801 research outputs found

    Towards Learning ‘Self’ and Emotional Knowledge in Social and Cultural Human-Agent Interactions

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    Original article can be found at: http://www.igi-global.com/articles/details.asp?ID=35052 Copyright IGI. Posted by permission of the publisher.This article presents research towards the development of a virtual learning environment (VLE) inhabited by intelligent virtual agents (IVAs) and modeling a scenario of inter-cultural interactions. The ultimate aim of this VLE is to allow users to reflect upon and learn about intercultural communication and collaboration. Rather than predefining the interactions among the virtual agents and scripting the possible interactions afforded by this environment, we pursue a bottomup approach whereby inter-cultural communication emerges from interactions with and among autonomous agents and the user(s). The intelligent virtual agents that are inhabiting this environment are expected to be able to broaden their knowledge about the world and other agents, which may be of different cultural backgrounds, through interactions. This work is part of a collaborative effort within a European research project called eCIRCUS. Specifically, this article focuses on our continuing research concerned with emotional knowledge learning in autobiographic social agents.Peer reviewe

    Towards Formal Modeling of Affective Agents in a BDI Architecture

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    [EN] Affective characteristics are crucial factors that influence human behavior, and often the prevalence of either emotions or reason varies on each individual. We aim to facilitate the development of agents reasoning considering their affective characteristics. We first identify core processes in an affective BDI agent, and we integrate them into an affective agent architecture (GenIA3). These tasks include the extension of the BDI agent reasoning cycle to be compliant with the architecture, and the extension of the agent language (Jason) to support affect-based reasoning, and the adjustment of the equilibrium between the agent s affective and rational sides.This work was supported by the Generalitat Valenciana grant PROMETEOII/2013/019, and the Spanish TIN2014-55206-R project of the Ministerio de Economa y Competitividad.Alfonso Espinosa, B.; Vivancos, E.; Botti, V. (2017). Towards Formal Modeling of Affective Agents in a BDI Architecture. ACM Transactions on Internet Technology. 17(1):5:1-5:23. https://doi.org/10.1145/3001584S5:15:23171Bexy Alfonso, Emilio Vivancos, and Vicente J. Botti. 2014. An open architecture for affective traits in a BDI agent. In Proceedings of the 6th ECTA 2014. Part of the 6th IJCCI 2014. 320--325.Bexy Alfonso, Emilio Vivancos, and Vicente J. Botti. 2016a. Design of an Affective Intelligent Agent on GenIA. Technical Report. DSIC, UPV, Spain.Bexy Alfonso, Emilio Vivancos, and Vicente J. Botti. 2016b. Toward a Systematic Development of Affective Intelligent Agents. Technical Report. DSIC, UPV, Spain.Gordon Willard Allport. 1937. Personality: A Psychological Interpretation. Henry Holt, New York.Albert Bandura. 1977. Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review 84, 2 (1977), 191.Cristina Battaglino, Rossana Damiano, and Leonardo Lesmo. Emotional range in value-sensitive deliberation. In Proceedings of AAMAS’13. 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The Journal of Economic Perspectives 19, 4 (2005), 25--42.N. H. Frijda, A. S. R. Manstead, and S. Bem. 2000. Emotions and Beliefs: How Feelings Influence Thoughts. Cambridge University Press.Nico H. Frijda. 2007. The Laws of Emotion. Lawrence Erlbaum Associates, Incorporated.Patrick Gebhard. 2005. ALMA: A layered model of affect. In Proceedings of the 4th AAMAS. ACM, New York, NY, 29--36. DOI:http://dx.doi.org/10.1145/1082473.1082478Lewis R. Goldberg and others. 1990. An alternative “description of personality”: The big-five factor structure. Journal of Personality and Social Psychology 59, 6 (1990), 1216--1229.James J. Gross and Ross A. Thompson. 2011. Emotion regulation: Conceptual fundations. In Handbook of Emotion Regulation. Guilford Publications.JonathanY. Ito, DavidV. Pynadath, and StacyC. Marsella. 2010. Modeling self-deception within a decision-theoretic framework. AAMAS 20, 1 (2010), 3--13. DOI:http://dx.doi.org/10.1007/s10458-009-9096-7William G. Kennedy. 2012. Modelling human behaviour in agent-based models. In Agent-based Models of Geographical Systems. Springer, 167--179.Jonathan Klein, Youngme Moon, and Rosalind W. Picard. 2002. This computer responds to user frustration: Theory, design, and results. Interacting with Computers 14, 2 (2002), 119--140.Richard S. Lazarus and Susan Folkman. 1984. Stress, Appraisal, and Coping. Springer.Stacy Marsella and Jonathan Gratch. 2003. Modeling coping behavior in virtual humans: Don’t worry, be happy. In Proceedings of AAMAS’03. ACM, 313--320. DOI:http://dx.doi.org/10.1145/860575.860626Stacy C. Marsella and Jonathan Gratch. 2009. EMA: A process model of appraisal dynamics. Cognitive Systems Research 10, 1 (2009), 70--90.Stacy C. Marsella, Jonathan Gratch, and Paolo Petta. 2010. Computational models of emotion. In A Blueprint for Affective Computing: A Sourcebook and Manual. OUP Oxford, 21--46.Robert R. McCrae and Oliver P. John. 1992. An introduction to the five-factor model and its applications. Journal of Personality 60, 2 (1992), 175--215.Albert Mehrabian. 1996a. Analysis of the big-five personality factors in terms of the PAD temperament model. Australian Journal of Psychology 48, 2 (1996), 86--92. DOI:http://dx.doi.org/10.1080/00049539608259510Albert Mehrabian. 1996b. Pleasure-arousal-dominance: A general framework for describing and measuring individual differences in temperament. Current Psychology 14, 4 (1996), 261--292. DOI:http://dx.doi.org/10.1007/BF02686918Albert Mehrabian and James A. Russell. 1974. An Approach to Environmental Psychology. MIT Press.John-Jules Ch. Meyer. 2006. Reasoning about emotional agents. International Journal of Intelligent Systems 21, 6 (June 2006), 601--619. DOI:http://dx.doi.org/10.1002/int.v21:6Katherine Nelson. 1993. The psychological and social origins of autobiographical memory. Psychological Science 4, 1 (1993), 7--14.Magalie Ochs, David Sadek, and Catherine Pelachaud. 2012. A formal model of emotions for an empathic rational dialog agent. AAMAS 24, 3 (2012), 410--440. DOI:http://dx.doi.org/10.1007/s10458-010-9156-zAndrew Ortony. 2003. On making believable emotional agents believable. In Emotions in Humans and Artifacts, R. P. Trapple, P. Petta, and S. Payer (Eds.). MIT Press, Chapter 6, 189--212.Andrew Ortony, Gerald L. Clore, and Allan Collins. 1988. The Cognitive Structure of Emotions. Cambridge University Press.Rosalind W. Picard and Karen K. Liu. 2007. Relative subjective count and assessment of interruptive technologies applied to mobile monitoring of stress. International Journal of Human-Computer Studies 65, 4 (2007), 361--375.César F. Pimentel and Maria R. Cravo. 2005. Affective revision. In Progress in Artificial Intelligence, Carlos Bento, Amílcar Cardoso, and Gaël Dias (Eds.). LNCS, Vol. 3808. Springer Berlin, 115--126.Gordon D. Plotkin. 1981. A Structural Approach to Operational Semantics. Technical Report DAIMI FN-19. Aarhus University.Anand S. Rao. 1996. Agentspeak(L): BDI agents speak out in a logical computable language. In Proceedings of the 7th European Workshop on Modelling Autonomous Agents in a Multi-Agent World, Rudy Van Hoe (Ed.). Eindhoven, The Netherlands.Rainer Reisenzein, Eva Hudlicka, Mehdi Dastani, Jonathan Gratch, Koen Hindriks, Emiliano Lorini, and J-JC Meyer. 2013. Computational modeling of emotion: Toward improving the inter- and intradisciplinary exchange. IEEE Transactions on Affective Computing 4, 3 (2013), 246--266.Luis-Felipe Rodríguez and Félix Ramos. 2014. Development of computational models of emotions for autonomous agents: A review. Cognitive Computation 6, 3 (2014), 351--375. DOI:http://dx.doi.org/10.1007/s12559-013-9244-xIra J. Roseman. 2001. A Model of Appraisal in the Emotion System: Integrating Theory, Research, and Applications. Oxford University Press, 68--91.James A. Russell. 2003. Core affect and the psychological construction of emotion. 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In Proceedings of EPIA’09. Springer-Verlag, Berlin, 174--186. DOI:http://dx.doi.org/10.1007/978-3-642-04686-5_15Bas R. Steunebrink, Mehdi Dastani, and John-Jules Ch. Meyer. 2012. A formal model of emotion triggers: An approach for BDI agents. Synthese 185 (2012), 83--129. DOI:http://dx.doi.org/10.1007/s11229-011-0004-8AW Tucker. 1983. The mathematics of tucker: A sampler. The Two-Year College Mathematics Journal 14, 3 (1983), 228--232.Renata Vieira, Álvaro F. Moreira, Michael Wooldridge, and Rafael H. Bordini. 2007. On the formal semantics of speech-act based communication in an agent-oriented programming language. J. Artif. Intell. Res. (JAIR) 29 (2007), 221--267.G. Weiss. 2013. Multiagent Systems. MIT Press

    Realistic Dialogue Engine for Video Games

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    The concept of believable agent has a long history in Artificial Intelligence. It has applicability in multiple fields, particularly video games. Video games have shown tremendous technological advancement in several areas such as graphics and music; however, techniques used to simulate dialogue are still quite outdated. In this thesis, a method is proposed to allow a human player to interact with non-player characters using natural-language input. By using various techniques of modern Artificial Intelligence such as information retrieval and sentiment analysis, non-player characters have the capability of engaging in dynamic dialogue: they can answer questions, ask questions, remember events, and more. This conversation system is highly customizable, so the types of responses that non-player characters give can be modified to fit within a game’s storyline. Although the system only currently allows for simple dialogue, it illustrates the potential for a more robust way to simulate believable agents in video games

    ACII 2009: Affective Computing and Intelligent Interaction. Proceedings of the Doctoral Consortium 2009

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    D3.1 – First Bundle of Core Social Agency Assets

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    This deliverable presents and describes the first delivery of assets that are part of the core social agency bundle. In total, the bundle includes 16 assets, divided into 4 main categories. Each category is related to a type of challenge that developers of applied games are typically faced with and the aim of the included assets is to provide solutions to those challenges. The main goal of this document is to provide the reader with a description for each included asset, accompanied by links to their source code, distributable versions, demonstrations and documentation. A short discussion of what are the future steps for each asset is also given. The primary audience for the contents of this deliverable are the game developers, both inside and outside of the project, which can use this document as an official list of the current social agency assets and their associated resources. Note that the information about which RAGE use cases are using which of these assets is described in Deliverable 4.2.This study is part of the RAGE project. The RAGE project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains

    Agents with Affective Traits for Decision-Making in Complex Environments

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    Recent events have probably lead us to wonder why people make decisions that seem to be irrational, and that go against any easily understandable logic. The fact that these decisions are emotionally driven often explains what, at first glance, does not have a plausible explanation. Evidence has been found that proves that emotions and other affective characteristics guide decisions beyond a purely rational deliberation. Understanding the way emotions take place, the way emotions change, and/or the way emotions influence behavior, has traditionally been a concern of several fields including psychology and neurology. Moreover, other sciences such as behavioral economics, artificial intelligence, and in general, all sciences that aim to understand, explain, or simulate human behavior, acknowledge the important role of affective characteristics in this task. Specifically, artificial intelligence uses psychological findings in order to create agents that simulate human behavior. Nevertheless, individual research efforts in modeling affective characteristics are often overlapped, short of integration, and they lack of a common conceptual system. This deprives individual researches of the exchange and cooperation's inherent benefits, and makes the task of computationally simulating affective characteristics more difficult. Although much individual effort has been put in classifying, formalizing and modeling emotions and emotion theories on some fields, recognized researchers of emotions' and affective processes' modeling report that a common formal language, an informal conceptual system, and a general purpose affective agent architecture will greatly improve the interdisciplinary exchange and the intradisciplinary coordination. The research literature proposes a wide amount of affective models that deal with some of: relationship between emotions and cognition, relationship between emotions and behavior, emotions and their evolutionary account, emotions for appraising situations, emotion regulation, etc. These models are useful tools for addressing particular emotion-related issues. Furthermore, computational approaches that are based on particular psychological theories have also been proposed. They often address domain specific issues starting from a specific psychological theory. In such solutions, the absence of a common conceptual system and/or platform, makes difficult the feedback between psychological theories and computational approaches. This thesis systematizes and formalizes affect-related theories, what can benefit the interdisciplinary exchange, the intradisciplinary coordination, and hence, allows the improvement of involved disciplines. Specifically this thesis makes the following contributions: (1) a theoretical framework that includes the main processes and concepts that a model of an affective agent with practical reasoning should have; (2) a general-purpose affective agent architecture that shares the concepts of the proposed theoretical framework; (3) an implementation-independent formal language for designing affective agents that have the proposed architecture; and (4) a specific agent language for implementing affective agents which is an extension of a BDI language. Some studies with human participants have helped to validate the contributions of this thesis. They include classical games of game theory, and an study with 300 participants, which have provided the necessary information to evaluate the contributions. The validation has been performed in three directions: determine whether the proposed computational approach represents better the human behavior than traditional computational approaches; determine whether this approach allows to improve psychological theories used by default; and determine whether the proposed affective agents' behavior is closer to human behavior than the behavior of a purely rational agent.Probablemente algunos eventos recientes nos han conducido a preguntarnos por qué las personas toman decisiones aparentemente irracionales y en contra de alguna lógica fácilmente comprensible. El hecho de que estas decisiones estén bajo la influencia de las emociones a menudo explica lo que, a primera vista, parece no tener una explicación aceptable. En este sentido, se han encontrado evidencias que prueban que las emociones y otras características afectivas condicionan las decisiones más allá de una deliberación meramente racional. Entender cómo las emociones tienen lugar, cómo cambian y cómo influyen en el comportamiento, ha sido tradicionalmente de interés para muchos campos de investigación, incluyendo la psicología y la neurología. Además, otras ciencias como la economía conductual o la inteligencia artificial reconocen el importante papel de las características afectivas en esta tarea. Específicamente, la inteligencia artificial utiliza los resultados obtenidos en psicología para crear agentes que simulan el comportamiento humano. Sin embargo, a menudo los esfuerzos individuales de investigación en el modelado del afecto se solapan, carecen de la suficiente integración y de un sistema conceptual común. Esto limita a las investigaciones individuales para disponer de los beneficios que ofrecen el intercambio y la cooperación, y hace más compleja la tarea de simular los procesos afectivos. Las emociones y teorías relacionadas han sido clasificadas, formalizadas y modeladas. No obstante, reconocidos investigadores argumentan que un lenguaje formal común, un sistema conceptual informal y una arquitectura de agentes de propósito general, mejorarán significativamente el intercambio interdisciplinar y la coordinación intradisciplinar. En la literatura se propone una amplia cantidad de modelos afectivos que modelan: la relación entre las emociones y la cognición, la relación entre las emociones y el comportamiento, las emociones para evaluar las situaciones, la regulación de emociones, etc. Estos modelos son herramientas útiles para abordar aspectos particulares relacionados con las emociones. Además, se han realizado propuestas computacionales que abordan aspectos específicos sobre la base de teorías psicológicas específicas. En éstas soluciones, la ausencia de una plataforma y/o sistema conceptual dificulta la retroalimentación entre las teorías psicológicas y las propuestas computacionales. Esta tesis sistematiza y formaliza teorías relacionadas con el afecto, lo cual beneficia el intercambio interdisciplinar y la coordinación intradisciplinar, y por tanto, permite el desarrollo de las disciplinas correspondientes. Específicamente esta tesis realiza las siguientes contribuciones: (1) una plataforma teórica que incluye los conceptos y procesos principales que debería poseer un modelo de agentes afectivos con razonamiento práctico; (2) una arquitectura de agentes de propósito general que comparte los conceptos de la plataforma teórica propuesta; (3) un lenguaje formal independiente de la implementación, para diseñar agentes afectivos que poseen la arquitectura propuesta; y (4) un lenguaje de agentes específico para implementar agentes afectivos el cual es un extensión de un lenguaje BDI. Algunos estudios con participantes humanos han ayudado a validar las contribuciones de esta tesis. Estos incluyen juegos clásicos de teoría de juegos y un estudio con 300 participantes, los cuales han proporcionado la información necesaria para evaluar las contribuciones. La validación se ha realizado en tres direcciones: determinar si la propuesta computacional que se ha realizado representa mejor el comportamiento humano que propuestas computacionales tradicionales; determinar si esta propuesta permite mejorar las teorías psicológicas empleadas por defecto; y determinar si el comportamiento de los agentes afectivos propuestos se acerca más al comportamiento humano que el comporProbablement alguns esdeveniments recents ens han conduït a preguntar-nos per què les persones prenen decisions que aparentment són irracionals i que van en contra d'algun tipus de lògica fàcilment comprensible. El fet que aquestes decisions estiguin sota la influència de les emocions sovint explica el que, a primera vista, sembla no tenir una explicació acceptable. En aquest sentit, s'han trobat evidències que proven que les emocions i altres característiques afectives condicionen les decisions més enllà d'una deliberació merament racional. Entendre com les emocions tenen lloc, com canvien i com influeixen en el comportament, ha estat tradicionalment d'interès per a molts camps d'investigació, incloent la psicologia i la neurologia. A més, altres ciències com l'economia conductual, la intel·ligència artificial i, en general, totes les ciències que intenten entendre, explicar o simular el comportament humà, reconeixen l'important paper de les característiques afectives en aquesta tasca. Específicament, la intel·ligència artificial utilitza els resultats obtinguts en psicologia per crear agents que simulen el comportament humà. No obstant això, sovint els esforços individuals d'investigació en el modelatge de l'afecte es solapen, no tenen la suficient integració ni compten amb un sistema conceptual comú. Això limita a les investigacions individuals, que no poden disposar dels beneficis que ofereixen l'intercanvi i la cooperació, i fa més complexa la tasca de simular els processos afectius. Les emocions i teories relacionades han estat classificades, formalitzades i modelades. No obstant això reconeguts investigadors argumenten que un llenguatge formal comú, un sistema conceptual informal i una arquitectura d'agents de propòsit general, milloraran significativament l'intercanvi interdisciplinar i la coordinació intradisciplinar. En la literatura es proposa una àmplia quantitat de models afectius que modelen: la relació entre les emocions i la cognició, la relació entre les emocions i el comportament, les emocions per avaluar les situacions, la regulació d'emocions, etc. Aquests models són eines útils per abordar aspectes particulars relacionats amb les emocions. A més, s'han realitzat propostes computacionals que aborden aspectes específics sobre la base de teories psicològiques específiques. En aquestes solucions, l'absència d'una plataforma i/o sistema conceptual dificulta la retroalimentació entre les teories psicològiques i les propostes computacionals. Aquesta tesi sistematitza i formalitza teories relacionades amb l'afecte, la qual cosa beneficia l'intercanvi interdisciplinar i la coordinació intradisciplinar, i per tant, permet el desenvolupament de les disciplines corresponents. Específicament aquesta tesi realitza les següents contribucions: (1) una plataforma teòrica que inclou els conceptes i processos principals que hauria de posseir un model d'agents afectius amb raonament pràctic; (2) una arquitectura d'agents de propòsit general que comparteix els conceptes de la plataforma teòrica proposta; (3) un llenguatge formal independent de la implementació, per dissenyar agents afectius que posseeixen l'arquitectura proposada; i (4) un llenguatge d'agents específic per implementar agents afectius el qual és un extensió d'un llenguatge BDI. Alguns estudis amb participants humans han ajudat a validar les contribucions d'aquesta tesi. Aquests inclouen jocs clàssics de teoria de jocs i un estudi amb 300 participants, els quals han proporcionat la informació necessària per avaluar les contribucions. La validació s'ha realitzat en tres direccions: determinar si la proposta computacional que s'ha realitzat representa millor el comportament humà que propostes computacionals tradicionals; determinar si aquesta proposta permet millorar les teories psicològiques emprades per defecte; i determinar si el comportament dels agents afectius proposats s'acosta més alAlfonso Espinosa, B. (2017). Agents with Affective Traits for Decision-Making in Complex Environments [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90497TESI

    Recognizing emotional state of user based on learning method and conceptual memories

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    With the increased use of computers, electronic devices and human interaction with computer in the broad spectrum of human life, the role of controlling emotions and increasing positive emotional states becomes more prominent. If a user's negative emotions increase, his/her efficiency will decrease greatly as well. Research has shown that colors are to be considered as one of the most influential basic functions in sight, identification, interpretation, perception and senses. It can be said that colors have impact on individuals' emotional states and can change them. In this paper, by learning the reactions of users with different personality types against each color, communication between the user's emotional states and personality and colors were modeled for the variable "emotional control". For the sake of learning, we used a memory-based system with the user’s interface color changing in accordance with the positive and negative experiences of users with different personalities. The end result of comparison of the testing methods demonstrated the superiority of memory-based learning in all three parameters of emotional control, enhancement of positive emotional states and reduction of negative emotional states. Moreover, the accuracy of memory- based learning method was almost 70 percent
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