The Genesis of Motivation:
Why and How Life Maintains Itself
December, 1997
by Geoffrey R. Hamilton
Preface
For the purposes of this paper I must begin by stating that
clarity is my primary stylistic concern. It is a reaction to
countless other philosophical treaties which obscure their faults
in confusing and superior sounding phrasings. Although I am as
clear as I am capable of being, this paper contains
unconventional ideas and it will not be easy to understand. This
is because, as is well understood in research into memory, what
cannot fit into one's schema cannot be remembered or utilized
well in the form of comprehension.
This paper does not concern itself with an ultimate truth
about life and the universe as that is never accessible under any
criteria. The reason for this is that there is no single context
suitable to answering that question -- I will explain in more
detail on pages 2 and 10. Truth is a pragmatic term and is first
defined as a consistency of accepted premises within both the
argument of this paper and within the arguments of its critics.
Secondly, if this paper and its critics agree on an issue, than
this is also a pragmatic truth -- unless it is inconsistent with
the premises. A truth can always be challenged, but unless it
contradicts another truth it should stand.
Also, if ethics are valued higher then truth in any
circumstance, the result could be an ethic with no existence in
truth. Truth, as slippery as it is, must precede ethics in order
to address the distinct possibility that ethics are not only
relative and arbitrary, but that they don't exist.
Introduction
Where do idiotic ideas come from? How do stupid ideas become
smart ideas? How do smart ideas become absurd? These questions
seem facile but they are as important as any question that can be
asked. To ask why the universe came into being or how life came
into being is also to imply the facile questions as well: if you
cannot answer those you cannot be certain of an answer to the
more respectable questions. I believe the answers I give below
can satisfy nearly every question, but as to why the universe
exists I have not the faintest idea. Everything that happens has
many causes and I believe that within life the most vital
ingredient in that causal ripple is a genetic disposition amongst
all reproducing life forms to play games. Even now, the genesis
of each moment, the cause of each action, is a desire to play a
game. As all life, in some way, 'understands' what it is doing,
in that I believe it cannot fail to act in accordance with the
game gene, how life gets to each moment can be said to have begun
with an 'understanding' of the universe.
The universe is infinite. The reason it must be so is that
no theory, no fact, no truth can eliminate the problem of non-
existence. No matter whether the universe is defined as beginning
with "the word of God" or with the "Big Bang" there is always
something that gave rise to this beginning. The problem is the
cause of the beginning exists prior to that beginning. This
prior cause idea is inescapable under any formula which has been
devised by humanity. No matter how the narration of the beginning
of the universe is conceived, non-existence cannot be made to
exist without making it into something tangible and thus
violating its defining characteristics. Additionally, any attempt
to position an 'existent non-existence' as beyond human reason is
an attempt to reason through to an understanding, and so the
attempt contradicts its own premises. It is like saying "I always
lie"; it is an amusing paradox, but it is not a pragmatic truth.
Infinite structures have two important properties which
makes it difficult for some people to justify the contexts which
inform their own universes: an infinite universe has no
boundaries and has no centre. These two properties seem to be
important to humanity in giving a sense that there is such a
thing as a natural context to any given topic. To avoid a
disquieting lack of a 'natural context', borders and centres of
the universe are constantly being created. However, just because
a context can make sense of a given subject it doesn't make that
context the only context which can achieve that or any sense. It is like
the monochromatic picture which allows a viewer to see either a
champagne glass or two faces looking at each other, both and neither is
correct; and because you can see only through one context at a
time, each context becomes the natural one in sequence. The
number of contexts which can be applied to the universe is as
infinite as the universe, and every context is a natural context -
- even contradictory ones. I will discuss contexts in further
detail on page 10.
Assuming that life, unlike the rest of the universe, is not
in some way infinite in time, then it can be assumed that life
was created at some point. All life on earth is constructed from
matter and energy. The water and carbon which makes up much of
life on earth comes from other areas of the universe
(demonstrated last year) and so too may have come to earth the
basic structures of life. Irrespective of this possibility, the
continuous change of matter and energy into new formations,
described by Chaos Theory, and even as long ago as by Epicurus,
allows, in an infinite universe, the inevitability of the basic
structures of life to form. This is the basic reason for this
claim: because time and matter is quantitatively infinite and
chaos is infinitely changing the qualitatively finite matter of
the universe, then all formations of matter are inevitable,
therefore life is inevitable.
Life is inevitable, but no reason for life's existence is
available either before or after existence. Life is only caused
to exist, without a reason, and it remains so even today. Even
while alive the lack of a reason to live is sometimes apparent,
that living serves no purpose to the individual (any life form),
and this individual can, by extension, see this is true of all
life forms. Ask, "Did I, in particular, need to live before I
came into existence?" From others' points of view, no, because
your contribution was indefinable, unknowable and so had no void
set aside to fill. From your own point of view, no, because you
did not exist and had no needs. All life functions under the same
lack of purpose, but still most individuals go on.
Any life's existence is defined by its ability to move
without reference to immediate stimulus -- without simple action-
reaction movements: for example, a rock falling off a mountain
cliff dents the ground -- action-reaction. This is not a life
unless the earth chose to dent itself. Life, then, exists without
reason, but it is still self-motivated. The question is, what
motivates an entity when it is without recourse to a reason?
As mentioned above, the problem with having any entity self-
motivated is that no reason for its specific existence is
possible from merely existing in the universe. If an entity needs
some direct motivation from a God or from any outside source it
can no longer be considered different from a 'rock'. An entity
must have an internal method of initiating motivation. Existence
has no greater attraction for a life than not existing unless
this life's structure can contain within itself a facsimile of a
reason. All present forms of life known to human knowledge are
capable of self-motivation, from plant to whale, so something
within the structure of life is a facsimile of a reason to exist.
And no life form, from a god to a fungus can escape the
requirement for a facsimile reason to exist.
A facsimile reason to exist could be anything, given that
survival for longer than a few seconds is all that is needed to
have an entity self-motivated and so technically alive. However,
if a being is to survive long enough to allow for the possibility
of self-motivated reproduction through cell division cloning, at
least, it must be motivated towards activities that improve the
ability for reproduction and so eliminate the need for
spontaneous life production by 'chaos' for life to exist at all.
The difficulty with life maintaining its existence is that it has
to possess a structure (from now on called a gene) which creates
a motivation that will aide survival long enough for
reproduction. This motivation must take into account the chaos in
the universe; in other words, it must be flexible enough to
change when the universe changes. As a result the genetic
motivation must be towards an activity which produces the
requirements of survival no matter what state the universe is in
at the time.
It is important to note that behavior is shown to be
genetically inscribed in many different species. Many things,
from strangulating vines to migrating birds and fish, demonstrate
genetically encoded behaviors. Humanity is no exception within
nature as sexual behavior is from a genetically inscribed
disposition. A risk-taking gene was identified last year and
controls the level of risk associated with motivated behavior.
Incidentally, genetically disposed behavior in no way mitigates
the self-motivation of life forms as to the timing and quality of
that behavior. Choice is always a factor in life; free choice,
however, is not possible, as choice is prohibited by factors like
ignorance, body structure, gravity, accident, genetically encoded
values, etcetera.... Overall, the possibility that a behavior can
be genetically inscribed is clearly demonstrated by many life
forms.
An entity's genetic motivation towards acquiring any
specific food, defense or means of procuring foods or defenses
will not help survival as these specifics will change
unpredictably due to the chaos; this is true regardless of the
entity's intelligence. A broad genetic disposition toward
'survival' seems a flexible enough possibility, however, the same
problem arises as with a specific disposition; an action which
will aide survival cannot be accurately known, irrespective of
the best genetically engineered intelligence, due to the chaos of
the universe. Also, no being is going to survive if it makes its
own predation as easy as possible, the reverse is better for
survival. This conclusion allows the assumption that all life
will attempt to avoid being prayed upon by any means. The prey's
(any life form) defenses make acting on a predisposition to
survive even more difficult as an action cannot guarantee a
life's survival and so it won't be desirable and won't be taken.
For example, using a survival gene, a fox glances at a pile of
rocks and doesn't see the pheasant due to its camouflage, the fox
walks in the direction where food is logically supposed to be
because a detour through the rocks is irrelevant to its survival.
Any life form with only a survival gene would have this problem.
Something must motivate an irrelevant action.
The version of life that will survive into reproduction will
be the one that is motivated towards seemingly irrelevant
actions. The problem with irrelevant actions is that there is an
infinite number of irrelevant actions that can be taken. Survival
could not happen if all actions were made equal; eating a rock
would be the same as eating the pheasant to a fox under such a
disposition. The irrelevant action must be narrowed to those
behaviors which increase survival, keeping in mind that any
specific dispositions (from now on called values) cannot maintain
existence for very long. How this is done, I propose, is by a
broad genetic disposition to play games in order to discover the
actions which will have value in later games. I use the term game
for this genetic disposition because the irrelevant actions
(playing towards goals) observed and described in conventionally
understood games conform completely to the structures of all
motivated actions observed in all reproducing life forms. The use
of the term 'game' is neither denigrating nor supportive towards
the activity it denotes, it is only intended to accurately
describe the behavior.
The game gene, then, creates a method by which life's
survival in a chaotic universe is motivated when there is no
reason to be motivated, and it makes survival possible when the
method of survival is impossible to know. The remainder of this
text will be an exposition on the details of the game gene from
the individual life forms to the largest groups of life forms.
First, I will explain what life consists of. Life is
material, so its behavior and thinking process is material.
Individual life forms are separated from all other individuals,
but some are not wholly separate, in a way very much like in a
symbiotic relationship. However, the interconnection goes further
than in symbiosis in that many, but not all individuals, are
constructed by other individual life forms. Humans, for example
have many individuals which make up the human individual, some of
which we call white cells; these are self-motivating and they
play their own games. Humans themselves, in groups, display the
attributes of individuals as can be seen when the male portion of
a large group is decimated by war and some hidden internal
compensation mechanism overproduces male babies in order to
rebalance the male and female numbers in the group. Individual
life forms in general, then, are the base from which self-
motivation is possible, but individuals sometimes possess a
method by which they are brought together into matrix-individuals
while still separated. This is useful for the purposes of group
game playing.
All game playing falls in a structure intimately tied to an
individual life form. The interaction of individual life forms in
group games (page 10) is strictly a secondary manifestation of
the primary games of the individuals. To be self-motivating an
individual must always play its game without the direct
involvement from any other individual life form in making
choices. Influence by outside game players is extended, muffled
and controlled through the senses of each individual.
A game structure involves an individual life-form which
contains a sense of itself. I mean literally a 'sense' as in the
'five senses'; it is what some others prefer to call
consciousness and I include some of the unconscious processes in
that definition, like dreams and reflexive behavior. This sense
of self is the focus of the game playing efforts of the
individual. It is the table where the stakes can be placed during
the game. This structure is needed to create the 'self' in the
self-motivated action, however it is not synonymous with the
individual life form, as a sense of self does not control and is
not the whole body. Additionally, the sense of self requires
thinking which is not synonymous to language, especially human
languages. Thinking, whether consciously or unconsciously, is
created through the sense of self and is a construction for and
through the life-form's behavior genes.
Adjunct to this sense of self are many other senses which
feed into the body and occasionally into the sense of self when
needed for specific games. All life uses different senses;
humanity uses the five commonly understood ones and also the
senses for balance, time, body position, internal regulation and
possibly others. Each bit of sense data is used by the sense of
self when it is relevant to a game.
As an aside, it should be noted that more than one genetic
structure can serve the function of a game gene and more then one
sense structure can serve the function of a particular sense.
There is also the possibility that the senses, or genetic
structures, I describe may be made from numerous senses or genes,
or from only one kind, it makes no difference to this theory.
All games have these elements: (1- Goals) arbitrary goals
selected by the sense of self in relationship with previously
existing values, whether genetic or acquired; (2- Rules)
Arbitrary rules selected from a limited number of possibilities
offered by the individual's values (including ethics), by the
physical universe and by the values arriving with acceptable game
opponents, living or otherwise; (3- Pre-evaluation) a perception
of the challenge or risk in a game which sees the goal with its
rules as being uncertain but not impossible to reach. A game is
not happening when there is a perception that it is too easy or
too hard to play. If the action is too easy it is being done as
part of some other game. This level creates the standard by which
later evaluation is accomplished; (4- Play) Action within the
sense of self, but which frequently relates to the outside world,
and which attempts to reach the goal of the game without
violating the rules which were found previously acceptable --
cheating in one game is done in conformity with the rules of
another game; (5- Emotions) the emotions rate the actions during
the game relative to the goals, rules and pre-evaluation. This is
the currency and payment system for existence; (6- Evaluation)
reason creates values from those emotions; (7- Memory) the values
are stored and restored as the individual plays and replays the
game in order to to refine the different uses these values may
pose in any future game. The cycle begins again with each new
game.
Though it is possible to find examples of the prevalence of
game playing amongst any observed life form, human activity is
the most familiar area to draw examples from. The activities of
humanity also offers examples of most game elements at work.
Games are possible to observe in every human circumstance, once
the context of the game is identified. These are some of the
parameters which help identify games: they can be abandoned,
games can overlap, fall within each other, be played
simultaneously or be suspended indefinitely. It is often
difficult to determine how many games are being played and where
they begin or end; however any activity can be shown to be part
of a game structure, from commuting to work (to pay for a
vacation) to repetitive compulsive disorder (to prove the door is
locked).
The game gene allows for irrelevant activity to be
meaningful. This implies that every behavior, from that of the
rapist, to that of the prophet, can be meaningful to anyone who
chooses to play. Because observing something is identical to
physically playing something, in that both have game structures
functioning, then complaining, explaining or arguing over
something completely outside any physical connection to the
individual can still create as strong a meaning as physical
experience can elicit, as is the case with obsessive fans.
Movie's, stories and dreams can be as compelling as actual events
because they are essentially experiencing them they same way as
they do living events -- only, most people activly devalue
stories in comparison. All actions fall within game structures
whether they take seconds to play or a life time. Evidence that
the motivation is towards game playing and not towards any other
activity comes from the consistency with which people will chose
to play the game rather then attempt to help themselves, to help
survive or to accomplish any other motive.
Game playing is the best description of the activity of
human life because no other concept is consistently evident from
the observations. (a) A person may want to save his life and will
hold on to a rock face while others rescue him, then again, he
may be on that rock face to commit suicide because he has run out
of things to do and he is waiting for the rescuers to come to him
so he can take someone with him. Either way he is playing a game,
whereas survival is not a consistent motivation. Even survival is
an arbitrary goal and, so, it is a game. (b) Yes, a person may
want to help themselves when they steal food but they do not know
if it will help them a little or hurt them a lot, yet they steal.
Whatever is the outcome, it is a game to steal. The same is true
of any helpful behavior, the consequences of any helpful act can
be potentially harmful, then helpful, then harmful again. So the
act itself is neither helpful nor harmful and in the long run no
one cares, but it is always a game. (c) Stupid ideas have the
same effect. Experiments blow up, wars begin, accidents happen
and all kinds of useful brilliant consequences follow. None of
these helpful consequences are seen in the stupid idea, and often
the stupidity of the idea is well noted, but the activity goes
forward anyway. The brilliant idea will often become idiotic the
same way. The motivation of all this is the game playing urge.
(d) Observe any emotion which is displayed and it will be
directly related to the winning or losing of a game. The rich and
poor, the one who possess the most valuable physical attributes
and those most undesirable, none of it matters if the game played
in the moment is won or lost. (e) The type casting of winners and
losers is the most vital activity in social settings. People can
ignore anything about someone's personality; as long as these
people are perceived as game winners in the individual's eyes,
they will be liked. (f) Lovers are unconsciously rating the game
playing potential of their mates which in turn tells them who to
like and especially who to love. (g) The ghoulish attractions in
certain entertainments are dependent on whether they are
perceived as offering a game which is neither certain nor
impossible to play, as in all games, as long as it has a goal
which is acceptable. (h) People will often do extreme things to
win a moment of recognition once they know they have lost their
main game, that way they can at least win a game. (i) People who
act on principle in detriment to their survival are only
completing the game which they agreed to play with themselves. To
do otherwise would be to lose. (j) Perhaps the strangest
manifestation of the need and logic of games is the "emperor's
new clothes" idea. Even if a game is acknowledged as being a
game, as long as it is played it will be as rewarding as if it
had been not noticed to be a game at all. This factor shows that
the game playing disposition has the strength to create meaning
in the most absurd situations (i.e. the universe) even when an
artificiality is perceived within the meaning.
Further instances of the consistency of game playing over
other activities is found, for example, (k) when a person gives
an account of an event from his life. Each time the account is
told the need to maintain the interest of the listener will cause
the story to change with each telling and with each person it is
told to -- the movie star will get a different version from the
girl friend and so on. The account will serve the interest of the
game of story telling over the interest of accuracy. (l) Why is
it that historians and scientists and others will work their
whole lives on ideas even when they know that they can never
obtain the goal of truth which they aspire to? A game playing
disposition answers that question when no other explanation can.
(m) There is the phenomenon, which is commonly observed, when
someone drives in a car for many miles and when they arrive at
their destination they have no concept of their trip there. The
reason people don't remember is because the activity of driving
was too certain, too boring. People will only play with uncertain
activities as in a game. The driving was done only as part of
another game. (n) Many people focus their whole lives towards
activities that serve no one and do very little to help their own
existence but they are content and thriving, while some others do
things which help the whole world survive better, but they commit
suicide because they value nothing they do -- the reason for
these occasions can only be that the game gene is functioning.
The last example though can only be fully explained with an
explanation of group game playing.
Before group game playing can be understood, a fuller
explanation of why there is no single natural context for any
given subject and why all contexts are natural to a subject. As I
said above, an infinite universe has no limits and no centre,
however, because the sense of self is within every life form, the
self is literally the centre of the universe for every individual
and unavoidably so. Also this means that one sense of self is
wholly unable to perceive any other sense of self. As a result
there are as many possible contexts for understanding the
universe as there are individuals. Further, every game that is
played has its own contexts which overlap each other and the
self. So within each individual there are as many contexts as
there are games that can be played. The emotionally sorted values
reduce the number of contexts to manageable numbers; but while
there is a prejudice towards a small number, still, there is no
single natural context for any given subject. The result is that
the use of a context in a game is dependent on an arbitrary
selection process, and just because a context can be useful in a
game it doesn't imply that there where not also a large number of
other contexts which could work equally well, if not better then
the one chosen. Mistakes, also, have often been proven to be
helpful when placed in a new context. As a result, the way that
contexts are chosen in groups is always through a method which
does not need to be concerned about what is best for any given
game: a method that determines which context survives based on
which context can survive. The method is related to the use of
power. And it is power, exercised by convention and by other
means, which allows for the existence of language and a
trustworthy peace.
Power is exercised by the individual life form against its
own standards, against the inorganic universe and against the
rest of life. Power within the individual is the use of the
opponents' prejudices against the opponent and the use of
physical influence during a game. Power cannot be measured except
during a game and each game will give a different measurement of
relative power. Power is used to win games, not to survive,
unless that is the goal of the game, but power effects the
survival of the players by allowing relatively more wins than
not.
The survival of life through games, and due to power, I call
simolution. Simolution is a replacement for the concept of
evolution in that progress is only a direction in time and no
improvement in power or ethical standards over time is possible.
Change is continuous and comes about by the simultaneous
competition and cooperation (from here called co-opetition) of
any individual with any other individual within the game
structures of groups. How power is exercised by the individual in
a game can be magnified by this co-opetitive process of group
playing. In simolution, co-opetition is the larger game playing
context where genetic structures constantly change by reference
to the game playing effects, and they also change due to chance
mutation. No mutation or effect of game playing will be able to
eliminate the game disposition and it must remain predominate;
although the occasional non-game playing individual will briefly
reappear from time to time it will not survive.
Simolution is the manifestation of game playing between
individuals and groups. It is about momentary power within a
game; it is what actually determines survival for the individual.
So whereas irrelevant activities were important to begin the
process of finding value, and games form the structure by which
it is possible to motivate survival, it is the larger game of
simolution which maintains the survival of life.
Power is required in groups, not only because games are
arbitrary and need to be selected by the powerful elements, but
also because there are too many similar ones -- co-opetition
creates similar approaches to games and conflicts arise. To
successfully co-opetate it is better if your enemy understands
your status and your ally understands your differences. The only
way that can happen is if power is exercised on mass or by
individuals over the masses in regards to the most arbitrary
elements: language, hierarchy, culture (all life forms have
versions of these). Power allows these arbitrary elements to be
shared, which helps the co-opetition process, which in turn helps
maintain peace and places conflict in a more formal atmosphere.
This is not to praise the use of power, as anarchy is equally
valid, it is only to say that game playing is easier when power
is being exercised to control the most arbitrary elements. This
also implies that power exercised over the least arbitrary and
most co-opetitive games will be the least helpful to game
playing, hence, in the human sphere, the relative economic
problems of authoritarian regimes which attempt to control
markets. However, if an authoritarian regime decided that
environmental damage will eventually destroy those market forces,
it could hasten their demise towards the goal of saving their
environment. If the most powerful segment of the masses also
wanted to play this game -- before the attempt is made -- they
too could value the destruction of the economy.
The power of coercion is secondary to that of cooperation
and competition. As people have been known to refuse to bow to
coercion, and remain in competition with an opponent, what is
happening, when it seems that people are being forced to do
something, is that they are choosing to cooperate, given how
badly they are losing their game. The one who refuses to give in
is still playing his game even to death. At times, death is the
way that some win their game. The example given earlier, of the
man who does great things to help the world but still feel
unsatisfied and commits suicide. This can happen from coercion,
for example, through peer presure. He gained the impresion that
only certain avenues were open to him. He accomplishes them, but
he had other values which he was predisposed to play. When the
coersion no longer seemed viable and he no longer could play the
games he was disposed to play, he chose to die, which was the
best way to win another game. The consistent factor is that
choice is exercised to either cooperate or compete.
Finally as power determines the acceptance of some values,
and all activities are arbitrarily defined -- that all contexts
are equal in validity -- this implies that ethical standards are
also arbitrary, and this is pragmatically true. Power will
determine some ethical limits, but the genetic values and gaming
effects of an individual's life will determine the remaining
ethical standards, keeping in mind that the sense of self is
autonomous from other individuals. This does not mean that ethics
does not exist, only that ethical standards are constructed
according to their usefulness towards different levels of game
playing.
Conclusion
If the genesis of individual life had a precursor it would
be the genesis of motivation. A facsimile reason, even for
thinking, needs to find its way towards an existence before a
thought can be born. Motivation also needs to find its reason
when there can be no reason for motivation. Chaotic constructions
gave rise to motivation and the infinite universe to the chaos.
Whatever gave rise to the infinite universe, no one knows. A
random assemblage of matter and energy became a life form
motivated to play games from the first moments of that existence.
The sense of self works through its games, and the games create
the meanings. Life is maintained and the most powerful game
players survive and even influence the selection of games amongst
groups. Life simolutes, and in the end, there is no end. If the
actual genesis of anything could be determined we would know the
origins of the infinite, as for the problem of motivation, its
genesis must be the game gene.
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