The matrix set below is the core of the Emotion Engine for Personae Agent's hierarchical finite state machine. A rule base operates on the matrices generating realistic behavior in FaceSpace, from user defined inputs.
AROUSAL AFFECT
| hi | med | low affect axis
______________________ | |
hi | | |
|----|-----|-----
med | | |
|----|-----|-----
low | | |
_
_
arousal
axis
AROUSAL MORALE
| hi | med | low morale axis
______________________ | |
hi | | |
|----|-----|-----
med | | |
|----|-----|-----
low | | |
_
_
arousal
axis
DISCOURSE AROUSAL
| hi | med | low arousal axis
______________________ | |
hi | | |
|----|-----|-----
med | | |
|----|-----|-----
low | | |
_
_
discourse
axis
AFFECT MORALE
| hi | med | low morale axis
______________________ | |
hi | | |
|----|-----|-----
med | | |
|----|-----|-----
low | | |
_
_
affect
axis
DISCOURSE MORALE
| hi | med | low morale axis
______________________ | |
hi | | |
|----|-----|-----
med | | |
|----|-----|-----
low | | |
_
_
discourse axis
DISCOURSE AFFECT
| hi | med | low affect axis
______________________ | |
hi | | |
|----|-----|-----
med | | |
|----|-----|-----
low | | |
_
_
discourse
axis
The notation above (i.e. double bar axis terminator) follows Valdez-Perez (AAAI-'93, Proceedings).
While there are only 64 basic emotion states there is a vast total state space. Each basic state is itself a free running automata and the agent is constantly generating new sequences driven by outside events.
Below are the original 1992 notes for rules that operate on the emotion and FaceSpace matrices. Actual implimentation has varied.
-Somaticity dimension corresponds to physical arousal required for emotional display by face, gesture, and speech. -Affect is how much the agent "cares" in the current context. -Morale is the agent satisfaction level in context. -Discourse is symbolic expression by the face, gesture, and speech. -Semantic emotion state corresponds to a region of face/gesture/speech space. -Global state of the personae determines semantic emotion state by table look up. -Emotion state is a composite of orthogonal primitives. -Emotion state varies continuously and cyclicly. -Emotion state transitions one cell at a time along each axis across emotion space. -Emotion state divided into short/mid/long term aspects. -Feedback on appropriate emotional expression comes from creators' semantic input. -All states have an inverse. Inverse relation monotonicly true. -Temporality is inherited across polar-pairs. -As emotions change they have "inertial mass" thru emotion space according to rapidity and force of change. This engenders "realitivistic" effects whereby eg. pain is felt at the loss of pleasure as opposed to concrete pain such as a wound. Habituation is an analogous concept. This item needs to decompose further.
Thanks for flying... .
FaceSpace has been sponsored in part by the City of Austin under the auspices of the Austin Arts Commission.