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In Figures 1 and 2, we show two examples of this action type. In each of these
actions, the agent needs to have the appropriate objects in order to carry out the
respective action; e.g. it needs food to eat and a readable object (a book or news-
paper) to read. We can see that the related drive decreases a quantity, depending on
the agent conscientiousness. On the other hand, the changes in the agent emotional
state (valence and arousal) depend on the agent preferences and activations over
the action to perform and the used object, and its personality traits. Thus, we have
an integrated model of these concepts, that can affect how actions are combined in
order to solve the agents problems.
(:action READ
:parameters (?reading-object - reading-object)
:precondition (and (in ?room)(taken ?reading-object)(not (time-goes-by)))
:effect
(and
(time-goes-by)
(assign (action-time) ( * (conscientiousness) (read-duration)))
(decrease (boredom) (conscientiousness))
(when (and (< (boredom) 0))
(and (assign (boredom) 0)))
(when (and (< (preference ?reading-object) 0))
(and
(increase (valence)
( * (/ (neuroticism) (max-neuroticism))
(- (/ (+ (preference ?reading-object) (read-preference)) (max-preference)) 1)))
(increase (v-valence)
( * (/ (neuroticism) (max-neuroticism))
(- (max-preference) (/ (+ (preference ?reading-object) (read-preference)) 2))))))
(when (and (> (preference ?reading-object) 0))
(and
(increase (valence)
( * (/ (neuroticism) (max-neuroticism))
(- (/ (+ (openness) (read-preference)) (max-preference)) 1)))
(increase (v-valence)
( * (/ (neuroticism) (max-neuroticism))
(- (max-preference) (/ (+ (openness) (read-preference)) 2))))))
(increase (arousal)
( * (/ (neuroticism) (max-neuroticism))
(- (/ (+ (activation ?reading-object) (read-activation)) (max-activation)) 1)))
(increase (v-arousal)
(* (/ (neuroticism) (max-neuroticism))
(- (max-activation) (/ (+ (activation ?reading-object) (read-activation)) 2))))))
Fig. 1. Example of action ( READ ) to cater for the boredom need
- TAKE and LEAVE actions: the agent uses them to take and leave objects
required to perform some actions, like eat or drink .
- BUY action: the agent uses it to purchase new resources. Agents must be in a
shop and the resource must be available to be bought.
- GO action: allows the agents to move as Figure 3 shows.
- TIME-GOES-BY action: It is a fictitious action (Figure 4) that represents the
influence of the course of time over the value of the drives. Its execution produces
an increase on all drives, so that it simulates the passing of time. The increment
depends on the last action duration ( action-time function added in action ef-
fects). We also force the planner to be executed after every other action application
(through the time-goes-by predicate).
All actions (except for TIME-GOES-BY ) modify (in their effects) the emotional state
that depend on the agent preferences, activations and personality traits. Along with the
metric of the problem, this allows us to model the agents behaviour. So, there are no
 
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