• emotions serve as cognitive motivations without clearly defined goal states
  • Anger
    • triggered by a (State)
    • biases aggressive behavior
    • impulse to hurt others or self
    • impulse to acquire power to change a situation
    • can be constructive or destructive (Path)
  • Sadness or Grief
    • a negative reinforcement
    • marks cognitive states with sadness which triggers avoidance behavior
    • creates abstract avoidant states in the mind
  • Fear
    • an active negative reinforcement with a concrete avoidant state
    • more immediate and concrete than sadness marked states
    • can be physical and immediate or more abstract tied to abstract avoidant states
    • fear biases the Path, but grief biases the avoidant State
  • Happy
    • positive reinforcement, reward state
    • reward for being in desired cognitive state of affairs
    • can be being in desired goal (State)
    • can be optimal workflow, where achieve succession of mini-goals (Path)
  • Greed / Ambition
    • acquire material and power
    • Path motivation, but can remove motivation if achieve a prescribed goal
    • can resolve into set of concrete goals (State)
    • motivation created by example of others or by imagination
  • Animal Motivation (Needs have Terminal States)
    • Lust (Path + Terminal State)
    • Hunger (Path + Terminal State)
    • Thirst (Path + Terminal State)
    • Pain (State + Terminal State)
    • Fear (Path + Terminal State)
    • Pleasure (Path + Goal State)