A prototype of behavior selection mechanism based on emotion

Guofeng Zhang, Zushu Li
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引用次数: 2

Abstract

In bionic methodology rather than in design methodology more familiar with, summarizing the psychological researches of emotion, we propose the biologic mechanism of emotion, emotion selection role in creature evolution and a anima framework including emotion similar to the classical control structure; and consulting Prospect Theory, build an Emotion Characteristic Functions(ECF) that computer emotion; two more emotion theories are added to them that higher emotion is preferred and middle emotion makes brain run more efficiently, emotional behavior mechanism comes into being. A simulation of proposed mechanism are designed and carried out on Alife Swarm software platform. In this simulation, a virtual grassland ecosystem is achieved where there are two kinds of artificial animals: herbivore and preyer. These artificial animals execute four types of behavior: wandering, escaping, finding food, finding sex partner in their lives. According the theories of animal ethnology, escaping from preyer is prior to other behaviors for its existence, finding food is secondly important behavior, rating is third one and wandering is last behavior. In keeping this behavior order, based on our behavior characteristic function theory, the specific functions of emotion computing are built of artificial autonomous animals. The result of simulation confirms the behavior selection mechanism.
基于情感的行为选择机制原型
在仿生方法论而非设计方法论的基础上,我们总结了情感的心理学研究,提出了情感的生物学机制、情感在生物进化中的选择作用以及类似于经典控制结构的包含情感的动物框架;并借鉴前景理论,构建计算机情感的情感特征函数(ECF);在此基础上又增加了高级情绪偏好和中级情绪使大脑运行效率更高的两种情绪理论,形成了情绪行为机制。设计并在Alife Swarm软件平台上对该机构进行了仿真。在这个模拟中,实现了一个虚拟的草地生态系统,其中有两种人工动物:食草动物和捕食动物。这些人造动物在生活中执行四种行为:漫游、逃跑、寻找食物、寻找性伴侣。根据动物民族学的理论,逃避捕食者是动物存在的首要行为,寻找食物是其次重要的行为,评级是第三重要的行为,流浪是最后重要的行为。为了保持这种行为秩序,基于我们的行为特征功能理论,构建了人工自主动物的情感计算的具体功能。仿真结果证实了行为选择机制的存在。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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