Adapted from: Wehrle, T. (1994). New fungus eater experiments. In P. Gaussier, & J.-D. Nicoud
(Eds.), From perception to action (pp. 400-403). Los Alamitos: IEEE Computer Society Press.
New Fungus Eater Experiments*
Thomas Wehrle
Université de Genève
Faculté
de Psychologie et des Sciences de l'Education
9, route de Drize, 1227 Carouge-Genève,
Switzerland
Email:
wehrle@fapse.unige.ch Abstract
Although there seems to be a high
agreement among researchers that the concept of autonomous agents should also be applied in Psychology,
especially in Emotion Psychology, most work did not exceed the theoretical level yet. One reason obviously is
the lack of adequate tools for applying and exploring this concept. This paper describes, on the bases of an
implemented software package, what such a tool could look like. This simulation package has already been
used for several applications. As an example we discuss an application that implements the basic concepts of
the Emotional (or social) Fungus Eater of Masanao Toda. Keywords
AUTONOMOUS AGENTS - SIMULATION - EMOTION - SOCIAL BEHAVIOR 1.
Introduction
Psychologists mostly agree that phenomena like emotion cannot be investigated separately
from perception, memory, cognition and behavior. Since more than a decade so- called ecological approaches
have been proposed, e.g. Gibson (1979) or Suchman (1987), trying to account for the natural complexity of
behavior as well as the properties of the environment and the ongoing interaction with this environment. Such
an integral approach requires that we make our models explicit on the level of concrete mechanisms.
Unfortunately traditional psychological methods, like observation, test, experiment, and statistics do not
automatically enable us to model a mechanism that could explain the phenomenon. Masanao Toda already in the
early sixties proposed to use the concepts of autonomous agents and micro worlds to approach the problem (e.g. Toda
1962, Toda 1982). He proposes to use micro worlds (micro cosms) both for modeling mechanisms and for gathering
empirical data (e.g. for the external validation of a model):"Here, a "microcosm" means a
problem consisting of a wide variety of mutually dependent subproblems, and the subject may not be able to 'survive'
(in) the microcosm without letting his major basic functions jointly come into play. ... A microcosm is practically
a closed problem insofar as it is a microcosm, and this very closeness renders it a theoretical feasibility. We can
obtain the particular set of constraining conditions that makes the subject's behavior optimal in a given
microcosm." (Toda 1982).
The concept of micro worlds is closely tied to the concept of
autonomous agents:
"It seems certain that, as we understand more about cognition, we will
need to explore autonomous systems with limited resources that nevertheless cope successfully with multiple
goals, uncertainty about environment, and coordination with other agents. In mammals, these cognitive
design problems seem to have been solved, at least in part, by the processes underlying emotions." (Oatley
1987).
Although both concepts are theoretically well elaborated there is little work done that
uses micro worlds as complete but simplified environments for autonomous agents. What seems to be missing is
the availability of adequate formalisms and tools. This lack of appropriate simulation languages and simulation
tools is at least for psychologists an important reason why these concepts are rarely used.
In the next section
we give a short overview of the functionality of an implemented software package as an example of what such a
tool could look like. In the third section we present an autonomous agent that implements the basic concepts of
Toda's Social Fungus Eater.
2. The Autonomous Agent Modeling Environment (AAME)
The
Autonomous Agent Modeling Environment is a tool for designing autonomous agents in research and education
(Wehrle 1994). The intention is to have an adequate tool that helps exploring psychological and Cognitive
Science theories of situated agents, the dynamics of system- environment interactions, and the engineering
aspects of autonomous agent design. An autonomous agent is a hypothesized organism or a real robot. In the
case of the AAME the interesting aspects of such an agent are not so much the modeling of realistic sensors
and effectors but the coupling mechanisms between them. The supported modeling process is a top-down /
bottom-up approach. Of importance are on the one hand the iterative construction of the control
architecture with an adequate formalism, and on the other hand the interactive instruments that help
exploring a mechanism in a free and intuitive way. In iterative or incremental modeling theoretical
propositions are translated and formalized into a computational model in a first step. Interactive experiments
should allow one to test the behavior of the concrete system, i.e. the quality of the formalization and the
plausibility of the underlying theoretical constructs. These experiments may then serve as a basis for further
theoretical refinement and changes. 2.1. Object Oriented Simulation Language
The AAME includes
an object oriented simulation language for modeling complex microworlds and autonomous systems. The
simulation language currently consists of several hundred language constructs for the following
objects:
- Regions (e.g., wet zones and other ecological properties)
- Manipulable objects
with arbitrary properties (e.g., obstacles, landmarks, food, tools, etc.)
- Attractors (e.g., light sources,
odors, dynamic processes like circadian cycles, etc.)
- Agents with different dynamic morphologies,
different types of generic sensors, actuators and attractors
- Communication protocols (attractors or
blackboards between agents, local and global messages between user and agents)
- Building blocks for
autonomous control architectures (structures and processes), e.g., artificial neural networks, cybernetics systems,
production systems, ADT programming support, etc.
The animation of the micro worlds, the agents, and
other objects is independent of the application. The simulator can simultaneously handle as many agents as the
memory limitation allows. This also includes having different types of agents at the same time. Agents can
dynamically be created or removed. Dynamic agent morphology (including sensors, actuators, and attractors) also
allows the modeling of ontogenetic processes (e.g., growing, maturing, aging). There is a set of tools for the data
analysis (e.g., statistics) and external data protocols. The user interface utilities include FM sound card support.
Because of the object oriented system design, the user can easily extend its functionality, e.g., for special types of
artificial networks. 2.2. Interactive Simulation Instruments
The AAME includes a set of interactive
simulation instruments that allow the inspection and manipulation of all objects during runtime with a WIMP
interface (see Fig. 1). The animation is interactive, i.e., the user can control the speed or change the microworld,
e.g., the location or properties of objects and agents. The semantics of objects is defined in the applications. It is
also possible to inspect or change the control architecture of agents during runtime, e.g., with the network editor
and browser. The body of an agent together with its sensors, effectors, etc. can also be changed with a
morphology editor. The user can communicate with agents by sending them messages, e.g., to change their
parameters, to get their trajectories, or to start protocols. This includes a recorder facility to memorize
interesting sequences of behavior. 
Figure 1. An animated microworld
and inspection facilities: 1. weight matrices for ANN; 2. bar displays (here for the range finder); 3.
oscilloscopes; 4. perception area of a sensor; 5. network editor.
3. The Social Fungus Eater
Several applications have been implemented with the Autonomous Agent Modeling Environment, e.g., a
microworld for the basic Braitenberg vehicles (Braitenberg 1984) or the Distributed Adaptive
Control architecture of Verschure (1992). One of them is a model of the Social Fungus Eater by
Masanao Toda (1982), which we want to describe in this section. The Fungus Eater concept as a test-bed for
simulation models in emotion psychology has also been proposed by Pfeifer (1988). Now, the required
technologies seem to be sufficiently developed 
Figure 2. Trajectories of a
Fungus Eater society
The Fungus-Eater is a fictitious mining robot that is sent to a planet called Taros to collect
uranium ore. It uses wild fungi growing on the surface of the planet as the main energy source for its biochemical
engine. Little is known about the distribution of uranium ore and fungi. Every activity of the Fungus-Eater,
including the brain- computer operations, consumes some specified amount of fungus-storage. If the Fungus-
Eater runs out of fungus- storage it dies. Its mission is to collect as much uranium ore as possible, and there is
no reward for the amount of collected fungi (adapted from Toda, 1982). Since uranium ore and fungi are
usually not found in the same place there is a conflict in the robot's action selection.
We made some
further assumptions for the concrete implementation of the Social Fungus-Eaters: They keep a certain distance
to each other in order to avoid conflicts at food places and to avoid inefficient mining. On the other hand they
also maintain loose contact in this potentially hostile environment, e.g., to help each other in emergency
situations. The (emergent) behavior of the Fungus Eater, achieved with our model can be described as follows:
As expected, the agents are mostly found around food sources and mines (see Fig. 2). They gently
alternate at food places. Agents with similar hunger conditions build circles of 2 to 5 members. The
consumption of fungi is more or less equal for each agent in a circle. A circle breaks up when a certain level of
energy is reached or when other agents approach the source. Depending on the parameters, agents leave even
rich food regions, e.g. to collect ore or to explore the environment. Often these explorers form a couple (but the
partner is irrelevant). Sometimes circles may also be found in places without food or ore. These circles collapse
when the consumption motive of one or several members becomes stronger. If they do not find enough food in a
reasonable time they die. At the food places, very hungry homecomers push less hungry agents aside and clearly
misbehave.

Figure 3. A Model of the Social Fungus Eater
Toda
uses cost functions and 'urges' to describe the expected behavior (observer perspective). We modeled this
with a cybernetics system (see Fig. 3), using a hedonistic principle based on the energy concept
(mechanism in the agent). A Fungus Eater is equipped with remote sensors for ore, fungi and other
Fungus Eaters and contact sensors for fungi, ore and obstacles. There is a dynamic set point for the
energy level that determines the current hunger condition and thereby triggers eating and approaching
food sources. Also dependent on the current hunger condition is the regulation of the social distance to other
Fungus Eaters. In situations when adequate sensor signals are missing an explorative behavior is
produced. Obstacles temporarily intervene in the ongoing behavior whereas the latter is used as a
heuristic for the avoidance strategy.
The control architecture enables the Fungus Eaters to adapt to a
dynamic environment. They internalize the current properties of the environment, i.e. the distribution of
food and obstacles with their individual energy curves to regulate the ore- food dilemma appropriately.
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PhD thesis, University of Zürich.* The preparation of this paper was facilitated by grants of the National
Science Foundation (FNRS project 11- 39551.93).