Real world problem-solving (RWPS) is what we do every day. It requires flexibility, resilience, resourcefulness, and a certain degree of creativity. A crucial feature of RWPS is that it involves continuous interaction with the environment during the problem-solving process. In this process, the environment can be seen as not only a source of inspiration for new ideas but also as a tool to facilitate creative thinking. The cognitive neuroscience literature in creativity and problem-solving is extensive, but it has largely focused on neural networks that are active when subjects are not focused on the outside world, i.e., not using their environment. In this paper, I attempt to combine the relevant literature on creativity and problem-solving with the scattered and nascent work in perceptually-driven learning from the environment. I present my synthesis as a potential new theory for real world problem-solving and map out its hypothesized neural basis. I outline some testable predictions made by the model and provide some considerations and ideas for experimental paradigms that could be used to evaluate the model more thoroughly.
While various traditions under the 'virtue ethics' umbrella have been studied extensively and advocated by ethicists, it has not been clear that there exists a version of virtue ethics rigorous enough to be a target for machine ethics (which we take to include the engineering of an ethical sensibility in a machine or robot itself, not only the study of ethics in the humans who might create artificial agents). We begin to address this by presenting an embryonic formalization of a key part of any virtue-ethics theory: namely, the learning of virtue by a focus on exemplars of moral virtue. Our work is based in part on a computational formal logic previously used to formally model other ethical theories and principles therein, and to implement these models in artificial agents.
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