A situated view of representation and control
Artificial Intelligence - Special volume on computational research on interaction and agency, part 2
Proceedings of the NATO Advanced Study Institute on Deductive program design
FLAME—Fuzzy Logic Adaptive Model of Emotions
Autonomous Agents and Multi-Agent Systems
An architecture for Real-Time Reasoning and System Control
IEEE Expert: Intelligent Systems and Their Applications
The dMARS Architecture: A Specification of the Distributed Multi-Agent Reasoning System
Autonomous Agents and Multi-Agent Systems
EBDI: an architecture for emotional agents
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
Transforming communicating X-machines into P systems
Natural Computing: an international journal
ECBS '10 Proceedings of the 2010 17th IEEE International Conference and Workshops on the Engineering of Computer-Based Systems
Context-Aware Emotion-Based Model for Group Decision Making
IEEE Intelligent Systems
Large-Scale Computing Techniques for Complex System Simulations
Large-Scale Computing Techniques for Complex System Simulations
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Artificial Agents infused with emotions have attracted considerable attention in recent years. Many domain areas require agents to be able to demonstrate an emotional reaction to stimuli, beliefs, goals, communication etc., thus exhibiting a believable behaviour. On the other hand, little has been said on how formal methods could integrate emotions in a form of rigorous mathematical notation. This paper is an initial attempt to infuse a formal modelling method for reactive agents, namely X-machines, with appropriate attributes that model artificial emotions. X-machines are finite state-based models extended with memory as well as functions that are applied on input and memory values. X-machines have been shown to be particularly useful to model reactive agents. The computation, that is the overall behaviour of an agents, is a sequence of states reached through the application of transition functions (actions that an agent performs). This computation is amended when artificial emotions are involved, thus leading to a different overall behaviour when an agent acts under artificial emotions. After discussing basic theories on emotions and their role to creating believable agents, we present the definition of the eX-machine (eχ) and its computation. A simple multi-agent system with emotional reactive agents is used to show the formal modelling process. Additionally, the same example is used to demonstrate how a visual simulation, based on eχ formal modelling, has different behaviour of the overall system, when artificial emotions are applied.