Page 155 - Designing Sociable Robots
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breazeal-79017  book  March 18, 2002  14:7





                       136                                                              Chapter 9





                       motiv m corresponds to the inputs from drives or emotions
                       gain is the weight for each contributing drive or emotion
                          m
                       success() is a function that returns 1 if the goal has not been achieved, and 0 otherwise
                       releaser goal,k is a releaser that is active when the goal state is true (i.e., a goal releaser)
                       LoI is the level of interest, LoI = LoI initial − decay(LoI, gain  )
                                                                       decayLoI
                       LoI initial is the default persistence
                       frustration increases linearly with time, frustration = frustration + (gain  · t)
                                                                                 frust
                       bias is a constant that pre-potentiates the behavior
                                       x
                       decay(x, g) = x −  for g > 1 and x > 0, and 0 otherwise
                                       g
                       When the behavior group is inactive, the activation level is updated by the equation:


                       A behavior = max  A child ,  (releaser n · gain ), decay(A behavior , gain  )  (9.2)
                                                           n                  decayBeh
                                            n
                       Internal Measures
                       The goal of each behavior is defined as a particular relationship between the robot and
                       its environment (a goal releaser). The success condition can simply be represented as
                       another releaser for the behavior that fires when the desired relation is achieved within the
                       appropriate behavioral and motivational context. For instance, the goal condition for the
                       seek-person behavior is the found-person releaser, which only fires when people are
                       the desired stimulus (the social-drive is active), the robot is engaged in a person-finding
                       behavior, and there is a visible person (i.e., skin tone object) who is within face-to-face
                       interaction distance of the robot and is not moving in a threatening manner (no excessive
                       motion). Some behaviors, particularly those at the top level of the hierarchy, operate to
                       maintain a desired internal state (keeping its drive in homeostatic balance, for instance). A
                       releaser for this type of process measures the activation level of the affiliated drive.
                         The active behavior sends information to the high-level perceptual system that may be
                       needed to provide context for the incoming perceptual features. When a behavior is active,
                       it updates its own internal measures of success and progress to its goal. The behavior
                       sends positive valence to the emotion system upon success of the behavior. As time passes
                       with delayed success, an internal measure of frustration grows linearly with time. As
                       this grows, it sends negative valence and withdrawn-stance values to the emotion system
                       (however, the arousal and stance values may vary as a function of time for some behaviors).
                       The longer it takes the behavior to succeed, the more frustrated the robot appears. The
                       frustration level reduces the level-of-interest of the behavior. Eventually, the
                       behavior “gives up” and loses the competition to another.
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