Using Negative Emotions to Impair Game Play
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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.
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