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Who Needs Emotions? The Brain Meets the Robot

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architectural basis of affect 229<br />

ferent stages of development. Moreover, humans have many subsystems that<br />

evolved long ago and still exist in o<strong>the</strong>r animals, where <strong>the</strong>y are sometimes<br />

easier to study. We should also be open to <strong>the</strong> possibility of biological discoveries<br />

of architectures that do not fit our schema, for which <strong>the</strong> schema<br />

will have to be extended. Moreover, we are not restricted to what is biologically<br />

plausible. We can also consider architectures for future possible robots.<br />

EXAMPLES OF ARCHITECTURE-BASED CONCEPTS<br />

We are extending folk-psychological architectures in <strong>the</strong> framework of <strong>the</strong><br />

CogAff schema (Fig. 8.1), which supports a wide variety of architectures.<br />

An example is our tentatively proposed special case, <strong>the</strong> H-CogAff architecture<br />

offered as a first draft <strong>the</strong>ory of <strong>the</strong> human virtual information processing<br />

architecture. In <strong>the</strong> more specific context of H-CogAff, we can<br />

distinguish more varieties of emotions than are normally distinguished (and<br />

more varieties of perceiving, learning, deciding, attending, acting). However,<br />

it is likely that <strong>the</strong> ontology for mental states and processes that will emerge<br />

from more advanced versions of H-CogAff (or its successors) will be far more<br />

complex than anyone now imagines.<br />

We shall offer some examples of words normally regarded as referring<br />

to emotions and show how to analyze <strong>the</strong>m in <strong>the</strong> context of an architecture.<br />

We start with a proposal for a generic definition of emotion that might<br />

cover many states that are of interest to psychologists who are trying to<br />

understand emotions in human as well as to roboticists intending to study<br />

<strong>the</strong> utility of emotional control in artifacts. This is an elaboration of ideas<br />

originally in Simon (1967/1979).<br />

Toward a Generic Definition of “Emotion”<br />

We start from <strong>the</strong> assumption that in any information-processing system <strong>the</strong>re<br />

are temporally extended processes that sometimes require more time to<br />

complete a task than is available because of <strong>the</strong> speed with which external<br />

events occur. For example, <strong>the</strong> task of working out how to get some food<br />

that is out of reach may not be finished by <strong>the</strong> time a large, fast-approaching<br />

object is detected, requiring evasive action. An operating system might be<br />

trying to write data to a memory device, but <strong>the</strong> user starts disconnecting<br />

<strong>the</strong> device before <strong>the</strong> transfer is complete. It may be useful to have a process<br />

which detects such cases and interrupts normal functioning, producing<br />

a very rapid default response, taking high priority over everything else, to<br />

avoid file corruption. In Figure 8.2, we used <strong>the</strong> label “alarm mechanism”

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