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Seven emotions
agnostic-workspace edited this page Jun 12, 2022
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- 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
- 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
- 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
- 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
- Nurturing, particularly one’s young, can be rewarding in the sense of being an affective state that is positive and relaxed
- Source of love
- 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
- 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
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.