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Modelling Hardwired Synthetic Emotions: TPR 2.0

Modelling Hardwired Synthetic Emotions: TPR 2.0
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Author(s): Jordi Vallverdú (Universitat Autònoma de Barcelona, Spain) and David Casacuberta (Universitat Autònoma de Barcelona, Spain)
Copyright: 2011
Pages: 12
Source title: Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-60960-195-9.ch314

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Abstract

During the previous stage of our research we developed a computer simulation (called ‘The Panic Room’ or, more simply, ‘TPR’) dealing with synthetic emotions. TPR was developed with Python code and led us to interesting results. With TPR, we were merely trying to design an artificial device able to learn from, and interact with, the world by using two basic information types: positive and negative. We were developing the first steps towards an evolutionary machine, defining the key elements involved in the development of complex actions (that is, creating a physical intuitive ontology, from a bottomup approach). After the successful initial results of TPR, we considered that it would be necessary to develop a new simulation (which we will call “TPR 2.0.”), more complex and with better visualisation characteristics. We have now developed a second version, TPR 2.0., using the programming language Processing, with new improvements such as: a better visual interface, a database which can record and also recall easily the information on all the paths inside the simulation (human and automatically generated ones) and, finally, a small memory capacity which is a next step in the evolution from simple hard-wired activities to self-learning by simple experience.

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