A motivational model of hunger for a cognitive architecture

Myrna S. Zamarripa, Daniel Madrigal, Cynthia Avila-Contreras, Félix F. Ramos
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引用次数: 2

Abstract

This paper presents a bio-inspired motivational model to generate, maintain and dismiss needs, specifically related with hunger. Because we want to obtain results nearer as possible to those of humans, the components of the model are developed based on suggested evidence from cognitive sciences and neurosciences. This model could be implemented in virtual creatures to induce behaviors, as we show in a simulation where the motivational part is implemented with the proposed model; it interacts with a more general agent model that abstracts higher-level cognitive functions. In the virtual scenario, characters are performing different physical activities, leading to two expected behaviors: a. Physical activities increment hunger depending on variable values of energy expenditure associated with each activity; and b. Hunger triggers a food-intake action. The results of the implementation show that the model responds as expected, and if more diverse activities are integrated (besides food-intake) we could have a more diverse behavior of looking for food. We believe that this model could be integrated with other models developed with the same approach, specifically for the part of higher-level cognitive functions, in order to obtain more specific behaviors, and therefore, a more realistic simulation.
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渴求认知架构的动机模型
本文提出了一种生物激励模型来产生、维持和消除需求,特别是与饥饿相关的需求。因为我们希望获得尽可能接近人类的结果,所以模型的组成部分是根据认知科学和神经科学的建议证据开发的。该模型可以在虚拟生物中实现以诱导行为,正如我们在模拟中所示,其中动机部分使用所提出的模型实现;它与抽象更高层次认知功能的更通用的代理模型交互。在虚拟场景中,角色进行不同的身体活动,导致两种预期行为:a.身体活动根据与每项活动相关的可变能量消耗值增加饥饿感;b.饥饿触发食物摄入行为。实施的结果表明,该模型的反应如预期的那样,如果整合更多样化的活动(除了食物摄入),我们可以有更多样化的寻找食物的行为。我们认为,该模型可以与其他采用相同方法开发的模型相结合,特别是针对更高层次的认知功能部分,以获得更具体的行为,从而获得更真实的模拟。
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