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Who Needs Emotions? The Brain Meets the Robot

Who Needs Emotions? The Brain Meets the Robot

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250 robots<br />

motivational state also affect <strong>the</strong> sowbug’s behavior. Endo and Arkin (2001)<br />

created a partial robotic incarnation of Tolman’s schematic sowbug. <strong>The</strong>ir<br />

software, called eBug 1 (emulated sowbug), supports both simulations<br />

(Fig. 9.1, top) and robot experiments (Fig. 9.1, bottom) that reflect many of<br />

<strong>the</strong> details of Tolman’s model.<br />

Tolman’s purposive behaviorism spoke to many of <strong>the</strong> same issues that<br />

modern behavior-based robotics architectures address (Arkin, 1998): how<br />

to produce intelligent behavior from multiple concurrent and parallel sensorimotor<br />

(behavioral) pathways, how to coordinate <strong>the</strong>ir outputs meaningfully,<br />

how to introduce <strong>the</strong> notion of goal-oriented behavior, how to include<br />

motivation and emotion, and how to permit stages of developmental growth<br />

to influence behavior. Tolman’s approach has yet to be fully exploited for<br />

Figure 9.1. (Top) eBug simulation of schematic sowbug. Initially, <strong>the</strong> two<br />

colored objects appear to be potential food sources. <strong>The</strong> robot learns over<br />

time that <strong>the</strong> light-colored object is an attractive (food) stimulus and <strong>the</strong><br />

darker object is an aversive one and changes its behavior as a result. (Bottom)<br />

eBug controlling an actual robot to react to stimuli of <strong>the</strong> same color. <strong>The</strong><br />

robot is attracted to <strong>the</strong> object on <strong>the</strong> right.

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