Using Negative Emotions to Impair Game Play

Emotions make significant contributions to rational thought and behavior at multiple levels. Most research with computational models of emotion focuses on reactive behaviors caused by base or learned emotions; yet emotions can play a role in purposeful behaviors as well, leading to emotion-related actions rather than reactions. Higher-level cognitive processes can reflect on the emotional state, treating emotions as data rather than forces, and incorporate them into consciously selected behaviors, plans, and strategies. We have developed a computational framework for exploring cognitive decision processes that reason about emotional actions as an integral component of strategy and control over emotions. To validate this framework, we are implementing a prototype gaming system that exhibits conscious use of the emotional state and negative emotional behaviors during a game of chess in an attempt to impair its opponent’s game play.