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Who Needs Emotions? The Brain Meets the Robot

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290 robots<br />

Undesired<br />

stimulus<br />

Reject<br />

toy<br />

Intense<br />

or bad<br />

Avoid<br />

stim.<br />

Threat<br />

stimulus<br />

Escape<br />

People<br />

present<br />

Good<br />

people<br />

Engage<br />

people<br />

Annoying<br />

stimulus<br />

Withdraw<br />

Functional Groups<br />

No<br />

people<br />

Seek<br />

people<br />

Distant<br />

person<br />

Call to<br />

person<br />

Social<br />

Drive<br />

Satiate<br />

Social<br />

New &<br />

close<br />

person<br />

Greet<br />

person<br />

Talking<br />

& close<br />

face<br />

Vocal<br />

play<br />

Satiate<br />

Fatigue<br />

No<br />

stimuli<br />

Sleep<br />

Fatigue<br />

Drive<br />

Stimuli<br />

present<br />

Quiet<br />

down<br />

Close &<br />

quiet<br />

person<br />

Attentive<br />

regard<br />

Stimulation<br />

Drive<br />

Satiate<br />

Stimulation<br />

Good Toy<br />

& vocal<br />

present<br />

Play with<br />

toy<br />

Good<br />

toy<br />

present<br />

Decisions are very general at <strong>the</strong> top of <strong>the</strong> hierarchy (which drive to satiate)<br />

and become increasingly more specific as one moves down <strong>the</strong> hierarchy.<br />

At <strong>the</strong> topmost level, behaviors are organized into competing functional<br />

groups (i.e., <strong>the</strong> primary branches of <strong>the</strong> hierarchy, of which <strong>the</strong>re are three<br />

in Kismet). Each functional group is responsible for maintaining one of <strong>the</strong><br />

three homeostatic functions, and only one functional group can be active at<br />

a time. This property is inspired by animal behavior, where an animal en-<br />

No<br />

toy<br />

Seek<br />

toys<br />

Orient<br />

to toy<br />

Toy<br />

present<br />

Good<br />

toy<br />

Engage<br />

toy<br />

Undesired<br />

Stimulus<br />

Reject<br />

face<br />

Functional Group<br />

Behavior Group<br />

Intense<br />

or bad<br />

Avoid<br />

stim.<br />

Threat<br />

Stimulus<br />

Escape<br />

Annoying<br />

Stimulus<br />

Withdraw<br />

Figure 10.4. Schematic of Kismet’s behavior hierarchy that resides within <strong>the</strong><br />

behavior system of <strong>the</strong> cognitive–affective architecture. <strong>The</strong> affective factors<br />

for each behavior (both inputs and outputs) are not shown. Dashed arrows<br />

represent connections to <strong>the</strong> motor system. Input from <strong>the</strong> drives feeds into<br />

<strong>the</strong> top level of <strong>the</strong> hierarchy, as shown by <strong>the</strong> dark gray boxes with rounded<br />

edges. Functional groups are represented as <strong>the</strong> major branches of <strong>the</strong><br />

hierarchy. For instance, <strong>the</strong> functional group for satiating Kismet’s drive to<br />

interact with toys is highlighted. Behavior groups are shown as light gray<br />

boxes with rounded edges, containing competing behaviors (white boxes<br />

with rounded edges) and <strong>the</strong>ir perceptual elicitors (dark gray boxes).

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