Affect and machine design: lessons for the development
of autonomous machines.
by Norman, Donald A.^Ortony, Andrew^Russell, Daniel M.
Animals and humans have two distinct kinds of information
processing mechanisms: affect and cognition. Cognitive
mechanisms--mechanisms that interpret, understand, reflect upon, and
remember things about the world--are reasonably well understood. But
there is a second set of mechanisms, equally important and
inseparable--the system of affect and emotion that rapidly evaluates
events to provide an initial assessment of their valence or overall
value with respect to the person: positive or negative, good or bad,
safe or dangerous, hospitable or harmful, desirable or undesirable, and
so on.
Although affect and cognition are conceptually and to some degree
neuroanatomically distinct systems, from a functional perspective they
are normally deeply intertwined. They are parallel processing systems
that require one another for optimal functioning of the organism. There
is some evidence (1) that people with neurological damage compromising
their emotional (affective) systems become seriously limited in their
ability to organize their day-to-day lives, even while appearing to
perform normally on a battery of standardized cognitive tasks. They
become ineffective actors in a complex world. Furthermore, psychologists
and others interested in artificial intelligence have repeatedly urged
that affect is essential for intelligent behavior (2) by altering goal
priorities and generating interrupts (e.g., References 3-5).
This paper (6) is intended to start a discussion about how the
study of affect in biological systems might contribute to the
development of autonomous computer systems. We suspect that from a
functional perspective, some of the evolutionary forces that presumably
led to the emergence of affect in animals are likely to be relevant to
the design of artificial systems. However, we view this paper as only
setting the stage for further research, realizing full well that it
raises many more questions than it answers.
A model of affect and cognition: Three levels of behavior
In this section we outline the essence of our three-level theory of
human behavior, a work that is still in progress, (7) after which we
discuss how these ideas might be applied to the development of large
computer systems or computational artifacts. The ideas we discuss are
still incomplete, and their implications for the design of computer
systems still quite speculative. Nonetheless, we believe that even our
skeleton, incomplete as it is, provides potential lessons for the design
of systems that have a variety of tasks and goals, that must run
unattended and autonomously, and that need high reliability. Indeed,
consideration of the design constraints on autonomous robots was one of
the driving forces that led to this work. (8-13)
The three levels that we propose we refer to as the Reaction level,
the Routine level, and the Reflection level (Figure 1). Processing at
each level serves two different functions: evaluation of the world and
what is happening in it--affect; and the interpretation of what is
happening in the world--cognition. Higher levels involve greater depth
of processing and concomitant slower processing. As shown in Figure 1,
cognitive and affective information flows from level to level. Control
information, in the form of activation or inhibition, flows downward.
[FIGURE 1 OMITTED]
The lowest level: Reaction. The Reaction level consists of the
lowest-level processes. In animals, these processes are genetically
determined and innate. No learning occurs. The Reaction level comprises
immediate responses to state information coming from the sensory
systems. Its function is rapid reaction to the current state.
The Reaction level monitors the current state of both the organism
and the environment through fast, hard-wired detectors that require a
minimum of processing. When it detects problematic or dangerous
situations, it interrupts ongoing higher-level processing (if there is
any), it heightens arousal, and it initiates an immediate response, or
response preparation, along with a concomitant diversion of resources.
The output from the Reaction level is a set of fast and relatively
simple interrupts, affective signals, and motor actions. Because of the
rapid and relatively simple processing, the Reaction level cannot
determine causes or do much more than respond in a simple
pattern-directed manner. This level is the earliest of evolutionary
processes, and in simple animals it is the only processing that occurs.
In higher animals and humans, interrupts from the Reaction level trigger
higher levels of processing (at the Routine and Reflection levels) in
order to determine the cause and select an appropriate response.
Responses at the Reaction level can be potentiated or inhibited by
inputs from these higher levels, and they can habituate, reducing
sensitivity to expected signals.
The mid-level: Routine. In humans, the Routine level is the level
of skilled and well-learned, largely "routinized" behaviors.
This level is the home of most motor skills, including language
generation. The Routine level is quite complex, involving considerable
processing to select and guide behavior. It must have access to both
working and more permanent memory, as well as evaluative and planning
mechanisms. Inputs to the Routine level come from the sensory systems,
the Reaction level below, and the Reflection level above in the form of
control signals (inhibition and activation). The Routine level can both
inhibit and activate Reaction level responses and can pass affective
information up to the Reflection level when confronted with
discrepancies from norms or routine expectations.
The Routine level performs assessment, resulting in values on three
dimensions, which are referred to in the scientific literature on affect
and emotion as positive affect, negative affect, and (energetic)
arousal. (14) Many emotion researchers now agree that positive and
negative affect are essentially independent dimensions (15) as when the
motivation of a person on a diet to devour a delicious-looking cookie (a
source of positive affect) coexists with the motivation to avoid the
same, fattening, cookie (a source of negative affect).
As alluded to above, a key feature of the Routine level is that of
default expectations. When these expectations are not met, the system
can make adjustments and learn. We return to this point later in our
discussion of possible applications. But note the power of expectations
in signaling potential difficulties. In humans, these expectations
trigger affective processes that play an important role at the higher
level of processing.
The highest level: Reflection. Reflection is a metaprocess in which
the mind deliberates about itself. That is, it performs operations upon
its own internal representations of its experiences, of its physical
embodiment (what Damasio (1) calls the "body image"), its
current behavior, and the current environment, along with the outputs of
planning, reasoning, and problem-solving. This level has input only from
lower levels and neither receives direct sensory input nor is capable of
direct control of behavior. However, interrupts from lower levels can
direct and redirect Reflection-level processing.
There is some evidence that affect changes the processing mode for
cognition. The mechanism is neurochemical stimulation that adjusts the
weights and thresholds that govern the operating characteristics of the
cognitive mechanisms, biasing them and changing the nature of the
ongoing processing. These changes influence how higher-level processing
takes place, the locus of attention, and the allocation of attentional
resources. Thus, negative affect, especially when accompanied by high
arousal, appears to lead to more focused and deep
processing--depth-first processing. In the extreme case, this type of
processing leads to the "tunnel vision" of stress. In
contrast, positive affect appears to lead to broad, more widely spread
processing--breadth-first processing. As a result, humans have enhanced
creativity when in a pleasurable state. (16,17) Both changes are, on
average, evolutionarily adaptive (one being consistent with increased
vigilance, the other with increased curiosity), even if at times they
are counterproductive.
Note that we propose that Reflection has only indirect control
(mediated through inhibition and activation) over behavior emanating
from the Routine level. The mechanisms of this control have been
explored more fully by Norman and Shallice. (180
Implications for machine design
Our artificial systems today have something akin to the three
different levels of Reaction, Routine (action), and Reflection, but they
do not distinguish between affect (evaluation) and cognition
(understanding). In this section we discuss how a model of affect and
cognition along the lines of the one we have proposed might apply to
machines. Specifically, we suggest that affect can improve overall
systems behavior, particularly in complex or difficult environments.
The Reaction level in machines. Reaction is the home of built-in
sensors, usually with prewired or preprogrammed, fixed responses. This
level is necessary for safety and other critical considerations for
which a rapid response is essential. The Reaction level is essential to
machine operation, and indeed, is already pretty well recognized and
implemented. It is common for computer systems to monitor power and
temperature, hardware functioning, and checksums. In robots and other
mobile systems, Reaction-level devices include contact sensors and cliff
detectors that prevent the devices from hitting other objects or falling
down stairs.
COPYRIGHT 2003 All Rights
Reserved. Reproduced with permission of the copyright holder. Further reproduction or distribution is prohibited without permission.
Copyright 2003, Gale Group. All rights
reserved. Gale Group is a Thomson Corporation Company.
NOTE: All illustrations and photos have been removed from this article.