| You really wouldn’t want to see one. But all that’s needed are are a handful of rules, to provide for a system that emotes. You’d probably dismiss it as an inauthentic toy, but emotions actually aren’t the core aspect of agency. Anyway, the rules just need to assemble a goal, a threshold for equilibium, and reactions for deviation from that equilibrium. Bonus points if you account for radiant measurements of equilibrium. What I mean by that is anticipation of adjacent conditions that signal a probable loss of equilibrium, such that the system doesn’t just react to an unbalanced circumstance, but also things that could lead to an undesired imbalance. Examples: A. If the cup is disturbed so that the milk spills, then a negative experience ensues. B. If a balloon, inflated with ordinary compressed air, sinks onto the grass and pops, a negative experience ensues. C. Ambulate through an environment obstructed by complex obstacles, and negotiate each obstacle without falling onto the ground. Falling onto the ground will result in a negative experience. Each of these three goals represents a targeted state of equilibrium: don’t spill the milk, keep the balloon safe, don’t fall down go boom. Now, layer an array of reactions on top of the branched set of possible outcomes. You can also buld up variations on top of each branch. Positive branches are indicated in moments of success at achieving the goal. Negative branches are indicated upon equilibrium being defeated. So the computer or robot can externalize its inner state with a happy face or a sad face, but we’re missing some of the emotional range. When would anger display? When the machine can assign blame and consider revenge, of course. So if an entity (preferably a rival robot, since we wouldn’t want the robot to exact revenge on a person) knocks over the milk, pops the balloon, tackles the robot, the obvious motive is to make sure that never happens again, the root cause is the rival entity. Stand back up, destroy the entity, and acquire more milk, another balloon, and try to achieve equilibrium, and thus happiness again. Prior to reacquiring its happy state, the machine can externalize an angry face if it can assign blame to a detected responsible entity, in all other cases, it would simply be sad, until it can stand back up, inflate another balloon and pour itself another glass of milk to protect. If it cannot set things back in order, as desired, then it is simply permanently sad (no balloon, no milk, unable to stand or walk), forever. See how that works? It’s actually not much more complicated than that. |