A Foundation of Ethics

Rob Kamp, Netherlands

Version 1.1.0: July 2007 (Version 1.0.3: May, 2005)

The theory is a set of definitions, principles and postulates and a few examples.

Ethics and philosophy

It seems to me that current philosophy consists of the following subjects. The subjects are:

A plausible definition of philosophy seems to be: the general study of reality (ontology) and knowledge of reality (logic and epistemology). Mathematics would not be philosophy. It is generally applicable but it is the study of certain specialistic aspects of reality (numbers and distances). According to the definition, ethics, sociology of science and anthropology of science are branches of social science. The foundations of a particular science is part of that science.

A definition of ethical behaviour

It seems to me that the most objective, intuitive and practical definition of ethical behaviour is a consequentialistic one. First some background definitions.

The aim of ethical theory is to be a guide for individual decision making given the consequences for the receptors (which may include the actor himself). The consequences may be caused with or without intervention of the receptors themselves (in certain degree). There are in each step certain alternative behaviours from which an actor can choose. (The reaction of the receptors is given.) The (most) ethical alternative is the one that satisfies the ethical principle. From the ethical principle there may be derived behavioural heuristics to react in situations (special cases).

The ethical principle is (loosely speaking): Minimize unhappiness in number and in degree as much as possible. Every creature with feelings counts. Animals (including man). A more precize defintion: During or after each alternative somebody (or a group of people but also animals) has a minimum degree of happiness. The most ethical behavriour is the one such that its minumum degree of happiness is a maximum relative the other minima. (Not each happiness needs to be caused by the alternative action).

Example:

Short notation: A = (-1,+1,0), B = (0,-2,+3), C = (-3,+4,+5). Minimum(A) = -1, Minimum(B) = -2, Minimum(C) = -3. Maximum of
{M(A),M(B),M(C)} is: M(A) = -1. Thus alternative behaviour A is most ethical. Note that in each case the group of people with least happiness (H) comprises just ONE person.

Another example:
Short notation: A = (-1,+1,-1), B = (0,-2,+3), C = (-3,+4,+5). Minimum(A) = -2 (!), Minimum(B) = -2, Minimum(C) = -3. In this case there is no maximum. Behaviour A and B are equally ethical. Note that the minimum of A is twice -1. M(A) has a exclamation mark because superficially one would expect M(A) to be -1. But in this case the group of people with least H (namely -1) comprises TWO persons. This makes the TOTAL H of the group: M(A) = 2 x -1 = -2.

Some more definitions:

As stated above each pleasantness/feeling-value (F) corresponds to a certain preference-value (P). The defining formula for P is: P:= 20 x 10Log((F+10)/10). The difference between two P-values that correspond to the preference-values of two feeling-values is a measure of the degree in which a person prefers one feeling-state above the other. Example: somebody can choose between having a bath with temperatures: The person that wants to take the bath prefers (4) above (3) and (2) above (1). The difference in preference between (4) and (3) is smaller than the difference in preference between (2) and (1). The degree in which he prefers (2) above (1), (3) above (2) and (4) above (3) decreases; the more the temperature reaches the ideal temperature (the less it differs from it), then the increase of preference he has for it decreases. He cares less about whether the temperature of the bath is as in case (4) or (3) than about whether the temperature is as in (1) or (2). The relative increase of pleasantness from (1) to (2) is larger than the relative increase of pleasantness from (3) to (4). A measure of this is (F2-F1)/(F1+10), i.e. the increase of pleasantness compared to the distance of F1 to the most unpleasurable feeling a person can have (F = -10). Thus from (1) to (2) : (F2-F1)/(F1+10) = 1/10 and from (3) to (4): (F4-F3)/(F3+10) = 1/13. Thus the difference in preference decreases. The function or graph that has this property is the natural logarithm. Thus a candidate formula for the degree of preference (P) is : P:= 20 x 10Log((F+10)/10).

This defining formula has another property which is ideally suitable. The fraction of dF to (F + 10); dF/(F + 10) not only decreases is F increases, it grows to minus infinity as F reaches F = -10. From this it follows that F = -10 cannot be attained. Most severe suffering may be around -9.5. Most people experience in their lives probably an F between -8 and + 8. This corresponds to a P = -14 and P = + 5.1 respectively.

Thus:

Moral principles

A moral principle is a relation between the importances which an actor assigns to the resulting happinesses of the receptors. All moral principles accord with the following algorithm:

There are 3 standard weight-vectors:

An actor chooses according to a (implicit) personal weight-vector. The vector may depend on the situation. The personal weight-vector can be compared with a (morality) gauge-vector. A (morality) gauge-vector is defined as the three indices that are a measure for how close a weight-vector is to the three standards. Each index is the relative distance the corresponding weight-vector has with respect to one standard-vector. The defining formula for an index is:
1 - [|| (w1iNorm, ..., wniNorm) - (w1iActor, ..., wniActor)||]/||(1,1,1,...,1) - (-1,-1,-1,...,-1)||
The denominator is the length of the maximum difference between two vectors. It can also interpreted as the difference between the maximum difference and the difference between the personal vector and the standard, devided by the maximum difference.

An example. Suppose an actor chooses according to the weight-vector: (-0.5,0.6,0.8). It is given that the three standard vectors are:

The gauge-vector is in this case: (0.7,0.77,0.19). It can be read from the vector that the moral principle is highly ethical, egoistic and not very communal.

The ethical principle decreases unheapiness in the world. Suffering is real even though other people can not experience your suffering (if you suffer). Suffering should be avoided as much as possible. (Postulate). Sometimes someone has to suffer more in order to decrease suffering of another one or the person himself in the future. (Analogy: second law of thermodynamics).

The actor chooses the moral principle he applies in the choices he makes. He has a reasoning for this choice. The reasoning is realistic only if it implies that he adheres to the ethical principle. When is an actor motivated to act according to the ethical principle? A sufficient condition is that he thinks objectively. An actor can think objectively or subjectively.

An actor thinks objectively if he realizes/is aware of his own emotional feelings. He has a realistic conception of emotions. The realistic conception of emotions is as follows. Emotion is a special case of feeling. Other feelings are e.g. touch. It is not the same as smell or taste. Emotional feeling is caused (it's physical source) in whole your body, but especially in your stomach. Nerve cells in your stomach send signals to your brains. There they are processed. The processing of the emotion-signals covary with emotion-sensations. The cause of the emotion-sensation that is contained in somebody's mind at each moment in time is not caused directly by somebody else but is mediated by the actor himself. An actor thinks of somebody or sees somebody. This co-varies with emotion-sensations he automatically elicits in himself.

An actor thinks subjectively if he is not aware (metacognition) of the fact that he experiences emotions at the moment he thinks of somebody (or a group of people). If the actor (automatically) elicits in himself an emotion while he is looking at a person or while he thinks of a person and he attributes the virtual property corresponding to the emotion to that person then he thinks subjectively. Example: 'He ís an ´bad person´.' In reality the actor elicits in himself a negative ´bad person´-emotion and attributes the emotion to the person he is looking at as though the person would have an objective ´bad person´-property.

Three examples

An abstract tree diagram example

Three persons are involved in this example; see tree diagram below. E.g. person A can act initially in 2 different ways: action 1.1 (step 1) and action 1.2. (step 1). Behaviour 1.1 has as a result that person A has an H-value +6, person B has an H-value +2 and person C has an H-value 0 (short notation: (+6,+2,0)). Each branch need not be a behaviour. Perhaps in some cases it is useful to let it represent an event that is not a behaviour.

|__ 1.1 __ (+6,+2,0) __ 2.1 __ (0,0,0)
|__ 1.2 __ (+8,+8,0) __ 2.2 __ (-4,-4,-4)
                                |__ 2.3 __ (0,0,0)

Behaviour 1.2 of actor A has as a follow up, 2.2 or 2.3. Each of these two has a probability of occurence, say 0.3 and 0.7 respectively. Each branch from top to bottom has a conditional probability of occurence. The condition is that the actions of actor A (the subject of the diagram) are given (probability = 1). The other actions are from actor B. These actions of B have a certain probability that add up to 1 at each step. E.g. after step 1 in which actor A chooses behaviour 1.2 (that is given), p(2.2) + p(2.3) = 1. Each action 2.2 and 2.3 are of actor B (in step 2).

Each branch from top to bottom has an probable H-value (not to be confuse with He, see above). In matrix notation:

B 2.1 B 2.2 B 2.3
A 1.1 +6,+2, 0 0, 0, 0 (N/A) 0, 0, 0 (N/A)
A 1.2 0, 0, 0 (N/A) +4, +4, -4 +8, +8, 0

Thus Hprble of branch 1.2 -> 2.2 is: (+8,+8,0) + (-4,-4,-4) = (+4,+4,-4). The conditional probability of occurence is: p(1.2) x p(2.2) = 1 x 0.3 = 0.3.
Thus Hprble = 0.3 x (+4,+4,-4) = (+1.2,+1.2,-1.2) for branch 1.2 -> 2.2.

The Hprble are:

branch 1.1 -> 2.1 branch 1.2 -> 2.2 branch 1.2 -> 2.3
A 1.1 +6, +2, 0 0, 0, 0 (N/A) 0, 0, 0 (N/A)
A 1.2 0, 0, 0 (N/A) +1.2, +1.2, -1.2 5.6, 5.6, 0

MIN(A1.1) = 0. MIN(A1.2) = -1.2. MAX{0,-1.2} = 0. Thus in case actor A chooses ethically, he chooses action A 1.1 first. The next choice of A is determined the same way. It depends on what actor B does in step 2.

A mother saves her baby's life.

She made/makes a serious effort to save the baby.

In this example a baby is in a hazardous situation. The mother of the baby can save her child's life. She has to make stressful effort (H = -4). If she does nothing she will have Hnon-emotial = 0 but she disapproves of doing nothing Hnon-emotial = - 6 (panic). Thus her H = 0 + -6 = -6. In this model the H-values are: Save: (-4,0) or do nothing: (-6,-8). If the mother chooses according to the egoistic principle, she will choose to save her baby's life. If she chooses according to the communalistic principle, she will choose to save her baby (maximum of {-4+0,-6+-8} = -4 corresponding to saving her baby's life. If she chooses according to the ethical principle, she will also save her baby's live (MAX{-4,-14}= -4). In all three cases this mother will save her baby's life irrespective of whether she is in this situation egoistic, ethical or communal. Her moral attitude causes her to make a stressful effort (in order to save her dearest) because she cares. If she would be cold hearted she would choose doing nothing. Sacrificing yourself such that another person benefits (increasing happiness) from it is altruism. Thus in all three cases the mother is altruistic.

Nuclear Chicken

(From "Games as Models of Social Phenomena", p. 20, Henry Hamburger).

0, 0 -2, 1
1, -2 -10, -10

After some experience with the same person the actor can learn what the rationality of the other person is and thereby predict his behaviour. There are two possibilities with respect whether an actor has knowledge of the other actor:

Actor A is not certain what the ethical principle is of actor B. From ethical statistics: Hprble;A1= 0.1 x (0,0) + 0.8 x (-2,1) + 0.1 x (0,0) = (-1.6, 0.8). Hprble;A2= 0.1 x (1,-2) + 0.8 x (1,-2) + 0.1 x (1,-2) = (1, -2). Actor A chooses the behaviour with Hprble=MAX{-1.6,-2} = -1.6. This is A1.