Abstract
We build on some of Daniel Dennett’s ideas about predictive indispensability to characterize properties of video games discernable by people as computationally emergent if, and only if: (1) they can be instantiated by a computing machine, and (2) there is no algorithm for detecting instantiations of them. We then use this conception of emergence to provide support to the aesthetic ideas of Stanley Fish and to illuminate some aspects of the Chomskyan program in cognitive science.
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Cogburn, J., Silcox, M. Computing Machinery and Emergence: The Aesthetics and Metaphysics of Video Games. Mind Mach 15, 73–89 (2005). https://doi.org/10.1007/s11023-004-1168-5
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DOI: https://doi.org/10.1007/s11023-004-1168-5