13 research outputs found

    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

    From Affect Theoretical Foundations to Computational Models of Intelligent Affective Agents

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    [EN] The links between emotions and rationality have been extensively studied and discussed. Several computational approaches have also been proposed to model these links. However, is it possible to build generic computational approaches and languages so that they can be "adapted " when a specific affective phenomenon is being modeled? Would these approaches be sufficiently and properly grounded? In this work, we want to provide the means for the development of these generic approaches and languages by making a horizontal analysis inspired by philosophical and psychological theories of the main affective phenomena that are traditionally studied. Unfortunately, not all the affective theories can be adapted to be used in computational models; therefore, it is necessary to perform an analysis of the most suitable theories. In this analysis, we identify and classify the main processes and concepts which can be used in a generic affective computational model, and we propose a theoretical framework that includes all these processes and concepts that a model of an affective agent with practical reasoning could use. Our generic theoretical framework supports incremental research whereby future proposals can improve previous ones. This framework also supports the evaluation of the coverage of current computational approaches according to the processes that are modeled and according to the integration of practical reasoning and affect-related issues. This framework is being used in the development of the GenIA(3) architecture.This work is partially supported by the Spanish Government projects PID2020-113416RB-I00, GVA-CEICE project PROMETEO/2018/002, and TAILOR, a project funded by EU Horizon 2020 research and innovation programme under GA No 952215.Alfonso, B.; Taverner-Aparicio, JJ.; Vivancos, E.; Botti, V. (2021). From Affect Theoretical Foundations to Computational Models of Intelligent Affective Agents. Applied Sciences. 11(22):1-29. https://doi.org/10.3390/app112210874S129112

    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. 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    A BDI Empathic Agent Model Based on a Multidimensional Cross-Cultural Emotion Representation

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    Tesis por compendio[ES] Los seres humanos somos por naturaleza seres afectivos, las emociones, el estado de ánimo, nuestra personalidad, o nuestras relaciones con los demás guían nuestras motivaciones y nuestras decisiones. Una de las principales habilidades cognitivas relacionadas con el afecto es la empatía. La empatía es un constructo psicológico cuya definición ha ido evolucionando a lo largo de los años y cuyo significado hace referencia a un amplio abanico de competencias afectivas y cognitivas que son fundamentales en el desarrollo del ser humano como ser social. El uso de la empatía en el ámbito de la inteligencia artificial puede revolucionar la forma en la que interactuamos con las máquinas así como la forma en la que simulamos el comportamiento humano. Por otro lado, hay que tener en cuenta que los seres humanos habitualmente acudimos al uso de distintas palabras como ``triste'' o ``contento'' para expresar o verbalizar el estado afectivo. Sin embargo, estas palabras son simplificaciones que abarcan un amplio espectro de procesos cognitivos y estados mentales. Además, hay que considerar que estas palabras tienen una alta dependencia del idioma y la cultura en la que se utilizan. Por tanto, los modelos de representación computacional de los estados afectivos deben se capaces de adaptarse a distintos entornos culturales y de permitir que un agente exprese o represente, mediante palabras, un determinado estado afectivo. En esta tesis se propone un nuevo modelo de agente empático capaz de adaptar su comportamiento a distintos entornos culturales. Para ello, en primer lugar, se presenta una nueva metodología basada en la experimentación para adaptar un espacio de representación de emociones basado en las dimensiones del placer y la activación para la simulación y el reconocimiento computacional afectivo a diferentes entornos culturales. Los resultados del experimento realizado con hispanohablantes europeos se utilizan para proporcionar un nuevo modelo basado en la lógica difusa para representar estados afectivos en las dimensiones de placer y activación utilizando un enfoque de coordenadas polares. Para demostrar que las diferencias culturales afectan a los valores de placer y activación asociados a cada emoción, el experimento se repitió con participantes portugueses y suecos. En segundo lugar, se presenta un nuevo modelo de elicitación de emociones en agentes afectivos que utiliza lógica difusa. Las emociones generadas en el agente por las reglas de valoración difusa se expresan en el modelo de representación del afecto resultante de los experimentos previamente descritos. Además, se propone un nuevo proceso de regulación del afecto que adapta el estado de ánimo del agente, representado mediante un vector en el espacio placer-activación, cada vez que una emoción es elicitada. En tercer lugar, se propone una formalización de la sintaxis, la semántica y el ciclo de razonamiento de AgentSpeak para permitir el desarrollo de agentes afectivos con capacidades empáticas. Partiendo de las teorías de valoración empática y regulación empática, se modifica la estructura de razonamiento del agente para permitir que la empatía afecte al proceso de toma de decisiones. Finalmente, se presenta un modelo de agente pedagógico empático para la educación sobre buenas prácticas en el uso de las redes sociales. El agente es capaz de reconocer la emoción del usuario cuando interactúa con la red social. En base a la emoción del usuario y su comportamiento en la red social, el agente estima un plan para educar al usuario en el uso correcto y seguro de las redes sociales.[CA] Els éssers humans som per naturalesa éssers afectius, les emocions, l'estat d'ànim, la nostra personalitat o les nostres relacions amb els altres guien les nostres motivacions i les nostres decisions. Una de les habilitats cognitives principals relacionades amb l'afecte és l'empatia. L'empatia és un constructe psicològic la definició del qual ha anat evolucionant al llarg dels anys i el significat del qual fa referència a un ampli ventall de competències afectives i cognitives que són fonamentals en el desenvolupament de l'ésser humà com a ésser social. L'ús de l'empatia en l'àmbit de la intel·ligència artificial pot revolucionar la forma en la qual interactuem amb les màquines així com la forma en què simulem el comportament humà. D'altra banda, cal tenir en compte que els éssers humans habitualment acudim a l'ús de diferents paraules com ``trist'' o ``content'' per expressar o verbalitzar l'estat afectiu. Tot i això, aquestes paraules són simplificacions que abasten un ampli espectre de processos cognitius i estats mentals. A més, cal considerar que aquestes paraules tenen una alta dependència de l'idioma i la cultura en què s'utilitzen. Per tant, els models de representació computacional dels estats afectius han de ser capaços d'adaptar-se a diferents entorns culturals i de permetre que un agent expresse o represente, mitjançant paraules, un estat afectiu determinat. En aquesta tesi es proposa un nou model d'agent empàtic capaç d'adaptar el seu comportament a diferents entorns culturals. Per això, en primer lloc, es presenta una metodologia nova basada en l'experimentació per adaptar un espai de representació d'emocions basat en les dimensions del plaer i l'activació per a la simulació i el reconeixement computacional afectiu a diferents entorns culturals. Els resultats de l'experiment realitzat amb hispanoparlants europeus es fan servir per proporcionar un nou model basat en la lògica difusa per representar estats afectius en les dimensions de plaer i activació mitjançant un enfocament de coordenades polars. Per demostrar que les diferències culturals afecten els valors de plaer i activació associats a cada emoció, l'experiment es va repetir amb participants portuguesos i suecs. En segon lloc, es presenta un nou model d'elicitació d'emocions en agents afectius que fa servir lògica difusa. Les emocions generades a l'agent per les regles de valoració difusa s'expressen en el model de representació de l'afecte resultant dels experiments descrits prèviament. A més, es proposa un nou procés de regulació de l'afecte que adapta l'estat d'ànim de l'agent, representat mitjançant un vector a l'espai plaer-activació, cada cop que una emoció és elicitada. En tercer lloc, es proposa una formalització de la sintaxi, semàntica i cicle de raonament d'AgentSpeak per permetre el desenvolupament d'agents afectius amb capacitats empàtiques. Partint de les teories de valoració empàtica i regulació empàtica, es modifica l'estructura de raonament de l'agent per permetre que l'empatia afecti el procés de presa de decisions. Finalment, es presenta un model d'agent pedagògic empàtic per a l'educació sobre bones pràctiques en l'ús de les xarxes socials. L'agent és capaç de reconèixer l'emoció de l'usuari quan interactua amb la xarxa social. En base a l'emoció de l'usuari i el seu comportament a la xarxa social, l'agent estima un pla per educar l'usuari en l'ús correcte i segur de les xarxes socials.[EN] Human beings are, by nature, affective beings; our emotions, moods, personality, or relationships with others guide our motivations and our decisions. One of the main cognitive abilities related to affect is empathy. Empathy is a psychological construct whose definition has evolved over the years and whose meaning refers to a wide range of affective and cognitive competencies that are fundamental in the development of human beings as social beings. The use of empathy in the field of artificial intelligence can revolutionize the way we interact with machines as well as the way we simulate human behavior. On the other hand, it must be considered that human beings usually resort to the use of different words such as ``sad'' or ``happy'' to express or verbalize our affective state. However, these words are simplifications that cover a wide spectrum of cognitive processes and mental states. Moreover, it should be considered that these words have a high dependence on the language and culture in which they are used. Therefore, computational representation models of affective states must adaptable to different cultural environments and to allow an agent to express or represent, by means of words, a given affective state. In this thesis, a new model of empathic agent capable of adapting its behavior to different cultural environments is proposed. To this end, first, a new experiment-based methodology to adapt an emotion representation space based on the dimensions of pleasure and arousal for simulation and affective computational recognition to different cultural environments is presented. The results of an experiment conducted with European Spanish speakers are used to provide a new fuzzy logic-based model for representing affective states in the dimensions of pleasure and arousal using a polar coordinate approach. To prove that cultural differences affect the pleasure and arousal values associated with each emotion, the experiment was replicated with Portuguese and Swedish participants. Secondly, a new model of emotion elicitation in affective agents using fuzzy logic is presented. The emotions generated in the agent by the fuzzy appraisal rules are expressed in the model of affect representation resulting from the previously described experiments. In addition, a new affect regulation process is proposed to adapt the agent's mood, represented by a vector in the pleasure-arousal space, when an emotion is elicited. Third, a formalization of the syntax, semantics and reasoning cycle of AgentSpeak to enable the development of affective agents with empathic capabilities is presented. Drawing on the theories of empathic appraisal and empathic regulation, the agent's reasoning structure is modified to allow empathy to affect the decision-making process. Finally, a model of an empathic pedagogical agent for education on good practices in the use of social networks is introduced. The agent is able to recognize the user's emotion when interacting with the social network. Based on the user's emotion and behavior in the social network, the agent estimates a plan to educate the user in the correct and secure use of social networks.This thesis has been partially supported by the Generalitat Valenciana and European Social Fund by the FPI grant ACIF/2017/085 and by the Spanish Government project PID2020- 113416RB-I00.Taverner Aparicio, JJ. (2022). A BDI Empathic Agent Model Based on a Multidimensional Cross-Cultural Emotion Representation [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/181181TESISCompendi

    Toward a Systematic Development of Affective Intelligent Agents

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    The representation of the knowledge that is used for the specification of affective processes in agents, is almost as diverse as number of approaches that have addressed this issue. This diversity is due, to a large extent, to the need of systematic guidelines and standards that support computer scientists on the creation of affective models and architectures. Our aim is to perform a further step towards the standardization of this process, in order to improve the creation and enhancement of affective agent languages, architectures, and models. We offer a method to build affective BDI (Beliefs, Desires, and Intentions) agents, adapted to the problem to solve, and specifically, adapted to the way affect influences the agent behavior. To this end we offer GenIA³ , a General-purpose Intelligent Affective Agent Architecture, which can be committed with specific psychological theories to create the architecture of the final agent. We also offer general guidelines that allow to define the processes performed in the agent architecture. These guidelines allow to select and adapt a BDI agent platform in order to include the processes of the proposed agent architecture and adapt a BDI agent language to include the representation of the required affect-related attributes.Alfonso Espinosa, B.; Vivancos Rubio, E.; Botti Navarro, VJ. (2016). Toward a Systematic Development of Affective Intelligent Agents. http://hdl.handle.net/10251/6243

    Designing an Affective Intelligent Agent on GenIA³

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    GenIA³ is a General-purpose Intelligent Affective Agent Architecture, which can be committed with specific psychological theories to create the design of the final agent. Intelligent affective agents can be implemented by using the default design of GenIA³. Also GenIA³ helps experts on fields like psychology or behavioral computing, to provide more precise and refined ways of describing each particular affective process, facilitating the abstraction from irrelevant implementation or design details, and offering a default design for the main processes. Nevertheless an extensive set of domains need to be tested in order to properly validate and refine GenIA³. In this work we describe the default design of GenIA³, and we propose an alternative design which is based on a model of emotions previously proposed. This illustrates the flexibility of GenIA³ and may inspire other alternative designs.Alfonso Espinosa, B. (2017). Designing an Affective Intelligent Agent on GenIA³. http://hdl.handle.net/10251/7849

    A multidimensional culturally adapted representation of emotions for affective computational simulation and recognition

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    [EN] One of the main challenges in affective computing is the development of models to represent the information that is inherent to emotions. It is necessary to consider that the terms used by humans to name emotions depend on the culture and language used. This article presents an experiment-based method to represent and adapt emotion terms to different cultural environments. We propose using circular boxplots to analyze the distribution of emotions in the Pleasure-Arousal space. From the results of this analysis, we define a new cross-cultural representation model of emotions in which each emotion term is assigned to an area in the Pleasure-Arousal space. An emotion is represented by a vector in which the direction indicates the type, and the module indicates the intensity of the emotion. We propose two methods based on fuzzy logic to represent and express emotions: the emotion representation process in which the term associated with the recognized emotion is defuzzified and projected as a vector in the Pleasure-Arousal space; and the emotion expression process in which a fuzzification of the vector is produced, generating a fuzzy emotion term that is adapted to the culture and language in which the emotion will be used.This work was supported in part by the Spanish Government project TIN2017-89156-R, Generalitat Valenciana, and European Social Fund by the FPI Grant ACIF/2017/085, in part GVA-CEICE project PROMETEO/2018/002, and TAILOR, a project funded by EU Horizon 2020 research and innovation programme under GA No 952215.Taverner-Aparicio, JJ.; Vivancos, E.; Botti V. (2023). A multidimensional culturally adapted representation of emotions for affective computational simulation and recognition. IEEE Transactions on Affective Computing. 14(1):761-772. https://doi.org/10.1109/TAFFC.2020.303058676177214

    Gestión de la personalidad en la arquitectura de agentes emocionales GenIA3

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    When it is desired to imitate human behavior using software agents it is necessary to add affective characteristics that allow the agents to make the decisions in a more similar way as we do the human beings. One of the affective characteristics necessary for the development of these emotional agents is the personality. Personality affects emotional processes and decision making. In order to be able to introduce different types of personality that allow to define agents different from each other the student must extend the GenIA3 architecture to allow the use of personality profiles, studying how to include their use in the agent's reasoning process, Decision making and in their affective state.Cuando se desea imitar el comportamiento humano empleando agentes software es necesario agregarles características afectivas que permitan a los agentes tomar las decisiones de una forma más similar a como lo hacemos los seres humanos. Una de las características afectivas necesaria para el desarrollo de estos agentes emocionales es la personalidad. Las personalidad afecta en los procesos emocionales y en la toma de decisiones. Para poder introducir distintos tipos de personalidad que permitan definir agentes distintos unos de otros el alumno deberá extender la arquitectura GenIA3 para permitir el uso de perfiles de personalidad, estudiando la forma en la que incluir su uso en el proceso de razonamiento del agente, en la toma de decisiones y en su estado afectivo.[CA] En els últims anys hi ha hagut un interès creixent per la computació emocional. Aquest tipus de computació tracta d’incloure i/o emprar les emocions en diferents processos software. Una de les àrees més prometedores actualment, és l’àrea de la simulació d’emocions, on es tracta d’aplicar models emocionals que permeten simular un comportament més similar al de l’ésser humà. Una de les característiques afectives més rellevants en els processos emocionals és la personalitat. La personalitat es defineix com un conjunt de característiques individuals que influeixen en les motivacions i en els comportaments a l’hora d’enfrontar una determinada circumstància. Per tant, a l’hora de modelar processos afectius, la personalitat juga un factor molt important. Mitjançant la simulació d’emocions es poden millorar, entre d’altres, l’experiència de l’usuari al relacionar-se amb les màquines i les simulacions humanes en processos de presa de decisions emprant sistemes multiagent. En aquest treball proposem un model per a l’ús de la personalitat en una arquitectura per a agents afectius, així com el desenvolupament del model en GenIA3 .Taverner Aparicio, JJ. (2017). Gestión de la personalidad en la arquitectura de agentes emocionales GenIA3. http://hdl.handle.net/10251/86068TFG

    Normative Emotional Agents: a viewpoint paper

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    [EN] Human social relationships imply conforming to the norms, behaviors and cultural values of the society, but also socialization of emotions, to learn how to interpret and show them. In multiagent systems, much progress has been made in the analysis and interpretation of both emotions and norms. Nonetheless, the relationship between emotions and norms has hardly been considered and most normative agents do not consider emotions, or vice-versa. In this article, we provide an overview of relevant aspects within the area of normative agents and emotional agents. First we focus on the concept of norm, the different types of norms, its life cycle and a review of multiagent normative systems. Secondly, we present the most relevant theories of emotions, the life cycle of an agent¿s emotions, and how emotions have been included through computational models in multiagent systems. Next, we present an analysis of proposals that integrate emotions and norms in multiagent systems. From this analysis, four relationships are detected between norms and emotions, which we analyze in detail and discuss how these relationships have been tackled in the reviewed proposals. Finally, we present a proposal for an abstract architecture of a Normative Emotional Agent that covers these four norm-emotion relationships.This work was supported by the Spanish Government project TIN2017-89156- R, the Generalitat Valenciana project PROMETEO/2018/002 and the Spanish Goverment PhD Grant PRE2018-084940.Argente, E.; Del Val, E.; Pérez-García, D.; Botti Navarro, VJ. (2022). Normative Emotional Agents: a viewpoint paper. IEEE Transactions on Affective Computing. 13(3):1254-1273. https://doi.org/10.1109/TAFFC.2020.3028512S1254127313

    Extensión del lenguaje Jason para la gestión de expectativas

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    [ES] Los sistemas multi-agente están adquiriendo cada vez mayor importancia en el área de la tecnología de la información ya que proporcionan escalabilidad, adaptabilidad, versatilidad, autonomía y tienen una alta tolerancia a fallos. Pero en la mayoría de los sistemas multi-agente actuales, el proceso de razonamiento de los agentes es meramente racional, olvidando el componente afectivo inherente a todo proceso de razonamiento humano. En los últimos años la introducción de emociones para simular un razonamiento más humano en agentes software está adquiriendo una gran relevancia y han aparecido numerosas propuestas para incorporar componentes afectivos en los agentes. Dentro de este marco, en este trabajo final de grado, se propone realizar una extensión del lenguaje de programación de sistemas multi-agente Jason con el objetivo de permitir el uso de expectativas que representen un componente mental anticipatorio en el proceso de razonamiento. Las expectativas en un agente son una de las bases sobre las que se generarán emociones (esperanza, miedo, satisfacción, decepción) en función de que dichas expectativas se vean o no satisfechas. Este proceso de creación y evaluación de expectativas permitirá modificar el estado afectivo del agente, y por lo tanto, influir posteriormente en su proceso de toma de decisiones. Esta extensión de Jason, es un módulo que será incluido en el desarrollo de la arquitectura para agentes afectivos GenIA3 . En este trabajo se realizarán las partes que corresponden a la modificación del analizador léxico-sintáctico y semántico así como todo el sistema de transiciones entre estados de los agentes Jason para incluir el manejo de las expectativas. También se realizan el diseño y la implementación del sistema de comprobación del cumplimiento de expectativas que permita modificar el estado afectivo del agente. Finalmente se ha diseñado un agente emocional en Jason que permite comprobar el correcto funcionamiento de la extensión realizada.[EN] Multi-agent systems are becoming increasingly important in the area of information technology as they provide scalability, adaptability, versatility, autonomy and have a high fault tolerance to faults. But in most of the current multi-agent systems, the process of reasoning is merely rational, forgetting the affective component inherent in any process of human reasoning. In recent years the introduction of emotions on software agents to simulate a more realistic human reasoning is acquiring a great relevance and many proposals have appeared to incorporate affective components into agents. In this final degree work, the proposed framework makes an extension of the Jason multi-agent programming language with the aim of allowing the use of expectations that represent an anticipatory mental component in the process of thinking. The expectations in an agent are the foundation on which it will generate emotions (hope, fear, satisfaction, disappointment) depending on which of these expectations are or not satisfied. This process of creation and evaluation of expectations will allow to modify the affective state of the agent, and therefore influence later in its decision-making process. This extension of Jason, is a module that will be included in the architecture for affective agents GenIA3 . In this work we will carry out the parts that correspond to the modification of the lexical, syntactical and semantical analyzer as well as the entire system of transitions between the states of the Jason agents reasoning cycle to include the management of expectations. It was also carried out the design and implementation of the verification system to check fulfilment of expectations that can change the affective state of the agent. Finally an emotional agent in Jason has been designed that allows to check the correct operation of the realized extension.Taverner Aparicio, JJ. (2016). Extensión del lenguaje Jason para la gestión de expectativas. http://hdl.handle.net/10251/69297.TFG
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