36,140 research outputs found

    A Model of Emotion as Patterned Metacontrol

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    Adaptive systems use feedback as a key strategy to cope with uncertainty and change in their environments. The information fed back from the sensorimotor loop into the control architecture can be used to change different elements of the controller at four different levels: parameters of the control model, the control model itself, the functional organization of the agent and the functional components of the agent. The complexity of such a space of potential conļ¬gurations is daunting. The only viable alternative for the agent ?in practical, economical, evolutionary terms? is the reduction of the dimensionality of the conļ¬guration space. This reduction is achieved both by functionalisation ā€”or, to be more precise, by interface minimizationā€” and by patterning, i.e. the selection among a predeļ¬ned set of organisational conļ¬gurations. This last analysis let us state the central problem of how autonomy emerges from the integration of the cognitive, emotional and autonomic systems in strict functional terms: autonomy is achieved by the closure of functional dependency. In this paper we will show a general model of how the emotional biological systems operate following this theoretical analysis and how this model is also of applicability to a wide spectrum of artiļ¬cial systems

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Fuzzy argumentation for trust

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    In an open Multi-Agent System, the goals of agents acting on behalf of their owners often conflict with each other. Therefore, a personal agent protecting the interest of a single user cannot always rely on them. Consequently, such a personal agent needs to be able to reason about trusting (information or services provided by) other agents. Existing algorithms that perform such reasoning mainly focus on the immediate utility of a trusting decision, but do not provide an explanation of their actions to the user. This may hinder the acceptance of agent-based technologies in sensitive applications where users need to rely on their personal agents. Against this background, we propose a new approach to trust based on argumentation that aims to expose the rationale behind such trusting decisions. Our solution features a separation of opponent modeling and decision making. It uses possibilistic logic to model behavior of opponents, and we propose an extension of the argumentation framework by Amgoud and Prade to use the fuzzy rules within these models for well-supported decisions

    A pedagogic appraisal of the Priority Heuristic

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    We have explored how science and mathematics teachers made decisions when confronted with a dilemma in which a fictitious young woman, Deborah, may choose to have an operation that might address a painful spinal condition. We sought to explore the extent to which psychological heuristic models, in particular the Priority Heuristic, might successfully describe the decision-making process of these teachers and how an analysis of the role of personal and emotional factors in shaping the decision-making process might inform pedagogical design. A novel aspect of this study is that the setting in which the decision-making process is examined contrasts sharply with those used in psychological experiments. We found that to some extent, even in this contrasting setting, the Priority Heuristic could describe these teachers' decision-making. Further analysis of the transcripts yielded some insights into limitations on scope as well the richness and complexity in how personal factors were brought to bear. We see these limitations as design opportunities for educational intervention

    A proposed psychological model of driving automation

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    This paper considers psychological variables pertinent to driver automation. It is anticipated that driving with automated systems is likely to have a major impact on the drivers and a multiplicity of factors needs to be taken into account. A systems analysis of the driver, vehicle and automation served as the basis for eliciting psychological factors. The main variables to be considered were: feed-back, locus of control, mental workload, driver stress, situational awareness and mental representations. It is expected that anticipating the effects on the driver brought about by vehicle automation could lead to improved design strategies. Based on research evidence in the literature, the psychological factors were assembled into a model for further investigation
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