This thesis presents one possible way to design a control architecture
that can be used to govern artificial animals. Such artefacts perform
multiple-tasks and are expected to exist in a somewhat hostile
environment - they have to be adaptive. It also defends the position
that automata, and animals, need not use reasoning to perform
intelligent behaviour. Drawing from an ethological conception of
motivation, a mathematical framework was described, computer
simulations performed and preliminary work on a real robot
discussed. It was shown that a reactive motivational algorithm
performs better than alternatives that use simplistic models of the
world, in a multiple resource foraging task. The reactive motivational
framework was then extended to encompass instrumental behaviour as
well as purely consummatory behaviour -- an instantiation of the model
was then demonstrated to exhibit complex sequences of behaviour that
could give the impression of plan following, although there was
none. This model permits us to introduce a useful technical definition
of the word tool. The model was then used to provide a fully
procedural account of the outcome devaluation effect -- a phenomenon
for which there is dispute over its cognitive status. The incentive
learning effect is also considered and found to be lacking any
adequate explanation, in this work or in others.
99 pages with a 13 page appendix.
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