With the FCM model it is possible to distinguish the perception from the sensation: The sensation is the real value coming from the environment, and the perception is the sensation modified by the internal states. For example, it is possible to add three edges to the previous map: one autoexcitatory edge from the concept fear to itself, one excitatory edge from fear to foeClose, and one inhibitory edge from fear to foeFar. A given real distance to the foe seems higher or lower to the agent depending on the activation level of fear. Also, the fact that the agent is frightened at time t influences the level of fear of the agent at time t + 1. This kind of mechanism gives the possibility of modeling a degree of paranoia and a degree of stress for the agent. It also allows the agent to memorize information from previous time steps: fear maintains fear. It is therefore possible to build very complex dynamic systems involving feedback and memory using an FCM, which is what is needed to model complex behaviors and abilities to learn from evolution. (The example is coming from : Tisseau, J. (2001). Réalité virtuelle—Autonomie in virtuo. Unpublished habilitation a diriger les recherches dissertation, University of Rennes, France.) |

