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modelling artificial creature behavior and emotions with CLA

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ALife

modelling artificial creature behavior and emotions with CLA

Dependencies

Goals:

  • action learning - learning prerequisities, effects and "meaning" of action. Imagine a baby learning to "see" or control its legs.
  • emotions - emotions to represent inner state, goals, uncontious reactions (fear, hunger); using utility-encoder
  • behavior - How it can simplify programming when sub-goals shift priorities automatically according to inner/outer/random conditions.

Experiments / Run:

  • simple utility map of a terrain, eucl. distance to target: python alife/experiments/utility_map/utility_map.py

    Utility as a distance to target.

  • behavior: goal is to reach target, but with each step, the agent becomes more and more hungry, it also perceives food located on a map and plans accordingly. python alife/experiments/behavior/utility_map.py

    Locations of food - attractors, influence changes with hunger level.

    and target and hunger combined...

    Overall utility of target & food (*.

python alife/experiments/behavior/random_walk_map.py

A single random walk with utility, food, target,...

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