623 research outputs found

    The Future of Cognitive Strategy-enhanced Persuasive Dialogue Agents: New Perspectives and Trends

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    Persuasion, as one of the crucial abilities in human communication, has garnered extensive attention from researchers within the field of intelligent dialogue systems. We humans tend to persuade others to change their viewpoints, attitudes or behaviors through conversations in various scenarios (e.g., persuasion for social good, arguing in online platforms). Developing dialogue agents that can persuade others to accept certain standpoints is essential to achieving truly intelligent and anthropomorphic dialogue system. Benefiting from the substantial progress of Large Language Models (LLMs), dialogue agents have acquired an exceptional capability in context understanding and response generation. However, as a typical and complicated cognitive psychological system, persuasive dialogue agents also require knowledge from the domain of cognitive psychology to attain a level of human-like persuasion. Consequently, the cognitive strategy-enhanced persuasive dialogue agent (defined as CogAgent), which incorporates cognitive strategies to achieve persuasive targets through conversation, has become a predominant research paradigm. To depict the research trends of CogAgent, in this paper, we first present several fundamental cognitive psychology theories and give the formalized definition of three typical cognitive strategies, including the persuasion strategy, the topic path planning strategy, and the argument structure prediction strategy. Then we propose a new system architecture by incorporating the formalized definition to lay the foundation of CogAgent. Representative works are detailed and investigated according to the combined cognitive strategy, followed by the summary of authoritative benchmarks and evaluation metrics. Finally, we summarize our insights on open issues and future directions of CogAgent for upcoming researchers.Comment: 36 pages, 6 figure

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    An Actor-Centric Approach to Facial Animation Control by Neural Networks For Non-Player Characters in Video Games

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    Game developers increasingly consider the degree to which character animation emulates facial expressions found in cinema. Employing animators and actors to produce cinematic facial animation by mixing motion capture and hand-crafted animation is labor intensive and therefore expensive. Emotion corpora and neural network controllers have shown promise toward developing autonomous animation that does not rely on motion capture. Previous research and practice in disciplines of Computer Science, Psychology and the Performing Arts have provided frameworks on which to build a workflow toward creating an emotion AI system that can animate the facial mesh of a 3d non-player character deploying a combination of related theories and methods. However, past investigations and their resulting production methods largely ignore the emotion generation systems that have evolved in the performing arts for more than a century. We find very little research that embraces the intellectual process of trained actors as complex collaborators from which to understand and model the training of a neural network for character animation. This investigation demonstrates a workflow design that integrates knowledge from the performing arts and the affective branches of the social and biological sciences. Our workflow begins at the stage of developing and annotating a fictional scenario with actors, to producing a video emotion corpus, to designing training and validating a neural network, to analyzing the emotion data annotation of the corpus and neural network, and finally to determining resemblant behavior of its autonomous animation control of a 3d character facial mesh. The resulting workflow includes a method for the development of a neural network architecture whose initial efficacy as a facial emotion expression simulator has been tested and validated as substantially resemblant to the character behavior developed by a human actor

    Cognitive architecture of multimodal multidimensional dialogue management

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    Numerous studies show that participants of real-life dialogues happen to get involved in rather dynamic non-sequential interactions. This challenges the dialogue system designs based on a reactive interlocutor paradigm and calls for dialog systems that can be characterised as a proactive learner, accomplished multitasking planner and adaptive decision maker. Addressing this call, the thesis brings innovative integration of cognitive models into the human-computer dialogue systems. This work utilises recent advances in Instance-Based Learning of Theory of Mind skills and the established Cognitive Task Analysis and ACT-R models. Cognitive Task Agents, producing detailed simulation of human learning, prediction, adaption and decision making, are integrated in the multi-agent Dialogue Man-ager. The manager operates on the multidimensional information state enriched with representations based on domain- and modality-specific semantics and performs context-driven dialogue acts interpretation and generation. The flexible technical framework for modular distributed dialogue system integration is designed and tested. The implemented multitasking Interactive Cognitive Tutor is evaluated as showing human-like proactive and adaptive behaviour in setting goals, choosing appropriate strategies and monitoring processes across contexts, and encouraging the user exhibit similar metacognitive competences

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Multimodal Human Group Behavior Analysis

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    Human behaviors in a group setting involve a complex mixture of multiple modalities: audio, visual, linguistic, and human interactions. With the rapid progress of AI, automatic prediction and understanding of these behaviors is no longer a dream. In a negotiation, discovering human relationships and identifying the dominant person can be useful for decision making. In security settings, detecting nervous behaviors can help law enforcement agents spot suspicious people. In adversarial settings such as national elections and court defense, identifying persuasive speakers is a critical task. It is beneficial to build accurate machine learning (ML) models to predict such human group behaviors. There are two elements for successful prediction of group behaviors. The first is to design domain-specific features for each modality. Social and Psychological studies have uncovered various factors including both individual cues and group interactions, which inspire us to extract relevant features computationally. In particular, the group interaction modality plays an important role, since human behaviors influence each other through interactions in a group. Second, effective multimodal ML models are needed to align and integrate the different modalities for accurate predictions. However, most previous work ignored the group interaction modality. Moreover, they only adopt early fusion or late fusion to combine different modalities, which is not optimal. This thesis presents methods to train models taking multimodal inputs in group interaction videos, and to predict human group behaviors. First, we develop an ML algorithm to automatically predict human interactions from videos, which is the basis to extract interaction features and model group behaviors. Second, we propose a multimodal method to identify dominant people in videos from multiple modalities. Third, we study the nervousness in human behavior by a developing hybrid method: group interaction feature engineering combined with individual facial embedding learning. Last, we introduce a multimodal fusion framework that enables us to predict how persuasive speakers are. Overall, we develop one algorithm to extract group interactions and build three multimodal models to identify three kinds of human behavior in videos: dominance, nervousness and persuasion. The experiments demonstrate the efficacy of the methods and analyze the modality-wise contributions

    The significance of silence. Long gaps attenuate the preference for ‘yes’ responses in conversation.

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    In conversation, negative responses to invitations, requests, offers and the like more often occur with a delay – conversation analysts talk of them as dispreferred. Here we examine the contrastive cognitive load ‘yes’ and ‘no’ responses make, either when given relatively fast (300 ms) or delayed (1000 ms). Participants heard minidialogues, with turns extracted from a spoken corpus, while having their EEG recorded. We find that a fast ‘no’ evokes an N400-effect relative to a fast ‘yes’, however this contrast is not present for delayed responses. This shows that an immediate response is expected to be positive – but this expectation disappears as the response time lengthens because now in ordinary conversation the probability of a ‘no’ has increased. Additionally, however, 'No' responses elicit a late frontal positivity both when they are fast and when they are delayed. Thus, regardless of the latency of response, a ‘no’ response is associated with a late positivity, since a negative response is always dispreferred and may require an account. Together these results show that negative responses to social actions exact a higher cognitive load, but especially when least expected, as an immediate response
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