PRIMUS
Goal-Driven Behavior
How goals and motivations drive action in PRIMUS
Goal-Driven Behavior
In a cognitive architecture like PRIMUS, behavior isn't just a reaction to input; it is a proactive pursuit of internal goals.
The Motivation System
Every PRIMUS agent has a set of Drives or Primary Goals. These might be:
- Curiosity: The drive to explore new patterns.
- Homeostasis: The drive to maintain internal stability (e.g., energy levels).
- Social: The drive to interact with other agents.
Goal Hierarchies
Complex behavior requires breaking high-level goals into smaller, manageable sub-goals.
graph TD
HG[High-Level Goal: Build a House]
SG1[Sub-Goal: Gather Materials]
SG2[Sub-Goal: Design Layout]
SG3[Sub-Goal: Construction]
HG --> SG1
HG --> SG2
HG --> SG3
SG1 --> Task1[Find Wood]
SG1 --> Task2[Find Stones]Dynamic Re-prioritization
Unlike a static script, a PRIMUS agent can change its goals on the fly.
- Context Change: If the agent is "Building a House" but suddenly senses a "Fire," the Homeostasis drive will override the building goal and create a new high-priority goal: "Escape Fire."
- Success/Failure: If a task fails repeatedly, the agent might abandon the sub-goal and look for an alternative path.
Goal-Pattern Matching
In PRIMUS, goals are often represented as "Desired Patterns" in the AtomSpace.
- Current State:
(At Agent Kitchen) - Goal State:
(At Agent Work) - Reasoning: Find a sequence of actions (patterns) that transform the current state into the goal state.
Next: Planning Loops