Emotions and logic have been commonly precived as opposing; However emotions and logic are connected. Logic just connects cause and conclusion. Firstly when it comes to humans we feel with value and desires also called goals. Emotions also have a large connection to storys.. story's are the process of completing a goal. Or really change. First off the emotional-value "e" is defined
e=dtdv
A emotions positivity is the change in value over time. This implies whatever when ever a good appears. We feel it's positivity. This allows us to find the simplest of emotions happy and sad
⎝⎛h=(e>0)s=(e<0)⎠⎞
This means happiness is whenever e is positive and sadness is whenever e is negative.
Continuing i would like to talk about directionality. Emotions can be directed at something these things are called objects of emotions "o" and sometimes it is by association. We aren't happy at the spaghetti.We're happy because it gives us good.
Anger towards objects (not agents) is something relates more to desire itself
Another previous definition I concocted was written below
ϕ(x→o)=(Ds(o)⋀T(o)⇒S(x))
This simply means " the desire of a agent to an object equals that if the object is a desired state and it is true.Then the person or agent is satisfied.
I have now modified this definition
Desire is "want" and felt as a pull similar to magnets or gravity..
ϕ(x→o)=♢o(dtdD⋄a→o<0)⇒h
" As you move towards your goals , you get more excited."
The modal space is generated by the human brain. And the prefrontal cortex plans a sets od actions that move it towards the goal.
Secondly this is a data structure commonly referred to as "A narrative." And I previously said that emotions are forms of desire.
Now we shall move on.. this now allows us much more free way into describing emotions.
Fear arises from a possibility in the future that something bad will occur.. that is the condition , but fear itself is the movement away from that future.
Anger is the blockage.. of a desire will specifically that's frustration and to a lesser degree annoyance. Frustration and annoyance are the same species , different degrees.
Anger can also arise from disrespect, being treated unfairly. Yet we cannot deal with that in this section for we haven't gotten to interpersonal relationships yet. So keep it in your back pocket.
Fear
Conditions: ∃[♢∧t>p]⟨(u){a{S⊂s}}⟩a"
There exists a setting of possible and future universe with attributes that agents attributes regarding states equals sad.. from agent a's perspective
Curly brackets denotes attributes
Straight brackets denotes setting
Definition: F(a→u)=(dtdD♢>o)⇒h
Again these definitions are basic but will over the course od time become more refined.
Continuing on anger
A(a→o)=⟨(o⇒¬(dtdD♢>o))⟩a
From agents a perspective o caused the stopping of desire arrow brackets denote perspective.
Relief is when fear is proven false, especially when you think you are in the universe of your fear.. let's call that the nightmare-verse
Disappointment is when you satisfaction is proven false.
The four domains of perception
Modality: what is possible, possibility, they relates to
Perspectivity: what we know, epistemology, our model of how things works who did what, anything social,
Certainty: beliefs, expectations, statistics, worldviews
Desirability: Desires of all or any kind, Value
Chronolality: time of course
We will focus on on single instant emotions in the first part.. this is what we call short term objevt oriented psychology. As opposed personal/agentic or long term.
∫actiondx=habits, and also the remembering and forgetting rate effects the strength of the habit.. but thats for
This is connection between short and long term psychology.. this is because brain circuits strengthen.. however that is for way later in the text.
Short term object oriented psychological focused on genres such as survival novels like hatchet.. these are focused on non human objects of emotions. Or Minecraft..
Metamodels their are some common metamodels in the world. Evolution, the normal game, the extreme game, and chaos theory. These are the things of perspectivity.
Consider a battle, and we have a multidimensional map of many variables. Food water,.. how many people we have, path of strategies.etc. infact Consider a hilbert space of variables. Next color the point green for victory red for defeat.
Now you'll notice using conventional wisdom to massive blobs, using normal perspectivity. You can evolve a strategies to best fit this thing. This would limit to a bell curve or the normal game. A lot win but they win small.
But you can also do a extreme game which is to go near the edges. The edges of the victory sections do not have clear boundaries they are chaotic, and fractal like. You can find pocket strategies.. this limits to a pareto distribution. Like migration. These are unconventional way to win. Were most ideas dont stick but those that do win big.
Thing evolve based on these edges.. for example a loom imagine a blob a fractally blob.. someone made the mini blob being computational ability hudge which made the compture.
Their are many meta models i just wanted to make you aware of them