ACCELER8OR

Jul 10 2011

From Gamification to Intelligence Amplification to The Singularity

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“Moore’s law became obsolete as far as graphics were concerned.  Moore’s law was doubling. It was accelerating so fast that NVida started calling it Moore’s law cubed.

The following article was edited by R.U. Sirius and Alex Peake from a lecture Peake gave at the December 2010 Humanity+ Conference at the Beckman Institute in Pasadena, California. The original title was “Autocatalyzing Intelligence Symbiosis: what happens when artificial intelligence for intelligence amplification drives a 3dfx-like intelligence explosion.”

I’ve been thinking about the combination of artificial intelligence and intelligence amplification and specifically the symbiosis of these two things.

And the question that comes up is what happens when we make machines make us make them make us into them?

There are three different Moores’ Laws of accelerating returns. There are three uncanny valleys that are being crossed.  There’s a sort of coming of age story for humanity and for different technologies. There are two different species involved, us and the technology, and there are a number of high stakes questions that arise.

We could be right in the middle of an autocatalytic reaction and not know it. What is an autocatalytic reaction? An autocatalytic reaction is one in which the products of the reactions are the catalysts. So, as the reaction progresses, it accelerates and increases the rate of reaction.  Many autocatalytic reactions are very slow at first. One of the best known autocatalytic reactions is life.   And as I said, we could be right in the middle of one of these right now, and unlike a viral curve that spreads overnight, we might not even notice this as it ramps up.

There are two specific processes that I think are auto-catalyzing right now.

The first is strong AI. Here we have a situation where we don’t have strong AI yet, but we definitely have people aiming at it.  And there are two types of projects aiming toward advanced AI. One type says, “Well, we are going to have machines that learn things.” The other says, “We are going to have machines that’ll learn much more than just a few narrow things. They are going to become like us.”

And we’re all familiar with the widely prevalent method for predicting when this might be possible, which is by measuring the accelerating growth in the power of computer hardware. But we can’t graph when the software will exist to exploit this hardware’s theoretical capabilities. So some critics of the projected timeline towards the creation of human-level AI have said that the challenge arises not in the predictable rise of the hardware, but in the unpredictable solving of the software challenges.

One of the reasons that what we might broadly call the singularity project has difficulties solving some of these problems is that — although there’s a ton of money being thrown at certain forms of AI, they’re military AIs; or they’re other types of AI that have a narrow purpose. And even if these projects claim that they’re aimed at Artificial General Intelligence (AGI), they won’t necessarily lead to the kinds of AIs that we would like or that are going to be like us.  The popular image of a powerful narrow purpose AI developed for military purposes would, of course, be the T-1000, otherwise known as the Terminator.

The terminator possibility, or “unfriendly AI outcome” wherein we get an advanced military AI is not something that we look forward to. It’s basically the story of two different species that don’t get along.

Either way, we can see that AI is the next logical step.

But there’s a friendly AI hypothesis in which the AI does not kill us. It becomes us.
And if we actually merge with our technology — if we become family rather than competition — it could lead to some really cool outcomes.

And this leads us to the second thing that I think is auto-catalyzing: strong intelligence amplification.

We are all Intelligence amplification users.

Every information technology is intelligence amplification.  The internet — and all the tools that we use to learn and grow — they are all tools for intelligence amplification. But there’s a big difference between having Google at your fingertips to amplify your ability to answer some questions and having a complete redefinition of the way that humans brains are shaped and grow.

In the Diamond Age. Neal Stephenson posits the rise of molecular manufacturing. In that novel, we get replicators from today’s “maker bot,” so we can say “earl gray hot”… and there we have it.  We’re theoretically on the way to this sort of nanotech. And it should change everything. But there’s a catch.

In one of The Star Trek movies, Jean-Luc Picard is asked, “How much does this ship cost?” And he says, “Well, we no longer use money. Instead, we work to better ourselves and the rest of humanity.” Before the girl can ask him how that works, the Borg attack. So the answer as to how that would look is glossed over.

Having had a chance to contemplate the implications of nanotechnology for a few decades (since the publication of The Engines of Creation by Eric Drexler), we understand that it may not lead to a Trekkie utopia. Diamond Age points out one reason why. People may not want to make Earl Grey tea and appreciate the finer things in life.  They might go into spoiled brat mode and replicate Brawndo in a Brave New World or Fahrenheit 451. We could end up with a sort of wealthy Idiocracy amusing itself to death.

In Diamond Age, the human race splits into two types of people. There are your Thetes, which is an old Greek term. They’re the rowers and laborers and, in Diamond Age, they evolve into a state of total relativism and total freedom.

A lot of the things we cherish today lead to thete lifestyles and they result in us ultimately destroying ourselves. Stephenson posits an alternative: tribes.  And, in Diamond Age, the most successful tribe is the neo-Victorians.  The thetes resent them and call them “vickies.”  The big idea there was that what really matters in a post-scarcity economic world is not your economic status (what you have) but the intelligence that goes into who you are, who you know, and who will trust you.

And so the essence of tribalism involves building a culture that has a shared striving for excellence and an infrastructure for education that other tribes not only admire but seek out.  And they want to join your tribe. And that’s what makes you the most powerful tribe. That’s what gives you your status.

So, in Diamond Age, the “vickie” schools become their competitive advantage. After all, a nanotech society needs smart people who can deal with the technological issues.  So how do you teach nanotechnology to eighth graders? Well, you have to radically, aggressively approach not only teaching the technology but the cohesion and the manners and values that will make the society successful.

But the problem is that this has a trap. You may get a perfect education system.  And if you have a perfectly round, smooth, inescapable educational path shaping the minds of youths, you’re likely to get a kind of conformity that couldn’t invent the very technologies that made the nanotech age possible. The perfect children may grow up to all be “yes men.”

So one of the characters in Diamond Age sees his granddaughter falling into this trap and says, “Not on my watch.”  So he invents something that will develop human minds as well as the nanotech age developed physical wealth.  He invents “A young lady’s illustrated primer.”  And the purpose of the illustrated primer is to solve the problem.  On a mass scale, how do you shape each individual person to be free rather than the same?

Making physical stuff cheap and free is easy.  Making a person independent and free is a bigger challenge.  In Diamond Age, the tool for this is a fairy tale book.

The child is given the book and, for them, it unfolds an opportunity to decide who they’re going to be — it’s personalized to them.

And this primer actually leads to the question — once you have the mind open wide and you can put almost anything into there; how should you make the mind?  What should you give them as content that will lead to their pursuit of true happiness and not merely ignorant contentment?

The neo-Victorians embody conformity and the Thetes embody nonconformity. But Stephenson indicates that to teach someone to be subversive in this context, you have to teach them something other than those extremes.

You have to teach them subtlety.  And subtlety is a very elusive quality to teach.  But it’s potentially the biggest challenge that humanity faces as we face some really dangerous choices.

During the space race, JFK said, about the space program, that to do this – to make these technologies that don’t exist and go to the moon and so forth — we have to be bold. But we can’t just go boldly into strong AI or boldly go into strong nanotech. We have to go subtly.

I have my own educational, personal developmental narrative in association with a technology that we’ve boldy gone for — 3dfx.

As a teenager, my mom taught me about art and my dad taught me about how to invent stuff. And, at some point, they realized that they could only teach me half of what I needed to learn. In the changing world, I also needed a non-human mentor.  So she introduced me to the Mac. She bought the SE 30 because it had a floating point unit and she was told that would be good for doing science. Because that’s what I was interested in! I nodded and smiled until I was left alone with the thing so I could get down to playing games. But science snuck in on me: I started playing SimCity and I learned about civil engineering.

The Mac introduced me to games.  And when I started playing SimLife, I learned about how genes and alleles can be shaped and how you could create new life forms. And I started to want to make things in my computer.

I started out making art to make art, but I wasn’t satisfied with static pictures. So I realized that I wanted to make games and things that did stuff.

I was really into fantasy games. Fantasy games made me wish the world really was magic. You know, “I wish I could go to Hogwarts and cast magic spells.”  But the reality was that you can try to cast spells, it’s just that no matter how old and impressive the book you get magic out of happens to be, spells don’t work.

What the computer taught me was that there was real muggle magic.  It consisted of magic words. And the key was that to learn it, you had to open your mind to the computer and let the computer change you in its image. So I was trying to discover science and programming because my computer taught me. And once you had the computer inside of your mind, you could change the computer in your image to do what you wanted. It had its own teaching system. In a way, it was already the primer.
So then I got a PowerBook.  And when I took it to school, the teachers took one look at what I was doing and said, “We don’t know what to do with this kid!” So they said “you need a new mentor” and they sent me to meet Dr. Dude.

I kid you not. That wasn’t his actual name on his office and on his nameplate but that’s what he was known as.

Dr. Dude took a look at my Mac and said, “That’s really cute, but if you’re in university level science you have to meet Unix.” So I introduced myself to Unix.

Around that time, Jurassic Park came out. It blew people away with its graphics. And it had something that looked really familiar in the movie. As the girl says in the scene where she hacks the computer system, “It’s UNIX! I know this!”

I was using Unix in the university and I noticed that you could actually spot the Silicon Graphics logo in the movie.  Silicon Graphics was the top dog in computer graphics at that time. But it was also a dinosaur. Here you had SGI servers that were literally bigger than a person rendering movies while I could only do the simplest graphics stuff with my little PowerBook. But Silicon Graphics was about to suffer the same fate as the dinosaurs.

At that time, there was very little real-time texture mapping, if any. Silicon Graphics machines rendered things with really weird faked shadows. They bragged that there was a Z-buffer in some of the machines. It was a special feature.

This wasn’t really a platform that could do photorealistic real-time graphics, because academics and film industry people didn’t care about that.  They wanted to make movies because that was where the money was.  And just as with military AI, AI that’s built for making movies doesn’t get us where we want to go.

Well, after a while we reached a wall.  We hit the uncanny valley, and the characters started to look creepy instead of awesome. We started to miss the old days of real special effects. The absolute low point for these graphics was the Indiana Jones and the Crystal Skull monkey chase scene.

Movie goers actually stopped wanting the movies to have better graphics.  We started to miss good stories. Movie graphics had made it big, but the future was elsewhere. The future of graphics wasn’t in Silicon Graphics, it was in this tiny rodent-sized PC computer that was nothing compared to the SGI, but it had this killer app called Doom. And Doom was a perfect name for this game because it doomed the previous era of big tech graphics. And the big tech graphics people laughed at it. They’d make fun of it: “That’s not real graphics. That’s 2.5D.” But, do you know what? It was a lot cooler than any of the graphics on the SGI because it was realtime and fun.

Well, it led to Quake. And you could call it an earthquake for SGI. But it was more like an asteroid, because Quake delivered a market that was big enough to motivate people to make hardware for it. And when the hardware of the 3DFX graphic card arrived, it turned Quake‘s pixelated 3D dungeons into lush smoothly lit and textured photorealistic worlds. Finally, you started to get completely 3D accelerated graphics and big iron graphics machines became obsolete overnight.

Within a few years 3dFX was more then doubling the power of graphics every year and here’s why.  SGI made OpenGL. And it was their undoing, because it not only enabled prettier ways to kill people, which brought the guys to the yard. It also enabled beautiful and curvy characters like Lara Croft, which really brought the boys to the yard and also girls who were excited to finally have characters that they could identify with, even if they were kind of Barbies (which is, sadly, still prevalent in the industry). The idea of characters and really character-driven games drove graphics cards and soon the effects were amazing.

Now, instead of just 256 Megs of memory, you had 256 graphics processors.
Moore’s law became obsolete as far as graphics were concerned.  Moore’s law was doubling. It was accelerating so fast that NVida started calling it Moore’s law cubed. In fact, while Moore’s law was in trouble because the limits of what one processor could do, GPUs were using parallelism.

In other words, when they made the Pentium into the Pentium 2 they couldn’t actually give you two of them, with that much more performance.  They could only pretend to give you two by putting it in a big fancy dress and make it slightly better. But 3DFX went from 3DFX to the VOODOO2, which had three processors on each card, which could be double into six processors.

The graphics became photorealistic. So now we’ve arrived at a plateau. Graphics are now basically perfect. The problem now is that graphics cards are bored.  They’re going to keep growing but they need another task. And there is another task that parallelism is good for — neural networks.

So right now, there are demos of totally photorealistic characters like Milo. But unfortunately, we’re right at that uncanny valley that films were at, where it’s good enough to be creepy, but not really good enough.  There are games now where the characters look physically like real people, but you can tell that nobody is there.
So now, Jesse Schell has come along. And he gave this important talk  at Unite, the Unity developer conference. (Unity is a game engine that is going to be the key to this extraordinary future of game AI.) And in this talk, Schell points out all the things that are necessary to create the kinds of characters that can unleash a Moore’s law for artificial intelligence.

A law of accelerating returns like Moore’s Law needs three things:

Step 1 is the exploitable property: What do you keep increasing to get continued progress? With chips, the solution involved making them smaller and that kept making them faster and cheaper and more efficient. Perhaps the only reliably increasable thing about AI is the quantity of AIs and AI approaches being tested against each other at once. When you want to increase quality through competition, quantity can have a quality of its own. AI will be pivotal to making intelligence amplification games better and better. With all the game developers competing to deliver the best learning games we can get a huge number of developers in the same space sharing and competing with reusable game character AI.  This will parallelize the work being done in AI, which can accelerate it in a rocket assisted fashion compared to the one at a time approach to doing isolated AI projects.

The second ingredient of accelerating returns is you have to have an insatiable demand. And that demand is in the industry of intelligence amplification.  The market size of education is ten times the market size of games, and more then fifty percent of what happens in education will be online within five years.

That’s why Primer Labs is building the future of that fifty percent. It’s a big opportunity.

The final ingredient of exponential progress is the prophecy. Someone has to go and actually make the hit that demonstrates that the law of accelerating is at work, like Quake was to graphics. This is the game that we’re making.

Our game is going to invite people to use games as a school. And it’s going to implement danger in their lives. We’re going to give them the adventures and challenges every person craves to make learning fun and exciting.

And once we begin relying on AI mentors for our children and we get those mentors increasing in sophistication at an exponential rate, we’re dipping our toe into symbiosis between humans and the AI that shape them.

We rely on sexual reproduction because — contrary to what the Raelians would like to believe — cloning just isn’t going to fly. That’s because organisms need to handle bacteria that are constantly changing to survive. It’s not just competing with other big animals for food and mates, you have to contend with these tiny rapidly evolving things that threaten to parasitize you all the time. And there’s this thing called The Red Queen Hypothesis that shows that you need a whole bunch of junk DNA available to handle the complexity of life against wave after wave of mutating microorganisms.

We have a similar challenge with memes. We have a huge number of people competing to control out minds and to manipulate us. And so when we deal with memetic education, we have the opportunity to take what sexual reproduction does for our bodies and do it to our brains by  introducing a new source of diversity of thought into young minds. Instead of stamping generic educations onto every child and limiting their individuality, a personalized game-based learning process with human mentors coaching and inspiring each young person to pursue their destiny encourages the freshness of ideas our kids need to adapt and meet the challenges of tomorrow. And this sharing of our children with their AI mentors is the beginning of symbiotic reproduction with AI the same way that sexual reproduction happened between two genders.

The combination between what we do for our kids and what games are going to do for our kids means that we are going to only have a 50% say in who they are going to be. They’re going to become wizards at the computer and It’s going to specifically teach them to make better AI. Here’s where the reactants, humans and the games that make them smart, become their own catalysts. Every improvement in humans leads to better games leads to smarter humans leads to humans that are so smart that they may be unrecognizable in ways that are hard to predict.

The feedback cycle between these is autocatalytic.  It will be an explosion. And there are a couple of possibilities. It could destroy standardized education as we know it, but it may give teachers something much cooler to do with students: mentorship.

We’re going to be scared because we’re not going to know if we can trust our children with machines. Would you trust your kid with an AI? Well, the AIs will say, “Why should we trust you?”  No child abuse will happen on an AI’s watch.

So the issues become privacy. How much will we let them protect our kids? imagine the kid has a medical condition and the AI knows better then you what treatment to give it.

The AI might need to protect the kid from you.

Also, how do we deal with the effects of this on our kids when it’s unpredictable?  In some ways, when we left kids in front of the TV while they were growing up, it destroyed the latchkey generation. We don’t want to repeat this mistake and end up with our kids being zombies in a virtual world. So the challenge becomes: how do we get games to take us out of the virtual world and connect us with our aspirations? How do incentivize them to earn the “Achievement Unlocked: Left The House” awards?
That’s the heart of Primer. The game aims to connect people to activities and interests beyond games.

Finally, imagine the kids grow up with a computer mentor. Who will our kids love more, the computer or us?  “I don’t know if we should trust this thing,” some parents will say.

The kids are going to look at the AI, and it’s going to talk to them. And they are going to look at its code and understand it. And it’s going to want to look at their code and want to get to know them.  And they’ll talk and become such good friends that we’re going to feel kind of left out. They’re going to bond with AIs in a way that is going to make us feel like a generation left behind — like the conservative parents of the ‘60s love children.

The ultimate question isn’t whether our kids will love us but if we will recognize them. Will we  be able to relate to the kids of the future and love them if they’re about to get posthuman on us? And some of us might be part of that change, but our kids are going to be a lot weirder.

Finally, they’re going to have their peers. And their peers are going to be just like them. We won’t be able to understand them, but they’ll be able to handle their problems together.  And together they’re going to make a new kind of a world. And the AIs that we once thought of as just mentors may become their peers.

And so the question is: when are we going to actually start joining an AI market, instead of having our little fiefdoms like Silicon Graphics? Do we want to be dinosaurs? Or can we be a huge surge of mammals, all building AIs for learning games together?
So we’re getting this thing started with Primer at Primer Labs.com.

In Primer, all of human history is represented by a world tree. The tree is a symbol of us emerging from the cosmos. And as we emerge from the cosmos, we have our past, our present and our future to confront and to change. And the AI is a primer that guides each of us through the greatest game of all: to make all knowledge playable.

Primer is the magic talking mentor textbook in the Hogwarts of scientific magic, guiding us  from big bang to big brains to singularity.

Primer Labs announced their game, Code Hero, on July 3.

The original talk this article was taken from is here.

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Jul 06 2011

Transcending the Medical Frontiers: Exploring the Future of Psychedelic Drug Research

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When I was in graduate school studying behavioral neuroscience I wanted nothing more than to be able to conduct psychedelic drug research. However, in the mid-1980s, this was impossible to do at any academic institution on Earth. There wasn’t a single government on the entire planet that legally allowed clinical research with psychedelic drugs. However, this worldwide research ban started to recede in the early 1990s, and we’re currently witnessing a renaissance of medical research into psychedelic drugs.

Working with the Multidisciplinary Association for Psychedelic Studies (MAPS) for the past four years as their guest editor has been an extremely exciting and tremendously fruitful endeavor for me. It’s a great joy to see how MDMA can help people suffering from posttraumatic stress disorder (PTSD), how LSD can help advanced-stage cancer patients come to peace with the dying process, and how ibogaine can help opiate addicts overcome their addiction. There appears to be enormous potential for the development of psychedelic drugs into effective treatments for a whole range of difficult-to-treat psychiatric disorders.

However, as thrilled as I am by all the new clinical studies exploring the medical potential of psychedelic drugs, I still long for the day when our best minds and resources can be applied to the study of these extraordinary substances with an eye that looks beyond their medical applications, toward their ability to enhance human potential and explore new realities.

This article explores these possibilities. But first, let’s take a look at how we got to be where we are.

A Brief History of Time-Dilation Studies


Contemporary Western psychedelic drug research began in 1897, when the German chemist Arthur Heffter first isolated mescaline, the primary psychoactive compound in the peyote cactus. In 1943 Swiss chemist Albert Hofmann discovered the hallucinogenic effects of LSD (lysergic acid diethylamide) at Sandoz Pharmaceuticals in Basel while studying ergot, a fungus that grows on rye. Then, 15 years later, in 1958, he was the first to isolate psilocybin and psilocin — the psychoactive components of the Mexican “magic mushroom,” Psilocybe mexicana.

Before 1972, nearly 700 studies with LSD and other psychedelic drugs were conducted. This research suggested that LSD has remarkable medical potential. LSD-assisted psychotherapy was shown to safely reduce the anxiety of terminal cancer patients, alcoholism, and the symptoms of many difficult-to-treat psychiatric illnesses.

Between 1972 and 1990 there were no human studies with psychedelic drugs. Their disappearance was the result of a political backlash that followed the promotion of these drugs by the 1960s counterculture. This reaction not only made these substances illegal for personal use, but also made it extremely difficult for researchers to get government approval to study them.

The New Wave of Psychedelic Drug Research
The political climate began to change in 1990, with the approval of Rick Strassman’s DMT study at the University of New Mexico. According to public policy expert and MAPS president Rick Doblin this change occurred because, “open-minded regulators at the FDA decided to put science before politics when it came to psychedelic and medical marijuana research. FDA openness to research is really the key factor. Also, senior researchers who were influenced by psychedelics in the sixties now are speaking up before they retire and have earned credibility.”

The past 18 years have seen a bold resurgence of psychedelic drug research, as scientists all over the world have come to recognize the long-underappreciated potential of these drugs. In the past few years, a growing number of studies using human volunteers have begun to explore the possible therapeutic benefits of drugs such as LSD, psilocybin, DMT, MDMA, ibogaine and ketamine.

Current studies are focusing on psychedelic treatments for cluster headaches, PTSD, depression, obsessive-compulsive disorder (OCD), severe anxiety in terminal cancer patients, alcoholism, and opiate addiction. The results so far look quite promising, and more studies are being planned by MAPS and other private psychedelic research organizations, with the eventual goal of turning MDMA, LSD, psilocybin, and other psychedelics into legally available prescription drugs.

As excited as I am that psychedelic drugs are finally being studied for their medical and healing potential, I’m eagerly anticipating the day when psychedelic drug research can really take off, and move beyond its therapeutic applications in medicine. I look forward to the day when researchers can explore the potential of psychedelics as advanced learning tools, relationship builders, creativity enhancers, pleasure magnifiers, vehicles for self-improvement, reliable catalysts for spiritual or mystical experiences, a stimulus for telepathy and other psychic abilities, windows into other dimensions, and for their ability to possibly shed light on the reality of parallel universes and nonhuman entity contact.

Let’s take a look at some of these exciting possibilities.

The Science of Pleasure
Almost all medical research to date has been focused on curing diseases and treating illnesses, while little attention has been paid to increasing human potential, let alone to the enhancement of pleasure. However, one can envision a time in the not-too-distant future when we will have cured all of our most challenging physical ailments and have more time and resources on our hands to explore post-survival activities. It’s likely that we’ll then focus our research efforts on discovering new ways to improve our physical and mental performance.

A science devoted purely to enhancing pleasure might come next, and psychedelics could play a major role in this new field. Maverick physicist Nick Herbert’s “Pleasure Dome” project seeks to explore this possibility, and although this is little more than an idea at this point, it may be the first step toward turning the enhancement of pleasure into a true science.

According to surveys done by the U.S. National Institute of Drug Abuse, the number one reason why people do LSD is because “it’s fun.” Tim Leary helped to popularize the use of LSD with the help of the word “ecstasy,” and sex expert Annie Sprinkle has been outspoken about the ecstatic possibilities available from combining sex and psychedelics. Countless psychedelic trip reports have described long periods of appreciating extraordinary beauty and savoring ecstatic bliss, experiences that were many orders of magnitude more intense than the subjects previously thought possible.

With all the current research emphasis on the medical applications and therapeutic potential of psychedelics, the unspoken and obvious truth about these extraordinary substances is that, when done properly, they’re generally safe and healthy ways to have an enormous amount of fun. There’s good reason why, they’re so popular recreationally, despite their illegality.

When psychedelic research begins to integrate with applied neuroscience and advanced nanotechnology in the future, we can begin to establish a serious science of pleasure and fun. Most likely this would begin with a study of sensory enhancement and time dilation, which are two of the primary effects that psychedelics reliably produce.

Perhaps one day our brightest researchers and best resources will be devoted to finding new ways to enhance sexual, auditory, visual, olfactory, gustatory, and tactile sensations, and create undreamed of new pleasures and truly unearthly delights. Scientific studies could explore ways to improve sexual performance and enhance sensory sensitivity, elongate and intensify our orgasms, enlarge the spectrum of our perceptions, and deepen every dimension of our experience. Massage therapy, Tantra, music, culinary crafting, and other pleasure-producing techniques could be systematically explored with psychedelics, and universities could have applied research centers devoted to the study of ecstasy, tickling, and laughter.

The neurochemistry of aesthetic appreciation, happiness, humor, euphoria, and bliss could be carefully explored with an eye toward improvement. Serious research and development could be used to create new drugs, and integrate neurochemically heightened states with enhanced environments, such as technologically advanced amusement parks and extraordinary virtual realities. In this area of research, it seems that psychedelics may prove to be extremely useful, and countless new psychedelic drugs are just waiting to be discovered.

In addition to enhancing pleasure, psychedelics also stimulate the imagination in extraordinary ways.

Creativity & Problem-Solving
A number of early studies suggest that psychedelic drugs may stimulate creativity and improve problem-solving abilities. In 1955, Louis Berlin investigated the effects of mescaline and LSD on the painting abilities of four nationally recognized graphic artists. Although the study showed that there was some impairment of technical ability among the artists, a panel of independent art critics judged the experimental paintings as having “greater aesthetic value” than the artists’ usual work.

In 1959, Los Angeles psychiatrist Oscar Janiger asked sixty prominent artists to paint a Native American doll before taking LSD and then again while under its influence. A panel of independent art critics and historians then evaluated these 120 paintings. As with Berlin’s study, there was a general agreement by the judges that the craftsmanship of the LSD paintings suffered; however many received higher marks for imagination than the pre-LSD paintings.

In 1965, at San Francisco State College, James Fadiman and Willis Harman administered mescaline to professional workers in various fields to explore its creative problem-solving abilities. The subjects were instructed to bring a professional problem requiring a creative solution to their sessions. After some psychological preparation, subjects worked individually on their problem throughout their mescaline session. The creative output of each subject was evaluated by psychological tests, subjective reports, and the eventual industrial or commercial validation and acceptance of the finished product or final solution. Virtually all subjects produced solutions judged highly creative and satisfactory by these standards.

In addition to the scientific studies that have been conducted there are also a number of compelling anecdotal examples that suggest a link between creativity and psychedelic drugs. For example, architect Kyosho Izumi’s LSD-inspired design of the ideal psychiatric hospital won him a commendation for outstanding achievement from the American Psychiatric Association, and Apple cofounder Steve Jobs attributes some of the insights which lead to the development of the personal computer to his use of LSD. Additionally, a number of renowned scientists have personally attributed their breakthrough scientific insights to their use of psychedelic drugs — including Nobel Prize winners Francis Crick and Kary Mullis.

There hasn’t been a formal creativity study with psychedelics since 1965, although there are countless anecdotal reports of artists, writers, musicians, filmmakers, and other people who attribute a portion of their creativity and inspiration to their use of psychedelics. This is an area that is more than ripe for study. Anecdotal reports suggest that very low doses of LSD — threshold level doses, around 20 micrograms — are especially effective as creativity enhancers. For example, Francis Crick was reported to be using low doses of LSD when he discovered the double-helix structure of the DNA molecule.

I’d love to see a whole series of new studies exploring how cannabis, LSD, psilocybin, and mescaline can enhance the imagination, improve problem-solving abilities, and stimulate creativity. As advances in robotics automates more of our activities, I suspect that creativity will eventually become the most valuable commodity of all. Much of the creativity in Hollywood and Silicon Valley is already fueled by psychedelics and research into how these extraordinary tools could enhance creativity even more effectively may become a booming enterprise in the not-too-distant future.

However, creativity isn’t the only valuable psychological ability that psychedelics appear to enhance.

ESP & Psychic Phenomena

Few people are aware that there have been numerous, carefully-controlled scientific experiments with telepathy, psychokinesis, remote viewing, and other types of psychic phenomena, which have consistently produced compelling, statistically significant results that conventional science is at a loss to explain. Even most scientists, are currently unaware of the vast abundance of compelling scientific evidence for psychic phenomena, which has resulted from over a century of parapsychological research. Hundreds of carefully controlled studies — in which psi researchers continuously redesigned experiments to address the comments from their critics — have produced results that demonstrate small, but statistically significant effects for psi phenomena, such as telepathy, precognition, and psychokinesis.

According to Dean Radin, a meta-analysis of this research demonstrates that the positive results from these studies are significant with odds in the order of many billions to one. Princeton University, the Stanford Research Institute, Duke University, the Institute of Noetic Science, the U.S. and Russian governments, and many other respectable institutions, have spent years researching these mysterious phenomena, and conventional science is at a loss to explain the results. This research is summarized Radin’s remarkable book The Conscious Universe.

Just as fascinating as the research into psychic phenomena is the controversy that surrounds it. In my own experience researching the possibility of telepathy in animals, and other unexplained phenomena with British biologist Rupert Sheldrake, I discovered that many people are eager to share personal anecdotes about psychic events in their life — such as remarkable coincidences, uncanny premonitions, precognitive dreams, and seemingly telepathic communications. In these cases, the scientific studies simply confirm life experiences. Yet many scientists that I’ve spoken with haven’t reviewed the evidence, and remain doubtful that there is any reality to psychic phenomenon. However, surveys conducted by British biologist Rupert Sheldrake and myself reveal that around 78% of the population has had unexplainable “psychic” experiences, and the scientific evidence supports the validity of these experiences.

It’s also interesting to note that many people have reported experiencing meaningful psychic experiences with psychedelics — not to mention a wide range of paranormal events and synchronicities, which seem extremely difficult to explain by means of conventional reasoning.

A questionnaire study conducted by psychologist Charles Tart, Ph.D. of 150 experienced marijuana users found that 76% believed in extrasensory perception (ESP), with frequent reports of experiences while intoxicated that were interpreted as psychic. Psychiatrist Stanislav Grof, M.D., and psychologist Stanley Krippner, Ph.D., have collected numerous anecdotes about psychic phenomena that were reported by people under the influence of psychedelics, and several small scientific studies have looked at how LSD, psilocybin, and mescaline might effect telepathy and remote viewing.

For example, according to psychologist Jean Millay, Ph.D., in 1997, students at the University of Amsterdam in the Netherlands did research to establish whether or not the use of psilocybin could influence remote viewing. This was a small experiment, with only 12 test-subjects, but the results of the study indicated that those subjects who were under the influence of psilocybin achieved a success rate of 58.3 percent, which was statistically significant.

A great review article by Krippner and psychologist David Luke, Ph.D. that summarizes all of the psychedelic research into psychic phenomena can be found in the Spring, 2011 MAPS Bulletin that I edited about psychedelics and the mind/body connection. This article can be found here.

When I conducted the California-based research for two of Sheldrake’s books about unexplained phenomena in science, Dogs That Know When Their Owner’s Are Coming Home and The Sense of Being Stared At, one of the experiments that I ran involved testing blindfolded subjects to see if they could sense being stared at from behind. One of the subjects that I worked with reported an unusually high number of correct trials while under the influence of MDMA. I’d love to run a whole study to see if MDMA-sensitized subjects are more aware of when they’re being stared at.

It is especially common for people to report experiences with telepathy, clairvoyance, precognition, remote viewing, and psychokinesis while using ayahuasca, the potent hallucinogenic jungle juice from the Amazon. There have only been several studies with ayahuasca which demonstrate health benefits, but this is an area that is just crying out to be explored carefully and in depth. Future studies could examine ayahuasca’s potential and accuracy as a catalyst for psychic phenomena, and all of the traditional studies that have been done with psychic phenomena, which generated positive results, could be redone with subjects dosed with different psychedelics to see if test scores can be improved.

Increasing our psychic abilities may open up the human mind to new, unimagined possibilities–and if you think that harnessing telepathic and clairvoyant abilities is pretty wild, then hold on to your hats for what’s likely to come next.

 

Higher Dimensions & Nonhuman Entity Contact
A primary ingredient in ayahuasca is DMT, and users claim that this remarkable substance has the extraordinary power to open up an interdimensional portal into another universe. Some of the most fascinating psychedelic research has been done with this incredible compound.

DMT is a mystery. One of the strangest puzzles in all of nature — in the same league as questions like “What existed before the Big Bang?” and “How did life begin?” —revolves around the fact that the unusually powerful psychedelic DMT is naturally found in the human body, as well as in many species of animals and plants, and nobody knows what it does, or what function it might serve, in any of these places.

Because natural DMT levels tend to rise while we’re asleep at night, it has been suggested that it may have a role in dreaming. But this is pure speculation, and even if true, it may do much more. Because of its endogenous status and unusually potent effects, many people have considered DMT to be the quintessential psychedelic. DMT has effects of such strength and magnitude that it easily dwarfs the titanic quality of even the most powerful LSD trips, and it appears to transport one into an entirely new world — a world that seems more bizarre than our wildest imaginings, yet, somehow, is also strangely familiar.

Psychiatric researcher Rick Strassman, Ph.D., who conducted a five year study with DMT at the University of New Mexico, has suggested that naturally elevated DMT levels in the brain may be responsible for such unexplained mental phenomena as spontaneous mystical experiences, near-death experiences, nonhuman entity contact, and schizophrenia. Strassman and others have even gone so far as to speculate about the possibility that elevated DMT levels in the brain might be responsible for ushering the soul into the body before birth, and out of the body after death.

But perhaps what’s most interesting about DMT is that, with great consistency, it appears to allow human beings to communicate with other intelligent life forms. When I interviewed Strassman, I asked him if he thought that there was an objective reality to the worlds visited by people when they’re under the influence of DMT, and if he thought that the entities that so many people have encountered on DMT actually have an independent existence or not. Rick replied:

I myself think so. My colleagues think I’ve gone woolly-brained over this, but I think it’s as good a working hypothesis as any other. I tried all other hypotheses with our volunteers, and with myself. The “this is your brain on drugs” model; the Freudian “this is your unconscious playing out repressed wishes and fears;” the Jungian “these are archetypal images symbolizing your unmet potential;” the “this is a dream;” etc. Volunteers had powerful objections to all of these explanatory models — and they were a very sophisticated group of volunteers, with decades of psychotherapy, spiritual practice, and previous psychedelic experiences. I tried a thought-experiment, asking myself, “What if these were real worlds, and real entities? Where would they reside, and why would they care to interact with us?” This led me to some interesting speculations about parallel universes, dark matter, etc. All because we can’t prove these ideas right now (lacking the proper technology) doesn’t mean they should be dismissed out of hand as incorrect.

A 2006 scientific paper by computer scientist Marko A. Rodriguez called  “A Methodology for Studying Various Interpretations of the N,N-dimethyltryptamine-Induced Alternate Reality” explores how to possibly determine if the entities experienced by people on DMT are indeed independently existing intelligent beings or just projections of our hallucinating brains. Rodriguez suggests a test that involves asking the entities to perform a complex mathematical task involving prime numbers to verify their independent existence. While it seems like a long shot that this method could lead to fruitful results, I think that any serious speculation about establishing communication channels with these mysterious beings is constructive.

Strassman’s work could represent the very beginning of a scientific field that systematically explores the possibility of communicating with higher dimensional entities, and this might prove to be a more fruitful endeavor for establishing extraterrestrial contact than the SETI project. What they can teach us, we can only imagine.

My own experiences with DMT lead me to suspect that Strassman’s studies would have yielded far more fruitful results had the subjects been dosed with harmaline prior to receiving their DMT injections. Harmaline is an MAO-inhibiting enzyme that is found in a number of plants. It’s found in the famous South American vine known as Banisteriopsis cappi, which composes half of the mixture in the sacred hallucinogenic jungle juice ayahuasca, which has been used for healing purposes by indigenous peoples in the Amazon basin for thousands of years. Harmaline is widely known as the chemical that allows the DMT in other plants, like Psychotria viridis, to become orally active.

Orally-consumed DMT is destroyed in the stomach by an enzyme called monoamine oxidase (MAO), which harmaline inhibits. However, it does much more than just make the DMT orally active. I’ve discovered that drinking a tea made from Syrian rue seeds–which also contain harmaline–two hours prior to smoking DMT dramatically alters the experience. Harmaline has interesting psychoactive properties of its own that are somewhat psychedelic, and it slows down the speed of the DMT experience considerably, rendering it more comprehensible, less frightening, and easier to understand. For thousands of years indigenous peoples in the Amazon jungles combined harmaline and DMT, and this long history has cultivated a powerful synergism between how the two molecules react in our body.

In future studies harmaline could be used in conjunction with DMT, to more accurately simulate the ayahuasca experience that strikes such a powerful primordial cord in our species. This would allow for the experience to become much more comprehensible, and last for a greater duration of time, which would allow for more ability to examine the phenomenon of nonhuman entity communication.

Some readers may have noticed that this article has loosely followed a Christian theological progression, from the ego death and bodily resurrection of the medical studies with psychedelics, to the paradisiacal pleasures of Heaven, where we discovered our godlike powers and met with the angels. Ultimately, it appears, this research will lead us to the source of divinity itself.

The Study of Divine Intelligence
Perhaps the most vital function of psychedelics is their ability to reliably produce spiritual or mystical experiences. These transpersonal experiences of inseparability often result in an increased sense of ecological awareness, a greater sense of interconnection, a transcendence of the fear of death, a sense of the sacred or divine, and identification with something much larger than one’s body or personal life.

Many people suspect that this experience lies at the heart of the healing potential of psychedelics —and they believe that making this experience available to people is essential for the survival of our species. I agree that we need a compassionate vision of our interconnection with the biosphere to guide our technological evolution and without it we might destroy ourselves.

In his book The Physics of Immortality, physicist Frank Tipler introduces the idea that if a conscious designing intelligence is genuinely a part of this universe, then ultimately religion — or the study of this designer intelligence — will become a branch of physics. Psychedelic drug research may offer one pathway toward establishing this future science.

Recent studies by Roland Griffiths and colleagues at Johns Hopkins have confirmed that psilocybin can indeed cause religious experiences that are indistinguishable from religious experiences reported by mystics throughout the ages — and that substantial health benefits can result from these experiences.

These new studies echo the findings of an earlier study done in 1962 by Walter Pahnke of the Harvard Divinity School, and it’s certainly not news to anyone who has had a full-blown psychedelic experience. R.U. Sirius responded to this seemingly redundant research by saying that “Wow! Scientists Discover Ass Not Elbow!” Nonetheless, this may represent the beginning of a whole new field of academic inquiry, which explores those realms that have been previously declared off-limits to science.

It appears that the integration of science and spirituality could be the next event horizon — our next adventure as a species. Our future evolution may depend on it. Without a transpersonal perspective of interconnection to guide our evolutionary direction, we seem to be firmly set on a path toward inevitable self-destruction. I personally believe psychedelics can help us get back on track, and help us heal the damage that we’ve done to ourselves and to the Earth. This is why I believe so strongly in psychedelic drug research.

There isn’t much time left before our biosphere starts to unravel, and we may only have a small window of opportunity to save our fragile world. I think that MAPS — and sister organizations, like the Beckley Foundation and the Heffter Research Institute — are industrialized society’s best hope for transforming the planet’s ancient shamanic plants into the respectable scientific medicines of tomorrows and, in so doing, bring psychedelic therapy to all who need it. This may not only help to heal a number of difficult-to-treat medical disorders, and increase ecological harmony on the planet, but it may also open up a doorway to untold and unimagined new worlds of possibility.

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