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7. Encounters on Taros
One of the most substantial
impulses for the computer modelling of emotions comes from the Japanese
psychologist Masanao Toda. It is the description of an autonomous robot
system, the so-called Fungus Eater. Masanao Toda was born 1924
in Okagi in Japan. After graduation, he studied physics at the Imperial
University of Tokyo. After the war he worked as mathematics and physics
teacher at a secondary school and, in 1949, took up the study of psychology
at the University of Tokyo. Some years after finishing his studies he took a chair for psychology at the University
of Hokkaido. Toda brought into the
experimentally oriented psychology
a sharp mind, accustomed to
the deductive thinking of theoretical
physics. Even if he worked a lot experimentally, his basic philosophy read
nevertheless:
Already in the 1950s,
the high time of behaviourism, Toda could not make friends with this
direction of thinking. For him, behaviour was always the result of a
personal choice between several possible action alternatives. He saw
the mind as an intermediate between requirements of the environment
and actions. To that extent, Masanao Toda was a kind of cognitivist.
Only his basic assumption that human psyche and human behaviour are
answers to the requests of the environment can be called behaviouristic. Between 1961 and 1980
Masanao Toda developed his theory of the Fungus Eater; the appropriate essays
appeared collected in his book "Man, Robot, and Society" in the
year 1982. 7.1.
What is a Fungus Eater?
The model of the Fungus
Eater resulted from Todas discontent with experimental psychology.
From this criticism Toda
developed the Fungus Eater first as the main actor of an experimental situation
in which participants played a kind of science fiction game. Perception,
learning, thinking, behaviour, and the effective organization of these
activities were demanded at the same time and should result in a better
experimental situation. The Fungus Eater was
described to the test subjects as follows:
What at first sight
looks like a simple role playing game, is in reality a situation from
which a most complex behaviour results. One is reminded of the "vehicles"
of Braitenberg (1993) whose behaviour, regarded by the observer as"complex",
is in reality the result of some few simple rules. On the one hand, the Fungus
Eater possesses a rudimentary system of attention control. If it has
taken up enough nutrients, it can concentrate completely on the collecting
of ore and vice versa. On the other hand it has a
system of different goals. Its mission is to collect as much ore as possible;
for this purpose it must repeatedly fill up its supply of nutrients. This
construction can lead to conflicting goals, and the Fungus Eater must decide,
after different criteria, whether it should collect ore or fungi. Such a decision situation
is still relatively trivial, if the Fungus Eater has to decide at a
given time only between two alternatives (ore or fungi), if it finds
itself, for example, on a certain point on Taros from which it can locate
an ore occurrence to the right and a fungus occurrence to the left.
As soon as further factors are added, for example obstacles, changing
lighting (day/night) etc., the Fungus Eater must make long-term plans.
This complicates the model, because "thinking" likewise costs
energy, which is thus lost for the collecting of ore. A further factor which
has serious consequences is the assumption that there are not one, but
several Fungus Eater on Taros. Thus the system is confronted with completely
new challenges which let the decision problems of the solitary Fungus
Eaters appear as almost trivial. These few remarks
should make clear that already a few simple basic assumptions can produce
complex planning and decision-making processes which are not explicitly
formulated in the basic model. 7.2.
Emotional Fungus Eaters
In a further thought experiment,
Toda speculated upon which consequences it would have for his model
if the Fungus Eater would have emotions. For him, emotions are a necessary
condition for the survival of a humanoid robot:
Toda calls the emotions
in his model urges. Pfeifer (1988) sees a connection between Toda's urges
and Frijda's concerns to that respect,
Toda defines an urge
as a built-in motivational subroutine which links cognition with action.
The meaning of such
a cognitive element for the current behaviour of the Fungus Eater is
determined by two variables: On the one hand, through experiences made
in the past, thus by learning; on the other hand by the context, in
which the Fungus Eater finds itself in this moment. This context dependence
is controlled by a mechanism which Toda calls mood control. The mood control with
its associated mood-operators determines the meaning which is attached
to cognitions, thus functioning as a kind of threshold setting. The message of
the death of another Fungus Eater by the hands of an enemy, for example, will lead to the fact that the
Startle Urge of the other Fungus Eaters is activated by even the smallest
changes in their perception. Toda classifies his urges
in four large groups: "biological urges", "emergency
urges", "social urges", and "cognitive urges". 7.2.1. The
"biological urges"
Biological urges have primarily to do with the
preservation of a good physical condition and are, according to Toda, relatively
independent from each other. Their main characteristics are similar to those
of the emergency urges, but usually with a far lower excitation level. Among the biological
urges rank elementary needs, for example the Hunger Urge. At
this point one can already ask whether the equating of urges with
emotions is justified. 7.2.2 The "emergency
urges"
Among the emergency
urges Toda ranks
These threee are not
independent of one another, but possess a close relationship. The Startle Urge is
activated with each discovery of an unexpected stimulus in the environment of
the Fungus Eater and leads to the initiation of three parallel processes: (1) stopping of all
current actions; (2) physical excitation; (3) concentrated
cognitive effort in order to identify the source of the disturbance. In other words: The
Startle Urge leads to cognitive information processing, attention control
and physical excitation. If the third process actually detects a threat, the Fear
Urge is initiated. Here Toda brings two
further parameters into play: intensity and importance .
This construction makes it possible
for the Fungus Eater to have competing urges and to give priority
to the most important one in each case, because the urge with
the highest intensity controls the behaviour.
If the Fungus Eater cannot
detect a direct source of danger after the Startle Urge, this
initiates the Anxiety Urge which is characterized by a constant
shift of attention from one potential source of danger to the next. To each urge
belongs a pre-defined group of procedural instructions. The result of the three processes
mentioned is the selection of a specific action from this repertoire. 7.2.3. The "social
urges"
Social
urges are
important for Fungus Eaters, because they help them to lead a cooperative
social life. It is important to know
that Toda‘s Fungus Eater society represents a hierarchically arranged
system. Toda groups his social urges
into three categories: a) Helping urges Rescue Urge, Gratitude
Urge, Love Urge b) Social System urges
Protection Urge,
Demonstration Urge, Joy Urge, Frustration Urge, Anger Urge, Grief Urge,
Hiding Urge, Guilt Urge c) Status-related
urges Confirmation Urge I shall
not discuss the definitions of the individual social urges here
in greater detail. It should
only be noted that here, too, from relatively simple basic elements
which are given to the Fungus Eater, a very complex social interaction
results. 7.2.4. The
"cognitive urges"
Toda’s remarks about the cognitive
urges are unfortunately only very sketchy, since for his model social
urges possess a by far greater importance. He defines expressly only one cognitive urge, the Curiosity
Urge. The definition of
what represents a cognitive urge we can infer from another essay
(Toda, 1982, p. 151). There
Toda, however in a completely different connection, defines a Cognitive
Urge as a learned a posteriori urge, which he also designates
as a motivational process. 7.3.
Evaluation of Toda's model
The
importance of Toda‘s model lies primarily in the fact that his Fungus Eater
is an autonomous being which must survive in an uncertain and unpredictable
environment, which is not possible without emotions. The
Fungus Eater was never implemented by Toda in an actual computer model, but possesses
all prerequisites for it. Toda himself
made first suggestions for an operationalisation in a work with the title
"The Design of a Fungus Eater" (Toda, 1982). Furthermore,
the model demonstrates in an impressing way what complexity can develop
in a system which only contains a set of simple basic functions. This "emergent" behaviour is what
generates new interest in Toda's model. Pfeifer
sees the meaning of the Fungus Eaters also in its epistemological
dimension:
It
is noticeable that Toda deals with the term urges quite generously. This is confirmed by his tentative suggestions
for Rule Observance Urges or Ambition Urge. These urges, which he equates with
emotions, are mainly defined a priori by him. A reason for this arbitrary proceeding may lie in the fact that
he did not translate his theory into an actual computer model to observe
which emotions would develop due to the interaction of the few basic
parameters. To that extent, Toda‘s
model, in all its detail, is certainly no useful model for the modelling
of emotions; his basic principles
of an emotional autonomous agent, however, definitely are.
In particular if one
considers that artificial intelligence in the last decades neglected this
aspect of the modelling almost completely, the heuristic value of Toda‘s
model cannot be estimated highly enough. Next Previous Table of content
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