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Seven emotions

agnostic-workspace edited this page Jun 12, 2022 · 5 revisions

SEVEN BASIC SYSTEMS OF EMOTION

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The SEEKING System

  • The system that generates an exploratory engagement with the environment through forward movement and characterized by a persistent inquisitiveness (e.g. to forage for food or seek shelter)
  • Supports other emotion systems, with a role in both positive and negative emotions

The RAGE System

  • Compels the animal to thrust their body towards the offending target and to use their extremities to e.g. bite or scratch it
  • A negative affect, however, when interacting with cognitive components (e.g. when victorious over an opponent) it can become positive

The FEAR System

  • Results in a negative affective state that people and animals want to escape from
  • At lower arousal levels, it creates bodily tension and immobility which can then increase in intensity in order for the person or animal to get out of harm’s way

The LUST System

  • Display courting behaviour culminating in copulation
  • When a mate is absent, the organism experiences a craving, the tension created by this can be experienced as positive or as a negative stressor

The CARE System

  • Nurturing, particularly one’s young, can be rewarding in the sense of being an affective state that is positive and relaxed
  • Source of love

The PANIC/GRIEF System

  • Results in the experience of psychological pain internally in the absence of obvious physical pain
  • Particularly in young mammals, the panic/grief system is exhibited in insistent crying and an urgency in reuniting with their caretakers
  • Plays a role in the facilitation of social bonding
  • Fluctuations in feelings associated with this system are a source of love

The PLAY System

  • Participants usually assume alternating dominant and submissive roles
  • Enjoyable activity for participants, as long as the one that will end up the ‘loser’ still has a chance to win
  • Source of friendship

RELEVANCE

These systems drive big animals in their ability to survive and reproduce efficiently. At first sight, not all of them seem appropriate in the case of a synthetic agent's behavior. But firstly they are fundamental blocks of what we recognize as an animal's "normal behavior", and as such, play a crucial role in allowing a good communication/interface between the agent and humans.

Secondly, they all make sense if you generalize them sufficiently and cast them:

  • SEEKING - Basically a goal directed search, potentially with backtracking. It is definitely an essential system.
  • RAGE - In its purest essence, RAGE is about mobilizing resources to meet the needs, preparing for energetic action.
  • FEAR - That which drives the agent away from discomfort and undesired situations.
  • LUST - That which drives the agent towards comfort and desired situations.
  • CARE - In a user/tool relationship perspective, CARE makes the agent want to help the user.
  • PANIC - In the same perspective, PANIC lets the agent ask for help if it's not able to succeed alone. This is teaching/learning in front of an actual problem.
  • PLAY - For learning purposes, PLAY allows gaming (roleplaying) behaviors. This is teaching/learning by simulating future real situations.

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