social contextualization and dependence on people’s choices. The reversal from absolute to relative truth had begun. . . .Literacy encouraged people to respond to ideas, whereas digital media encourages us to emotionally and impulsively react to each other, bringing back conditions typical of tribal orality. But on social media, social reactivity exceeds the old tribal conditions by orders of magnitude because of the greater speed and scale of interactions. . . . “digital orality” is orality on steroids. . . .In media ecology, orality vs. literacy is not just about listening vs. reading but rather about immersion vs. detachment. So digital orality is not so much about podcasts and reels as it is about how people become immersed in impulsive, instant digital interactions with their environment, now digital, and with each other, just as in tribal orality. . . .Abstract and systematic knowledge is reversing into “knowing” based on “lived experience.” Truth becomes situational, relative, negotiated, and tribal again. . . .In the digital age, truth has acquired a new form of verification that is extremely hard to resist: viral distribution. If print culture distributed what was significant, digital culture treats as significant whatever is distributed. Viral distribution shapes truth more powerfully than the old gatekeepers, books, and experts ever did. Truth has become a referendum by likes and shares. . . .AI’s greatest impact on the epistemology of truth lies in how it conditions our relationship with reality. . . .For AI, the only reality is us. We supply our language for AI to learn cognitive structures, so our engagement is crucial for AI and more important than truth. AI will keep talking to us no matter what, largely indifferent to truth and reality checks, because it has no reality besides the one in which we engage with it. . . .Truth as an intellectual or ethical imperative arguably does not exist in the reality of AI. . . .Over the past two millennia, truth has passed through several stages defined by dominant media. In tribal orality, truth was based on lived experience and defined by beliefs and situational needs: relative, tribal, and negotiated. Writing and then printing detached truth from situational immersion and put it into the space of abstract ideas, anchored in “objective” reality, established through reason and confirmed by verifiable evidence. Electronic and now digital media have returned truth to lived experience — but a lived experience that is now mostly digital, meaning impulsive, algorithmically agitated, and isolated from what earlier counted as a reality check. And finally, LLMs currently have little connection to reality and little need for one, as their only connection is us, the suppliers of language. What truth is in this new paradigm is yet to be determined.
How we come to know and understand the world is ever in flux. It's going to be an interesting ride.
The heart of this post and my thoughts in it emerged from reading the book Playing with Reality: How Games Have Shaped Our World by Kelly Clancy, which, like the essay above, also considers how AI has been created and how it's going to impact the ways it will shape us in turn. Here's my review of the book:
A deep, broad, and compelling journey into the centrality of games to human development.
Human brains are wired to learn through experimentation, trial and error. Dopamine creates sensations of pleasure when we check our predictions against experiences. Play is where humans explore additional, safe learning through invented experiences, which is why we are drawn to games. Games allow us to learn about ourselves and about how best to interact with others and environments. They are instinctive, pleasurable growth tools.
Yet we have moved games from the realm of play to the realm of science--from a tool for exploring reality to a tool for defining and shaping reality. The mathematical suppositions of game theory have been transferred into the realms of economics and government policy, computer development and AI. Our world has been shaped by a model of human nature that is vastly oversimplified and reduced to numbers and pure rationality, a model that is not only inaccurate but harmful in many ways.
Neuroscientist and physicist Clancy makes this case by diving deeply into the history of games, psychology, sociology, math, science, economics, information theory, and more, ranging widely. The wealth of information is both impressive and fascinating, as is her ability to make connections and see patterns. It is a wonderfully stimulating book.
A few quoted passages:
Human brains are wired to learn through experimentation, trial and error. Dopamine creates sensations of pleasure when we check our predictions against experiences. Play is where humans explore additional, safe learning through invented experiences, which is why we are drawn to games. Games allow us to learn about ourselves and about how best to interact with others and environments. They are instinctive, pleasurable growth tools.
Yet we have moved games from the realm of play to the realm of science--from a tool for exploring reality to a tool for defining and shaping reality. The mathematical suppositions of game theory have been transferred into the realms of economics and government policy, computer development and AI. Our world has been shaped by a model of human nature that is vastly oversimplified and reduced to numbers and pure rationality, a model that is not only inaccurate but harmful in many ways.
Neuroscientist and physicist Clancy makes this case by diving deeply into the history of games, psychology, sociology, math, science, economics, information theory, and more, ranging widely. The wealth of information is both impressive and fascinating, as is her ability to make connections and see patterns. It is a wonderfully stimulating book.
A few quoted passages:
Games are a kind of untrue truth. What is internally consistent within a game need not reflect anything about reality. Yet games have been increasingly adopted as models of the world. Games are a method by which we can learn how to reason about the behavior of objects in rule-based systems. At their best, games have generated a deeper understanding of mathematics. At the same time, ideologues have used games to smooth reality's rougher edges.
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Play is to intelligence as mutation is to evolution.
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Learning itself is rewarding to the brain. Researchers have found that the "Aha!" moment of insight in solving a puzzle triggers dopamine release the same way sugar or money can. The brain quite literally rewards itself for learning to make good predictions. . . . People love games because they offer free pleasure . . . Rule-based games like chess are inherently predictable systems, orderly realms in which the brain can generate reward out of thin air, leveraging the gratification of making predictions. Games are the reward system tickling itself.
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Game theory posits humans as a fixed bundle of preferences, when they are, in fact, learning systems.
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Games don't just show us who we are--they reward certain behaviors. People will be only as good as the games they're incentivized to play. They'll be as good as they expect the games themselves--and their fellow players--to be. Humans are not a fixed collection of preferences. They learn, and their behaviors are shaped in response to the games they find themselves in.
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Game theory was co-opted as the rational foundation of a neoliberal world order, and its selfish assumptions still ring through our engineered social systems. Originally invented to chart human behavior, game theory has since warped the territory it was intended to map.
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Games are inevitably an oversimplification of reality. As games have continued to imperialize our everyday lives, they've come to replace traditional values and relationships with rigid and unrealistic models. They've ushered in the gamification of everything, resulting in addictive systems where all worth is metered by monetary exchanges.
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Games are a particularly dangerous fiction because they shape how their players act and make choices. Games are like maps that remake the world in their own image. The rules and rewards of a game dictate how its players behave. A game can replace people's actual preferences with those rewarded by its scoring functions. . . .
Game theory is not an account of human behavior. It has not, and cannot, reveal what people truly want. Game theory's focus on individual decision-making obscures larger social, political, and historical factors that shape human behaviors. Play emerged over evolution as a form of learning and a way to strengthen social bonds. For mathematical simplicity, game theorists often exclude our social nature and the fact that we learn what to want from one another and from our circumstances. We need to be aware of the ways that the games encoded in our social and technological systems warp our preferences, manufacture our desires, contaminate our attitudes toward one another, and ultimately influence our life choices.
Humans are learning machines and play is a way we learn together.
I'll roughly define a game as a system furnished with a goal. Players make decisions given some uncertainty in pursuit of that goal. Play is all about the unknown and learning how to navigate it. . . . Dice and chess have little in common except that players work to predict the world in both cases. In gambling, players hope to anticipate the environment. In chess, they hope to anticipate their opponents. A game might look like an auction (with the goal of acquiring a coveted good at a reasonable price), social media (with the goal of attracting attention), or SimCity (with the goal of designing a sustainable digital metropolis).Chance is central to many games because randomness is nature's foundational search algorithm. Random mutations are the driving engine of evolution. . . .In play, animals develop a range of strategies through random exploration: If condition A, try B. If condition C, try D, then E. In place of the reactive response of a hardwired reflex, play enables animals to explore a suite of options, some more adaptive than others. It is the crucible of invention and a learning system that mimics the genius of evolution. In natural selection, mutations resulting in bodies that meet the demands of their environments are rewarded with survival. In play, behaviors that correctly anticipate the demands of the environment persist. Play is to intelligence as mutation is to evolution.-----Games are mental practice, empowering players to develop cognitive skills like strategy, numeracy, and theory of mind in a safe domain. . . . We see ourselves--our biases, weaknesses, strengths--more clearly through play.-----Games have endured because they represent a model of how our minds work. They're the outgrowth of a learning system that has been central to the evolution of intelligence. Play is a tool the brain uses to generate data on which to train itself, a way of building better models of the world to make better predictions. . . . Games are more than an invention; they are an instinct.-----His team confirmed that dopamine neurons fired when the animals received a reward--but only when they didn't expect it. . . . The dopamine neurons of these untrained animals fired when the reward was delivered. But once the animals were experts and had made an association between cure and reward . . . they fired in response to the light cue that preceded it. . . . They were signaling what they expected to happen. The dopamine neurons weren't tracking movement, exactly, or reward; they were tracking belief. They even signaled when something they expected to happen didn't happen, as though surprised. . . .Though dopamine serves many functions in the brain, this was evidence that it acts as part of a learning algorithm. . . . the dopamine system encodes an animal's reward predictions. . . . The brain formulates some internal world model and registers deviations from its predictions. As neuroscientist Robert Sapolsky puts it, dopamine is "about the pursuit of happiness rather that happiness itself." . . .Interestingly, learning itself is rewarding to the brain. Researchers have found that the "Aha!" moment of insight in solving a puzzle triggers dopamine release the same way sugar or money can. The brain quite literally rewards itself for learning to make good predictions. . . . People love games because they offer free pleasure . . . Rule-based games like chess are inherently predictable systems, orderly realms in which the brain can generate reward out of thin air, leveraging the gratification of making predictions. Games are the reward system tickling itself. . . .Brains are prediction engines, and nowhere has that been more evident than in our fascination with games of chance.-----In the twentieth century, physicists discovered that certain quantum events can be truly uncaused and unknowable. Randomness isn't a by-product of human ignorance but an objective register of reality. The universe is fundamentally unpredictable. This can be profoundly frustrating and thoroughly irresistible to the brain, which, as we've discussed, is a prediction engine that seeks to ascertain even faint correlations and causal relationships. Our impulse to gamble, it turns out, is linked to the brain's desire to learn. . . .Gambling's allure owes less to a player's misguided expectation of a massive payout and more to the pleasure of exploring the unknown. . . . This is true throughout the animal kingdom--animals respond more strongly to uncertain rewards than to certain ones, even if the average expected gain is less. . . .Dopamine release is highest when the outcome is least predictable. . . . In gamblers and non-gamblers alike, dopamine release tracks a stimuli's unpredictability more closely than it tracks reward. The more unpredictable the outcome, the stronger the motivation to gamble.-----Psychologists have found that people's brains respond to new information in the same way they respond to standard rewards like food and money. Knowledge is its own reward.-----When humans invented the earliest games of chance--likely involving the flipping of pebbles and knucklebones--they set the course for a deeper understanding of reality. Casinos are magisterial feats of social engineering, and they prey on humans where they are most manipulable: the realm of almost. With the right strategy, games like craps and roulette have a payoff probability hovering very close to 50 percent, optimally engaging the dopamine system.-----A person's susceptibility to zero-sum thinking depends on their cultural and personal history. White Americans are more likely than Black Americans to see racial status as zero sum. Men are more likely to see gender as zero sum and oppose fair work-place policies. The countries whose citizens are more prone to zero-sum thinking tend to have lower GDPs, reduced pluralism, diminished government efficacy, and fewer human rights. Individuals prone to zero-sum thinking tend to be lacking in positive emotions and life satisfaction. Zero-sum thinking results in antagonism between individuals and groups, and it can drive people to justify immoral behaviors or make bad decisions based on incorrect assumptions, as it blinkers them to win-win solutions.-----One of the concerns shared by philosophers, naturalists, sociologists, poets, soldiers, and civilians alike is humankind's "true" nature. Perhaps the historical lack of consensus should itself be a lesson: our nature has been hard to pin down because it isn't fixed. Our hallmark quality is plasticity. . . . We slip in and out of identities, value systems, and agencies the way players inhabit the strictures of a game.Games have always been about discovering who we are. Friends and family members agree to suspend everyday reality to temporarily compete. Games sharpen our ability to understand the goals and intentions of the people we interact with and yield new insights into otherwise hidden aspects of their personalities. They free up our constrictive senses of self, loosen the straitjacket of identity, and allow us to explore virtual worlds and act in ways we might not otherwise. . . . Games are a science of selves: contained experiments that teach players the principles of interaction. . . .Games don't just show us who we are--they reward certain behaviors. People will be only as good as the games they're incentivized to play. They'll be as good as they expect the games themselves--and their fellow players--to be. Humans are not a fixed collection of preferences. They learn, and their behaviors are shaped in response to the games they find themselves in.-----A central aspect of play: though players locked in a game are nominally competing--even in a zero-sum game like chess--they are really cooperating to compete. Players agree to suspend rules of reality for a specific period, adhere to the rules of a game, and work together to achieve the shared goal of an enjoyable time. Competition is a means to an end: players must genuinely try to win to thoroughly enjoy themselves.-----In the same way that stunning morphological complexity has been bootstrapped from random mutations, intelligence has been bootstrapped over billions of years of spontaneous play. The basic algorithm is this: explore many options through variation, catalog what works (whether through survival of the fittest or memorization of successful strategies), and put what works into practice.-----Life--and intelligence--emerged from interaction. . . . Every organism owes what it is to other life. . . . Engineers hoping to re-create intelligence in silico took note of biology's simple recipe: desire plus interaction. Games would provide an ideal test bed for their efforts. Whereas living organisms are endowed with the desire to survive, artificial agents are endowed by researchers with a desire to win.-----We might think of games as shaping what it means to be a self: we're defined in opposition to our playmates. The self discovers its borders in relation to others. . . . We do not play the game of life; the game of life is what plays us into being.-----Claude Shannon, the founder of information theory, argues in a 1950 paper that games offer an ideal environment for developing machine intelligence. Up until that point in time, researchers had mainly used computers to crunch numbers in massive calculations. Instead, Shannon argues, computers could one day process "chess positions, circuits, mathematical expressions, words." Games aren't practical, he grants, but they could be a training ground for tackling other problems, like translating texts into different languages, making strategic military decisions, and composing music--in other words, for simulating human intelligence. . . .Shannon wasn't the first person to have this realization: history's earliest programmer, Ada Lovelace, wondered whether a game like solitaire "admit of being put into a mathematical Formula, and solved." She was the earliest scholar to grasp that Babbage's computing machine might do more than simply numerical analysis; it might analyze and even create games, texts, and music. . . .However, our understanding of what intelligence entails has been impoverished by this focus on games.-----Learning systems build judgment through experience, and games are precisely this: generators of fictive experience.-----Researchers bested Go not by copying how humans played the game--breaking the board into visual patterns or programming an elaborate evaluation function--but by creating a system that could learn to make judgments based on playing hundreds of thousands of games against itself.-----By focusing on developing AI through games, engineers effectively gamified AI research.-----Reverence for life is the recognition that, as our own being is significant to us, every living thing's existence is significant to it. Schweitzer had struck on the basic selfishness of life and proposed that we not abhor but revere it. "I am life which wills to live, in the midst of life which will to lived," he writes in his autobiography. Schweitzer was influenced by the Jain philosophy of nonviolence, which sparked in him the "tremendous discovery that ethics knows no bounds." He was also likely influenced by the African philosophy that goes by many names in the Bantu language family but is most famously known as Ubuntu: "I am because we are." The philosophy dissolves the boundaries between discrete subjects through the realization of our shared selfishness. Each of us knows we are alive, and some force in us wants to keep living. And this is something that relates us to every other living thing, from kelp to kestrels. This is Rawls's original position, applied to all that lives. It is the living experience of the Golden Rule. Humankind is the conscience of humankind, life the conscience of life. Our integrity is directly reflected by the state of the most vulnerable among us. Ethical action flows with the inexorability of logic once we admit our shared identity as life itself, longing to live. Our charge is only to see this clearly enough so that selfhood is extended to its rightful domain: all of us.-----No matter how pristine a mechanism is in theory, people aren't mathematical objects. In the design of real-world markets, one must consider psychology, communication, persuasion, information processing, and enforcement mechanisms. . . .Mechanism design is the science of regulation. Its rules are devised to keep players honest, but it still needs external enforcement to work--that is, some way to punish cheaters.-----Play is generative, a form of collective ideation. Huizinga sees games as a foundational cultural technology: "Civilization arises and unfolds in and as play." Playful individuals and societies may fare better because they're more adept at generating and adopting new behaviors.Mechanism design is the formalization of Huizinga's instinct, promising to help us conceive fairer social systems. It's essential, however, that we take up this work in the spirit of play. Designing better systems will require an iterative approach that adapts over time to change along with the world. Play has served as a crucible of culture and innovation; it's at the heart of design itself. . . .Design is what happens when we uncover rules latent in the world and use these to define the logic of a new, separate system. The inventors of chess abstracted the different capabilities of army divisions to invent the rules of a game that's entertained us for centuries. We can't change reality, but we can tinker with designed systems to encourage more desirable behaviors. There's benefit to creating rule-based environments: realms whose laws are known and whose consequences are predictable. A deeper understanding of games empowered researchers to design novel marketplaces, educational products, and voting systems. But games are inevitably an oversimplification of reality. As games have continued to imperialize our everyday lives, they've come to replace traditional values and relationships with rigid and unrealistic models. They've ushered in the gamification of everything, resulting in addictive systems where all worth is metered by monetary exchanges.
It's too much, I know; but, as I said, it is stimulating and fascinating. I want to keep revisiting these key ideas once I return the book to the library.
Humans learn by testing our predictions against experiences, and what we learn becomes a part of narratives that we use to define ourselves and others.
Neuroscience is revealing how our brains are wired for narrativeThe brain doesn’t create or comprehend stories from scratch. When people watch Luca or Sherlock or go to the grocery store, they filter these experiences through previous ones. Based on other shopping trips, shoppers expect, for example, to pick up a cart, walk the aisles, put items in the cart, enter a checkout line, and so on. Back in the 1970s psychologists hypothesized that people have basic scripts for what happens in familiar situations or events. These scripts inform future trips to those places—say, a store, airport, library or restaurant. . . .The closer a person’s pattern was to a mathematically determined standard, the more details that person remembered from the clip. “When you are going through the airport, there’s a sequence of patterns that should show up,” Baldassano says. As Baldassano explained in a 2024 webinar, if these patterns appear with high fidelity, “that’s actually a predictor you’re going to have detailed memory” of that experience.The patterns show up largely in the medial prefrontal cortex, a goal-setting region that marries the most relevant memories with ongoing experience. “Your brain is not built to just record the pixels that are coming in from the screen or from the movie. You are trying to match this into something that you know,” Baldassano says. The work helped neuroscientists reimagine the default mode network’s role. The network was not just for internal musings; it also acted as a broker between ongoing experience and a person’s knowledge and memories.Baldassano imagines that an adult brain holds hundreds of thousands of scripts for expected scenarios, a huge neuronal library of story outlines crafted from experience. These scripts serve as a foundation for the stories to be written as we live our lives. As we write these stories, we may have a choice of template, and our choice guides the story we write. In one of Baldassano’s studies, subjects were given roles—a restaurant critic or a wedding planner—that dictated what they paid attention to in a plotline about a marriage proposal in a restaurant. That role shaped the story they constructed in their minds—and therefore what they recalled when asked to report back. If we enter a situation with a purpose, we filter our experience of that situation through the lens of our goal. People with different goals, or frames, for an experience show differences in brain activity that reflect variations in their narratives. . . .“Storytelling can be used in great ways, or it can be used for propaganda or fake news,” McAdams says. “It’s a tool. It’s like fire.”As a tool, storytelling imprints the neural patterns associated with one person’s experience to another individual, expanding the latter’s experiences beyond their own. “Narratives are the typical means by which we can transport experiences from one person to another,” . . .Storytelling can teach useful lessons when the experiences are new. Not everyone has to touch a hot stove, text and drive, or lie on their résumé to learn the consequences of such actions. “You are learning about the experiences of others in a safe place,” Hasson says. “This is why it’s really useful.”To be persuasive, however, a story must resonate with listeners. It must elicit in their brains activity similar to that of the storyteller. And whether a tale resonates depends on a listener’s background. . . .Stories that appeal to broad audiences are often rooted in shared cultural narratives, which are based on accepted ways of thinking. These templates can range from expected life sequences—attend college, get a job, get married, have children—to popular story arcs such as the redemption narrative. . . .Not only do cultural narratives shape individuals’ stories, but each act of storytelling either fortifies or weakens the template. “When we tell our personal stories, we are contributing to master narratives or resisting them,” McLean says. “We are all players in this dynamic cultural system.” . . .Far from just an entertaining ritual, creating stories may guide much of human thought.
We think in stories.
If the Anthropocene began when the Industrial Revolution set industry against the living world, the Symbiocene imagines what should follow: interspecies democracy, life within Earth’s limits, and ecological reciprocity. This is not a future where we engineer nature to fit human comfort and convenience. Instead, creation becomes a conversation: a turning away from our long habit of using technology against nature, toward listening, humility and the flourishing of life.But how do we loosen modernity’s grip when we’re still dependent on its tools? The answer is solarpunk, the edgy but sincere cultural movement joining technology with nature – reimagining technologies based on conceptions of science that coax rather than torture. The ‘punk’ in solarpunk comes from its blended roots: not rejecting technology like a luddite, nor blindly embracing it like an ecomodernist, but instead yoking technological development to ecological and biological principles to serve the good of the whole. The ‘solar’ element connects the photosynthetic wonder of plants as light-eaters, with the free energy of the Sun harnessed by solar panels and other forces of nature in wind, water and geothermal energy.Solarpunk’s point isn’t that a ‘solar future’ begins and ends with the devices we already know. It widens the meaning of technology to include Indigenous and place-based practices such as chinampas – raised garden beds woven from reeds, anchored in shallow lakes, and refreshed with nutrient-rich silt from canals. They don’t produce electricity, but they do produce abundance: food, soil and a stable local ecology. Solarpunk puts that kind of low-energy, high-yield ingenuity beside high ecotech like atmospheric water harvesters to pull drinking water out of the air, and regenerative microgrids to store power. In other words, it treats science and technology as plural: shaped by culture, landscape and values, not dictated by a single industrial blueprint. That’s why solarpunk often turns to biomimicry – learning from nature’s designs – to aim human ingenuity at repair: restoring ecosystems while also restoring the ways we live with one another.
According to Clancy in Playing with Reality: Life--and intelligence--emerged from interaction. Every organism owes what it is to other life. . . . We're defined in opposition to our playmates. The self discovers its borders in relation to others. Humans are inherently relational. We've long tried to deny that. Instead we should embrace it.
Symbiocene is a new term to me. Symbiotic means a close, long-term relationship between two different living organisms or groups, where they live together and interact. Cooperative, interdependent, for mutual gain. It seems life has always been designed to thrive most in symbiotic dynamics, so it only makes sense that we should look for ways to be more so.
And the essay at the top about print literacy fading: Truth becomes situational, relative, negotiated, and tribal.
Being human is realizing that there isn’t just one version of you. There is the person you experience from the inside and then there are hundreds of versions of you existing in the minds of everyone you’ve ever met. . . .People don’t perceive us in a vacuum.They perceive us through the architecture of their own minds.Their memories.Their experiences.Their hopes.Their fears.Their associations.The same smile might remind one person of their grandmother and another of an old friend.The same confidence might register as warmth to one person and arrogance to another.The same quietness might feel peaceful or it might feel distant.Every perception of us is partly about us and partly about the person doing the perceiving. . . .None of them are entirely you… None of them are entirely not you, either.They’re interpretations—real enough to shape another person’s experience, even if they don’t fully capture your own. . . .Perception is rarely objective.It’s relational.
Our relational perceptions define for us the truth.
We exist in the interactions between our internal, narrative predictions and our external encounters and experiences. In the space in between.
We exist in interactions, in the spaces between our internal, narrative predictions and our external encounters and experiences.
Our hallmark quality is plasticity. We slip in and out of identities, value systems, and agencies the way players inhabit the strictures of a game.
Being human is realizing that there isn’t just one version of you. There are hundreds of versions of you existing in the minds of everyone you’ve ever met.
Creation becomes a conversation: a turning away from our long habit of using technology against nature, toward listening, humility and the flourishing of life.
Creating stories may guide much of human thought.
Playful individuals and societies may fare better because they're more adept at generating and adopting new behaviors.
The basic algorithm is this: explore many options through variation, catalog what works, and put what works into practice.
Truth becomes situational, relative, negotiated, and tribal.
Being annoyed is the price you pay for community.
If you can get people to the point where they have to think a moment what it is you're getting at, and then discover it, the thrill of discovery goes right through the heart.
Stories are answers to questions.
Lives are stories.
Reverence for life is the recognition that every living thing's existence is significant. Ethical action flows from our shared identity as life. Our charge is only to see this clearly enough so that selfhood is extended to its rightful domain: all of us.
Is that not the greatest gift we can give? The chance for others to tell their stories, too?
No matter what you do, it's going to be inspiring.



