1108 lines
60 KiB
Plaintext
1108 lines
60 KiB
Plaintext
The Interface Theory of Perception:
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Natural Selection Drives True Perception To Swift Extinction
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Donald D. Hoffman
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1
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The Interface Theory of Perception
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A goal of perception is to estimate true properties of the world. A goal of
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categorization is to classify its structure. Aeons of evolution have shaped
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our senses to this end. These three assumptions motivate much work on
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human perception. I here argue, on evolutionary grounds, that all three are
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false. Instead, our perceptions constitute a species-specific user interface
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that guides behavior in a niche. Just as the icons of a PC’s interface hide
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the complexity of the computer, so our perceptions usefully hide the com-
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plexity of the world, and guide adaptive behavior. This interface theory of
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perception offers a framework, motivated by evolution, to guide research in
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object categorization. This framework informs a new class of evolutionary
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games, called interface games, in which pithy perceptions often drive true
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perceptions to extinction.
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1.1 Introduction
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The jewel beetle Julodimorpha bakewelli is category challenged [11, 12]. For
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the male of the species, spotting instances of the category desirable female
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is a pursuit of enduring interest and, to this end, he scours his environment
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for telltale signs of a female’s shiny, dimpled, yellow-brown elytra (wing
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cases). Unfortunately for him, many males of the species Homo sapiens, who
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sojourn in his habitats within the Dongara area of Western Australia, are
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attracted by instances of the category full beer bottle but not by instances of
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the category empty beer bottle, and are therefore prone to toss their emptied
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“stubbies” unceremoniously from their cars. As it happens, stubbies are
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shiny, dimpled, and just the right shade of brown to trigger, in the poor
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beetle, a category error. Male beetles find stubbies irresistible. Forsaking all
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normal females, they swarm the stubbies, genitalia everted, and doggedly try
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to copulate despite repeated glassy rebuffs. Compounding misfortune, ants
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1
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2
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The Interface Theory of Perception
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of the species Iridomyrmex discors capitalize on the beetles’ category errors;
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the ants sequester themselves near stubbies, wait for befuddled beetles, and
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consume them, genitalia first, as they persist in their amorous advances.
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Categories have consequences. Conflating beetle and bottle led male J.
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bakewelli into mating mistakes that nudged their species to the brink of ex-
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tinction. Their perceptual categories worked well in their niche: Males have
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low parental investment and thus their fitness is boosted if their category
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desirable mate is more liberal than that of females (as predicted by the the-
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ory of sexual selection, e.g., [7, 39]). But when stubbies invaded their niche,
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a liberal category transformed stubbies into Sirens, 370 milliliter amazons
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with matchless allure.
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The bamboozled bakewelli illustrate a central principle of perceptual cat-
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egorization, the
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Principle of Satisficing Categories: Each perceptual category of an or-
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ganism, to the extent that the category is shaped by natural selection, is a
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satisficing solution to adaptive problems.
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This principle is key to understanding the provenance and purpose of percep-
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tual categories: They are satisficing solutions to problems such as feeding,
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mating, and predation that are faced by all organisms in all niches. How-
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ever, these problems take different forms in different niches and therefore
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require a diverse array of specific solutions. Such solutions are satisficing in
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that (1) they are, in general, only local maxima of fitness and (2) the fitness
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function depends not just on one factor, but on numerous factors, including
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the costs of classification errors, the time and energy required to compute
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a category, and the specific properties of predators, prey and mates in a
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particular niche. Furthermore, (3) the solutions depend critically on what
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adaptive structures the organism already has: It can be less costly to co-opt
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an existing structure for a new purpose than to evolve de novo a structure
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that might better solve the problem. A backward retina, for instance, with
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photoreceptors hidden behind neurons and blood vessels, is not the “best”
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solution simpliciter to the problem of transducing light but, at a specific
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time in the phylogenetic path of H. sapiens, it might have been the best
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solution given the biological structures then available. Satisficing in these
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three senses is, on evolutionary grounds, central to perception and therefore
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central to theories of perceptual categorization.
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According to this principle, a perceptual category is a satisficing solution
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to adaptive problems only “to the extent that the category is shaped by
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natural selection.” This disclaimer might seem to eviscerate the whole prin-
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1.2 The Conventional View
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3
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ciple, to reduce it to the assertion that perceptual categories are satisficing
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solutions, except when they’re not.
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The disclaimer must stand. The issue at stake is the debate in evolution-
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ary theory over adaptationism: To what extent are organisms shaped by
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natural selection versus other evolutionary factors, such as genetic drift and
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simple accident? The claim that a specific category is adaptive is an empir-
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ical claim, and turns on the details of the case. Thus, this disclaimer does
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not eviscerate the principle; instead, it entails that, although one expects
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most categories to be profoundly shaped by natural selection, each specific
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case of purported shaping must be carefully justified in the normal scientific
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manner.
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1.2 The Conventional View
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Most vision experts do not accept the principle of satisficing categories, but
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instead, tacitly or explicitly, subscribe to a different principle, the
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Principle of Faithful Depiction: A primary goal of perception is to re-
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cover, or estimate, objective properties of the physical world. A primary goal
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of perceptual categorization is to recover, or estimate, the objective statistical
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structure of the physical world.
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For instance, Yuille and B¨ulthoff [44] describe the Bayesian approach to
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perception in terms of faithful depiction: “We define vision as perceptual
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inference, the estimation of scene properties from an image or sequence of
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images . . . there is insufficient information in the image to uniquely de-
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termine the scene. The brain, or any artificial vision system, must make
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assumptions about the real world. These assumptions must be sufficiently
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powerful to ensure that vision is well-posed for those properties in the scene
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that the visual system needs to estimate.” On their view, there is a phys-
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ical world that has objective properties and statistical structure (objective
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in the sense that they exist unperceived). Perception uses Bayesian estima-
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tion, or suitable approximations, to reconstruct the properties and structure
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from sensory data. Terms such as estimate, recover, and reconstruct, which
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appear throughout the literature of computational vision, stem from com-
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mitment to the principle of faithful depiction.
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Geisler and Diehl [8] endorse faithful depiction: “In general, it is true
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that much of human perception is veridical under natural conditions. How-
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ever, this is generally the result of combining many probabilistic sources
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of information (optic flow, shading, shadows, texture gradients, binocular
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4
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The Interface Theory of Perception
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disparity, and so on). Bayesian ideal observer theory specifies how, in prin-
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ciple, to combine the different sources of information in an optimal manner
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in order to achieve an effectively deterministic outcome” (p. 397).
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Lehar [24] endorses faithful depiction:
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“The perceptual modeling ap-
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proach reveals the primary function of perception as that of generating a
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fully spatial virtual-reality replica of the external world in an internal rep-
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resentation.” (p. 375).
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Hoffman [15] endorsed faithful depiction, arguing that to understand per-
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ception we must ask, “First, why does the visual system need to organize
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and interpret the images formed on the retinas? Second, how does it remain
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true to the real world in the process? Third, what rules of inference does it
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follow?” (p. 154).
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No¨e and Regan [25] endorse a version of faithful depiction that is sensitive
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to issues of attention and embodied perception, proposing that “Perceivers
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are right to take themselves to have access to environmental detail and to
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learn that the environment is detailed” (p. 576) and that “the environmental
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detail is present, lodged, as it is, right there before individuals and that they
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therefore have access to that detail by the mere movement of their eyes or
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bodies” (p. 578).
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Purves and Lotto [29] endorse a version of faithful depiction that is di-
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achronic rather than synchronic, i.e., that includes an appropriate history of
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the world, contending that “what observers actually experience in response
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to any visual stimulus is its accumulated statistical meaning (i.e., what the
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stimulus has turned out to signify in the past) rather than the structure of
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the stimulus in the image plane or its actual source in the present” (p. 287).
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Proponents of faithful depiction will, of course, grant that there are obvi-
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ous limits. Unaided vision, for instance, sees electromagnetic radiation only
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through a chink between 400 and 700 nm, and it fails to be veridical for
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objects that are too large or too small. But these proponents maintain that,
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for middle-sized objects to which vision is adapted, our visual perceptions
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are in general veridical.
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1.3 The Conventional Evolutionary Argument
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Proponents of faithful depiction offer an evolutionary argument for their po-
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sition, albeit an argument different than the one sketched above for the prin-
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ciple of satisficing categories. Their argument is spelled out, for instance, by
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Palmer [27](p. 6) in his textbook Vision Science, as follows: “Evolutionarily
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speaking, visual perception is useful only if it is reasonably accurate. . . . In-
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deed, vision is useful precisely because it is so accurate. By and large, what
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1.4 Bayes’ Circle
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5
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you see is what you get. When this is true, we have what is called veridi-
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cal perception . . . perception that is consistent with the actual state of
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affairs in the environment. This is almost always the case with vision . . .”
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[emphases his].
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The error in this argument is fundamental: Natural selection optimizes
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fitness, not veridicality. The two are distinct and, indeed, can be at odds. In
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evolution, where the race is often to the swift, a quick and dirty category can
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easily trump one more complex and veridical. The jewel beetle’s desirable
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female is a case in point. Such cases are ubiquitous in nature and central to
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understanding evolutionary competition between organisms. This competi-
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tion is predicated, in large part, on exploiting the nonveridical perceptions
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of predators, prey and conspecifics, using techniques such as mimicry and
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camouflage.
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Moreover, as noted by Trivers [40], there are reasons other than greater
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speed and less complexity for natural selection to spurn the veridical: “If
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deceit is fundamental to animal communication, then there must be strong
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selection to spot deception and this ought, in turn, to select for a degree
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of self-deception, rendering some facts and motives unconscious so as not
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to betray—by the subtle signs of self-knowledge—the deception being prac-
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ticed.
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Thus, the conventional view that natural selection favors nervous
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systems which produce ever more accurate images of the world must be a
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very na¨ıve view of mental evolution.”
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So the claim that “vision is useful precisely because it is so accurate” gets
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evolution wrong by conflating fitness and accuracy; they are not the same
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and, as we shall see with simulations and examples, they are not highly cor-
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related. This conflation is not a peripheral error with trivial consequences:
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Fitness, not accuracy, is the objective function optimized by evolution. (This
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way of saying it doesn’t mean that evolution tries to optimize anything. It
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just means that what matters in evolution is raising more kids, not seeing
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more truth.) Theories of perception based on optimizing the wrong func-
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tion can’t help but be radically misguided. Rethinking perception with the
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correct function leads to a theory strikingly different from the conventional.
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But first, we examine a vicious circle in the conventional theory.
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1.4 Bayes’ Circle
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According to the conventional theory, a great way to estimate true proper-
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ties of the world is via Bayes’ theorem. If one’s visual system receives some
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images, I, and one wishes to estimate the probabilities of various world
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properties, W, given these images, then one needs to compute the condi-
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6
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The Interface Theory of Perception
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tional probabilities P(W|I). For instance, I might be a movie of some dots
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moving in two dimensions, and W might be various rigid and nonrigid in-
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terpretations of those dots moving in three dimensions. According to Bayes’
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theorem, one can compute
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P(W|I) = P(I|W)P(W)/P(I).
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P(W) is the prior probability. According to the conventional theory, this
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prior models the assumptions that human vision makes about the world, e.g.,
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that it has three spatial dimensions, one temporal dimension, and contains
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three-dimensional objects, many of which are rigid. P(I|W) is the likelihood.
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According to the conventional theory, this likelihood models the assumptions
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that human vision makes about how the world maps to images; it’s like a
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rendering function of a graphics engine, which maps a pre-specified three-
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dimensional world onto a two-dimensional image using techniques like ray
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tracing with Gaussian dispersion. P(I) is just a scale factor to normalize the
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probabilities. P(W|I) is the posterior, the estimate human vision computes
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about the properties of the world given the images I. So the posterior, which
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determines what we see, depends crucially on the quality of our priors and
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likelihoods.
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How can we check if our priors and likelihoods are correct? According to
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the conventional theory, we can simply go out and measure the true priors
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and likelihoods in the world. Geisler & Diehl [8], for instance, tell us, “In
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these cases, the prior probability and likelihood distributions are based on
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measurements of physical and statistical properties of natural environments.
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For example, if the task in a given environment is to detect edible fruit in
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background foliage, then the prior probability and likelihood distributions
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are estimated by measuring representative spectral illumination functions
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for the environment and spectral reflectance functions for the fruits and
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foliage” (p. 380).
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The conventional procedure, then, is to measure the true values in the
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world for the priors and likelihoods, and use these to compute, via Bayes,
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the desired posteriors. What the visual system ends up seeing is a function
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of these posteriors and its utility functions.
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The problem with this conventional approach is that it entails a vicious
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circle, which we can call
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Bayes’ Circle: We can only see the world through our posteriors. When
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we measure priors and likelihoods in the world, our measurements are nec-
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essarily filtered through our posteriors. Using our measurements of priors
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and likelihoods to justify our posteriors thus leads to a vicious circle.
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1.4 Bayes’ Circle
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7
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Suppose, for instance, that we build a robot with a vision system that com-
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putes shape from motion using a prior assumption that the world contains
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many rigid objects [41]. The system takes inputs from a video camera, does
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some initial processing to find two-dimensional features in the video images,
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and then uses an algorithm based on rigidity to compute three-dimensional
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shape. It seems to work well, but we decide to double-check that the prior
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assumption about rigid objects that we built into the system is in fact true
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of the world. So we send our robot out into the world to look around. To our
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relief, it comes back with the good news that it has indeed found numerous
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rigid objects. Of course it did; that’s what we programmed it to do. If,
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based on the robot’s good news, we conclude that our prior on rigid objects
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is justified, we’ve just been bagged by Bayes’ Circle.
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This example is a howler, but precisely the same mistake prompts the
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conventional claim that we can validate our priors by measuring properties
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of the objective world. The conventionalist can reply that the robot example
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fails because it ignores the possibility of cross checking results with other
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senses, other observers, and scientific instruments. But such a reply hides
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the same howler, because other senses, other observers, and scientific instru-
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ments all have built in priors. None is a filter-free window on an objective
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(i.e., observation independent) world. Consensus among them entails, at
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most, agreement among their priors; it entails nothing about properties or
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statistical structures of an objective world.
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It is, of course, possible to pursue a Bayesian approach to perception with-
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out getting mired in Bayes’ circle. Indeed, Bayesian approaches are among
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the most promising in the field. Conditional probabilities turn up every-
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where in perception, because perception is often about determining what
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is the best description of the world, or the best action to take, given (i.e.,
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conditioned on) the current state of the sensoria. Bayes is simply the right
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way to compute conditional probabilities using prior beliefs, and Bayesian
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decision theory, more generally, is a powerful way to model the utilities and
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actions of an organism in its computation of perceptual descriptions.
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But it is possible to use the sophisticated tools of Bayesian decision theory,
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to fully appreciate the importance of utilities and the perception-action loop,
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and still to fall prey to Bayes’ circle—to conclude, as quoted from Palmer
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above, that “Evolutionarily speaking, visual perception is useful only if it is
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reasonably accurate.”
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8
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The Interface Theory of Perception
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1.5 The Interface Theory of Perception
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The conventional theory of perception gets evolution fundamentally wrong
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by conflating fitness and accuracy. This leads the conventional theory to
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the false claim that a primary goal of perception is faithful depiction of the
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world. A standard way to state this claim is the
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Reconstruction Thesis: Perception reconstructs certain properties and
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categories of the objective world.
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This claim is too strong. It must be weakened, on evolutionary grounds, to
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a less tendentious claim, the
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Construction Thesis: Perception constructs the properties and categories
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of an organism’s perceptual world.
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The construction thesis is clearly much weaker than the reconstruction the-
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sis. One can, for instance, obtain the reconstruction thesis by starting with
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the construction thesis and adding the claim that the organism’s constructs
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are, at least in certain respects, roughly isomorphic to the properties or
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categories of the objective world, thus qualifying them to be deemed recon-
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structions.
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But the range of possible relations between perceptual constructs and
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the objective world is infinite; isomorphism is just one relation out of this
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infinity and, on evolutionary grounds, an unlikely one. Thus the reconstruc-
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tion thesis is a conceptual straightjacket that constrains us to think only
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of improbable isomorphisms, and impedes us from exploring the full range
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of possible relations between perception and the world. Once we dispense
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with the straightjacket we’re free to explore all possible relations that are
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compatible with evolution [23].
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To this end we note that, to the extent that perceptual properties and
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categories are satisficing solutions to adaptive problems, they admit a func-
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tional description. Admittedly, a conceivable, though unlikely, function of
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perception is faithful depiction of the world. That’s the function favored by
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the reconstruction thesis of the conventionalist. But once we repair the con-
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flation of fitness and accuracy, we can consider other perceptual functions
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with greater evolutionary plausibility. To do so properly requires a serious
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study of the functional role of perception in various evolutionary settings.
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Beetles falling for bottles is one instructive example; in the next section we
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consider a few more.
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But here it’s useful to introduce a model of perception that can help us
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study its function without relapse into conventionalism. The model is the
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1.5 The Interface Theory of Perception
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9
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Interface Theory of Perception: The perceptions of an organism are a
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user interface between that organism and the objective world [16, 17, 20].
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This theory addresses the natural question, “If our perceptions are not ac-
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curate, then what good are they?” The answer becomes obvious for user
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interfaces. The colour, for instance, of an icon on a computer screen does
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not estimate, or reconstruct, the true colour of the file that it represents in
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the computer. If an icon is, say, green, it would be ludicrous to conclude that
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this green must be an accurate reconstruction of the true colour of the file
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it represents. It would be equally ludicrous to conclude that, if the colour of
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the icon doesn’t accurately reconstruct the true colour of the file, then the
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icon’s colour is useless, or a blatant deception. This is simply a na¨ıve mis-
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understanding of the point of a user interface. The conventionalist theory
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that our perceptions are reconstructions is, in precisely the same manner,
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equally na¨ıve.
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Colour is, of course, just one example among many: The shape of an
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icon doesn’t reconstruct the true shape of the file; the position of an icon
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doesn’t reconstruct the true position of the file in the computer. A user
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interface reconstructs nothing. Its predicates and the predicates required
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for a reconstruction can be entirely disjoint: Files, for instance, have no
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colour.
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And yet a user interface is useful despite the fact that it’s not a recon-
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struction.
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Indeed, it’s useful because it’s not a reconstruction.
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We pay
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good money for user interfaces because we don’t want to deal with the over-
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whelming complexity of software and hardware in a PC. A user interface
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that slavishly reconstructed all the diodes, resistors, voltages and magnetic
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fields in the computer would probably not be a best seller. The user inter-
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face is there to facilitate our interactions with the computer by hiding its
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causal and structural complexity, and by displaying useful information in a
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format that is tailored to our specific projects, such as painting or writing.
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Our perceptions are a species-specific user interface. Space, time, position
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and momentum are among the properties and categories of the interface of
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H. sapiens that, in all likelihood, resemble nothing in the objective world.
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Different species have different interfaces. And, due to the variation that
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is normal in evolution, there are differences in interfaces among humans.
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To the extent that our perceptions are satisficing solutions to evolutionary
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problems, our interfaces are designed to guide adaptive behavior in our niche;
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accuracy of reconstruction is irrelevant. To understand the properties and
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categories of our interface we must understand the evolutionary problems,
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both phylogenetic and ontogenetic, that it solves.
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10
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The Interface Theory of Perception
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1.6 User Interfaces in Nature
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The interface theory of perception predicts that (1) each species has its
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own interface (with some variations among conspecifics and some similari-
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ties across phylogenetically related species), (2) almost surely, no interface
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performs reconstructions, (3) each interface is tailored to guide adaptive
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behavior in the relevant niche, (4) much of the competition between and
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within species exploits strengths and limitations of interfaces, and (5) such
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competition can lead to arms races between interfaces that critically influ-
|
||
ence their adaptive evolution. In short, the theory predicts that interfaces
|
||
are essential to understanding the evolution and competition of organisms;
|
||
the reconstruction theory makes such understanding impossible. Evidence
|
||
of interfaces should be ubiquitous in nature.
|
||
The jewel beetle is a case in point. Its perceptual category desirable fe-
|
||
male works well in its niche. However, its soft spot for stubbies reveals that
|
||
its perceptions are not reconstructions. They are, instead, quick guides to
|
||
adaptive behavior in a stubbie-free niche. The stubbie is a so-called super-
|
||
normal stimulus, i.e., a stimulus that engages the interface and behavior of
|
||
the organism more forcefully than the normal stimuli to which the organ-
|
||
ism has been adapted. The bottle is shiny, dimpled, and the right colour
|
||
of brown. But what makes it a supernormal stimulus is apparently its su-
|
||
pernormal size. If so, then, contrary to the reconstruction thesis, the jewel
|
||
beetle’s perceptual category desirable female does not incorporate a statisti-
|
||
cal estimate of the true sizes of the most fertile females. Instead its category
|
||
satisfices with “bigger is better.” In its niche this solution is fit enough. A
|
||
stubbie, however, plunges it into an infinite loop.
|
||
Supernormal stimuli have been found for many species, and all such dis-
|
||
coveries are evidence against the claim of the reconstruction theory that our
|
||
perceptual categories estimate the statistical structure of the world; all are
|
||
evidence for species-specific interfaces that are satisficing solutions to adap-
|
||
tive problems. Herring gulls (Larus argentatus) provide a famous example.
|
||
Chicks peck a red spot near the tip of the lower mandible of an adult to
|
||
prompt the adult to regurgitate food. Tinbergen and Perdeck [38] found
|
||
that an artificial stimulus that is longer and thinner than a normal beak,
|
||
and whose red spot is more salient than normal, serves as a supernormal
|
||
stimulus for the chick’s pecking behaviors. The colour of the artificial beak
|
||
and head matter little. The chick’s perceptual category food bearer, or per-
|
||
haps food-bearing parent, is not a statistical estimate of the true properties of
|
||
food-bearing parents, but a satisficing solution in which longer and thinner
|
||
is better and in which greater salience of the red spot is better. Its inter-
|
||
|
||
|
||
1.6 User Interfaces in Nature
|
||
11
|
||
|
||
face employs simplified symbols that effectively guide behavior in its niche.
|
||
Only when its niche is invaded by pesky ethologists is this simplification
|
||
unmasked, and the chick sent seeking what can never satisfy.
|
||
Simplified does not mean simple. Every interface of every organism dra-
|
||
matically simplifies the complexity of the world, but not every interface is
|
||
considered by H. sapiens to be simple.
|
||
Selective sophistication in inter-
|
||
faces is the result, in part, of competition between organisms in which the
|
||
strengths in the interface of one’s nemesis or next meal are avoided and its
|
||
weaknesses exploited. Dueling between interfaces hones them and the strate-
|
||
gies used to exploit them. This is the genesis of mimicry and camouflage,
|
||
and of complex strategies to defeat them.
|
||
A striking example, despite brains the size of a pinhead, are jumping spi-
|
||
ders of the genus Portia [13]. Portia is araneophagic, preferring to dine on
|
||
other spiders. Such dining can be dangerous; if the interface of the intended
|
||
dinner detects Portia, dinner could be diner. So Portia has evolved coun-
|
||
termeasures. Its hair and colouration mimic detritus found in webs and on
|
||
the forest floor; its gait mimics the flickering of detritus—a stealth technol-
|
||
ogy cleverly adapted to defeat the interfaces of predators and prey. If Portia
|
||
happens on a dragline (a trail of silk) left by the jumping spider Jacksonoides
|
||
queenslandicus, odors from the dragline prompt Portia to use its eight eyes
|
||
to hunt for J. queenslandicus. But J. queenslandicus is well camouflaged
|
||
and, if motionless, invisible to Portia.
|
||
So Portia makes a quick vertical
|
||
leap, tickling the visual motion detectors of J. queenslandicus and trigger-
|
||
ing it to orient to the motion. By the time J. queenslandicus has oriented,
|
||
Portia is already down, motionless, and invisible to J. queenslandicus; but
|
||
it has seen the movement of J. queenslandicus. Once the eyes of J. queens-
|
||
landicus are safely turned away, Portia slowly stalks, leaps, and strikes with
|
||
its fangs, delivering a paralyzing dose of venom. Portia’s victory exploits
|
||
strengths of its interface and weaknesses in that of J. queenslandicus.
|
||
Jewel beetles, herring gulls and jumping spiders illustrate the ubiquitous
|
||
role in evolution of species-specific user interfaces.
|
||
Perception is not re-
|
||
construction, it is construction of a niche-specific, problem-specific, fitness-
|
||
enhancing interface, which the biologist Jakob von Uexk¨ull [42, 43] called
|
||
an Umwelt or “self-world” [34]. Perceptual categories are endogenous con-
|
||
structs of a subjective Umwelt, not exogenous mirrors of an objective world.
|
||
The conventionalist might object that these examples are self-refuting,
|
||
since they require comparison between the perceptions of an organism and
|
||
the objective reality that those perceptions get wrong. Only by knowing,
|
||
for instance, the objective differences between beetle and bottle can we un-
|
||
derstand a perceptual flaw of J. backewelli. So the very examples adduced
|
||
|
||
|
||
12
|
||
The Interface Theory of Perception
|
||
|
||
in support of the interface theory actually support the conclusion that per-
|
||
ceptual reconstruction of the objective world in fact occurs, in contradiction
|
||
to the predictions of that theory.
|
||
This objection is misguided. The examples discussed here, and all others
|
||
that might be unearthed by H. sapiens, are necessarily filtered through
|
||
the interface of H. sapiens, an interface whose properties and categories are
|
||
adapted for fitness, not accuracy. What we observe in these examples is not,
|
||
therefore, mismatches between perception and a reality to which H. sapiens
|
||
has direct access. Instead, because the interface of H. sapiens differs from
|
||
that of other species, H. sapiens can, in some cases, see flaws of others
|
||
that they miss themselves. In other cases, we can safely assume, H. sapiens
|
||
misses flaws of others due to flaws of its own. And, in yet other cases, flaws
|
||
of H. sapiens might be obvious to other species.
|
||
The conventionalist might further object, saying, “If you think that the
|
||
wild tiger over there is just a perceptual category of your interface, then
|
||
why don’t you go pet it? When it attacks, you’ll find out it’s more than an
|
||
Umwelt category, it’s an objective reality.”
|
||
This objection is also misguided.
|
||
I don’t pet wild tigers for the same
|
||
reason I don’t carelessly drag a file icon to the trash bin. I don’t take the
|
||
icon literally, as though it resembles the real file. But I do take it seriously.
|
||
My actions on the icon have repercussions for the file. Similarly, I don’t
|
||
take my tiger icon literally but I do take it seriously. Aeons of evolution
|
||
of my interface have shaped it to the point where I had better take its
|
||
icons seriously or risk harm. So the conventionalist objection fails because
|
||
it conflates taking icons seriously and taking them literally.
|
||
This conventionalist argument is not new.
|
||
Samuel Johnson famously
|
||
raised it in 1763 when, in response to the idealism of Berkeley, he kicked
|
||
a stone and exclaimed “I refute it thus” [4] (1, p. 134). Johnson thus con-
|
||
flated taking a stone seriously and taking it literally. Nevertheless Johnson’s
|
||
argument, one must admit, has strong psychological appeal despite the non
|
||
sequitur, and it is natural to ask why. Perhaps the answer lies in the evolu-
|
||
tion of our interface. There was, naturally enough, selective pressure to take
|
||
its icons seriously; those who didn’t take their tiger icons seriously came to
|
||
early harm. But were there selective pressures not to take its icons literally?
|
||
Did reproductive advantages accrue to those of our Pleistocene ancestors
|
||
who happened not to conflate the serious and the literal? Apparently not,
|
||
given the widespread conflation of the two in the modern population of H.
|
||
sapiens. Hence, the very evolutionary processes that endowed us with our
|
||
interfaces might also have saddled us with the penchant to mistake their
|
||
contents for objective reality. This mistake spawned sweeping commitments
|
||
|
||
|
||
1.7 Interface and World
|
||
13
|
||
|
||
to a flat earth and a geocentric universe, and prompted the persecution of
|
||
those who disagreed. Today it spawns reconstructionist theories of percep-
|
||
tion. Flat earth and geocentrism were difficult for H. sapiens to scrap; some
|
||
unfortunates were tortured or burned in the process.
|
||
Reconstructionism
|
||
will, sans the torture, prove even more difficult to scrap; it’s not just this
|
||
or that percept that must be recognized as an icon, but rather perception
|
||
itself that must be so recognized. The selection pressures on Pleistocene
|
||
hunter-gatherers clearly didn’t do the trick, but social pressures on modern
|
||
H. sapiens, arising in the conduct of science, just might.
|
||
The conventionalist might object that death is a counterexample:
|
||
it
|
||
should be taken seriously and literally. It is not just shuffling of icons.
|
||
This objection is not misguided. In death, one’s body icon ceases to func-
|
||
tion and, in due course, decays. The question this raises can be compared to
|
||
the following: When a file icon is dragged to the trash and disappears from
|
||
the screen, is the file itself destroyed, or is it still intact and just inaccessible
|
||
to the user interface? Knowledge of the interface itself might not license a
|
||
definitive answer. If not, then to answer the question one must add to the
|
||
interface a theory of the objective world it hides. How this might proceed
|
||
is the topic of the next section.
|
||
The conventionalist might persist, arguing that agreement between ob-
|
||
servers entails reconstruction and provides important reality checks on per-
|
||
ception. This argument also fails. First, agreement between observers may
|
||
only be apparent: It is straightforward to prove that two observers can be
|
||
functionally identical and yet differ in their conscious perceptual experi-
|
||
ences [18, 19]; reductive functionalism is false. Second, even if observers
|
||
agree, this doesn’t entail the reconstruction thesis.
|
||
The observers might
|
||
simply employ the same constructive (but not reconstructive) perceptual
|
||
processes. If two PC’s have the same icons on their screens, this doesn’t en-
|
||
tail that the icons reconstruct their innards. Agreement provides subjective
|
||
consistency checks—not objective reality checks—between observers.
|
||
|
||
1.7 Interface and World
|
||
|
||
The interface theory claims that perceptual properties and categories no
|
||
more resemble the objective world than Windows icons resemble the diodes
|
||
and resistors of a computer.
|
||
The conventionalist might object that this
|
||
makes the world unknowable and is, therefore, inimical to science.
|
||
This misses a fundamental point in the philosophy of science: Data never
|
||
determine theories.
|
||
This under-determination makes the construction of
|
||
scientific theories a creative enterprise. The contents of our perceptual in-
|
||
|
||
|
||
14
|
||
The Interface Theory of Perception
|
||
|
||
terfaces don’t determine a true theory of the objective world, but this in
|
||
no way precludes us from creating theories and testing their implications.
|
||
One such theory, in fact the conventionalist’s theory, is that the relation
|
||
between interface and world is, on appropriately restricted domains, an iso-
|
||
morphism. This theory is, as we have discussed, improbable on evolutionary
|
||
grounds and serves as an intellectual straightjacket, hindering the field from
|
||
considering more plausible options.
|
||
What might those options be? That depends on which constraints one
|
||
postulates between interface and world.
|
||
Suppose, for instance, that one
|
||
wants a minimal constraint that allows probabilities of interface events to
|
||
be informative about probabilities of world events. Then, following stan-
|
||
dard probability theory, one would represent the world by a measurable
|
||
space, i.e., by a pair (W, ΣW ), where W is a set and ΣW is a σ-algebra of
|
||
measurable events. One would represent the user interface by a measurable
|
||
space (U, ΣU), and the relation between interface and world by a measurable
|
||
function f: W → U. The function f could be many-to-one, and the features
|
||
represented by W disjoint from those represented by U. The probabilities
|
||
of events in the interface (U, ΣU) would be distributions of the probabilities
|
||
in the world (W, ΣW ), i.e., if the probability of events in the world is µ,
|
||
then the probability of any interface event A ∈ ΣU is µ(f−1(A)). Using
|
||
this terminology, the problem of Bayes’ circle, scouted above, can be stated
|
||
quite simply: It is conflating U with W, and assuming that f: W → U is
|
||
approximately 1 to 1, when in fact it’s probably infinite to 1. This mistake
|
||
can be made even while using all the sophisticated tools of Bayesian decision
|
||
theory and machine learning theory.
|
||
The measurable-space proposal could be weakened if, for instance, one
|
||
wished to accommodate quantum systems with noncommuting observables.
|
||
In this case the event structures would not be σ-algebras but instead σ-
|
||
additive classes, which are closed under countable disjoint union rather than
|
||
under countable union [10], and f would be measurable with respect to these
|
||
classes. This would still allow probabilities of events in the interface to be
|
||
distributions of probabilities of events in the world. It would explain why
|
||
science succeeds in uncovering statistical laws governing events in space-
|
||
time, even though these events, and space-time itself, in no way resemble
|
||
objective reality.
|
||
This proposal could be weakened further. One could give up the measura-
|
||
bility of f, thereby giving up any quantitative relation between probabilities
|
||
in the interface and the world. The algebra or class structure of events in
|
||
the interface would still reflect an isomorphic subalgebra or subclass struc-
|
||
ture of events in the world. This is a nontrivial constraint: Subset relations
|
||
|
||
|
||
1.7 Interface and World
|
||
15
|
||
|
||
in the interface, for instance, would genuinely reflect subset relations of the
|
||
corresponding events in the world.
|
||
Further consideration of the interface might prompt us, in some cases,
|
||
to weaken the proposal even further. Multistable percepts, for instance, in
|
||
which the percept switches while the stimulus remains unchanged, may force
|
||
us to reconsider whether the relation between interface and world is even a
|
||
function: Two or more states of the interface might be associated to a single
|
||
state of the world.
|
||
These proposals all assume, of course, that mathematics, which has proved
|
||
useful in studying the interface, will also prove useful in modeling the world.
|
||
We shall see.
|
||
The discussion here is not intended, of course, to settle the issue of the
|
||
relation between interface and world, but to sketch how investigation of the
|
||
relation may proceed in the normal scientific fashion. This investigation is
|
||
challenging because we see the world through our interface, and it can there-
|
||
fore be difficult to discern the limitations of that interface. We are naturally
|
||
blind to our own blindness. The best remedy at hand for such blindness
|
||
is the systematic interplay of theory and experiment that constitutes the
|
||
scientific method.
|
||
The discussion here should, however, help place the interface theory of
|
||
perception within the philosophical landscape. It is not classical relativism,
|
||
which claims that there is no objective reality, only metaphor; it claims
|
||
instead that there is an objective reality that can be explored in the normal
|
||
scientific manner. It is not na¨ıve realism, which claims that we directly see
|
||
middle-sized objects; nor is it indirect realism, or representationalism, which
|
||
says that we see sensory representations, or sense data, of real middle-sized
|
||
objects, and do not directly see the objects themselves. It claims instead that
|
||
the physicalist ontology underlying both na¨ıve realism and indirect realism
|
||
is almost surely false: A rock is an interface icon, not a constituent of
|
||
objective reality. Although the interface theory is compatible with idealism,
|
||
it is not idealism, because it proposes no specific model of objective reality,
|
||
but leaves the nature of objective reality as an open scientific problem.
|
||
It is not a scientific physicalism that rejects the objectivity of middle-sized
|
||
objects in favor of the objectivity of atomic and subatomic particles; instead
|
||
it claims that such particles, and the space-time they inhabit, are among the
|
||
properties and categories of the interface of H. sapiens. Finally, it differs
|
||
from the utilitarian theory of perception [5, 30, 31], which claims that vision
|
||
uses a bag of tricks (rather than sophisticated general principles) to recover
|
||
useful information about the physical world; interface theory (1) rejects the
|
||
physicalist ontology of the utilitarian theory, (2) asserts instead that space
|
||
|
||
|
||
16
|
||
The Interface Theory of Perception
|
||
|
||
and time, and all objects that reside within them, are properties or icons of
|
||
our species-specific user interface, and therefore (3) rejects the claim of the
|
||
utilitarian theory that vision recovers information about preexisting physical
|
||
objects in space-time. It agrees, however, with the utilitarian theory that
|
||
evolution is central to understanding perception.
|
||
A conventionalist might object, saying, “These proposals about the rela-
|
||
tion of interface and world are fine as theoretical possibilities. But, in the
|
||
end, a rock is still a rock.” In other words, all the intellectual arguments
|
||
in the world won’t make the physical world—always obstinate and always
|
||
irrepressible—conveniently disappear. The interface theorist, no less than
|
||
the physicalist, must take care not to stub a toe on a rock.
|
||
Indeed. But in the same sense a trash-can icon is still a trash-can icon.
|
||
Any file whose icon stubs its frame on the trash can will suffer deletion. The
|
||
trash can is, in this way, as obstinate and irrepressible as a rock. But both
|
||
are simplifying icons. Both usefully hide a world that is far more complex.
|
||
Space and time do the same.
|
||
The conventionalist might further object, saying, “The proposed dissimi-
|
||
larity between interface and world is contradicted by the user-interface ex-
|
||
ample itself. The icons of a computer interface perhaps don’t resemble the
|
||
innards of a computer, but they do resemble real objects in the physical
|
||
world. Moreover, when using a computer to manipulate 3D objects, as in
|
||
computer aided design, the computer interface is most useful if its symbols
|
||
really resemble the actual 3D objects to be manipulated.”
|
||
Certainly. These arguments show that an interface can sometimes resem-
|
||
ble what it represents. And that is no surprise at all. But user interfaces can
|
||
also not resemble what they represent, and can be quite effective precisely
|
||
because they don’t resemble what they represent. So the real question is
|
||
whether the user interface of H. sapiens does in fact resemble what it rep-
|
||
resents. Here, I claim, the smart money says No.
|
||
|
||
1.8 Future Research on Perceptual Categorization
|
||
|
||
So what?
|
||
So what if perception is a user-interface construction, not an
|
||
objective-world reconstruction? How will this affect concrete research on
|
||
perceptual categorization?
|
||
Here are some possibilities. First, as discussed already, current attempts
|
||
to verify priors are misguided. This doesn’t mean we must abandon such
|
||
attempts. It does mean that our attempts must be more sophisticated; at a
|
||
minimum they must not founder on Bayes’ circle.
|
||
But that is at a minimum. Real progress in understanding the relation
|
||
|
||
|
||
1.8 Future Research on Perceptual Categorization
|
||
17
|
||
|
||
between perception and the world requires careful theory building.
|
||
The
|
||
conventional theory that perception approximates the world is hopelessly
|
||
simplistic.
|
||
Once we reject this facile theory, once we recognize that our
|
||
perceptions are to the world as a user interface is to a computer, we can
|
||
begin serious work. We must postulate, and then try to justify and confirm,
|
||
possible structures for the world and possible mappings between world and
|
||
interface. Clinging to approximate isomorphisms is a natural, but thus far
|
||
fruitless, response to this daunting task.
|
||
It’s now time to develop more
|
||
plausible theories. Some elementary considerations toward this end were
|
||
presented in the previous section.
|
||
Our efforts should be informed by relevant advances in modern physics.
|
||
Experiments by Alain Aspect [1, 2], building on the work of Bell [3], persuade
|
||
most physicists to reject local realism, viz., the doctrine that (1) distant
|
||
objects cannot directly influence each other (locality) and (2) all objects have
|
||
pre-existing values for all possible measurements, before any measurements
|
||
are made (realism). Aspect’s experiments demonstrate that distant objects,
|
||
say two electrons, can be entangled, such that measurement of a property
|
||
of one immediately affects the value of that property of the other. Such
|
||
entanglement is not just an abstract possibility, it is an empirical fact now
|
||
being exploited in quantum computation to give substantial improvements
|
||
over classical computation [6, 21]. Our untutored categories of space, time
|
||
and objects would lead us to expect that two electrons a billion light years
|
||
apart are separate entities; in fact, because of entanglement, they are a
|
||
single entity with a unity that transcends space and time. This is a puzzle
|
||
for proponents of faithful depiction, but not for interface theory.
|
||
Space,
|
||
time and separate objects are useful fictions of our interface, not faithful
|
||
depictions of objective reality.
|
||
Our theories of perceptual categorization must be informed by explicit
|
||
dynamical models of perceptual evolution, models such as those studied in
|
||
evolutionary game theory [14, 26, 33]. Our perceptual categories are shaped
|
||
inter alia by factors such as predators, prey, sexual selection, distribution of
|
||
resources, and social interactions. We won’t understand categorization un-
|
||
til we understand how categories emerge from dynamical systems in which
|
||
these factors interact.
|
||
There are promising leads.
|
||
Geisler and Diehl [8]
|
||
simulate interactions between simplified predators and prey, and show how
|
||
these might shape the spectral sensitivities of both. Komarova, Jameson
|
||
and Narens [22] show how colour categories can evolve from a minimal per-
|
||
ceptual psychology of discrimination together with simple learning rules and
|
||
simple constraints on social communication. Some researchers are explor-
|
||
ing perceptual evolution in foraging contexts [9, 32, 35]. These papers are
|
||
|
||
|
||
18
|
||
The Interface Theory of Perception
|
||
|
||
useful pointers to the kind of research required to construct theories of cat-
|
||
egorization that are evolutionarily plausible. As a concrete example of such
|
||
research, consider the following class of evolutionary games.
|
||
|
||
1.9 Interface Games
|
||
|
||
In the simplest interface game, two animals compete over three territories.
|
||
Each territory has a food value and a water value, each value ranging from,
|
||
say, 0 to 100. The first animal to choose a territory obtains its food and water
|
||
values; the second animal then chooses one of the remaining two territories,
|
||
and obtains its food and water values. The animals can adopt one of two
|
||
perceptual strategies. The truth interface strategy perceives the exact values
|
||
of food and of water for each territory. Thus the total information that truth
|
||
obtains is IT = 3 [territories] × 2 [resources per territory] × log2 101 [bits
|
||
per resource] ≈ 39.95 bits. The simple interface strategy perceives only one
|
||
bit of information per territory: if the food value of a territory is greater
|
||
than some fixed value (say 50), simple perceives that territory as green,
|
||
otherwise simple perceives that territory as red. Thus the total information
|
||
that simple obtains is IS = 3 bits.
|
||
It costs energy to obtain perceptual information. Let the energy cost per
|
||
bit be denoted by ce. Since the truth strategy obtains IT bits, the total
|
||
energy cost to truth is IT ce, which is subtracted from the sum of food and
|
||
water values that truth obtains from the territory it chooses. Similarly, the
|
||
total energy cost to simple is ISce.
|
||
It takes t units of time to obtain one bit of perceptual information. If
|
||
t > 0, then simple acquires all of its perceptual information before truth
|
||
does, allowing simple to be first to choose a territory.
|
||
Assuming, for simplicity, that the food and water values are independent,
|
||
identically distributed random variables with, say, a uniform distribution on
|
||
the integers from 0 to 100, we can compute a matrix of expected payoffs:
|
||
|
||
Truth
|
||
Simple
|
||
|
||
Truth:
|
||
a
|
||
b
|
||
Simple:
|
||
c
|
||
d
|
||
|
||
Here a is the expected payoff to truth if it competes against truth, b is the
|
||
expected payoff to truth if it competes against simple, c is the expected
|
||
payoff to simple if it competes against truth, and d is the expected payoff to
|
||
simple if it competes against simple.
|
||
As is standard in evolutionary game theory, we consider a population of
|
||
truth and simple players and equate payoff with fitness.
|
||
Let xT denote
|
||
|
||
|
||
1.9 Interface Games
|
||
19
|
||
|
||
the frequency of truth players and xS the frequency of simple players; the
|
||
population is thus ⃗x = (xT , xS). Then, assuming players meet at random,
|
||
the expected payoffs for truth and simple are, respectively, fT (⃗x) = axT +bxS
|
||
and fS(⃗x) = cxT + dxS. The selection dynamics is then x′
|
||
T = xT [fT (⃗x) −
|
||
F]; x′
|
||
S = xS[fS(⃗x) − F], where primes denote temporal derivatives and F is
|
||
the average fitness, F = xT fT (⃗x) + xSfS(⃗x).
|
||
|
||
If a > c and b > d, then truth drives simple to extinction. If a < c and
|
||
b < d then simple drives truth to extinction. If a > c and b < d, then
|
||
truth and simple are bistable; which goes extinct depends on the initial
|
||
frequencies, ⃗x(0), at time 0. If a < c and b > d then truth and simple stably
|
||
coexist, with the truth frequency given by (d−b)/(a−b−c+d). If a = c and
|
||
b = d, then selection does not change the frequencies of truth and simple.
|
||
|
||
The entries in the payoff matrix described above will vary, of course, with
|
||
the correlation between food and water values, with the specific value of
|
||
food that is used by simple as the boundary between green and red, and
|
||
with the cost ce per bit of information obtained.
|
||
|
||
boundary
|
||
|
||
0
|
||
100
|
||
|
||
0
|
||
100
|
||
|
||
cost per bit
|
||
|
||
0.2
|
||
|
||
0.4
|
||
|
||
0.6
|
||
|
||
0.2
|
||
|
||
0.4
|
||
|
||
0.6
|
||
|
||
1.0
|
||
|
||
1.2
|
||
r = 0
|
||
|
||
r = 1
|
||
|
||
Fig 1.1. Asymptotic behavior of the interface game as a function of the cost per
|
||
bit of information and the choice of the red-green boundary in the simple strategy.
|
||
Light gray indicates that simple drives truth to extinction, intermediate gray that
|
||
the two strategies coexist, and dark gray that truth drives simple to extinction. The
|
||
|
||
|
||
20
|
||
The Interface Theory of Perception
|
||
|
||
upper plot is for uncorrelated food and water, the lower for perfectly correlated food
|
||
and water.
|
||
|
||
And here is the punchline. Simple drives truth to extinction for most
|
||
values of the red-green boundary, even when the cost per bit of information is
|
||
small and the correlation between food and water is small. This is illustrated
|
||
in Figure 1.1, which shows the results of Matlab simulations. Evolutionary
|
||
pressures do not select for veridical perception; instead they drive it, should
|
||
it arise, to extinction.
|
||
|
||
The interface game just described might seem too simple to be useful. One
|
||
can, however, expand on the simple game just described in several ways, in-
|
||
cluding (1) increasing the number of territories at stake, (2) increasing the
|
||
number of resources per territory, (3) having dangers as well as resources in
|
||
the territories, (4) considering distributions other than uniform (e.g., Gaus-
|
||
sian) for the resources and dangers, (5) considering two-boundary, three-
|
||
boundary, n-boundary interface strategies, and more general categorization
|
||
algorithms that don’t rely on such boundaries, (6) considering populations
|
||
with three or more interface strategies, (7) considering more sophisticated
|
||
maps from resources to interfaces, including probabilistic maps, (8) consid-
|
||
ering time and energy costs that vary with architecture (e.g., serial versus
|
||
parallel) and that are probabilistic functions of the amount of information
|
||
gleaned and (9) extending the replicator dynamics, e.g., to include commu-
|
||
nication between players and to include a spatial dimension in which players
|
||
only interact with nearby players (as has been done with stag hunt and Lewis
|
||
signaling games [36, 37, 45]). Interface games, in all these varieties, allow
|
||
us to explore the complex evolutionary pressures that shape perception and
|
||
perceptual categorization, and to do so as realistically as our imaginations
|
||
and computational resources will allow.
|
||
|
||
They will also allow us to address a natural question: As an organism’s
|
||
perceptions and behaviors become more complex, shouldn’t it be the case
|
||
that the goal of perception approaches that of recovering the properties of
|
||
the environment?
|
||
|
||
Using simulations of interface games, one can ask for what environments
|
||
(including what kinds of competitors) will the reproductive pressures push
|
||
an organism to true perceptions of the environment, so that perceptual truth
|
||
is an evolutionarily stable strategy. My bet: None of interest.
|
||
|
||
|
||
1.10 Conclusion
|
||
21
|
||
|
||
1.10 Conclusion
|
||
|
||
Most experts assume that perception estimates true properties of an objec-
|
||
tive world. They justify this assumption with an argument from evolution:
|
||
Natural selection rewards true perceptions. I propose instead that if true
|
||
perceptions crop up, then natural selection mows them down; natural se-
|
||
lection fosters perceptions that act as simplified user interfaces, expediting
|
||
adaptive behavior while shrouding the causal and structural complexity of
|
||
the objective world. In support of this proposal, I discussed mimicry and
|
||
mating errors in nature, and presented simulations of an evolutionary game.
|
||
Old habits die hard.
|
||
I suspect that few experts will be persuaded by
|
||
these arguments to adopt the interface theory of perception. Most will still
|
||
harbor the long-standing conviction that, although we see reality through
|
||
small portals, nevertheless what we see is, in general, veridical. To such
|
||
experts I offer one final claim, and one final challenge. I claim that natural
|
||
selection drives true perception to swift extinction: Nowhere in evolution,
|
||
even among the most complex of organisms, will you find that natural selec-
|
||
tion drives truth to fixation, i.e., so that the predicates of perception (e.g.,
|
||
space, time, shape and color) approximate the predicates of the objective
|
||
world (whatever they might be). Natural selection rewards fecundity, not
|
||
factuality, so it shapes interfaces, not telescopes on truth [28] (p. 571). The
|
||
challenge is clear: Provide a compelling counterexample to this claim.
|
||
|
||
Acknowledgements.
|
||
Justin Mark collaborated in developing the interface
|
||
games, and wrote the simulations presented in Figure 1.1. For helpful com-
|
||
ments on previous drafts, I thank Ori Amir, Mike D’Zmura, Geoff Iverson,
|
||
Carol Skrenes, Duncan Luce, Larry Maloney, Brian Marion, Justin Mark,
|
||
Louis Narens, Steve Pinker, Kim Romney, John Serences, Brian Skyrms, and
|
||
Joyce Wu. For helpful discussions I thank Mike Braunstein, Larry Maloney,
|
||
Jon Merzel, Chetan Prakash, Rosie Sedghi, and Phat Vu.
|
||
|
||
|
||
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|
||
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