On Realizing a Multi-Agent Emotion Engine

S. B. Nair, W. Wilfred Godfrey, Dong Hwa Kim
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引用次数: 15

Abstract

Emotions have always been a complex phenomenon and research on their causes and effects have been fraught with debates. Though a reasonable and unified theory seems lacking, there have been many attempts at building models that emote. This paper describes a multi-agent approach that aids robot emotion. Emotions are grounded on percepts from sensors and generated by dedicated emotion agents that work concurrently with others – the positive suppressing the negative and vice versa while stimulating their own kinds. Each agent forms a metaphor of an emotion-generating entity that has a replenishing capability. Both the replenishing of an emotion resource and the sampling of the environment are based on fuzzy logic. Sampling of the percepts from the sensors is based on an adrenaline-like effect. Stimulations, suppressions, emotion resource, and a look-back before decay feature embed a deep and dynamic emotional milieu into a machine. The paper presents and discusses how three emotions churned from percepts gathered by a robot act as an emotional control juice capable of governing the manner of its motion along a path.
多智能体情感引擎的实现
情绪一直是一种复杂的现象,对其原因和影响的研究充满了争论。尽管似乎缺乏一个合理而统一的理论,但人们已经尝试了许多建立模型的方法。本文描述了一种辅助机器人情感的多智能体方法。情绪是建立在感应器感知的基础上的,由专门的情绪代理产生,这些情感代理与他人同时工作——积极的情绪抑制消极的情绪,反之亦然,同时刺激他们自己的情绪。每个代理都形成了一个具有补充能力的情感生成实体的隐喻。情感资源的补充和环境的采样都是基于模糊逻辑的。来自传感器的感知采样是基于类似肾上腺素的效应。刺激、压抑、情感资源和衰退前的回顾特征将一个深刻而动态的情感环境嵌入到机器中。本文介绍并讨论了三种情绪是如何从机器人收集的感知中搅拌而成的,这种情绪控制果汁能够控制机器人沿着路径运动的方式。
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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