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The experience machine or pleasure machine is a
thought experiment A thought experiment is a hypothetical situation in which a hypothesis, theory, or principle is laid out for the purpose of thinking through its consequences. History The ancient Greek ''deiknymi'' (), or thought experiment, "was the most anc ...
put forward by philosopher
Robert Nozick Robert Nozick (; November 16, 1938 – January 23, 2002) was an American philosopher. He held the Joseph Pellegrino University Professorship at Harvard University,
in his 1974 book '' Anarchy, State, and Utopia''. It is an attempt to refute ethical
hedonism Hedonism refers to a family of theories, all of which have in common that pleasure plays a central role in them. ''Psychological'' or ''motivational hedonism'' claims that human behavior is determined by desires to increase pleasure and to decr ...
by imagining a choice between everyday reality and an apparently preferable
simulated reality The simulation theory is the hypothesis that reality could be simulated—for example by quantum computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds that may or may not know that they live i ...
. If the primary thesis of hedonism is that "pleasure is the good", then any component of life that is not pleasurable does nothing directly to increase one's
well-being Well-being, or wellbeing, also known as wellness, prudential value or quality of life, refers to what is intrinsically valuable relative ''to'' someone. So the well-being of a person is what is ultimately good ''for'' this person, what is in th ...
. This is a view held by many value theorists, but most famously by some classical utilitarians. Nozick attacks the thesis by means of a
thought experiment A thought experiment is a hypothetical situation in which a hypothesis, theory, or principle is laid out for the purpose of thinking through its consequences. History The ancient Greek ''deiknymi'' (), or thought experiment, "was the most anc ...
. If he can show that there is something other than pleasure that has value and thereby increases well-being, then hedonism is defeated.


The thought experiment

Nozick asks us to imagine a machine that could give us whatever desirable or pleasurable experiences we 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 he would have apart from the machine. He then asks, if given the choice, would we 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.


Initial concerns

Who would run the machines if everyone plugs in? Nozick asks us to ignore this concern, since it does not adversely affect the thought experiment. One could simply stipulate that the machines have been so well designed as to be fail-proof. The experiment is also open to multiple interpretations. For instance, Nozick claims that you could either map out the rest of your life in the machine before plugging in, or you could unplug periodically to choose your programming for the next cycle. While interesting, these variations do not directly affect the argument either.


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 all that matters to us is that we experience as much pleasure as we can, 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 "method of removing by taking away") and denying the consequent, is a deductive argument form and a rule of inference. ''Modus tollens' ...
)


Reasons not to plug in

Nozick provides us with three reasons not to plug into the machine. # ''We want to'' do ''certain things, and not just have the experience of doing them.'' #* "It is only because we first want to do the actions that we want the experiences of doing them." # ''We want to'' be ''a certain sort of person.'' #* "Someone floating in a tank is an indeterminate blob." # ''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 your real family and friends again, although unbeknownst to us.'' * ''The concept of free will becomes murky.'' * ''Plugging in is a form of suicide.''


Argument against hedonism

Hedonism states that the things in life worth pursuing are the highest good, or the things that will make you 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. (Lin)


Counterarguments

Psychologist and philosopher Joshua Greene says that our intuitions about the experience machine may be affected by
status quo bias Status quo bias is an emotional bias; a preference for the maintenance of one's current or previous state of affairs, or a preference to not undertake any action to change this current or previous state. The current baseline (or status quo) is tak ...
, 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 we feel differently about this version of the story compared to the form that Nozick offers, according to Greene this is due to
status quo bias Status quo bias is an emotional bias; a preference for the maintenance of one's current or previous state of affairs, or a preference to not undertake any action to change this current or previous state. The current baseline (or status quo) is tak ...
. 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, Brigard asked participants (72 undergraduate students at a US university) in a study whether they would like to disconnect from the machine, arguing that they were already in it. About their "real" life, they were either told nothing, that they were prisoners in a maximum security prison, or that they were multimillionaire artists living in
Monaco Monaco (; ), officially the Principality of Monaco (french: Principauté de Monaco; Ligurian: ; oc, Principat de Mónegue), is a sovereign city-state and microstate on the French Riviera a few kilometres west of the Italian region of Lig ...
(one of the world's wealthiest countries). 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 would imply that the quality of one's "real" life affects whether or not someone would prefer it to the machine. Notably, of those who were told they were rich inhabitants of the country of Monaco, 50% answered that they wished to disconnect, comparable to the number among those who were given option one. Like Greene, 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 them wanting to keep the status quo than with them seeing their current life as preferable to the simulated one.Pleasure or Reality? The Experience Machine Debate
''Psychology Today''
Another counterargument Brigard makes is that the theory was never actually empirically verified. 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 appearances ...
'' in October 1929. The 1996 novel '' Infinite Jest'' by
David Foster Wallace David Foster Wallace (February 21, 1962 – September 12, 2008) was an American novelist, short story writer, essayist, and university professor of English and creative writing. Wallace is widely known for his 1996 novel '' Infinite Jest'', whi ...
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 notable size.Goodall, B. (1987) ''The Penguin Dictionary of Human Geography''. London: Penguin.Kuper, A. and Kuper, J., eds (1996) ''The Social Science Encyclopedia''. 2nd edition. London: Routledge. It can be def ...
'', 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 action film written and directed by the Wachowskis. It is the first installment in ''The Matrix'' film series, starring Keanu Reeves, Laurence Fishburne, Carrie-Anne Moss, Hugo Weaving, and Joe Pantolia ...
''.
Agent Smith Agent Smith (later simply Smith) is a fictional character and the main antagonist of ''The Matrix'' franchise. He was primarily portrayed by Hugo Weaving in the first trilogy of films and voiced by Christopher Corey Smith in '' The Matrix: Pa ...
'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 Cypher is an alternative spelling for cipher. Cypher may also refer to: Arts and entertainment * Cypher (French Group), a Goa trance music group * Cypher (band), an Australian instrumental band * ''Cypher'' (film), a 2002 film * ''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."
A more elegant example of Nozick's experience machine, however, would be the PASIV Device as presented within
Christopher Nolan Christopher Edward Nolan (born 30 July 1970) is a British-American filmmaker. Known for his lucrative Hollywood blockbusters with complex storytelling, Nolan is considered a leading filmmaker of the 21st century. His films have grossed $5&nb ...
's Inception.


See also

* Wirehead (science fiction), a fictional user of pleasure-inducing devices


Footnotes


External links


Experience Machine
''
Internet Encyclopedia of Philosophy The ''Internet Encyclopedia of Philosophy'' (''IEP'') is a scholarly online encyclopedia, dealing with philosophy, philosophical topics, and philosophers. The IEP combines open access publication with peer reviewed publication of original p ...
''. {{DEFAULTSORT:Experience Machine, The Hyperreality Internalism and externalism Philosophical arguments Thought experiments in ethics Thought experiments in philosophy