(2). As a result, both i and k attack jduring the sec-
ond and following sets, because k takes i’s personality
into account, when making decisions.
We highlight the fact that i’s behavior in the first
set might seem irrational, because conquering from k
produces less utility than conquering from j (the dom-
inant strategy). But, in the long run, i gained a clear
advantage, because it did not suffer any attacks during
the next sets, obtaining always the payoff of 3.
5 CONCLUSIONS
We revisit classical challenges concerning coopera-
tion and competitiveness, in interactions that involve
self-interested agents. We propose an approach, to
these challenges, inspired in human affective behav-
iors, attempting to reproduce the beneficial roles that
the emotions of gratitude and anger play in human
social interactions. In our approach we propose that
agent architectures contemplate simplistic approaches
to a) producing affective behavior, b) recognizing af-
fective behavior, and c) reasoning about personality.
We used this approach in four examples, to show
how a) acting on gratitude can promote cooperation
and help form alliances among agents, and b) act-
ing on anger can also promote cooperation, as well as
dissuade other agents from having adverse behaviors
toward the agent in question. After recognizing the
emotional behaviors, agents decided to cooperate or
to avoid adverse behavior, not as artificial decisions
designed to simulate human behavior, but as the ra-
tional decisions that aimed at maximizing the overall
present and future payoffs. These decisions take into
account the personality of other agents, to help predict
their future behaviors in specific situations.
There are numerous ways to approach cooperation
and competitiveness (see, e.g., (Binmore, 1994; Bin-
more, 1998)). Our approach uses emotions to define
implicit contracts for predefined patterns of behavior
(e.g., “if you help me, i will also help you”, or “if
you attack me, i will also attack you”). Other patterns
of behavior could be used instead of these, but we
suggest following these particular patterns because
they occur in human beings and, therefore, a) this
approach may potentially inherit the already proven
benefits that such patterns convey to human social in-
teractions, and b) this approach may more accurately
simulate the behaviors of humans, which is important
for purposes such as achieving believability (e.g. in
the context of synthetic characters or video games),
achieving more accuraccy in social simulations, and
establishing more successful interactions with human
agents.
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