22,921 research outputs found

    Motivations, Values and Emotions: 3 sides of the same coin

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    This position paper speaks to the interrelationships between the three concepts of motivations, values, and emotion. Motivations prime actions, values serve to choose between motivations, emotions provide a common currency for values, and emotions implement motivations. While conceptually distinct, the three are so pragmatically intertwined as to differ primarily from our taking different points of view. To make these points more transparent, we briefly describe the three in the context a cognitive architecture, the LIDA model, for software agents and robots that models human cognition, including a developmental period. We also compare the LIDA model with other models of cognition, some involving learning and emotions. Finally, we conclude that artificial emotions will prove most valuable as implementers of motivations in situations requiring learning and development

    Robot pain: a speculative review of its functions

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    Given the scarce bibliography dealing explicitly with robot pain, this chapter has enriched its review with related research works about robot behaviours and capacities in which pain could play a role. It is shown that all such roles ¿ranging from punishment to intrinsic motivation and planning knowledge¿ can be formulated within the unified framework of reinforcement learning.Peer ReviewedPostprint (author's final draft

    Dynamic Facial Expression of Emotion Made Easy

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    Facial emotion expression for virtual characters is used in a wide variety of areas. Often, the primary reason to use emotion expression is not to study emotion expression generation per se, but to use emotion expression in an application or research project. What is then needed is an easy to use and flexible, but also validated mechanism to do so. In this report we present such a mechanism. It enables developers to build virtual characters with dynamic affective facial expressions. The mechanism is based on Facial Action Coding. It is easy to implement, and code is available for download. To show the validity of the expressions generated with the mechanism we tested the recognition accuracy for 6 basic emotions (joy, anger, sadness, surprise, disgust, fear) and 4 blend emotions (enthusiastic, furious, frustrated, and evil). Additionally we investigated the effect of VC distance (z-coordinate), the effect of the VC's face morphology (male vs. female), the effect of a lateral versus a frontal presentation of the expression, and the effect of intensity of the expression. Participants (n=19, Western and Asian subjects) rated the intensity of each expression for each condition (within subject setup) in a non forced choice manner. All of the basic emotions were uniquely perceived as such. Further, the blends and confusion details of basic emotions are compatible with findings in psychology

    Annotated Bibliography: Anticipation

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    Action Selection and Language Generation in “Conscious” Software Agents

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    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Emotion in Future Intelligent Machines

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    Over the past decades, research in cognitive and affective neuroscience has emphasized that emotion is crucial for human intelligence and in fact inseparable from cognition. Concurrently, there has been a significantly growing interest in simulating and modeling emotion in robots and artificial agents. Yet, existing models of emotion and their integration in cognitive architectures remain quite limited and frequently disconnected from neuroscientific evidence. We argue that a stronger integration of emotion in robot models is critical for the design of intelligent machines capable of tackling real world problems. Drawing from current neuroscientific knowledge, we provide a set of guidelines for future research in artificial emotion and intelligent machines more generally

    A machine consciousness approach to autonomous mobile robotics

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    Proceeding of: 5th International Cognitive Robotics Workshop, 2006 (The AAAI '06 Workshop on Cognitive Robotics). Boston, Massachusetts, USA, July 16-17, 2006.In this paper we argue that machine consciousness can be successfully modelled to be the base of a control system for an autonomous mobile robot. Such a bio-inspired system provides the robot with cognitive benefits the same way that consciousness does for humans and other higher mammals. The key functions of consciousness are identified and partially applied to an original computational model, which is implemented in a software simulated mobile robot. We use a simulator to prove our assumptions and gain insight about the benefits that conscious and affective functions add to the behaviour of the robot. A particular exploration problem is analyzed and experiments results are evaluated. We conclude that this cognitive approach involving consciousness and emotion functions cannot be ignored in the design of mobile robots, as it provides efficiency and robustness in autonomous tasks. Specifically, the proposed model has revealed efficient control behaviour when dealing with unexpected situations.Publicad

    Life is an Adventure! An agent-based reconciliation of narrative and scientific worldviews\ud

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    The scientific worldview is based on laws, which are supposed to be certain, objective, and independent of time and context. The narrative worldview found in literature, myth and religion, is based on stories, which relate the events experienced by a subject in a particular context with an uncertain outcome. This paper argues that the concept of “agent”, supported by the theories of evolution, cybernetics and complex adaptive systems, allows us to reconcile scientific and narrative perspectives. An agent follows a course of action through its environment with the aim of maximizing its fitness. Navigation along that course combines the strategies of regulation, exploitation and exploration, but needs to cope with often-unforeseen diversions. These can be positive (affordances, opportunities), negative (disturbances, dangers) or neutral (surprises). The resulting sequence of encounters and actions can be conceptualized as an adventure. Thus, the agent appears to play the role of the hero in a tale of challenge and mystery that is very similar to the "monomyth", the basic storyline that underlies all myths and fairy tales according to Campbell [1949]. This narrative dynamics is driven forward in particular by the alternation between prospect (the ability to foresee diversions) and mystery (the possibility of achieving an as yet absent prospect), two aspects of the environment that are particularly attractive to agents. This dynamics generalizes the scientific notion of a deterministic trajectory by introducing a variable “horizon of knowability”: the agent is never fully certain of its further course, but can anticipate depending on its degree of prospect
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