The experience machine or pleasure machine is a
thought experiment
A thought experiment is an imaginary scenario that is meant to elucidate or test an argument or theory. It is often an experiment that would be hard, impossible, or unethical to actually perform. It can also be an abstract hypothetical that is ...
put forward by philosopher
Robert Nozick
Robert Nozick (; November 16, 1938 – January 23, 2002) was an American philosopher. He held the Joseph Pellegrino Harvard University Professor, University Professorship at Harvard University,[Anarchy, State, and Utopia
''Anarchy, State, and Utopia'' is a 1974 book by the American political philosopher Robert Nozick. It won the 1975 US National Book Award in category Philosophy and Religion, has been translated into 11 languages, and was named one of the "100 m ...]
''.
It is an attempt to refute ethical
hedonism
Hedonism is a family of Philosophy, philosophical views that prioritize pleasure. Psychological hedonism is the theory that all human behavior is Motivation, motivated by the desire to maximize pleasure and minimize pain. As a form of Psycholo ...
by imagining a choice between everyday reality and an apparently preferable
simulated reality
A simulated reality is an approximation of reality created in a simulation, usually in a set of circumstances in which something is engineered to appear real when it is not.
Most concepts invoking a simulated reality relate to some form of compu ...
.
A primary thesis of hedonism is that "pleasure is the good", which leads to the argument that any component of life that is not pleasurable does nothing directly to increase one's
well-being
Well-being is what is Intrinsic value (ethics), ultimately good for a person. Also called "welfare" and "quality of life", it is a measure of how well life is going for someone. It is a central goal of many individual and societal endeavors.
...
.
This is a view held by many value theorists, but most famously by some classical
utilitarians
In ethical philosophy, utilitarianism is a family of normative ethical theories that prescribe actions that maximize happiness and well-being for the affected individuals. In other words, utilitarian ideas encourage actions that lead to the gr ...
. Nozick attacks the thesis by means of a
thought experiment
A thought experiment is an imaginary scenario that is meant to elucidate or test an argument or theory. It is often an experiment that would be hard, impossible, or unethical to actually perform. It can also be an abstract hypothetical that is ...
. If he can show that there is something other than pleasure that has value and thereby increases well-being, then hedonism is refuted.
The thought experiment
Nozick describes a machine that could provide whatever desirable or pleasurable experiences a subject could want. In this thought experiment, psychologists have figured out a way to stimulate a person's brain to induce pleasurable experiences that the subject could not distinguish from those they would have apart from the machine. He then asks, if given the choice, would the subject prefer the machine to real life?
Nozick also believes that if pleasure were the only intrinsic value, people would have an overriding reason to be hooked up to an "experience machine", which would produce favorable sensations.
The argument
The argument is along these lines:
*Premise 1: If experiencing as much pleasure as we can is all that matters to us, then if we will experience more pleasure by doing x than by doing y, we have no reason to do y rather than x.
*Premise 2: We will experience more pleasure if we plug into the experience machine than if we do not plug into the experience machine.
*Conclusion 1: If experiencing as much pleasure as we can is all that matters to us, then we have no reason not to plug into the experience machine. (P1&P2)
*Premise 3: We have reason not to plug into the experience machine.
*Conclusion 2: Experiencing as much pleasure as we can is not all that matters to us. (C1&P3, by
Modus tollens
In propositional logic, ''modus tollens'' () (MT), also known as ''modus tollendo tollens'' (Latin for "mode that by denying denies") and denying the consequent, is a deductive argument form and a rule of inference. ''Modus tollens'' is a m ...
)
Reasons not to plug in
Nozick provides three reasons not to plug into the machine.
# ''We want to'' do ''certain things, and not just have the experience of doing them.''
#* "In the case of certain experiences, it is only because first we want to do the actions that we want the experiences of doing them or thinking we’ve done them."
# ''We want to'' be ''a certain sort of person.''
#* "Someone floating in a tank is an indeterminate blob...Is he courageous, kind, intelligent, witty, loving? It’s not merely that it’s difficult to tell; there’s no way he is. Plugging into the machine is a form of suicide."
# ''Plugging into an experience machine limits us to a man-made reality (it limits us to what we can make).''
#* "There is no ''actual'' contact with any deeper reality, though the experience of it can be simulated."
Additionally
These are not quoted by Nozick himself, but rather other philosophers who have come up with or shared additional reasons.
* ''Status Quo Bias, humans tend to dislike change, especially when considering the thought of having to be prodded with wires.''
* ''We would never see our real family and friends again, although unbeknownst to us.''
* ''The concept of free will becomes murky.''
* ''Previous experiences with technological failure; people don't trust machines.''
Argument against hedonism
Hedonism states that the things in life worth pursuing are the highest good, or the things that will make one happiest both long term and short term. Happiness is the highest value in human life. The Experience Machine is hedonistic, and yet people still refuse to be plugged in for the reasons listed above. Therefore, a conclusion is made that being personally happy is not the greatest value everyone carries.
Counterarguments
Psychologist and philosopher
Joshua Greene says that intuitions about the experience machine may be affected by
status quo bias
A status quo bias or default bias is a cognitive bias which results from a preference for the maintenance of one's existing state of affairs. The current baseline (or status quo) is taken as a reference point, and any change from that baseline is p ...
, and suggests reformulating the thought experiment in a form which counters this.
According to his version:
you wake up in a plain white room. You are seated in a reclining chair with a steel contraption on your head. A woman in a white coat is standing over you. 'The year is 2659,' she explains, 'The life with which you are familiar is an experience machine program selected by you some forty years ago. We at IEM interrupt our client's programs at ten-year intervals to ensure client satisfaction. Our records indicate that at your three previous interruptions you deemed your program satisfactory and chose to continue. As before, if you choose to continue with your program you will return to your life as you know it with no recollection of this interruption. Your friends, loved ones, and projects will all be there. Of course, you may choose to terminate your program at this point if you are unsatisfied for any reason. Do you intend to continue with your program?
If a reader feels differently about this version of the story compared to the form that Nozick offers, according to Greene, this is due to
status quo bias
A status quo bias or default bias is a cognitive bias which results from a preference for the maintenance of one's existing state of affairs. The current baseline (or status quo) is taken as a reference point, and any change from that baseline is p ...
.
A similar counterargument was raised in a paper titled ''If You Like It, Does It Matter If It's Real?'' by philosopher Felipe de Brigard. In contrast to the main experiment, De Brigard asked 72 US university undergraduates whether they would like to disconnect from the machine given that they were already in it. About their "real" life, they were told one of three stories: (a) nothing; (b) that they were prisoners in a maximum security prison; or (c) that they were multimillionaire artists living in
Monaco
Monaco, officially the Principality of Monaco, is a Sovereign state, sovereign city-state and European microstates, microstate on the French Riviera a few kilometres west of the Regions of Italy, Italian region of Liguria, in Western Europe, ...
. Of those who were told nothing of their "real" lives, 54% wished to disconnect from the machine. Of those who were told they were prisoners, only 13% wished to disconnect. This implies that one's real-life quality impacts whether it is preferred to the machine. Of those told they were rich inhabitants of Monaco, half chose to disconnect, comparable to the proportion given no information about their "real" life. De Brigard attributes his findings to status quo bias. He argues that someone's decision not to step into the machine has more to do with wanting the status quo than with preference of the current life over the simulated one.
[Pleasure or Reality? The Experience Machine Debate](_blank)
''Psychology Today''
De Brigard points out that Nozick never empirically verified his third premise. Nozick never tested his claims, arguing instead that it must naturally be the case. Later philosophers and psychologists then matched this with their own beliefs.
In fiction
Before it became a philosophical thought experiment in the mid-seventies, the pleasurable but simulated experience versus reality dilemma had been a staple of science fiction; for example in the short story "The Chamber of Life" by , published in the magazine ''
Amazing Stories
''Amazing Stories'' is an American science fiction magazine launched in April 1926 by Hugo Gernsback's Experimenter Publishing. It was the first magazine devoted solely to science fiction. Science fiction stories had made regular appearance ...
'' in October 1929. The 1996 novel ''
Infinite Jest
''Infinite Jest'' is a 1996 novel by American writer David Foster Wallace. Categorized as an encyclopedic novel, ''Infinite Jest'' is featured in ''Time'' magazine's list of the 100 best English-language novels published between 1923 and 2005.
...
'' by
David Foster Wallace
David Foster Wallace (February 21, 1962 – September 12, 2008) was an American writer and professor who published novels, short stories, and essays. He is best known for his 1996 novel ''Infinite Jest'', which ''Time (magazine), Time'' magazine ...
involves a similar formulation of the experience machine. The novel revolves around a film titled ''Infinite Jest'' that is lethally pleasurable: the film is so entertaining that, once watched, the viewer will desire nothing else but to watch the film over and over. Examples of movies centering on machines capable of replaying experiences previously recorded include the 1983 film ''
Brainstorm'' and the 1995 film ''
Strange Days''.
The choice between standard human life and transforming into creatures that can experience a much more intense pleasure life is also one of the main twists of the classic novel ''
City
A city is a human settlement of a substantial size. The term "city" has different meanings around the world and in some places the settlement can be very small. Even where the term is limited to larger settlements, there is no universally agree ...
'', by Clifford Simak. In that story, as opposed to Nozick's argument, most people opt for the pleasure life, mostly because they can fully appreciate what they can gain in the process thanks to a sophisticated language method, suggesting that the terms of the choice have to be well chosen and fully understood for the experience to be significant.
It also is a running theme of the 1999 film ''
The Matrix
''The Matrix'' is a 1999 science fiction film, science fiction action film written and directed by the Wachowskis. It is the first installment in the The Matrix (franchise), ''Matrix'' film series, starring Keanu Reeves, Laurence Fishburne, Ca ...
''.
Agent Smith
Agent Smith (later simply Smith) is a fictional character and the main antagonist of ''The Matrix'' franchise. The character was primarily portrayed by Hugo Weaving in the first trilogy of films and voiced by Christopher Corey Smith in '' The ...
's account of the early history of the Matrix includes the idea that humans reject a virtual reality that offers them paradise; however, later his informant
Cypher is willing to betray his colleagues because he would prefer to be reinserted into an (admittedly less perfect) Matrix as a wealthy and successful man than continue to live in the harsh realities outside the simulation. While this later version of the Matrix is not a paradise-like reality in the literal sense, it may be argued that it is a lot like a pleasure-inducing experience machine, since Cypher is given the opportunity to have a prominent position of power and wealth in this new simulation. As he says while dining at a simulated restaurant:
"You know, I know this steak doesn't exist. I know that when I put it in my mouth, the Matrix is telling my brain that it is juicy, and delicious. After nine years, you know what I realize? Ignorance is bliss."
Another example of Nozick's experience machine would be the PASIV Device presented within
Christopher Nolan
Sir Christopher Edward Nolan (born 30 July 1970) is a British and American filmmaker. Known for his Cinema of the United States, Hollywood Blockbuster (entertainment), blockbusters with complex storytelling, he is considered a leading filmma ...
's ''
Inception
''Inception'' is a 2010 science fiction action heist film written and directed by Christopher Nolan, who also produced it with Emma Thomas, his wife. The film stars Leonardo DiCaprio as a professional thief who steals information by inf ...
''.
A film that directly confronts the protagonist with the choice of an experience machine is ''
Virtual Revolution''. The majority of the film's future population are the hedonists of the experiment: 'Connected', that is having chosen a virtual existence over their real one. The experiences are customized into 'verses with themes much like modern video games (fantasy questing, first person shooting), but upgraded via a brain-computer interface to send data to all five senses and to block out true reality.
See also
*
Biohappiness
*
Brain in a vat
In philosophy, the brain in a vat (BIV) is a scenario used in a variety of thought experiments intended to draw out certain features of human conceptions of knowledge, reality, truth, mind, consciousness, and Meaning (philosophy of language), m ...
*
Hedonism
Hedonism is a family of Philosophy, philosophical views that prioritize pleasure. Psychological hedonism is the theory that all human behavior is Motivation, motivated by the desire to maximize pleasure and minimize pain. As a form of Psycholo ...
*
Metaverse
The metaverse is a loosely defined term referring to virtual worlds in which users represented by avatars interact, usually in 3D and focused on social and economic connection.
The term ''metaverse'' originated in the 1992 science fiction ...
*
Simulation hypothesis
The simulation hypothesis proposes that what one experiences as the real world is actually a simulated reality, such as a computer simulation in which humans are constructs. There has been much debate over this topic in the Philosophy, philosophi ...
*
Wirehead (science fiction)
In science fiction, wireheading is a term associated with fictional or futuristic applications of brain stimulation reward, the act of directly triggering the brain's reward center by electrical stimulation of an inserted wire, for the purpose o ...
, a fictional user of pleasure-inducing devices
*
Wireheading
Notes
:a.Nozick immediately casts doubt on this claim, proceeding to raise an unanswered question in brackets: ''"(But why do we want to do the activities rather than merely to experience them?)"''
References
External links
Experience Machine ''
Internet Encyclopedia of Philosophy
The ''Internet Encyclopedia of Philosophy'' (''IEP'') is a scholarly online encyclopedia with around 900 articles about philosophy, philosophers, and related topics. The IEP publishes only peer review, peer-reviewed and blind-refereed original p ...
''.
{{DEFAULTSORT:Experience Machine, The
Consequentialism
Consciousness
Hedonism
Hyperreality
Internalism and externalism
Philosophical arguments
Thought experiments in ethics
Utilitarianism