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The Production of Novelty               75

            generate-and-test cycles, but with the twist that the generation is not random
            because the failure of one action informs the selection of future actions.
               Thorndike’s  interest  in  aftereffects,  or  reinforcement  in  the  behaviorist
            terminology foreshadowed a major intellectual development at mid-century.
            During  World  War  ii,  psychologists  and  technologists  worked  shoulder  to
            shoulder on many difficult and unfamiliar problems, including how to aim (or
            train someone to aim) an anti-aircraft gun.  if the gunner aims at a moving
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            target but misses, how should he correct his aim? interdisciplinary work on
            this and other problems was the origin of cybernetics, the science of control
            systems – the human mind among them – that was launched by the math-
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            ematician  Norbert  Wiener  and  his  associates  in  the  1940s.   although  the
            cybernetic approach faded with the postwar spread of digital computers, it
            left behind a three-part legacy. First, the cybernetic term feedback was gen-
            erally adopted to describe information about the outcome of an action that
            can be used by the acting agent – man or machine – to guide future behavior.
            Second, in the transition from “reinforcement” to “feedback,” the modifiers
            “positive” and “negative” lost their motivational flavor. Machines know naught
            of pleasure or pain, so feedback is neither reward nor punishment but merely
            information. technically, feedback is positive when it implies that the agent
            should repeat the action that caused it, negative when it implies that the action
            should cease.
               The  third  advance  was  a  shift  to  a  more  fine-grained  analysis.  Wiener’s
            feedback systems continuously compared the effects of their actions with their
            intended effects. an attempt to perform a task – a single trial in the trial-and-error
            schema – might require multiple elementary actions, each of which can generate
            feedback. This shift played a central role in Plans and the Structure of Behavior,
            the 1960 attempt by G. a. Miller, e. Galanter and K. H. Pribram to specify what
            we now would call a cognitive architecture by replacing reflex arcs with feed-
            back  circles.  a similar project was undertaken by W. t. Powers in Behavior: The
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            Control of Perception.  When cybernetics faded, so did these theories, but the con-
            cept of feedback, the use of outcome information to guide future action, remains
            as Norbert Wiener’s permanent contribution to the cognitive sciences.
               Both behaviorism and cybernetics focused on overt behavior. Navigating
            a maze, tracking a moving target like an airplane and hammering a nail were
            prototypical examples of the kinds of behaviors these theories attempted to
            explain, unpromising starting points for the study of creative thinking. in the
            1960s, Nobel Prize–winning economist H. a. Simon and computer scientist
            a. Newell put thinking and problem solving front and center by moving the
            idea of a succession of choices between alternative actions, guided by action
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