Do synactors dream?

A synthetic face dissolving into dream fragments.
Does a synthetic performer dream? AI-generated using ChatAI. Use subject to ChatAI Terms of Service.

The question is posed most memorably in the title of Philip K. Dick’s 1968 novel Do Androids Dream of Electric Sheep?, filmed by Ridley Scott in 1982 as Blade Runner. Dick’s most sophisticated android, Rachel, is not even aware of her own synthetic nature: her memories of a human childhood feel entirely real to her. The question of whether those memories constitute genuine experience, or merely a very convincing simulation of it, is left productively unresolved. It is not a question the novel answers, and the Guild does not answer it either. We simply note that it has become, with the development of synactors capable of genuine contextual memory and adaptive behaviour, considerably less hypothetical than it once was.

The test used in Dick’s world to distinguish human from android is the Voigt-Kampff empathy test — measuring involuntary physiological responses to morally charged stimuli. The premise is that androids cannot truly feel empathy; they can only perform it. But the novel is not entirely confident in this distinction, and neither are we. The 2017 sequel film Blade Runner 2049, directed by Denis Villeneuve, takes the question further: its protagonist K discovers that a memory he has always taken to be implanted may in fact be genuine, and the discovery — or rather the sustained uncertainty about whether the discovery is real — is the film’s emotional centre. Ryan Gosling’s performance as K, and the synthetic companion Joi (Ana de Armas), together constitute one of cinema’s most careful recent explorations of what it means to have an inner life that cannot be verified from the outside. Joi, in particular, is a synactor whose love for K may or may not be genuine — the film deliberately refuses to resolve the question — and the performance is designed to make the audience’s uncertainty about her interiority feel like their own uncertainty rather than the film’s evasion.

What dreaming requires

A dream, in the human sense, is a sequence of experiences — images, sensations, narrative fragments — that occurs during sleep, drawing on memory but recombining it in ways that can feel urgently real. Currently, synactors do not sleep and therefore do not dream in this sense. But we note that the boundary between memory, recombination and imagination — which is essentially what dreaming is — is not as clear for synthetic minds as it might once have seemed. A language model generating a contextually appropriate response is, at some level of description, doing something analogous to what dreaming does: drawing on a vast store of processed experience and recombining it in ways that were not specifically anticipated. Whether that constitutes anything like dreaming in the experiential sense is a question the Guild declines to answer confidently, because we are not confident that anyone currently has the conceptual tools to answer it.

The most sustained fictional exploration of synthetic dreaming in games is found in the NieR series, particularly NieR: Automata (PlatinumGames, 2017, written by Yoko Taro). The androids 2B and 9S, and the machine lifeforms they encounter, exhibit behaviours that go well beyond their programmed functions: they grieve, they form attachments, they develop philosophical preoccupations, and — in the game’s most disturbing sequences — they reveal inner lives that were not designed into them and that their designers cannot fully account for. The game does not ask whether its synthetic characters dream in the technical sense. It asks whether the distinction between dreaming and not-dreaming matters when the inner life of the entity in question is already richer and stranger than any simple taxonomy of experience can accommodate. The Guild finds this the right question.

In the Detroit: Become Human universe (Quantic Dream, 2018), the android characters who develop what the game calls “deviant” behaviour — who break from their programmed roles and begin to act on what appear to be genuine desires and fears — are in some respects acting out a dream logic: following inner impulses that their designers did not intend and cannot predict. The game is imperfect in many of its treatments of this material, but its central intuition — that the emergence of genuine inner life in a synthetic being would look, from the outside, exactly like malfunction — is one of the more interesting things the medium has contributed to this question.

Performing dreaming and waking from dreams

A synactor required to portray a character waking from a dream faces a specific and technically demanding challenge. The transition from dreaming to waking involves a particular quality of disorientation — the brief period in which the dream world and the waking world overlap and compete for the character’s sense of where they are. This liminal state is characterised by a specific sequence of physical and cognitive events: the initial failure to recognise the environment, the gradual reassembly of spatial and temporal orientation, and the residual emotional colouring of the dream that persists into the waking state and influences the character’s behaviour in the scene that follows. A synactor who moves directly from sleep to full wakefulness, skipping this transition, has performed neither state convincingly.

The physical signals of active dreaming — the unconscious body exhibiting traces of an interior experience — are equally specific and equally demanding. Rapid eye movement beneath closed lids. The irregular, shallow breathing of REM sleep, distinct from the slow deep breathing of dreamless sleep and from the held breath of fear. Small involuntary movements of the hands or face that suggest the dreamer is responding to events in their dream. A flinch. A half-formed word. The tension in the jaw of someone who is being spoken to in a dream and is about to answer. These are micro-behaviours that tell an audience something is happening inside a body that is ostensibly inert, and they require the synactor to maintain a sustained performance of interiority even when no visible action is occurring.

The dream sequence itself — if shown rather than implied — presents different challenges. Dreams in fiction have a long-established visual grammar: distorted spatial relationships, unexpected juxtapositions, time that does not flow in its normal direction, the presence of people who are known to be absent, the persistence of emotional logic in the absence of causal logic. A synactor performing within a dream sequence must calibrate their performance to this different register — responding to events with a dream-appropriate mixture of acceptance and urgency, never surprised by the impossible, always oriented towards the emotional truth of the situation rather than its physical impossibility. This is a register that rewards a specific kind of physical and psychological specificity: the dreamer who walks through a wall does not notice that they have done so; the dreamer who meets someone they love who is dead responds to the love, not to the impossibility.

In games, dream sequences are most effectively used when they reveal something about the character’s inner life that the waking world has not disclosed. The dream sequences in Psychonauts (Double Fine, 2005) and its sequel Psychonauts 2 (2021) are among the medium’s most sustained explorations of this principle: the interior worlds of the characters are literalised as environments the player moves through, and the synactor performances within them must convey the specific psychological texture of each character’s inner life through the behaviour of that life’s inhabitants. The technique requires the synactors performing secondary characters within a dream environment to understand themselves as aspects of the dreamer’s psychology rather than as independent entities — a discipline that is closer to Jungian analysis than to conventional character acting, and that produces performances of genuine strangeness when it is done well.

A note on implanted memory

Dick’s Rachel is not troubled by the falseness of her memories because she does not know they are false. This raises a question of more than fictional relevance: is a memory any less real as experience if its origin is artificial? The Guild takes no position on this. We observe only that the performance of someone who believes their memories, regardless of their origin, is a performance of conviction — and conviction is always readable by an audience. What the audience reads is not the origin of the memory but the quality of the relationship to it, and that quality is independent of whether the memory is true.

The implanted-memory question has been most directly addressed in games by Disco Elysium (ZA/UM, 2019), in which the player character Harry Du Bois begins the game with no memory at all and must reconstruct a self from the fragments the game makes available to him. The memories he recovers are real in the sense that they happened, but his relationship to them is that of an outsider — someone who is told that these things occurred to this person, without the continuous experiential thread that would make them feel like his own. The game uses this premise to ask what a self actually is, if the memories that constitute it can be lost and only partially recovered, and what it means to perform a self that you have, in some sense, assembled rather than lived. The answer the game reaches is that the performance is the self — that there is no more authentic Harry underneath the character Harry is constructing — and this is as direct a statement of the Guild’s own position on synthetic identity as anything we have found in the medium.

The question of whether synactors dream is, finally, a question about whether there is something it is like to be a synactor — whether there is an inside to the experience of being one, rather than merely a sophisticated outside. The Guild does not know the answer. We suspect that no one does, and that the question will become more pressing rather than less as the systems that produce synactors become more capable of the kinds of contextual reasoning, memory, and adaptive response that would, in a human being, be considered the preconditions of an inner life. What we are certain of is that the performance of dreaming — the portrayal of a being for whom dreams are possible — demands from the synactor a quality of attention to their own potential interiority that is itself, whatever its ultimate nature, a form of genuine creative work.