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2011, KI - Künstliche Intelligenz
Affective agent architectures are an important field of research for a wide range of disciplines. Software or robotic agents that can reproduce some of the (human) phenomena that are labelled as emotional have a range of applications in entertainment, pedagogy and human computer interaction in general. In addition, the topic is relevant to cognitive science, and the processes underlying affective phenomena are important, if not essential, for the problems of action selection and behaviour coordination in control architectures of entities situated in open environments. In this thesis, based on previous experience in modelling emotion, the method of scenario-based analysis for the comparison and design of affective agent architectures as well as a new approach towards incremental modelling of emotional phenomena are introduced. The approach uses concurrent processes, resources, and explicitly modelled related limitations as building blocks for affective agent architectures. Rather than presupposing a complex framework, an incremental methodology is proposed. As a key element, scenariobased analysis is presented as a suitable new method to capture the relevant aspects of an affective scenario of use for the comparison and the design of affective agent architectures. This thesis focuses on behaviour coordination as a central problem of an autonomous intelligent agent. Based on a survey of current agent architectures and their scenarios of use, as well as an analysis of recent developments in theories of emotion, the proposed implementation approach is motivated for the computational modelling of emotion in virtual worlds. Importantly, the incremental method of building different executable computational models of emotional phenomena based on reusable building blocks avoids the reification of emotion types and static appraisal frames. The focus of the thesis, thus, is on coordination mechanisms in a concurrent model of affective competences.
With virtual agents becoming more and more common in everyday life it is very important to define and develop agents with social capabilities. One of the most important social ability for effective social interaction with people is the capacity to understand, feel and ultimately express emotions . In this paper we propose an architecture, based on the BDI paradigm , employing the three layered approach (i.e. reactive, schematic or behavioral and conceptual). We have added an emotion engine to simulate the generation of affective states based on Scherer's component process theory and on previous works from Lisetti et al. . We describe the guidelines which facilitate the development of such an architecture and present its behaviors in some simple scenarios to show the different level of the reasoning (i.e. reactive, schematic or behavioral and conceptual) and their interaction within an emotional context.
2010
Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to continue is in the area of characters with emotions. To begin addressing this, the thesis focuses on answering the question "Can an emotional architecture be developed for characters in games and virtual worlds, that is built upon a foundation of formal psychology? Therefore a primary goal of the research was to both review and consolidate a range of background material based on the psychology of emotions to provide a cohesive foundation on which to base any subsequent work. Once this review was completed, a range of supplemental material was investigated including computational models of emotions, current implementations of emotions in games and virtual worlds, machine learning techniques suitable for implementing aspects of emotions in characters in virtual world, believability and the role of emotions, and finally a discussion of interactive characters in the form of chat bots and non-player characters. With these reviews completed, a synthesis of the research resulted in the defining of an emotion architecture for use with pre-existing agent behaviour systems, and a range of evaluation techniques applicable to agents with emotions. To support validation of the proposed architecture three case studies were conducted that involved applying the architecture to three very different software platforms featuring agents. The first was applying the architecture to combat bots in Quake 3, the second to a chat bot in the virtual world Second Life, and the third was to a web chat bot used for e-commerce, specifically dealing with question and answers about the companies services. The three case studies were supported with several small pilot evaluations that were intended to look at different aspects of the implemented architecture including; (1) Whether or not users noticed the emotional enhancements. Which in the two small pilot studies conducted, highlighted that the addition of emotions to characters seemed to affect the user experience when the encounter was more interactive such as in the Second Life implementation. Where the interaction occurred in a combat situation with enemies with short life spans, the user experience seemed to be greatly reduced. (2) An evaluation was conducted on how the combat effectiveness of combat bots was affected by the addition of emotions, and in this pilot study it was found that the combat effectiveness was not quite statistically reduced, even when the bots were running away when afraid, or attacking when angry even if close to death. In summary, an architecture grounded in formal psychology is presented that is suitable for interactive characters in games and virtual worlds, but not perhaps ideal for applications
Procedia Computer Science, 2017
The paper describes and discusses processes needed for human emotional behaviour simulation, in particular, emotion incorporation into rational thinking, as well as presents corresponding agent architecture. Such system would enable various application fields, perhaps one of the most important being enhancing smart devices with emotions. Decreasing frequency of social contact has become an urgent issue, particularly among young people. Emotional and social intelligence are however highly desired set of skills which is impossible to develop without interacting with others. Although this problem has been acknowledged, and there are some efforts to facilitate social contact, e.g., by augmented virtual reality games, that is still not enough. There is a need to develop environment that would allow learning exactly social and emotional skills. This ongoing research aims at developing intelligent agents that are able to express and incorporate affects into rational processes.
Eludamos: Journal for Computer Game Culture, 2008
This paper attempts to highlight some of the research that has been conducted worldwide in the area of computational models of emotions, with a particular emphasis on agent emotions suitable for simulations and games. The intended outcome is to both review some of the more prominent research in the field, and to also ascertain the level of formal psychology that may underpin such work with a view to proposing that there is scope for an architecture built from the ground up, that arises from non-conflicting theories of emotion.
… on Autonomous Agents, 2000
2010
Abstract Emotion mechanisms are often used to perform roles in artificial agents with the aim of improving task performance. A basis for making comparisons between these agents is proposed, in the form of a framework constructed from an analysis of architectural qualities (the agent architecture, the action selection mechanism, and the emotion mechanism along with the emotion model it was based on).
2012
This paper presents a model for autonomous virtual agents that enables them to display affective behaviours. Our goal is to obtain believable behaviours, i.e. behaviours that are similar to those of human beings, for various simulation contexts in an urban environment. The proposed architecture is based on a principle of conservation and acquisition of resources.
2007
Evidence of the role of emotions in the action selection processes of environmentally situated agents continues to mount. This is no less true for autonomous software agents. Here we are concerned with such software agents that model a psychological theory of consciousness, global workspace theory. We briefly describe the architecture of two such agents, CMattie and IDA, and the role emotions play in each. Both agents communicate with humans in natural language, the first about seminars and the like, the second about job possibilities. IDA must also deliberate on various scenarios and negotiate with humans. In CMattie emotions occur in response to incoming stimuli from the environment and affect behavior indirectly by strengthening or weakening drives. In IDA the emotions are integrated with the "consciousness" mechanism, and bidirectionally connected with all the major parts of the architecture. Thus, emotions will affect, and be affected by, essentially all of the agent&...
2001
In this paper, an architecture for an emotion-based agent and its application to a real robot, situated in a semistructured environment, is presented. This architecture corresponds to an improved version of the one proposed by Maqas et. al.. Both were developed based on a particular interpretation of the neuro-physiological findings of Dam~isio and LeDoux, namely the concepts of stimuli parallel processing, by LeDoux, and somatic marking, by Dam~isio. Given several applications of this architecture with virtual agents and in simulated environments, the goal here was to study and evaluate the utility and efficiency of this emotion-based agent architecture with real robots and real environments.
The addition of emotions may be the key to producing rational behavior in autonomous agents. For situated agents, a different perspective on learning is proposed which relies on the agent's ability to react in an emotional way to its dynamically changing environment. Here an architecture of mind is presented with the ability to display adaptive emotional states of varying types and intensities, and an implementation, "Conscious" Mattie (CMattie), of this architecture is discussed. Using this architecture, CMattie will be able to interact with her environment in a way that includes emotional content at a basic level. In addition she will learn more complex emotions which will enable her to react to her situation in a more complex manner. A general description is given of the emotional mechanisms of the architecture and its effects on learning are explained.
Journal of Applied Research and Technology, 2012
Why we have emotions and how they influence human behavior are two questions we constantly ask ourselves.According to researchers in the field, there are two kinds of information that the person receives to make a decision.This information is integrated to generate a whole. One comes from ourselves it is proprioceptive and refers toemotions; the other one is external, it comes from the environment. Thus, emotions are immersed in different areas ofa person’s life, including social, functional, and cognitive aspects. It has an important role in the decision-makingprocess. It is on this last point that this paper focuses its approach, which consists of including a cognitive structure ofemotions in a reactive behavior in order to enrich behavior, including the information generated through internalevaluation of the external physical stimuli. Our work is based on the OCC theory (named after the name of its authors:Ortony, Collins and Clore). This theory proposes that a decision-making pr...
… of the AISB'01 Symposium on …, 2001
We introduce the sociological concept of "emotional action" to emotional agents design. In human-computer interaction, the need for advanced interface concepts arises, because an increasing number of untrained users seek access to information systems. Emotions, besides cognition, are considered to be a fundamental part of interactions. Therefore, they should not be neglected in human-computer interface design. Contemporary approaches focus on cognitive theories of emotion. In this article we offer possibilities to extend these approaches by means of sociological emotion theory. It is illustrated how emotional actions can be related to the concept of "perceptual processing" to provide compatibility with existing models. We show how social norms and rules influence the emotion process and how these "social facts" are covered by the concept of "emotional action". It is shown that social norms and rules also apply in humanagent interaction and should not be disregarded. A preliminary architecture that serves as the basis for implementation is mentioned.
Autonomous Agents and Multi-agent Systems
Emotion mechanisms are often used in artificial agents as a method of improving action selection. Comparisons between agents are difficult due to a lack of unity between the theories of emotion, tasks of agents and types of action selection utilised. A set of architectural qualities is proposed as a basis for making comparisons between agents. An analysis of existing agent architectures that include an emotion mechanism can help to triangulate design possibilities within the space outlined by these qualities. With this in mind, twelve autonomous agents incorporating an emotion mechanism into action selection are selected for analysis. Each agent is dissected using these architectural qualities (the agent architecture, the action selection mechanism, the emotion mechanism and emotion state representation, along with the emotion model it is based on). This helps to place the agents within an architectural space, highlights contrasting methods of implementing similar theoretical components, and suggests which architectural aspects are important to performance of tasks. An initial framework is introduced, consisting of a series of recommendations for designing emotion mechanisms within artificial agents, based on correlations between emotion roles performed and the aspects of emotion mechanisms used to perform those roles. The conclusion discusses how problems with this type of research can be resolved and to what extent development of a framework can aid future research.
Information and Software Technology, 2007
This paper proposes modeling of artificial emotions through agents based on symbolic approach. The symbolic approach utilizes symbolic emotional rule-based systems (rule base that generated emotions) with continuous interactions with environment and an internal ''thinking'' machinery that comes as a result of series of inferences, evaluation, evolution processes, adaptation, learning, and emotions. We build two models for agent based systems; one is supported with artificial emotions and the other one without emotions. We use both in solving a bench mark problem; ''The Orphanage Care Problem''. The two systems are simulated and results are compared. Our study shows that systems with proper model of emotions can perform in many cases better than systems without emotions. We try to shed the light here on how artificial emotions can be modeled in a simple rule-based agent systems and if emotions as they exist in ''real intelligence'' can be helpful for ''artificial intelligence''. Agent architectures are presented as a generic blueprint on which the design of agents can be based. Our focus is on the functional design, including flow of information and control. With this information provided, the generic blueprints of architectures should not be difficult to implement agents, thus putting these theoretical models into practice. We build the agents using this architecture, and many experiments and analysis are shown.
Lecture Notes in Computer Science, 2012
This paper presents a model for autonomous virtual agents that enables them to display affective behaviours. Our goal is to obtain believable behaviours, i.e. behaviours that are similar to those of human beings, for various simulation contexts in an urban environment. The proposed architecture is based on a principle of conservation and acquisition of resources.
2009
The development of intelligent virtual agents (IVAs) is a complex task featuring many sub problems. Concerning the education in this field, there is a good theoretical basis. However when it comes to the practical education – the platforms that can be used are scarce and mostly still not fully developed. Our goal is to create a platform, which would allow for a good practical education in the field of IVAs development. The first step towards this platform is a prototype implementation – project Emohawk – that will be described in this thesis. Project Emohawk features a partly emergent story and affect-driven architecture for IVAs control based on a psychologically plausible emotion model. Moreover a methodology was created analyzing this prototype implementation regarding the believability and emergent story potential.
Computer Science and Information Systems, 2015
last decade, intensive research on emotional intelligence has advanced significantly from its theoretical basis, analytical studies and processing technology to exploratory applications in a wide range of real-life domains. This paper brings new insights in the field of emotional, intelligent software agents. The first part is devoted to an overview of the state-of-the-art in emotional intelligence research with emphasis on emotional agents. A wide range of applications in different areas like modeling emotional agents, aspects of learning in emotional environments, interactive emotional systems and so on are presented. After that we suggest a systematic order of research steps with the idea of proposing an adequate framework for several possible real-life applications of emotional agents. We recognize that it is necessary to apply specific methods for dynamic data analysis in order to identify and discover new knowledge from available emotional information and data sets. The last p...
2008
In this paper, we consider emotion as a factor in the decision-making process and actions taken by an agent can be represented by a model, called "emotional model" created with specific focus on computer games development. It is designed to explore people's behavior in certain circumstances, while under specified emotional states. Special attention was given to the thought process and actions displayed in the hypothetical scenarios. We characterized thoughts and actions associated with each scenario and emotional state. Each particular action or proof of steps taken in the thought process was given a percentage value directly proportional to answers given by the test population. Finally, we developed an experimental game program for the evaluation of our emotional decision making model. The aim of the evaluation was to find out how real life agents reacted in certain situations and what processes the human mind runs through when thinking and acting upon certain situations.
Evidence of the role of emotions in the action selection processes of environmentally situated agents continues to mount. This is no less true for autonomous software agents. Here we are concerned with such software agents that model a psychological theory of consciousness, global workspace theory. We briefly describe the architecture of two such agents, CMattie and IDA, and the role emotions play in each. Both agents communicate with humans in natural language, the first about seminars and the like, the second about job possibilities. IDA must also deliberate on various scenarios and negotiate with humans. In CMattie emotions occur in response to incoming stimuli from the environment and affect behavior indirectly by strengthening or weakening drives. In IDA the emotions are integrated with the “consciousness” mechanism, and bidirectionally connected with all the major parts of the architecture. Thus, emotions will affect, and be affected by, essentially all of the agent’s disparat...
Lecture Notes in Computer Science, 2011
Emotional agents are an active research domain, with direct application in several industrial fields such as video games, interactive environments or enhanced human computer interactions. Emotional behavior should consider both the representation of the emotions and the mood states. There are two mostly accepted, and used, cognitive psychological models for this: OCC model and PAD model.Based on these models, this paper includes two main contributions, on one hand, we discuss the use of common representation for both mood states and emotions and, on the other hand, this paper introduces the concept of the Mood Vector Space and analyzes the properties and foundations of such a space to support emotional agent representation and operation.
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