# From Affect Theoretical Foundations to Computational Models of Intelligent Affective Agents
## 4 Affective Agents with Practical Reasoning
### Use of Core Processes and Attributes in Computational Approaches
#### 4.2.2 Affect Influence on Behavior  
An example of a relevant approach where affect influences deliberative and embodied behavior is WASABI [96]. WASABI (Affect Simulation for Agents with Believable Interactivity) is an affect simulation architecture that combines cognitive reasoning capabilities with simulated embodiment. This work was used in a Skip-Bo card game scenario for simulating emotion capabilities in a virtual player called MAX. Three agents interact to control the overall functioning of the virtual player: the _Emotion-Agent_, the _BDI-Agent_, and a _Visualization-Agent_. WASABI is bDI-based, and it models intentional actions in the form of plans, which perform the _Means-end Reasoning_ and _Option Generation_ processes. Figure 4 shows the relation between WASABI and the main processes and cognitions presented in this work. This architecture makes the distinction between primary and secondary emotions following the theories by [10; 15; 45]. Thus, emotions that are considered to be primary emotions have a direct relation with expressive capabilities like facial expressions, body postures, or voice inflection. They are considered to be infant-like emotions such as \"anger\", \"happiness\", or \"surprise\". Secondary emotions arise as the result of reasoning about current events, taking into account expectations and past experiences; they are \"prospect-based\" and can be expressed verbally (e.g., hope or relief). In this approach, _mood_ (a core emotional state) is modeled as a background state whose value moves on  
Figure 3: Processes and cognitions of the LIDA architecture. a bipolar scale of positive versus negative. This value moves toward a neutral value more slowly than emotions. Each primary emotion is located in a PAD space (which stands for Pleasure, Arousal, and Dominance according to [19]) following the values from [6]. The architecture of WASABI has six basic components: the conscious appraisal, the non-conscious appraisal, memory, deliberation, emotion dynamics, and the PAD space. The conscious and non-conscious appraisal components are in charge of the _Appraisal_ of the stimuli which comes from the environment through the _Perception_ process. The _Appraisal_ is based on [PERSON]'s and [PERSON]'s appraisal theories [10; 50]. As a consequence, \"secondary emotions\" and \"emotional impulses\" are generated by the _conscious_ and _non-conscious_ appraisal components, respectively, in an _Affect Generation_ process. The way the conscious appraisal obtains \"secondary emotions\" is by evaluating the goal-conduciveness of an event. Then the memory is updated, and _Expectations_ are generated. The level of dominance is derived from this process to be used by the _PAD space_. Mood is derived from the _Affect Dynamics_ component as well as the Pleasure and Arousal values of the _PAD space_. Finally, \"primary emotions\", which lead to \"involuntary behavior\", are elicited by the _PAD space_ with a specific intensity. On the other hand, the deliberative actions are generated by the _Deliberation_ component. To do this, this component takes the resulting \"aware emotions\" obtained by the _PAD space_. This _PAD space_ acts as an awareness filter. This process is done to keep the mood-congruency of the primary and secondary emotions. This congruence is based on the idea that, with a positive mood, we are less likely to experience negative emotions and vice versa. Unlike primary emotions, secondary emotions have a _lifetime_ and a _decay function_, so their intensity decreases over time until the zero base intensity is reached. The \"aware\" emotions (with positive awareness likelihoods) may result in different coping behaviors after a deliberative process and a reappraisal. The approach in [37] is another example of the influence of emotions on agents' social behavior. The authors proposed a method where the behavior of human-interactive agents follows the \"affect control principle\".