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The Preconceptual Structures
of Fictional Narratives
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| Francis
F. Steen, Department of English, UC Santa Barbara |
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A talk given at the Ninth Annual Conference on Literature and Linguistics,
North Texas University, Denton, February 6-8, 1997
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Introduction
"The central issues for cognitive science are the issues of the literary
mind," Mark Turner says in his recent book, arguing that the grammatical
structure of language is the product of literary modes of processing information:
story, projection, and parable.
Most stories, however, never become literature; the vast majority of
narrative imaging remains private, or exchanged once in a conversation:
the story you form about going to the store, or calling a friend. Only
a vanishingly small fraction of all stories thrive and spread as stories,
as fictional narratives that have an immediate appeal.
In this talk, I'll address the question of the preconceptual structures
that make fictional narratives possible, [and touch on the question of
their proper domain.]
A. Computational tasks
When Turner says that "the central issues for cognitive science are the
issues of the literary mind," he is making a computational claim: that
imaginative narratives solve computational tasks. What are these tasks?
Here are some suggestions:
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Simulation: access information from several cognitive domains (an
information and retrieval system)
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Conceptual blending: creatively apply conceptual structures from
several source domains onto target domains (an innovative frame-shifting
system)
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Flowing scenarios: integrate fragmented pieces of information into
a coherent narrative (an integrating system)
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Behavioral scripts: organize fictionial information into programs
of action (an action planning system)
Simulation, conceptual blending, flowing scenarios, and behavioral scripts
suggests broadly the kinds of computational tasks imaginative narratives
solve: broadly speaking, a kind of metarepresentation, or framed
representations.
B. Metarepresentations: the framing of representations
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Pretend play: agent + attitude + content ("Let's pretend this cup
is full of water")
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Framed by "knowing looks and smiles", melodic intonation, exaggerated gestures
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{FRAME}Let {AGENT} us {ATTITUDE} pretend {CONTENT} "the cup is full"
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The content is decoupled from primary representation (you know there's
no water)
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The decoupled content acts (you act as if the cup had water in it)
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The same inferences apply (everything you know about cups and liquids holds)
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Purpose: simulations develop relevant motor, perceptual, and conceptual
skills
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Mind reading develops out of pretend play ("She thought the cup
was full of water")
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Framed by eye direction, facial expression, posture, action, tone of voice,
words
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{AGENT} She {ATTITUDE} thought {CONTENT} "the cup is full of water"
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Attitudes: think, believe, hope, expect, demand, deny
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The content is decoupled (people's beliefs, hopes, demands are not accounts
of facts)
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The decoupled content acts (you expect her to act as if the cup
had water in it)
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The same inferences apply (everything you know about people, water etc.
is relevant)
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Purpose: powerful tool to understand (or misunderstand) minds and predict
behavior
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Storytelling combines pretend play and mind reading
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("Let's pretend there is an agent with an attitude about something")
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Framed as pretend play, with exaggerated mind-reading cues
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{FRAME}Let {AGENT} us {ATTITUDE} pretend {CONTENT} ["{FRAME} Once upon
a time {AGENT} there was a queen {ATTITUDE} who was terribly unhappy {CONTENT}
because she wanted a daughter"]
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Attitudes: sympathy, Schadenfreude, pity, fear, amusement
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The content is decoupled (the incidents of the story are not treated as
factual)
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The decoupled content acts (you feel and reason as if the story
was factual)
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The same inferences apply (most things you know about the world holds)
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Purpose: simulations develop emotional and conceptual skills
So the proposal is that the same cognitive architecture underlies pretend
play, mind reading, and storytelling, and that it is characterized by a
decoupling of the specific content from primary representation, achieved
by pretending to frame the content in terms of an attitude of an agent.
Not all information, however, is equally worthy of being imaginatively
narrated, and not all narrative imagining can be called literature.
C. The epidemiology of representations
I would like to appeal to Dan Sperber's notion of the epidemology of
representation. He points out that most stories are never communicated
at all, and "most communication remains a local and ephemeral affair" (TLS
27/12/96). But there are stories that are communicated again and again
- religious beliefs, fairy tales, poetry. Contrary to what Richard Dawkins
and others have claimed, this does not make them true replicators - a story
is never simply copied by the listening; it is continually transformed
in transmission. Some stories - or elements in stories - prove more resilent
than others; they appear to incorporate strange attractors that tend to
draw the variations back to a persistent theme. What are some of these
attractors? What is it that makes stories interesting?
As the anthropologist Donald Brown has shown - the result is not particularly
surprising - all human cultures pretend, understand each other's actions
in terms of mental states, and tell stories. Storytelling has a pretty
good claim on being an integral part of what it means to be a human being,
and thus to belong - parhaps somewhat paradoxically - to the realm of biological
meaning-making.
As a simple model, think of three realms, rougly nested; each contributes
to the total meaning.
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The personal is the domain of folk psychology, a rich mode of construal
that gain us initial access to the text
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the socio-historical contextualizes the personal in the domain of cumulative
cultural information
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the natural further situates the personal and the cultural in cognitive
structures that emerge out of the semiotic processes of life.
Our understanding of the natural is that chemical templates known as genes
catalyze cellular reactions in an ordered fashion, leading to the gradual
construction of the organism. The genetic templates vary naturally, replicate,
and become more or less widespread and common based on natural selection
- which in effect act according to functional engineering criteria. Cognitive
design being a vital aspect of functional behavior, we have all reason
to think this biological meaning-making has contributed to the creation
of our cognitive abilities - as Mark Turner puts it in The Literary
Mind, the human genotype contributes to "setting up a nervous system
that will reach certain target values under experience" (25). Since narrative
imagining "appears to be a fundamental target value for the developing
human mind," we can ask the question, which problems did our ancestors
face that got solved by narrative imagining? To answer this question requires
a bit of reverse engineering.
In other words, if the capacity to produce metarepresentations is universal,
this is good evidence that this constitutes a target value, and thus that
the capacity has been subject to natural selection. Simon Baron-Cohen's
work on mind-reading (the ability to explain behavior by attributing epistemic
mental states to people) makes a very eloquent argument for considering
this a cognitive adaptation - again, not in the sense that it is simply
pre-programmed in the genes, but that the genetic templates in a normal
environment will with a high degree of reliability reach this adaptive
target.
As we have seen, mindreading is a metarepresentational system closely
akin to storytelling. The question I would like to raise is whether storytelling
can be argued to have a proper domain in itself - a set of problems it
is uniquely adapted to solve. One candidate for this is the set of challenges
associated with cooperation.
First stage: the emotional accounting system
Since life is not a zero-sum game, benefits to both parties can be had
if certain conditions are met. The paradigmatic example is the Prisoner's
Dilemma: the prisoner has been told he will get a reduced sentence if he
informs on his accomplice, while his accomplice will be shot. He assume
his accomplice has been offered the same deal. If neither of them talk,
however, both will go free. How does trust develop? Under which circumstances
should they be cooperative, and under which circumstances defect?
Arguments by Hamilton and computer simulations by Axelrod propose that
a stable solution to the problem of cooperation must have two components:
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Cooperate on the first encounter
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In the next round, do whatever your opponent did last time
These rules may sound vaguely familiar; in ethics, we know them in a slightly
different formulation:
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"All things whatsoever ye would that men should do to you, do ye even so
to them"
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Do onto others what they do onto you: "An eye for an eye and a tooth for
a tooth"
The winning strategy in Axelrod's contest is generally referred to as the
Tit for Tat rule; however, it is only the second component that
somewhat fits the name. The first component is recognizably the explicitly
formulated Golden Rule of several ethical traditions. It is also important
to further specify the second rule: it is never an instruction simply
to turn uncooperative. Rather, it is a strategy with a kindness component
and a punishment component.
First of all, it says to mirror the same behavior back to the person;
the Old Testament version captures the fact that this mirroring can be
deliberately punitive, and may well have to be carried out at a cost. (The
human propensity to punish cheaters poses a puzzle to economists working
with a model of utility maximization: if individuals were simply looking
to their own immediate benefit, nobody should be willing to pay the cost
of punishing another for defecting.) Punishing, in game-theoretical terms,
is an expense players need to take on in order for the cooperative game
to be stable.
Secondly, the second rule is a rule about the next round only. As soon
as the other begins to cooperate, the offer should be accepted. Invariant
vengefulness is a losing and thus invadable strategy.
If we step back a moment and consider how these mathematical and game-theoretical
models may apply to the evolution of cognitive adaptations in human beings,
the suggestion is that Axelrod's Cooperation Game is an abstract formulation
of a significant adaptive target in human social evolution. Is there evidence
for such an adaptation?
The development of an uninvadable strategy of cooperation requires that
defectors be penalized to an appropriate degree, so that the average payout
for cooperating will be higher than the average payout for defecting. This
requires an accounting system, and humans have evolved an accounting system
that has a strong motivational emotional component: friendliness, resentment,
gratitude, owe, deserve, loyalty, betrayal, and punishment are all mediated
emotionally. To get a sense of the rich field of cognitive adaptations
devoted to the problem of ensuring cooperation, consider the wealth of
linguistic terms that indicate its various stages:
The Semantic Field of Cooperation
| Indicating intent to cooperate |
kind, generous, gentle, friendly, helpful, honest, open,
warm; trust, faith, confidence |
| Indicating the other cooperated |
grateful, thankful, appreciative; wanting to return a favor;
obligation, indebtedness; to be in someone's good books |
| Indicating the other defected |
disappointed, bitter; feeling gypped, taken advantage of,
exploited; suspicion, betrayal, treason |
| Indicating intent to cooperate after defecting |
guilty, feeling sorry; remorse, bad conscience |
| Indicating a punitive response to the other's defection |
resentful, angry, annoyed; to bear a grudge; to ostracize,
to punish, to get back at someone |
| Indicating a conciliatory response to the other's defection |
forgiving, relenting; to try again, to give someone a second
chance, to make up; reconciliation |
A central condition that must be met for the cooperative solution to
emerge is a sustained series of encounters: a condition matched in the
environment in which humans evolved.
Second stage: stories as a manipulable accounting
system
Once the emotional accounting system is in place, the task of making a
finer set of distinctions arises. Distinctions may be made regarding:
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the opponent's intentions
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the significance of the opponent's signals to cooperate
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bluff detection
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the evalution of what constitutes cooperation
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the evaluation of the outcome, the evaluation of the degree of cooperation
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the evaluation of the costs and benefits involved in the turn
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the evaluation of the likelihood of a second turn
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the evaluation of the opponent's future potential as a cooperator
Such a large number of potentially relevant variables lend themselves to
different weighting schemes and 'spin control'. It is possible we have
adaptations that dispose us to be generous when it comes to evaluating
our own contribution and stingy when it comes to evaluating the opponent's.
At this point, we are already making stories about what happened, running
simulations in order to evaluate and remember the balance of dues and obligations.
In order to clarify what is at stake, and cooperate effectively, individuals
would need to negotiate these stories-that is, they would need to begin
to tell each other stories, and negotiate a common account. This process
is open to cheating, and thus to the detection of cheating, or lying.
If several individual tell each other stories, the result would be a
network of binary systems of dues and obligations. Stories would thus function
to keep track of dues and oblications in a network of individuals, cooperating
on an individual and personal basis.
Personal factual stories appear to be a proper domain of stories, and
may be the only proper domain.
Third stage: coalitional accounting
If an individual could make a story that implicated the other in one common
system of dues and obligations, a coalition would have been created.
One example of this is religious coalitions, which often depend on accounts
of ancestors or powerful beings with whom the group is portrayed as having
entered into coalitional agreements. Religious literature in turn often
consists in attempts to persuade the divinity to become part of the speaker's
coalition, to intercede on her behalf.
However, any story that implicates a group of people in a common obligation
creates a coalition. This appears to be one of the significant features
of an epidemiology of stories: they create a sense of community.
Conclusion
In closing, what must be borne in mind is that most of human history is
prehistory. In terms of the natural selection of preconceptual structures,
the hundreds of thousands of years of life as hunter-gatherers - in Biblical
myth, the Edenic stage - dwarf the brief span of civilization. It is stories
that have made us forget this fact-in the Bible, the pre-agricultural stage
is brief indeed-but it is also stories that can help us remember. If the
target values of a core repertoire of human interests and motivations can
be traced back to the central adaptive challenges of our Pleistocene ancestors,
stories that have appealed to human beings for centuries constitute the
raw material for an archeology of the natural history of the human mind.
© 1997 Francis
F. Steen, Communication Studies, University of California, Los Angeles