Data processing: measuring – calibrating – or testing – Measurement system – Statistical measurement
Reexamination Certificate
2002-06-07
2004-08-24
Nghiem, Michael (Department: 2863)
Data processing: measuring, calibrating, or testing
Measurement system
Statistical measurement
Reexamination Certificate
active
06782341
ABSTRACT:
1. Introduction
In this paper are described methods for determining intensities of satisfactions and desires (tensions of needs) of virtual creature vP (e g. a motivated agent system, a virtual human in Internet) The state (the intensity) of satisfaction and desire of virtual creature vP, with respect to need b (at time t), is represented by functions bef(vP,b,t) und des(vP,b,t). These functions were introduced (not formal) and used in Schurmann [AS4] (1998), [AS3] (1998), [AS1] (2000). The description of the patent application [AS1] (2000) is based on function values bef(vP,b,t) and des(vP,b,t). Until now, there is no method for determining intensities of satisfaction bef(vP,b,t) and desire des(vP,b,t) for an artificial creature vP. The methods for determining intensities bef(vP,b,t) and des(vP,b, t) described in this paper can be applied in order.
i. to simulate satisfactions and desires of an artificial creature vP (e g a motivated agent system, a virtual human or mammal in Internet or entertainment software) On the basis of patent description [AS1] (2000), emotion states of vP may with that be formal represented;
ii. to develop motivation function and control algorithm (e.g. as described in Schurnann [AS4] (1998), Sect. 2.7), for artificial creature vP, which determine the behaviour of vP;
iii. to build in such semantic of emotions into creature vP that vP would better understand human emotions.
The methods presented here use notions, functions and methods described in Schurmann [AS1] (2000). These notions and functions are presented in short in Sect. 2 of this paper. In Sect. 3 is given a method for determining intensities of satisfaction, bef(vP,b,t), and desire, des(vP,b,t), by stimulus patterns in situation models and activity descriptions, for needs which are individually associated with situations or activities: GE (to be healthy), AN (for recognition, acknowledgment and self-esteem), LE (to be alive), KS (to have no pain), SE (for sexual relations), NU (to be in normal environment), BW (for bodily activities), SN (for tasty food), SH (for visual beauty). The greatest part of this paper (Sect. 4) contains descriptions of methods for determining intensities bef(vP,b,t) and des(vP,b,t) for standard situations of vP, for the following needs: AU (for attention and identification), NE (curiosity and the need for knowledge), GR (to belong to communities), MA (to have power over people and animals), LI (for liking and love), MB (material and financial needs), BZ(Sz) (to achieve goal situation Sz), NA (to have children), BH(OK) (to help object OK).
2. Notations and Functions used in my Patent Description [AS1]
We use, in this paper, following notions and functions described in my paper [AS I] (2000), Artificial creature vP has a set Bd(vP) of needs. To Bd(vP) belong e.g. GR (belong to communities), MA (have power), MB (material and financial needs), BZ(Sz) (achieve goal situation Sz).
The state of tension (desire) and satisfaction of vP, with respect to need b, at time 1, is given by two functions:
0≦
des
(
vP,b,t
)≦60, −30
≦bef
(
fP,b,t
)≦30, for
b&egr;Bd
(
vP
)
where des(vP,b,t) is the intensity of desire and bef(vP,b,t) the intensity of satisfaction (or dissatisfaction) of vP, with respect to need b, at time t. These functions have the following properties.
i. Increasing function bef(vP,b,t) means vP satisfies his/her need b (positive stimulus) and is perceived by vP with approval, joy or happiness.
ii. When bef(vP,b,t)<0 and does not increase then vP perceives bef(vP,b,t) as a negative stimulus (disappointment, annoyance, sadness, suffering) with respect to need b. Decreasing bef(vP,b,t)<0 means stronger negative stimulus with regard to need b.
iii. des(vP,b,t) is the intensity of desire of vP to satisfy need b at time L. The greater des(vP,b,t) the greater is the desire of vP to satisfy need b. des(vP,b,t)<0.5 means ‘need b of vP is well satisfied at time t’.
iv. The greater des(vP,b,t) the greater is the approval and joy of vP when bef(vP,b,t) increases, and the greater is the dissatisfaction, annoyance and grief of vP when bef(vP,b,t)<0 and decreases.
Artificial creature vP has models of objects and situations (OSM) of his/her/its surrounding, and models (schemes) of activities (behaviours, operations, procedures) which vP may execute. Object, situation or activity, OSA, has the same structure as its object, situation or activity model, respectively. Stimulus patterns. In model OSM (and OSA) stimuli are represented by patterns (called stimulus patterns) of the following form:
(2.1) ([
∘
|(
Nba, Nb
),]
fs
(
vP,b
)=([
∘
|p;]n
;(
y
1
,z
1), . . . ,(
yn,zn
);
q ht
) [
∘
|/ z eu
][
∘
|;OSM
1
.Ej
] [
∘
|; where
C
])
where [tex1|. . . |texk] denotes one of the words tex1, . . . , texk,
∘
is the empty word, Nba, Nb and n are natural numbers, NBa≦Nb, 1≦n≦10),fs denotes name of a stimulus pattern, 0≦p≦1, −30≦yi≦30, −55≦zi≦60, yi and zi are simple arithmetical expressions, q hi denotes a time period (e g: 0.5 h, 3 days, 1 week), n*q ht≦720 h, z>0, eu denotes a measure (e g kg, g, h, km, m, l) and e g/200 g denotes ‘pro 200 g’. Nba/Nb is the probability that the pattern fs(vP,b)=( . . . ) is valid. C is a condition. If C occurs then [
∘
|(Nba,Nb),]fs(vP,b)=( . . . ) can be applied only if C is true. If OSM1.Ej occurs then the pattern fs(vP,b)=( . . . ) concerns the pattern Ej=(‘ds’,( . . . fse(vP,b)=. . . )) in OSM1. Example of a pattern (fs=epb) occurring in OSM:
(2.2)
epb
(
vP,b
)=(
n
;(
y
1
,z
1), . . . ,(
yn,zn
);
q ht
) [
∘
|/ z eu
]
where yn>1+y1 and z1>1+zn. The meaning: vP can execute (time t) an activity, AV, such that when vP uses OSM in AV then vP expects that OSM will increase bef(vP,b,.) and decrease des(vP,b,.) according to the pattern (2.2). Exact description of all patterns and their meanings is given in Schurmann [AS1], Sect. 2.2.
Intensity of stimulus. Expected (by vP, at time t) intensity of positive stimulus of pattern (2.1) is given by epr(vP,OSM,fsp,b, . . . ,t) (defined in [AS1], Sect. 2.3.1), where fsp denotes the following (positive) pattern names: epb, upb, vnb, epbu, upbu. Let fsn denotes the following names of (negative) patterns: enb, unb, enbu, unbu, vpb, vnb. Expected (by vP, at time t) intensity of negative stimulus of the pattern (2.1) (where fs=fsn) is given by enr(vP,OSM,fsn,b, . . . ,t) (defined in [AS1], Sect. 2.3.2). The intensity of positive stimulus of OSM (time t) is given by
pros
(
vP,OSM,t
)=&Sgr;
b&egr;Bp
epr
(
vP,OSM,fsp,b, . . . ,t
)
where Bp={b&egr; WB|( . . . fsp(vP,b)=.) is in OSM}, WB={b&egr; Bd(vP)|des(vP,b,t)>0.33* mdes(vP,t) } and mdes(vP,t)=max(des(vP,b,t), for b &egr; Bd(vP)). The intensity of negative stimulus of OSM (time t) is given by:
nros
(
vP,OSM,t
)=&Sgr;
b&egr;Bn
enr
(
vP,OSM,fsn,b, . . . ,t
)
where Bn={b&egr;WB|( . . . fsn(vP,b)=. . . ) is in OSM}A. The intensity of stimulus of OSM at time t (s. [AS1], Sect. 2.3.3):
rosa
(
vP,OSM,t
)=
pros
(
vP,OSM,t
)−
nros
(
vP,OSM,t
).
Intensities of feelings. The states of feelings of vP: contentment, joy, happiness, dissatisfaction, annoyance and suffering, with respect to need b, at time t, are represented by function values zful(vP,b,t) (how they are determined is described in [AS1], Sect. 3). zful(vP,b,t) is interpreted as follows:
0≦zful(vP,b,t)—the intensity of contentment (the small values), joy (the middle values), happiness (the great values) of vP, with regard to need b;
0>zful(vP,b,t)—the intensity of dissatisfaction (the greater values), annoy
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