5.4 One BEP Response: Mithen’s Cognitive Fluidity
К оглавлению1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1617 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33
34 35 36 37 38 39 40 41
This is where Mithen (1996, 1999, 2001) has made an advance upon the
NEPers by introducing cognitive fl uidity, an idea that serves the purpose of
enabling one to respond creatively to nonroutine problems in environments.
After explaining Mithen’s idea of cognitive fl uidity, I show the
merits and limitations of his idea and argue that it is really the evolution
of scenario visualization—in terms of the selection, integration, and utilization
of visual images from mental modules in visual scenarios—that
was necessary for solving vision-related problems creatively in the everchanging
environments of the Pleistocene.
Mithen’s idea has merit because, as he notes, he is an archeologist who
is applying the hard evidence of evolutionary theory, fossils, and toolmaking
to psychology. Not only is he speculating about the mind but he has
the archeological evidence to support his speculations. Fodor (1998),
Calvin (2004), and Stringer & Andrews (2005) praise Mithen’s idea of cognitive
fl uidity as being a signifi cant hypothesis, as well as consistent with
archeological and neurobiological evidence. As a philosopher of mind and
biology, I applaud Mithen’s hypothesis as well (see Arp, 2005a, 2005b,
2006a, 2007a, 2008c).
Mithen (1996) sees the evolving mind as going through a three-step
process. The fi rst step begins prior to 6 mya when the primate mind was
dominated by what he calls a general intelligence. This general intelligence
consisted of an all-purpose, trial-and-error learning mechanism that was
devoted to multiple tasks. All behaviors were imitated, associative learning
was slow, and there were frequent errors made, much like what would be
expected of the mind of the chimpanzee.
The second step coincides with the evolution of the Australopithecine
line and continues all the way through the Homo lineage to Homo neandertalensis.
In this second step, multiple specialized intelligences, or modules,
emerge alongside general intelligence. Associative learning within these
modules was faster, and more complex activities could be performed.
Compiling data from fossilized skulls, tools, foods, and habitats, Mithen
concludes that Homo habilis probably had a general intelligence as well as
modules devoted to social intelligence (because they lived in groups),
natural history intelligence (because they lived off of the land), and technical
intelligence (because they made tools). Neandertals and Homo heidelbergensis
would have had all of these modules, including a primitive
language module, because their skulls exhibit bigger frontal and temporal
areas. According to Mithen, the neandertals and members of Homo heidelbergensis would have had the Swiss Army knife mind that the NEPers
speak about.
At this point, we note a criticism Mithen makes about the NEPers who
think that the essential ingredients of mind evolved during the Pleistocene
epoch. This is a general criticism that has been leveled against NEP by
advocates of BEP (e.g., see the articles in Scher & Rauscher, 2003; Buller,
2005). It concerns the simple fact that modern-day humans deal with a
whole different set of problems to overcome than did our Pleistocene
ancestors. We can look back to the environment of the Pleistocene and
note how certain cognitive features emerge, and become part of, the
normal genetic makeup of the human. However, as Mithen (1996, pp.
45–46) asks, “How do we account for those things that the modern mind
is very good at doing, but which we can be confi dent that Stone Age
hunter–gatherers never attempted, such as reading books and developing
cures for cancer”? This concern is a correlate to my concern regarding the
changing environment and the feasibility of the Swiss Army knife mind’s
being able to handle the change. If the environment changes suddenly,
the animal may be left with infl exible behaviors appropriate to the environment
that originally shaped its evolution but quite nonfunctional
under the new condition.
The emergence of distinct mental modules during the Pleistocene that
evolutionary psychologists like Cosmides, Tooby, and Pinker speak about
as being adequate to account for learning, negotiating, and problem solving
in our world today cannot be correct. For Mithen, the potential variety of
problems encountered in generations subsequent to the Pleistocene is too
vast for a much more limited Swiss Army knife mental repertoire; there are
just too many situations for which nonroutine creative problem solving would
have been needed in order not only to simply survive but also to fl ourish
and dominate the earth. Pinker (2002) thinks that there are upwards of
fi fteen different domains, and various other evolutionary psychologists
have their chosen number of mental domains (e.g., Buss, 1999; Shettleworth,
2000; Gardner, 1993; Plotkin, 1997; Palmer & Palmer, 2002).
However, there are potentially an infi nite number of problems to be faced
on a regular basis by animals as they negotiate environments. It does not
seem that there would be a way for fi fteen, twenty, twenty-fi ve—or even
a thousand—domains to handle all of these potential problems. That we
negotiate environments so well shows that we have some capacity to
handle the various and sundry potential nonroutine problems that arise in
our environments.
Here is where the third step in Mithen’s (1996) evolution of the mind
comes into play, known as cognitive fl uidity. In this fi nal step, which coincides
with the emergence of modern humans, the various mental modules
are working together with a fl uid fl ow of knowledge and ideas between and
among them. The information and learning from the modules can now
infl uence one another, resulting in an almost limitless capacity for imagination,
learning, and problem solving. The working together of the various
mental modules as a result of this cognitive fl uidity is consciousness for
Mithen and represents the most advanced form of mental activity.
Mithen uses the schematization of the construction of a medieval
cathedral as an analogy to the mind and consciousness. Each side chapel
represents a mental module. The side chapels are closed off to one
another during construction but allow people to have access from the
outside to attend liturgies, much like mental modules are closed off to
one another (encapsulated) and have specifi ed input cues. Once the
cathedral chapels have been constructed and the central domed superchapel
is in place, the doors of all of the chapels are opened and people
are allowed to roam freely from chapel to chapel. Analogously, modern
humans have evolved the ability to allow information to be freely transmitted
between and among mental modules, and this cognitive fl uidity
comprises consciousness.
Mithen goes on to note that his model of cognitive fl uidity accounts for
human creativity in terms of problem solving, art, ingenuity, and technology.
His idea has initial plausibility, since it is arguable that the neandertals
died off because they did not have the conscious ability to readapt to the
changing environment. It is also arguable that humans would not exist
today if they did not evolve consciousness to deal with novelty (Bogdan,
1994; Cosmides & Tooby, 1992; Gardner, 1993; Humphrey, 1992; Pinker,
1997). It is no wonder, then, Crick (1994, p. 20) maintains that “without
consciousness, you can deal only with familiar, rather routine situations
or respond to very limited information in new situations.” Also, as Searle
(1992, p. 109) observes, “one of the evolutionary advantages conferred on
us by consciousness is the much greater fl exibility, sensitivity, and creativity
we derive from being conscious.” Modular processes can be used to
explain how the mind functions in relation to routinely encountered features
of environments. However, depending on the radicalness of a novel
environmental feature, intermodular processes (Mithen’s cognitive fl uidity)
may be required to deal effectively and, at times, creatively with the
problem.
Mithen’s idea resonates with what researchers refer to as bissociative creativity
and creative problem solving. It is important here to elaborate
further upon the distinction between routine problem solving and nonroutine
creative problem solving. We already know that routine problem
solving deals with the recognition of many possible solutions to a problem,
given that the problem was solved through one of those solutions in the
past. Here, we can link routine problem solving to the kind of trial-anderror
strategizing and calculation that animals other than human beings
typically engage in, although humans engage in routine problem solving
as well. In this sense, routine problem solving entails a mental activity that
is stereotyped and wholly lacking in innovation, because there are simply
perceptual associative connections being made by the mind of an animal.
Images in perception or memory are associated with one another and/or
with some environmental stimuli so as to learn some behavior, or produce
some desired result. If that result is not achieved, an alternate route is
pursued in a trial-and-error fashion.
For example, Olton & Samuelson (1976) showed that rats are able to
associate routes in a maze with food acquisition. In these experiments,
food was placed at the end of each arm of an eight-arm radial maze, and
a rat was placed in the center of the maze and was kept in the maze until
all the food was collected. At fi rst, the rat did not associate a certain path
with the food, but after trial and error, the rat eventually got all of the
food. In subsequent tests, the food was placed in the same spot in the
maze, and the same rat was able to more quickly and effi ciently associate
the correct pathway with the acquisition of food.
Associative learning tests have been performed on humans and animals
numerous times (Zentall et al., 1990; Rescorla, 1988; Macphail, 1996, 1998;
Mackintosh, 1983, 1995; Hall, 1994, 1996). In his famous delayed matching
to sample tests, Hunter (1913) demonstrated that rats, raccoons, and dogs
are able to associate memories of a stimulus with the same stimulus perceived
by the animal so as to solve some problem. Wright (1989, 1997)
has shown that pigeons and monkeys can perform similar associations. A
typical battery of IQ tests will have several association tests whereby people
are asked to solve routine problems, such as linking a word to a picture
and/or linking pictures to one another in a familiar sequence (Sternberg,
1996, 1998, 2001).
Concerning nonroutine creative problem solving, we already know that
this entails pursuing a wholly new way to solve a problem that has not
been solved previously and that the problem solver did not possess a way
to solve the problem already. Here, however, we can draw a distinction between solving a nonroutine problem through imitation with another’s help
and solving a nonroutine problem on one’s own. Some animals appear to
have the capacity to solve nonroutine problems, once the solutions have
been shown to them or imitated for them.
Consider the following cases that demonstrate an animal’s ability to
solve a problem creatively through imitation with another’s help. An
octopus studied by Fiorito et al. (1990) has been documented as being able
to unpop the cork on a jar to get at food inside. Initially, the octopus could
see the food in the jar but was unable to unpop the cork of the jar to get
at the food. The next time, Fiorito et al. unpopped the cork while the
octopus was watching, resealed the jar, and gave it to him in his tank. The
octopus was able to associate the unpopping of the cork with the acquisition
of food, remembered what Fiorito et al. had shown him, and unpopped
the cork himself to get at the food.
Also, we have documented chimps trying a couple of different ways to
get at fruit in a tree—like jumping at it from different angles or jumping
at it off of tree limbs—before fi nally using a stick to knock it down. Scientists
also document young chimps watching older chimps do the same
thing (Tomasello, 1990; Tomasello et al., 1987, 1993; Byrne, 1995; Savage-
Rumbaugh & Boysen, 1978; Whiten et al., 1996, 1999). Like the octopus’s
problem solving ability, this seems to be a form of nonroutine creative
problem solving by use of another’s help.
In fact, several observations have been made of various kinds of animals
engaged in imitative behaviors: Whiten & Custance (1996), Whiten et al.
(1996, 1999), Tomasello et al. (1987, 1993), and Abravanel (1991) have
documented imitative behaviors in chimpanzees and children; Parker
(1996), Miles, Mitchell, & Harper (1996), Call & Tomasello (1994), and
Russon & Galdikas (1993, 1995) have witnessed young orangutans imitating
older orangutans using sticks and rocks to gather food, as well as
throwing sticks and rocks at other orangutans in self-defense; Yando, Seitz,
& Ziqler (1978), Mitchell (1987), and Moore (1992) report mimicry and
imitation in birds; and Heyes & Dawson (1990) and Heyes, Jaldon, &
Dawson (1992) note evidence of imitative behaviors in rats.
However, the number of possible solution routes is limited in these
examples of routine problem solving. If either the octopus’s corked jar
was sealed with Crazy Glue, or there were no sticks around, or there were
no other older chimps or researchers around to show younger chimps
how to use sticks, the octopus and chimpanzees in the above cases likely
would starve to death. The possible solution routes are limited because
the mental repertoires of these animals are environmentally fi xed, and their tool usage (if they have this capacity) is limited to stereotypical kinds
of associations.
Bitterman (1965, 1975, 2000) tested the intelligence levels of fi sh, turtles,
pigeons, rats, and monkeys with a variety of tasks, including pushing
paddles in water, pecking or pressing lighted disks, and crawling down
narrow runways. Although such animals improved their abilities to perform
these tasks as time went on, Bitterman found that these species only could
perform a limited number of associative learning tasks. These data, along
with the data concerning the octopus, chimps, orangutans, rats, and birds,
support the idea that these animals are engaged in mostly habitual, stereotyped
forms of associative thinking and learning (cf. the new research
concerning crows and other birds in Weir, Chappell, & Kacelnik, 2002;
Emery & Clayton, 2004; Reiner, Perkel, Mello, & Jarvis, 2004).
Unlike routine problem solving, which deals with associative connections
within familiar perspectives, nonroutine creative problem solving
entails an innovative ability to make connections between wholly unrelated
perspectives or ideas. Again, this kind of problem solving can occur
as a result of imitation through another’s help—as in the above octopus
and chimpanzee examples—as well as on one’s own. A human seems to
be the only kind of being who can solve nonroutine problems on his or her
own, without imitation or help. This is not to say that humans do not engage
in solving nonroutine problems through imitation; in fact, nonroutine
problem solving by imitation occurs all of the time, especially in the earlier
years of a human’s life. This is just to say that humans are the only animals
who have the potential to consider wholly new routes to problem solving.
Koestler (1964) referred to this quality of the creative mind as a bissociation
of matrices. When a human bissociates, that person puts together ideas,
memories, representations, stimuli, and the like in wholly new and unfamiliar
ways for that person. Echoing Koestler, Boden (1990, p. 5) calls this
an ability to “juxtapose formerly unrelated ideas.” Thus, Dominowski
(1995, p. 77) claims that “overcoming convention and generating a new
understanding of a situation is considered to be an important component
of creativity.”
When animals associate, they put together perceptions, memories, representations,
stimuli, and the like in familiar ways. For example, my cat
associates my loud voice with her being in trouble for knocking the plant
over and runs away, the rat associates a route with food, and the octopus
associates corked-jar-experiment B with corked-jar-experiment A and
more quickly can unpop the cork on the jar to get at the food in subsequent
tests. As far as we know, animals can associate only, so they always go for solutions to problems that are related to the environment or situation
in which they typically reside. Humans bissociate and are able to
ignore normal associations and try out novel ideas and approaches in
solving problems. Such an ability to bissociate accounts for more advanced
forms of problem solving, whereby the routine or habitual associations
are the kinds of associations that precisely need to be avoided, ignored, or
bracketed out as irrelevant to the optional solution (Finke et al., 1992).
Bissociation also has been pointed to as an aid in accounting for risibility;
hypothesis formation; art; technological advances; and the proverbial
“ah-hah,” creative insight, eureka moments humans experience when
they come up with a new idea, insight, or tool (Koestler, 1964; Boden,
1990; Holyoak & Thagard, 1989, 1995; Terzis, 2001; Davidson, 1995; Arp,
2005a, 2008c).
Thus, when we ask how it is that humans can be creative, part of what
we are asking is how they bissociate, namely, juxtapose formerly unrelated
ideas in wholly new and unfamiliar ways for that person. To put it colloquially,
humans can take some idea found “way over here in the left fi eld” of the
mind and make some coherent connection with some other idea found
“way over here in the right fi eld” of the mind. Humans seem to be the
only species that can engage in this kind of mental activity, principally
with visual images and ideas.
Mithen’s idea of cognitive fl uidity helps to explain our ability to bissociate
because the potential is always there to make innovative, previously
unrelated connections between ideas or perceptions, given that the information
between and among modules has the capacity to be mixed together
or intermingle. Thus, in essence, cognitive fl uidity accounts for bissociation,
which accounts for human creativity in terms of problem solving,
art, ingenuity, and technology. This is not to say that the information
will in fact mix together and then be bissociated by an individual. This is
just to say that there is always the potential for such a mental process to
occur in our species. In the words of Finke et al. (1992, p. 2), “people can
generate original images that lead to insight and innovation or commonplace
images that lead nowhere, depending on the properties of those
images.”
This is where Mithen (1996, 1999, 2001) has made an advance upon the
NEPers by introducing cognitive fl uidity, an idea that serves the purpose of
enabling one to respond creatively to nonroutine problems in environments.
After explaining Mithen’s idea of cognitive fl uidity, I show the
merits and limitations of his idea and argue that it is really the evolution
of scenario visualization—in terms of the selection, integration, and utilization
of visual images from mental modules in visual scenarios—that
was necessary for solving vision-related problems creatively in the everchanging
environments of the Pleistocene.
Mithen’s idea has merit because, as he notes, he is an archeologist who
is applying the hard evidence of evolutionary theory, fossils, and toolmaking
to psychology. Not only is he speculating about the mind but he has
the archeological evidence to support his speculations. Fodor (1998),
Calvin (2004), and Stringer & Andrews (2005) praise Mithen’s idea of cognitive
fl uidity as being a signifi cant hypothesis, as well as consistent with
archeological and neurobiological evidence. As a philosopher of mind and
biology, I applaud Mithen’s hypothesis as well (see Arp, 2005a, 2005b,
2006a, 2007a, 2008c).
Mithen (1996) sees the evolving mind as going through a three-step
process. The fi rst step begins prior to 6 mya when the primate mind was
dominated by what he calls a general intelligence. This general intelligence
consisted of an all-purpose, trial-and-error learning mechanism that was
devoted to multiple tasks. All behaviors were imitated, associative learning
was slow, and there were frequent errors made, much like what would be
expected of the mind of the chimpanzee.
The second step coincides with the evolution of the Australopithecine
line and continues all the way through the Homo lineage to Homo neandertalensis.
In this second step, multiple specialized intelligences, or modules,
emerge alongside general intelligence. Associative learning within these
modules was faster, and more complex activities could be performed.
Compiling data from fossilized skulls, tools, foods, and habitats, Mithen
concludes that Homo habilis probably had a general intelligence as well as
modules devoted to social intelligence (because they lived in groups),
natural history intelligence (because they lived off of the land), and technical
intelligence (because they made tools). Neandertals and Homo heidelbergensis
would have had all of these modules, including a primitive
language module, because their skulls exhibit bigger frontal and temporal
areas. According to Mithen, the neandertals and members of Homo heidelbergensis would have had the Swiss Army knife mind that the NEPers
speak about.
At this point, we note a criticism Mithen makes about the NEPers who
think that the essential ingredients of mind evolved during the Pleistocene
epoch. This is a general criticism that has been leveled against NEP by
advocates of BEP (e.g., see the articles in Scher & Rauscher, 2003; Buller,
2005). It concerns the simple fact that modern-day humans deal with a
whole different set of problems to overcome than did our Pleistocene
ancestors. We can look back to the environment of the Pleistocene and
note how certain cognitive features emerge, and become part of, the
normal genetic makeup of the human. However, as Mithen (1996, pp.
45–46) asks, “How do we account for those things that the modern mind
is very good at doing, but which we can be confi dent that Stone Age
hunter–gatherers never attempted, such as reading books and developing
cures for cancer”? This concern is a correlate to my concern regarding the
changing environment and the feasibility of the Swiss Army knife mind’s
being able to handle the change. If the environment changes suddenly,
the animal may be left with infl exible behaviors appropriate to the environment
that originally shaped its evolution but quite nonfunctional
under the new condition.
The emergence of distinct mental modules during the Pleistocene that
evolutionary psychologists like Cosmides, Tooby, and Pinker speak about
as being adequate to account for learning, negotiating, and problem solving
in our world today cannot be correct. For Mithen, the potential variety of
problems encountered in generations subsequent to the Pleistocene is too
vast for a much more limited Swiss Army knife mental repertoire; there are
just too many situations for which nonroutine creative problem solving would
have been needed in order not only to simply survive but also to fl ourish
and dominate the earth. Pinker (2002) thinks that there are upwards of
fi fteen different domains, and various other evolutionary psychologists
have their chosen number of mental domains (e.g., Buss, 1999; Shettleworth,
2000; Gardner, 1993; Plotkin, 1997; Palmer & Palmer, 2002).
However, there are potentially an infi nite number of problems to be faced
on a regular basis by animals as they negotiate environments. It does not
seem that there would be a way for fi fteen, twenty, twenty-fi ve—or even
a thousand—domains to handle all of these potential problems. That we
negotiate environments so well shows that we have some capacity to
handle the various and sundry potential nonroutine problems that arise in
our environments.
Here is where the third step in Mithen’s (1996) evolution of the mind
comes into play, known as cognitive fl uidity. In this fi nal step, which coincides
with the emergence of modern humans, the various mental modules
are working together with a fl uid fl ow of knowledge and ideas between and
among them. The information and learning from the modules can now
infl uence one another, resulting in an almost limitless capacity for imagination,
learning, and problem solving. The working together of the various
mental modules as a result of this cognitive fl uidity is consciousness for
Mithen and represents the most advanced form of mental activity.
Mithen uses the schematization of the construction of a medieval
cathedral as an analogy to the mind and consciousness. Each side chapel
represents a mental module. The side chapels are closed off to one
another during construction but allow people to have access from the
outside to attend liturgies, much like mental modules are closed off to
one another (encapsulated) and have specifi ed input cues. Once the
cathedral chapels have been constructed and the central domed superchapel
is in place, the doors of all of the chapels are opened and people
are allowed to roam freely from chapel to chapel. Analogously, modern
humans have evolved the ability to allow information to be freely transmitted
between and among mental modules, and this cognitive fl uidity
comprises consciousness.
Mithen goes on to note that his model of cognitive fl uidity accounts for
human creativity in terms of problem solving, art, ingenuity, and technology.
His idea has initial plausibility, since it is arguable that the neandertals
died off because they did not have the conscious ability to readapt to the
changing environment. It is also arguable that humans would not exist
today if they did not evolve consciousness to deal with novelty (Bogdan,
1994; Cosmides & Tooby, 1992; Gardner, 1993; Humphrey, 1992; Pinker,
1997). It is no wonder, then, Crick (1994, p. 20) maintains that “without
consciousness, you can deal only with familiar, rather routine situations
or respond to very limited information in new situations.” Also, as Searle
(1992, p. 109) observes, “one of the evolutionary advantages conferred on
us by consciousness is the much greater fl exibility, sensitivity, and creativity
we derive from being conscious.” Modular processes can be used to
explain how the mind functions in relation to routinely encountered features
of environments. However, depending on the radicalness of a novel
environmental feature, intermodular processes (Mithen’s cognitive fl uidity)
may be required to deal effectively and, at times, creatively with the
problem.
Mithen’s idea resonates with what researchers refer to as bissociative creativity
and creative problem solving. It is important here to elaborate
further upon the distinction between routine problem solving and nonroutine
creative problem solving. We already know that routine problem
solving deals with the recognition of many possible solutions to a problem,
given that the problem was solved through one of those solutions in the
past. Here, we can link routine problem solving to the kind of trial-anderror
strategizing and calculation that animals other than human beings
typically engage in, although humans engage in routine problem solving
as well. In this sense, routine problem solving entails a mental activity that
is stereotyped and wholly lacking in innovation, because there are simply
perceptual associative connections being made by the mind of an animal.
Images in perception or memory are associated with one another and/or
with some environmental stimuli so as to learn some behavior, or produce
some desired result. If that result is not achieved, an alternate route is
pursued in a trial-and-error fashion.
For example, Olton & Samuelson (1976) showed that rats are able to
associate routes in a maze with food acquisition. In these experiments,
food was placed at the end of each arm of an eight-arm radial maze, and
a rat was placed in the center of the maze and was kept in the maze until
all the food was collected. At fi rst, the rat did not associate a certain path
with the food, but after trial and error, the rat eventually got all of the
food. In subsequent tests, the food was placed in the same spot in the
maze, and the same rat was able to more quickly and effi ciently associate
the correct pathway with the acquisition of food.
Associative learning tests have been performed on humans and animals
numerous times (Zentall et al., 1990; Rescorla, 1988; Macphail, 1996, 1998;
Mackintosh, 1983, 1995; Hall, 1994, 1996). In his famous delayed matching
to sample tests, Hunter (1913) demonstrated that rats, raccoons, and dogs
are able to associate memories of a stimulus with the same stimulus perceived
by the animal so as to solve some problem. Wright (1989, 1997)
has shown that pigeons and monkeys can perform similar associations. A
typical battery of IQ tests will have several association tests whereby people
are asked to solve routine problems, such as linking a word to a picture
and/or linking pictures to one another in a familiar sequence (Sternberg,
1996, 1998, 2001).
Concerning nonroutine creative problem solving, we already know that
this entails pursuing a wholly new way to solve a problem that has not
been solved previously and that the problem solver did not possess a way
to solve the problem already. Here, however, we can draw a distinction between solving a nonroutine problem through imitation with another’s help
and solving a nonroutine problem on one’s own. Some animals appear to
have the capacity to solve nonroutine problems, once the solutions have
been shown to them or imitated for them.
Consider the following cases that demonstrate an animal’s ability to
solve a problem creatively through imitation with another’s help. An
octopus studied by Fiorito et al. (1990) has been documented as being able
to unpop the cork on a jar to get at food inside. Initially, the octopus could
see the food in the jar but was unable to unpop the cork of the jar to get
at the food. The next time, Fiorito et al. unpopped the cork while the
octopus was watching, resealed the jar, and gave it to him in his tank. The
octopus was able to associate the unpopping of the cork with the acquisition
of food, remembered what Fiorito et al. had shown him, and unpopped
the cork himself to get at the food.
Also, we have documented chimps trying a couple of different ways to
get at fruit in a tree—like jumping at it from different angles or jumping
at it off of tree limbs—before fi nally using a stick to knock it down. Scientists
also document young chimps watching older chimps do the same
thing (Tomasello, 1990; Tomasello et al., 1987, 1993; Byrne, 1995; Savage-
Rumbaugh & Boysen, 1978; Whiten et al., 1996, 1999). Like the octopus’s
problem solving ability, this seems to be a form of nonroutine creative
problem solving by use of another’s help.
In fact, several observations have been made of various kinds of animals
engaged in imitative behaviors: Whiten & Custance (1996), Whiten et al.
(1996, 1999), Tomasello et al. (1987, 1993), and Abravanel (1991) have
documented imitative behaviors in chimpanzees and children; Parker
(1996), Miles, Mitchell, & Harper (1996), Call & Tomasello (1994), and
Russon & Galdikas (1993, 1995) have witnessed young orangutans imitating
older orangutans using sticks and rocks to gather food, as well as
throwing sticks and rocks at other orangutans in self-defense; Yando, Seitz,
& Ziqler (1978), Mitchell (1987), and Moore (1992) report mimicry and
imitation in birds; and Heyes & Dawson (1990) and Heyes, Jaldon, &
Dawson (1992) note evidence of imitative behaviors in rats.
However, the number of possible solution routes is limited in these
examples of routine problem solving. If either the octopus’s corked jar
was sealed with Crazy Glue, or there were no sticks around, or there were
no other older chimps or researchers around to show younger chimps
how to use sticks, the octopus and chimpanzees in the above cases likely
would starve to death. The possible solution routes are limited because
the mental repertoires of these animals are environmentally fi xed, and their tool usage (if they have this capacity) is limited to stereotypical kinds
of associations.
Bitterman (1965, 1975, 2000) tested the intelligence levels of fi sh, turtles,
pigeons, rats, and monkeys with a variety of tasks, including pushing
paddles in water, pecking or pressing lighted disks, and crawling down
narrow runways. Although such animals improved their abilities to perform
these tasks as time went on, Bitterman found that these species only could
perform a limited number of associative learning tasks. These data, along
with the data concerning the octopus, chimps, orangutans, rats, and birds,
support the idea that these animals are engaged in mostly habitual, stereotyped
forms of associative thinking and learning (cf. the new research
concerning crows and other birds in Weir, Chappell, & Kacelnik, 2002;
Emery & Clayton, 2004; Reiner, Perkel, Mello, & Jarvis, 2004).
Unlike routine problem solving, which deals with associative connections
within familiar perspectives, nonroutine creative problem solving
entails an innovative ability to make connections between wholly unrelated
perspectives or ideas. Again, this kind of problem solving can occur
as a result of imitation through another’s help—as in the above octopus
and chimpanzee examples—as well as on one’s own. A human seems to
be the only kind of being who can solve nonroutine problems on his or her
own, without imitation or help. This is not to say that humans do not engage
in solving nonroutine problems through imitation; in fact, nonroutine
problem solving by imitation occurs all of the time, especially in the earlier
years of a human’s life. This is just to say that humans are the only animals
who have the potential to consider wholly new routes to problem solving.
Koestler (1964) referred to this quality of the creative mind as a bissociation
of matrices. When a human bissociates, that person puts together ideas,
memories, representations, stimuli, and the like in wholly new and unfamiliar
ways for that person. Echoing Koestler, Boden (1990, p. 5) calls this
an ability to “juxtapose formerly unrelated ideas.” Thus, Dominowski
(1995, p. 77) claims that “overcoming convention and generating a new
understanding of a situation is considered to be an important component
of creativity.”
When animals associate, they put together perceptions, memories, representations,
stimuli, and the like in familiar ways. For example, my cat
associates my loud voice with her being in trouble for knocking the plant
over and runs away, the rat associates a route with food, and the octopus
associates corked-jar-experiment B with corked-jar-experiment A and
more quickly can unpop the cork on the jar to get at the food in subsequent
tests. As far as we know, animals can associate only, so they always go for solutions to problems that are related to the environment or situation
in which they typically reside. Humans bissociate and are able to
ignore normal associations and try out novel ideas and approaches in
solving problems. Such an ability to bissociate accounts for more advanced
forms of problem solving, whereby the routine or habitual associations
are the kinds of associations that precisely need to be avoided, ignored, or
bracketed out as irrelevant to the optional solution (Finke et al., 1992).
Bissociation also has been pointed to as an aid in accounting for risibility;
hypothesis formation; art; technological advances; and the proverbial
“ah-hah,” creative insight, eureka moments humans experience when
they come up with a new idea, insight, or tool (Koestler, 1964; Boden,
1990; Holyoak & Thagard, 1989, 1995; Terzis, 2001; Davidson, 1995; Arp,
2005a, 2008c).
Thus, when we ask how it is that humans can be creative, part of what
we are asking is how they bissociate, namely, juxtapose formerly unrelated
ideas in wholly new and unfamiliar ways for that person. To put it colloquially,
humans can take some idea found “way over here in the left fi eld” of the
mind and make some coherent connection with some other idea found
“way over here in the right fi eld” of the mind. Humans seem to be the
only species that can engage in this kind of mental activity, principally
with visual images and ideas.
Mithen’s idea of cognitive fl uidity helps to explain our ability to bissociate
because the potential is always there to make innovative, previously
unrelated connections between ideas or perceptions, given that the information
between and among modules has the capacity to be mixed together
or intermingle. Thus, in essence, cognitive fl uidity accounts for bissociation,
which accounts for human creativity in terms of problem solving,
art, ingenuity, and technology. This is not to say that the information
will in fact mix together and then be bissociated by an individual. This is
just to say that there is always the potential for such a mental process to
occur in our species. In the words of Finke et al. (1992, p. 2), “people can
generate original images that lead to insight and innovation or commonplace
images that lead nowhere, depending on the properties of those
images.”