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Emergence has no “into”, IMO: https://en.wikipedia.org/wiki/Emergence



All of those examples are emergence "into". The snowflake emerges into the mathematical patterns emanating downward. The termite cathedral emerges into the architectural context of the observer. Without emanating structure, there is no "emergence"—just a proliferation of chaos and error.


Not to butt in, but if the emergent phenomena only exists in the mind of the observer, and the mind is a material phenomenon, the where in the observer-snowflake system is there anything not fully decomposable to atoms, particle motion, so on?


The mind is not a material phenomenon, in the same way that a video game is not a computational one.

The emergent experience exists at the level into which it emerges. It's constructed at a lower level of organization, but not decomposable to them in a way that's meaningful without their recomposition—that's what makes the phenomenon emergent. The qualitative experience of a film does not meaningfully break down to the bits in the video stream, the compressed sound waves carrying the dialog, the photons hitting your eyes' rods and cones, or the biochemical signals in your brain.

The mind is not in the brain, but on the brain.


But we have to classify it as an “appears to” rather than an “is,” don’t we? It’s perfectly fine to do categorize out emergent phenomena that have practical utility, eg its useful to see the snowflake over its constituent parts, or the film over the bits, but what underlies the choice to see it as a film rather than an improbably corrupted png? When talking about the mind, then, why is it we choose to see the mind at all, and how does this constitute more than a convenient framing device, ie how can it explain qualia?


Because our entire perception system functions as a mediation between the teleological affordances an object presents at a given level of organization/analysis and how those affordances relate to our motivational system's current objective and directed action. The emergence only "is" at a certain level of analysis and its emergence at that level is dependent entirely on the perception of an observer.

If a car is hurtling towards you, you don't perceive its handle. But if you're trying to go somewhere, you have to open the door. "Threat", "vehicle", or "handle" aren't just convenient framing device, but an accurate depiction of the object within your perceptual/motivation systems based on the current level of organization and analysis you're participating in.

We choose to see the mind because we are minds. Consciousness is. There is something which it is like to be. Denying our emergent experience of it, or reducing it to a "convenient framing device" tosses out the most fundamental empirical experience we have: to exist.


I completely agree with you, I’m just being more reductive when I say it’s a practical categorization rather than essential reality. Certainly it’s also reasonable to say there’s no essential reality, just subjective levels of analysis, so everything is practical categorization. The issue is that we’ve gotten nowhere in explaining why we seem to exist.

A video game is relatively easy, at least seemingly, to reduce down to its underlying principles. The content dissolves the more closely I look at the game. The issue here isn’t whether the game still exists (it does, in the place I’m no longer looking), the issue is in seeing why the game arises from its component parts, and not something else. Easy-ish for the game, it follows directly from what we know about physics and such, but hard for the mind. Why do neurons together produce pain that exists, rather than pain as a purpose-driven internal signal to help organize the escape from a predator? Emergence doesn't tell us why one or the other, just that whatever it is must emerge from constituent parts.


I don't think its a question of whether there is an essential reality or not, but rather whether we have access to essential reality. Donald Hoffman makes a strong game theoretical argument for how natural selection chooses effective presentations of reality rather than necessarily accurate ones [1]. Based on your level of interest in this conversation I'd expect you would really enjoy that book!

The game is certainly easier than the mind—I like it as an example because most of us have a hands-on knowledge of what the qualitative experience of "playing a game" is like. But the game still only emerges because the game developer, computer manufacturer, and player jointly give it a emanating system into which it can emerge. On its own, the raw game data doesn't really mean anything at all—if the bitstream of Diablo IV washed up on the beach, there's nowhere in that data encoding the experience of killing Diablo for the first time. One wouldn't even recognize it as something that could be decoded into such an experience [2].

I agree with you that the "why" is tough. Why have a conscious experience? Why have a sense of self at all? Why experience emotions rather than have them be—like you described—a purpose-driven internal signal? And then you get into theories like Internal Family Systems, which has empirical support at least within a prescriptive context if not necessarily a descriptive one [3].

The whole thing is a mess. A great, big, beautiful mess.

[1: https://www.amazon.com/Case-Against-Reality-Evolution-Truth/...] [2: https://benjamincongdon.me/blog/2021/02/21/Three-Layers-of-I...]


Sounds similar to Plato's Theory of Forms.


Close! Emergence/emanation is particular to Neoplatonism. https://en.wikipedia.org/wiki/Neoplatonism




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