In the original version, emulation referred to observers understanding objects in their potential to help them achieve desired results. They gained this understanding (or were triggered in their understanding) by seeing demonstrators achieving these very results with these objects. The actions performed by the demonstrators however were not copied, so it was concluded that observers learn "from the demonstration, that the tool may be used to obtain the food" (Tomasello et al., 1987). In 1996,
Tomasello redefined the term: "The individual observing and learning some
affordances of the behavior of another animal, and then using what it has learned in devising its own behavioral strategies, is what I have called emulation learning. ... an individual is not just attracted to the location of another but actually learns something about the environment as a result of its behavior". An even later definition further clarifies: "In emulation learning, learners see the movement of the objects involved and then come to some insight about its relevance to their own problems". Here animals are described as learning some physics or causal relations of the environment. This does not necessarily involve a very complex understanding of abstract phenomena (as to what defines a "tool as a tool"). Emulation comprises a large span of
cognitive complexity, from minimal cognitive complexity to complex levels. Emulation was originally invented as a "
cognitivist's alternative" to
associative learning (Tomasello, 1999), spanning learning about how things function and their "affordances" put to the use of achieving one's own goals: "Emulation learning in tool-use tasks seems to require the perception and understanding of some causal relations among objects". This necessarily involves some "insight" – a cognitive domain. To further highlight this point Call & Carpenter wrote in 2001: "it would be a harder task to teach robots to emulate than it is already to teach them to imitate". ==Current theory==