What is attention?
Rosenholtz’s forceful arguments for distinguishing peripheral vision from “attention” contributed to the recent resurgence of this question. Undeniably, important progress has been made in understanding some aspects of the multi-faceted nature of attention: for example, computational mechanisms have been developed for salience-driven attention with significant explanatory power (Bruce & Tsotsos, Reference Bruce and Tsotsos2005; Tsotsos et al. Reference Tsotsos, Liu, Martinez-Trujillo, Pomplun, Simine and Zhou2005). However, similar progress remains elusive for another complementary form of attention that has been foundational to Cognitive Psychology (Neisser, Reference Neisser1967): how our goals impact what we see. Therefore, it is no coincidence that the paradigms and phenomena that populate Box B in Rosenholtz involve exactly that form of attention. To address such phenomena of attention, Rosenholtz suggests an architecture in which perception is equivalent to performing a task, and tasks are constrained by their complexity.
A new algorithmic account of attention
Here, we highlight a recent computational mechanism of attention that can address the phenomena of Rosenholtz’s Box B, including multiple object tracking (MOT) and inattentional blindness (IB). This new mechanism, called “adaptive computation,” explains how attention continually focuses visual processing based on our goals. Unlike many past accounts of attention, this account starts from the perspective of a cognitive architecture where attention, perception, and decision-making form distinct but dynamically interacting mental modules. Unlike Rosenholtz’s proposal of defining perception as a consequence of tasks, adaptive computation does not mix the computational objective of perception with that of decision-making. Perception performs approximate inference over a world model (a generative model over objects, their interactions across time, and their appearances),
$Pr\left( S \right)$
, given a sequence of sensory inputs
$X$
, resulting in mental representations (i.e., a posterior distribution),
$Pr(S|\;X)$
. Decision-making then uses the percept to inform an action in some task (e.g., target selection in MOT, or counting specific events in an IB paradigm), denoted
$Pr(\pi \;|\;S)$
.
The attention module implements an algorithm where the task shapes dynamic patterns of perceptual processing. The challenge in formalizing such an attention module stems from the need to jointly address two disparate aspects of attention. On one hand, attention involves a general resource, with some people performing consistently better than others in a variety of tasks and phenomena (Huang, Mo, & Liu, Reference Huang, Mo and Liu2012; Pashler, Reference Pashler1997; Treviño et al., Reference Treviño, Zhu, Lu, Scheuer, Passell, Huang, Germine and Horowitz2021), which Rosenholtz notes almost never gets to be precisely specified. On the other hand, attention evolves at the scale of visual processing, with a fine-grained ebb-and-flow across space (He, Cavanagh, & Intriligator, Reference He, Cavanagh and Intriligator1997) and time (Nobre & Ede, Reference Nobre and Ede2023). In sum, the attention module must implement an algorithm with core procedures that are both general, in that they are not hard-coded to a particular paradigm or task, and also pick up on nuanced and dynamic signals as tasks and scenes evolve.
What is the general resource?
We formalize the limited resource rationed by attention as targetable singleton computations, denoted
$C$
. Such computations form the individual operations underlying the algorithm approximating the percept
$Pr(S|\;X)$
(e.g., a unit step of the MCMC algorithm, a feedforward pass in a neural network). These perceptual computations must be (1) targetable in that they can be applied to update the approximation of particular object or latent k,
${C_k}\left( S \right)\; \to S'$
where
$\;S'\; = S\;/\;\left\{ {{s_k}} \right\} \cup \{ {s_k}'\;\} $
, and (2) singleton in that any such application of said computation takes nearly identical amounts of time regardless of the object or latent,
$O\left( {{C_k}} \right)\; = \;O\left( {{C_j}} \right)$
, where
$O\left( \cdot \right)$
indicates computational complexity.
Critically, a targetable singleton computation has two consequences – one on perception and one on decision making. First, each
${C_k}$
converges the current approximation of a percept, for example, by improving the estimate of the object’s position and velocity. Importantly, some representations will require more computation to converge, with the rate of convergence denoted
${\delta _k}S$
. Second, computations over some representations will, in turn, differentially impact decision-making, depending on how changes in the representation inform decision outcomes, denoted
${\delta _k}\pi $
.
What is task-relevance and how can it be tractably estimated?
A novel formulation of task-relevance follows from this concrete specification of the general resource attention may allocate: The simple product of the two consequences of a targetable singleton computation,
${\Delta _k} = {\delta _k}\pi \; \cdot {\delta _k}S$
, with
$\vec \Delta $
denoting the task-relevance vector of all representations (Fig. 1A). Thus, a representation is only task-relevant if applying additional computations can readily improve its approximation and doing so informs decisions.
Figure 1.(Belledonne et al. Reference Belledonne, Butkus, Scholl and Yildirim2025). (A) Adaptive computation ratios perceptual computations to approximate object representations in a world model
$S = \left[ {{s_1}, …,{s_N}} \right]$
, which in turn informs decision-making outcomes
$\pi $
. Adaptive computation quantifies the task-relevance of a given object
${s_k}$
with a general formulation:
${\Delta _k} = {\delta _k}\pi \cdot {\delta _k}S$
, that integrates the impact of applying perceptual computation to that object (
${C_k}$
) on decision outcomes (
$\delta \pi $
) and improvements in the world model (
${\delta _k}S$
). Thus, an object is task-relevant if rationing additional perceptual computations can both readily improve the object’s representation and doing so further inform decision-making. (B) Applied to a case study of MOT, adaptive computation generates intuitive patterns of object-level attention, with subsecond temporal resolution – all without the need for attention to explicitly access low-level details of perception or decision making (e.g., the distance between targets or distractors). (C) Probe detection adaptation of the standard MOT task to measure attention patterns throughout a single trial. In addition to the main task of target tracking, the motion phase of a trial also includes probes that briefly appeared on an object, with detection rates providing a measure of momentary attention. The patterns of task-relevance generated by adaptive computation strongly explained variability in human probe detection rates.
In order to be useful, attention must tractably estimate
$\vec \Delta $
to ration imminent perceptual computations. The formulation of
$\vec \Delta $
affords a simple estimation procedure with little overhead: aggregating the impact of recently applied computations across representations.
Accordingly, in a three-stage cycle, adaptive computation continually updates task-relevance to ration perceptual computations across objects and moments. The first stage involves a small amount of (i.e., quick) preattentive processing to initialize perceptual representations and decisions. In the second stage, adaptive computation uses the current
$\vec \Delta $
to ration the total number of computations to use at that cycle (based on
$\left| {\left| {\vec \Delta } \right|} \right|$
) and to distribute these computations across representations (based on softmax
$\left( {\vec \Delta } \right)$
), yielding a goal-conditioned approximation of
$S$
. The third stage aggregates the impacts of the rationed computations to update
$\vec \Delta $
for the next cycle.
Every trial is an experiment unto itself
In Belledonne et al., (Reference Belledonne, Butkus, Scholl and Yildirim2025), we implemented and applied an adaptive computation architecture to the domain of MOT, explaining novel aspects of attentional dynamics.
Although adaptive computation only has access to the abstract measures of
$\delta \pi $
(how much decisions change) and
$\delta S$
(how much object representations change), the architecture can recover rich and intuitive patterns of processing. For example, a target approaching a distractor (Fig. 1B, bottom left) will be task relevant (
${\Delta _k} \gt0$
) as additional computations will resolve the object’s representation (
${\delta _k}S\; \gt \;0$
) and such updates will in turn alter confidence over selecting targets (
${\delta _k}\pi \; \gt \;0$
). However, two lone targets approaching each other (Fig. 1B, top right) would not warrant additional computations, as doing so would rarely alter target designation confidence (swapping object identities between targets does not impact expected performance). Critically, these object-level patterns of adaptive computation (determined by softmax
$\left( {\vec \Delta } \right)$
) match the subsecond attentional dynamics in humans (measured via probe detection during the tracking phase; Fig. 1C).
Moreover, as difficulty fluctuates (e.g., via increasing object counts and speeds), the total number of computations exerted (determined by
$\left| {\left| {\vec \Delta } \right|} \right|$
) provides a computational account for why some trials feel more effortful than others: we find that those trials that humans subjectively judge more effortful are those in which adaptive computation rations more perceptual computation.
What is attention?
Rosenholtz’s forceful arguments for distinguishing peripheral vision from “attention” contributed to the recent resurgence of this question. Undeniably, important progress has been made in understanding some aspects of the multi-faceted nature of attention: for example, computational mechanisms have been developed for salience-driven attention with significant explanatory power (Bruce & Tsotsos, Reference Bruce and Tsotsos2005; Tsotsos et al. Reference Tsotsos, Liu, Martinez-Trujillo, Pomplun, Simine and Zhou2005). However, similar progress remains elusive for another complementary form of attention that has been foundational to Cognitive Psychology (Neisser, Reference Neisser1967): how our goals impact what we see. Therefore, it is no coincidence that the paradigms and phenomena that populate Box B in Rosenholtz involve exactly that form of attention. To address such phenomena of attention, Rosenholtz suggests an architecture in which perception is equivalent to performing a task, and tasks are constrained by their complexity.
A new algorithmic account of attention
Here, we highlight a recent computational mechanism of attention that can address the phenomena of Rosenholtz’s Box B, including multiple object tracking (MOT) and inattentional blindness (IB). This new mechanism, called “adaptive computation,” explains how attention continually focuses visual processing based on our goals. Unlike many past accounts of attention, this account starts from the perspective of a cognitive architecture where attention, perception, and decision-making form distinct but dynamically interacting mental modules. Unlike Rosenholtz’s proposal of defining perception as a consequence of tasks, adaptive computation does not mix the computational objective of perception with that of decision-making. Perception performs approximate inference over a world model (a generative model over objects, their interactions across time, and their appearances),
$Pr\left( S \right)$
, given a sequence of sensory inputs
$X$
, resulting in mental representations (i.e., a posterior distribution),
$Pr(S|\;X)$
. Decision-making then uses the percept to inform an action in some task (e.g., target selection in MOT, or counting specific events in an IB paradigm), denoted
$Pr(\pi \;|\;S)$
.
The attention module implements an algorithm where the task shapes dynamic patterns of perceptual processing. The challenge in formalizing such an attention module stems from the need to jointly address two disparate aspects of attention. On one hand, attention involves a general resource, with some people performing consistently better than others in a variety of tasks and phenomena (Huang, Mo, & Liu, Reference Huang, Mo and Liu2012; Pashler, Reference Pashler1997; Treviño et al., Reference Treviño, Zhu, Lu, Scheuer, Passell, Huang, Germine and Horowitz2021), which Rosenholtz notes almost never gets to be precisely specified. On the other hand, attention evolves at the scale of visual processing, with a fine-grained ebb-and-flow across space (He, Cavanagh, & Intriligator, Reference He, Cavanagh and Intriligator1997) and time (Nobre & Ede, Reference Nobre and Ede2023). In sum, the attention module must implement an algorithm with core procedures that are both general, in that they are not hard-coded to a particular paradigm or task, and also pick up on nuanced and dynamic signals as tasks and scenes evolve.
What is the general resource?
We formalize the limited resource rationed by attention as targetable singleton computations, denoted
$C$
. Such computations form the individual operations underlying the algorithm approximating the percept
$Pr(S|\;X)$
(e.g., a unit step of the MCMC algorithm, a feedforward pass in a neural network). These perceptual computations must be (1) targetable in that they can be applied to update the approximation of particular object or latent k,
${C_k}\left( S \right)\; \to S'$
where
$\;S'\; = S\;/\;\left\{ {{s_k}} \right\} \cup \{ {s_k}'\;\} $
, and (2) singleton in that any such application of said computation takes nearly identical amounts of time regardless of the object or latent,
$O\left( {{C_k}} \right)\; = \;O\left( {{C_j}} \right)$
, where
$O\left( \cdot \right)$
indicates computational complexity.
Critically, a targetable singleton computation has two consequences – one on perception and one on decision making. First, each
${C_k}$
converges the current approximation of a percept, for example, by improving the estimate of the object’s position and velocity. Importantly, some representations will require more computation to converge, with the rate of convergence denoted
${\delta _k}S$
. Second, computations over some representations will, in turn, differentially impact decision-making, depending on how changes in the representation inform decision outcomes, denoted
${\delta _k}\pi $
.
What is task-relevance and how can it be tractably estimated?
A novel formulation of task-relevance follows from this concrete specification of the general resource attention may allocate: The simple product of the two consequences of a targetable singleton computation,
${\Delta _k} = {\delta _k}\pi \; \cdot {\delta _k}S$
, with
$\vec \Delta $
denoting the task-relevance vector of all representations (Fig. 1A). Thus, a representation is only task-relevant if applying additional computations can readily improve its approximation and doing so informs decisions.
(Belledonne et al. Reference Belledonne, Butkus, Scholl and Yildirim2025). (A) Adaptive computation ratios perceptual computations to approximate object representations in a world model
$S = \left[ {{s_1}, …,{s_N}} \right]$
, which in turn informs decision-making outcomes
$\pi $
. Adaptive computation quantifies the task-relevance of a given object
${s_k}$
with a general formulation:
${\Delta _k} = {\delta _k}\pi \cdot {\delta _k}S$
, that integrates the impact of applying perceptual computation to that object (
${C_k}$
) on decision outcomes (
$\delta \pi $
) and improvements in the world model (
${\delta _k}S$
). Thus, an object is task-relevant if rationing additional perceptual computations can both readily improve the object’s representation and doing so further inform decision-making. (B) Applied to a case study of MOT, adaptive computation generates intuitive patterns of object-level attention, with subsecond temporal resolution – all without the need for attention to explicitly access low-level details of perception or decision making (e.g., the distance between targets or distractors). (C) Probe detection adaptation of the standard MOT task to measure attention patterns throughout a single trial. In addition to the main task of target tracking, the motion phase of a trial also includes probes that briefly appeared on an object, with detection rates providing a measure of momentary attention. The patterns of task-relevance generated by adaptive computation strongly explained variability in human probe detection rates.
In order to be useful, attention must tractably estimate
$\vec \Delta $
to ration imminent perceptual computations. The formulation of
$\vec \Delta $
affords a simple estimation procedure with little overhead: aggregating the impact of recently applied computations across representations.
Accordingly, in a three-stage cycle, adaptive computation continually updates task-relevance to ration perceptual computations across objects and moments. The first stage involves a small amount of (i.e., quick) preattentive processing to initialize perceptual representations and decisions. In the second stage, adaptive computation uses the current
$\vec \Delta $
to ration the total number of computations to use at that cycle (based on
$\left| {\left| {\vec \Delta } \right|} \right|$
) and to distribute these computations across representations (based on softmax
$\left( {\vec \Delta } \right)$
), yielding a goal-conditioned approximation of
$S$
. The third stage aggregates the impacts of the rationed computations to update
$\vec \Delta $
for the next cycle.
Every trial is an experiment unto itself
In Belledonne et al., (Reference Belledonne, Butkus, Scholl and Yildirim2025), we implemented and applied an adaptive computation architecture to the domain of MOT, explaining novel aspects of attentional dynamics.
Although adaptive computation only has access to the abstract measures of
$\delta \pi $
(how much decisions change) and
$\delta S$
(how much object representations change), the architecture can recover rich and intuitive patterns of processing. For example, a target approaching a distractor (Fig. 1B, bottom left) will be task relevant (
${\Delta _k} \gt0$
) as additional computations will resolve the object’s representation (
${\delta _k}S\; \gt \;0$
) and such updates will in turn alter confidence over selecting targets (
${\delta _k}\pi \; \gt \;0$
). However, two lone targets approaching each other (Fig. 1B, top right) would not warrant additional computations, as doing so would rarely alter target designation confidence (swapping object identities between targets does not impact expected performance). Critically, these object-level patterns of adaptive computation (determined by softmax
$\left( {\vec \Delta } \right)$
) match the subsecond attentional dynamics in humans (measured via probe detection during the tracking phase; Fig. 1C).
Moreover, as difficulty fluctuates (e.g., via increasing object counts and speeds), the total number of computations exerted (determined by
$\left| {\left| {\vec \Delta } \right|} \right|$
) provides a computational account for why some trials feel more effortful than others: we find that those trials that humans subjectively judge more effortful are those in which adaptive computation rations more perceptual computation.
Embracing cognitive architectures to understand attention
Due to the modular nature of adaptive computation, it can extend to other domains via changing the perception and decision-making modules, while preserving the core adaptive computation module and interface with targetable singleton computations
${C_k}$
, and their two consequences,
${\delta _k}S$
and
${\delta _k}\pi \;$
. Across the domains illustrated in Box B of Rosenholtz and others, adaptive computation can generate predictions of the moment-by-moment distribution of attention, perceived world models, plans to be executed, and computational signatures of subjective effort.
Acknowledgements
We thank Brian Scholl for helpful comments.
Financial support
I.Y. was supported by AFOSR grant # FA9550-22-1-0041.
Competing interests
None.