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Who Needs Emotions? The Brain Meets the Robot

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128 brains<br />

tex of recent (episodic) memories (Rolls & Treves, 1998; Rolls<br />

& Stringer, 2001). This is one way in which <strong>the</strong> recall of memories<br />

can be biased by mood states.<br />

REWARD, PUNISHMENT, AND EMOTION IN BRAIN<br />

DESIGN: AN EVOLUTIONARY APPROACH<br />

<strong>The</strong> <strong>the</strong>ory of <strong>the</strong> functions of emotion is fur<strong>the</strong>r developed in Chapter 10<br />

of <strong>The</strong> <strong>Brain</strong> and Emotion (Rolls, 1999a). Some of <strong>the</strong> points made help to<br />

elaborate greatly on <strong>the</strong> second function in <strong>the</strong> list above. In that chapter,<br />

<strong>the</strong> fundamental question of why we and o<strong>the</strong>r animals are built to use rewards<br />

and punishments to guide or determine our behavior is considered.<br />

Why are we built to have emotions as well as motivational states? Is <strong>the</strong>re<br />

any reasonable alternative around which evolution could have built complex<br />

animals? In this section, I outline several types of brain design, with<br />

differing degrees of complexity, and suggest that evolution can operate to<br />

influence action with only some of <strong>the</strong>se types of design.<br />

Taxes<br />

A simple design principle is to incorporate mechanisms for taxes into <strong>the</strong><br />

design of organisms. Taxes consist at <strong>the</strong>ir simplest of orientation toward<br />

stimuli in <strong>the</strong> environment, for example, phototaxis can take <strong>the</strong> form of <strong>the</strong><br />

bending of a plant toward light, which results in maximum light collection<br />

by its photosyn<strong>the</strong>tic surfaces. (When just turning ra<strong>the</strong>r than locomotion<br />

is possible, such responses are called tropisms.) With locomotion possible,<br />

as in animals, taxes include movements toward sources of nutrient and away<br />

from hazards, such as very high temperatures. <strong>The</strong> design principle here is<br />

that animals have, through natural selection, built receptors for certain<br />

dimensions of <strong>the</strong> wide range of stimuli in <strong>the</strong> environment and have linked<br />

<strong>the</strong>se receptors to mechanisms for particular responses in such a way that<br />

<strong>the</strong> stimuli are approached or avoided.<br />

Reward and Punishment<br />

As soon as we have “approach toward stimuli” at one end of a dimension<br />

(e.g., a source of nutrient) and “move away from stimuli” at <strong>the</strong> o<strong>the</strong>r end<br />

(in this case, lack of nutrient), we can start to wonder when it is appropriate<br />

to introduce <strong>the</strong> terms reward and punishers for <strong>the</strong> different stimuli. By

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