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Basing artificial emotion on process and resource management

2007, Affective Computing and Intelligent Interaction

Abstract

Executable computational process models of emotion are based on specific sets of modelling primitives. Motivated by the requirements of a specific scenario and concepts used by emotion theories, we propose as building blocks explicitly bounded resources and concurrent processes acquiring and using them. Our approach is intended for the incremental modelling of a growing collection of emotional episodes, with a clear delineation of technically necessary simplifications of the natural phenomena. An episode of disgust is used to discuss the approach, which is realised using real-time cooperative microthreading technology.

Key takeaways

  • The contribution of this paper is the proposal to use explicitly bounded resources and concurrent processes as building blocks for computational modelling of emotion in a virtual world (section 3).
  • The emotion episode modelled in section 4 includes examples of such processes.
  • The resource bounds of the modelled agent are represented explicitly by distinct resources that need to be acquired explicitly by processes for use.
  • Which processes monitor what of other processes?
  • These building blocks are motivated by the needs of modelling a physical system, by the characterisation of emotion by psychological theories, and by practical implementation concerns.