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:
- Ontology. The study of taxonomies of properties, relations and processes
(attributes). (UML could be used.)
- Epistemology. The study of (the justification of) knowledge (true believes
and the metacognition that the believes are true).
- Ethics. The study of behaviour according to the ethical principle. (See
below).
- Logic. The study of truth relations between propositions.
- Foundations of sciences. The studies of basic definitions, principles and
postulates of a certain science.
- Sociology of science. The study of how scientists influence each others
goals, plans and behaviour.
- Anthropology of science. The study of customs (common habits) of a
(subgroup of a) scientific community.
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 strict definition of behaviour is a perceptual change of the body of a
person. Examples: change of posture; change of facial expression; movement of
arms and legs; breathing; speeking; sweating; blushing.
- According to the strict definition facial expression is not a behaviour.
It's a state of the face (muscles). Change of facial expression is a
perceptual process of the body and thus a behaviour. Strictly speaking a
static facial expression is not a behaviour. But a more practical definition
of "behaviour" is an extended one. It includes the perceptual static states of
the body of a person. Thus according to the extended definition, not moving at
all, is also behaviour.
A behaviour can influence the mental or physical
state of a person. Directly or indirectly: via its environment or by his own
intervention.
- Environment of a person is defined as the matter-with-its-structure in any
space that encloses the person. Somebody may be in his car driving home, but
he can also be at home. That's his environment.
- Event is defined as a temporary attribute in an environment. An event has
a (relatively short) duration.
- Circumstances of a person is defined as some events of his environment
and/or of the person that are not characteristic of him. Somebody's height or
hair colour characterizes him, but whether he has catched a cold or is sleepy,
and that it's late are his circumstances.
- Situation is defined as a temporal sequence or flow of circumstances of a
person. A situation has a duration.
- Actor and receptor. An actor is a person that acts. A receptor is somebody
whose circumstances or personal characteristics are affected by the action of
the actor. Other terms that may be useful for analyzing a situation are
(toolbox): transceptor (mediator if animal); source; transporter; conductor;
transistor; transformer; transactor.
- Rationality of an actor comprises: the number of steps it plans ahead; its
morality principle (see below); what he knows of its receptors and/or actors
and expected happinesses (He as a result of his possible actions. An
actor A wants to make a prediction of how another actor B responds. He wants
to know the rationality of the other actor B. In the social science of ethics
it can be statistically researched how rationality, personal characteristics
and situations correlate. This data can be used to make predictions of how
certain persons react in certain situations (social psychology).
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:
- Alternative behaviour A: Result: Happiness(Pete) = -1, Happiness(Jan) =
+1, Happiness(Jim) = 0.
- Alternative behaviour B: Result: Happiness(Pete) = 0, Happiness(Jan) = -2,
Happiness(Jim) = +3.
- Alternative behaviour C: Result: Happiness(Pete) = -3, Happiness(Jan) =
+4, Happiness(Jim) = +5.
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:
- The Feeling/Pleasantness quantity (F) is the degree of overall
(un)-pleasantness a person experiences. It has a continues scale between -10
to +10. The scale is a ratio scale. It is symmetric with respect to intensity
(quantity) and anti-symmetric with respect to pleasantness (quality). An
F-value corresponds to two complementary feelings: moral emotions and other
feelings (including non-moral emotions). A moral judgement is a (dis-)
approvement of a sitiuation or an event (especially a behaviour). In case an
actor disapproves of something he may have negative feelings: dissatisfaction,
he may be angry, sorrow. If he approves of a behaviour he may have the moral
emotions of being content or being happy. Only when an actor deliberates a
(possible) behaviour he may have moral emotions. If he reacts to a behaviour
with an emotion (e.g. feeling insulted) or if he is actualizing a behaviour he
may have at that moment no moral judgements and thus no moral emotions. The
degree of pleasantness of a moral emotion is a moral attitude. Thus an actors
moral attitude contributes to his F-value. Attitude is the degree of
(un-)pleasantness (F-value) of feelings (including emotions) that are the
result of judging the desirability (P-value) of an event or situation.
- The Preference quantity (P) is a measure of how much the person prefers
one circumstance above the other. The defining formula for P is:
P:= 20 x
10Log((F+10)/10). The definition implies that negative F-value is
emphasized. The reason is that experiencing e.g. a positive F = + 6 (having a
nice time) is not something which should be avoided, whereas experiencing a
negative value of F = - 6 (having a very lousy time) is something which people
want to avoid. (See below).
- Happiness is defined as preference x time. The preference a person
experience can change in time. The happiness is the area under the preference
graph (an integral).
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:
- (1) T = 40 degrees Celsius and he experiences F = 0 (neutral). P = 2,3.
- (2) T = 44 degrees Celsius and he experiences F = +1 (reasonable warm). P
= 0.
- (3) T = 48 degrees Celsius and he experiences F = + 2. (almost ideal
temperature). P = 0,7.
- (4) T = 52 degrees Celsius and he experiences F = + 3. (nicely warm). P =
1,1.
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:
- (1) Pleasantness-value F in a linear, anti-symmetric scale between -10 and
+10.
- (2) Preference-value P calculated from F: P = 20 x (10Log(F+10)
- 1).
- (3) Happiness-value H calculated from P: H = Integral of P in time
(continuous case) or H = PxdT of H = P (discrete case)
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:
- Each resulting H-value (Hij) of action i is multiplied with an
importance-weight (wji) and the terms are subsequently
summed:
HiT:= SUM Hij x wji. A
weight is such that w.H < 6 (= 20 x 10Log((10+10)/10) = 6) and
-1 <= w <= +1. This is done with the H-values of each alternative
action. The outcome is a number of transformed H-values
(HiT). If an actor has a dislike for a receptor ánd he
doesn't adhere to the ethical principle, then he will weight the H-value of
the receptor negatively. If the weight he assigns to an H-value is between 0
and 1, then the actor has an imperfect ability to empathize with his receptor
(and he doesn't care or is not interested).
- The maximum of the transformed H-values is chosen:
MAX{HiT}.
There are 3 standard weight-vectors:
- Ethicalism-vector: wji = 1 if and only if ("iff")
Hij has the least value.
- Egoism-vector: wji = 1 iff Fij is the H-value of the
actor himself. This is the MAXIMAX egoism or risk-taking (risky) egoism (the
maximum of the personal H-maxima of each behaviour alternative). In this text
risk-avoiding egoism is not elaborated on. Risk-avoiding egoism is
'ethical'-egoism or ethical principle applied exclusively on the H-values of
the actor. This is MAXIMIN-egoism.
- Communalism-vector: wji = 1 for all j.
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:
- Ethicalism-vector: (0,1,0). ('I want to decrease unheapiness as much as
possible.')
- Egoism-vector: (0,0,1) ('Only my own happiness is important. I want to
maximize it.')
- Communalism-vector: (1,1,1) ('Everybody is equally important. Somebody who
suffers is as important as somebody who has a nice time.')
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:
- The actor hasn't got the data. In that case he can best play save. If no
knowledge then choose A; certain that not outcome -10.
- The actor knows the probabilities of rationalities of groups (probable
rationality) given the situation they are in. In that case apply that
knowledge to calculate the probable H-values. He thus forms a model of
rationality of other actor. But even that is tricky.
Actor A is not
certain what the ethical principle is of actor B. From ethical statistics:
- (1) Probability that actor B ethical: 0.1; If A chooses A.1 then actor B
will choose: B.1. H1-vector = (0,0). If A chooses A.2 then actor B
will choose: B.1. H1-vector = (1,-2).
- (2) Probability that actor B egoistic: 0.8; If A chooses A.1 then actor B
will choose: B.2. H2-vector = (-2,1). If A chooses A.2 then actor B
will choose: B.1. H2-vector = (1,-2).
- (3) Probability that actor B communal: 0.1; If A chooses A.1 then actor B
will choose: B.1. H3-vector = (0,0). If A chooses A.2 then actor B
will choose: B.1. H3-vector = (1,-2).
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.