Presentatie IVA 2010 v01

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    Speed Dating with an

    Affective Virtual Agent

    Developing a Testbed for Emotion Models

    Matthijs PontierGhazanfar F. Siddiqui

    Johan F. Hoorn

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    Overview of this presentation

    Background

    About the model

    The Speed-Dating Application

    Results Conclusions

    Future research

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    Background

    Previously, we integrated 3 emotion models intoSilicon Coppelia, with the ultimate goal tocreate emotionally human-like robots

    In simulation experiments, the system behaved

    consistent with the theory it was based on, andseemed compelling intuitively

    However, we tested our model using agentsinteracting with each other, not with a real user

    Therefore we developed a speed datingapplication as a testbed for emotion models

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    The Models Incorporated in the Agent

    I-PEFiCADM, a model for building agents that cantrade rational for affective choices based on theconcern-driven theory of Frijda.

    EMA ,a model to create agents that exhibit andcope with (negative) affect based on Smith &Lazarus theory of emotion

    CoMERG (the Cognitive Model for EmotionRegulation based on Gross), which can simulatedifferent emotion regulation strategies explained by

    Gross using a set of logical rules and differenceequations.

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    The Models Incorporated in the Agent

    I-PEFiCADM: Model to let agents trade rationalfor affective choices, based on theory Frijda

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    The Models Incorporated in the Agent

    EMA: Model to let agents exhibit and cope with(negative) affect based on Smith & Lazarus theory

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    The Models Incorporated in the Agent

    CoMERG: Can simulate different emotionregulation strategies explained by Gross

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    Combined model: Silicon Copplia

    Simulate affective decision making process:decisions based not onlyon rationality, but alsoon affective influences

    Simulate emotions based on beliefs about

    world-states, and how these affect goals 5 emotions are simulated in parallel:

    hope, fear, joy, distress and anger

    Emotion regulation strategies can be applied toregulate (simulated) emotions

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    ENCODE COMPARE RESPOND

    SITUATIONS FEATURES APPRAISAL APPRAISAL RESPONSEDOMAINS PROCESS COVERT OVERT

    Integratedmodel

    currentvalence

    weighted

    features

    ethicsaffordances

    aestheticsepistemics

    currentstate

    predicates

    futurestate

    predicates

    affectivestates

    emotionsmood

    Features are matched against goals, concerns, beliefs, intentions, etc. of self and others (allows taking perspectives)

    involvementdistance

    satisfaction

    situationmodification

    futurevalence

    relevance

    affectivedecisionmaking

    situation selection

    pos

    itiveapproach

    neg

    ativeapproach

    cha

    nge

    avoid

    experiential behavioral

    physiological(e.g., arousal, heart-beat,., sweat, blush)

    response modulation

    cognitive change

    attentional deployment

    similarity

    Relevance and valence (gray area) are the variables in the appraisal frames

    use intentions

    appraisal

    frames

    User

    feature

    Affords Robot goal

    state

    Positive /

    Negative

    Facilitates

    / Inhibits

    Desired /

    Undesired

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    Determining which action to take

    Agent has beliefs that actions facilitate goals (get date/ be honest / connect well with user), and aboutgeneral positivity and negativity of certain actionsConversation tree

    Perceived Ethics of the user is updated using Positivityand Negativity of user responses

    Perceived Aesthetics of the user are updated usinguser responses during the conversation topicAppearance

    Perceived Affordances of the user are updated usingthe Expected Utility of the user responses

    http://www.few.vu.nl/~ghazanfa/IVA2010/Interactions_800_graph.pdfhttp://www.few.vu.nl/~ghazanfa/IVA2010/Interactions_800_graph.pdfhttp://www.few.vu.nl/~ghazanfa/IVA2010/Interactions_800_graph.pdf
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    Determining which action to take

    Bias for perceiving ethics is updated usingBelieved responsibility for reaching goals

    For actions that facilitate a desired goal, ahigh Action_Tendency is generated

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    Determining which action to take

    Expected Satisfaction is calculated using thefollowing formula, and the action with thehighest level of expected satisfaction is picked

    ExpectedSatisfaction(Action) =

    wat * Action_Tendency +

    wpos * (1 - abs(positivity biasI * Involvement))+

    wneg * (1 - abs(negativity biasD * Distance))

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    Calculating Hope and Fear

    Hope and fear are based on perceivedlikelihood [0, 1] of goals

    Higher hope_for_goal if likelihood close to f

    f is set to 0.5 Hope for negative ambition_level is fear

    IF f >= likelihood THEN hope_for_goal =

    -0,25 * ( cos( 1 / f *p

    * likelihood(goal) ) -1,5) * ambition_level(goal)

    IF f < likelihood THEN hope_for_goal =

    -0.25 * ( cos( 1 / (1-f) * p * (1-likelihood(goal)) ) -1.5) * ambition_level(goal)

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    Calculating Hope and Fear

    The following algorithm is performed:1. Sort hope_for_goal values in two lists: [01] and [0-1]

    2. Start with 0 and take the mean of the value you have and thenext value in the list. Continue until the list is finished. Do this

    for both the negative and the positive list.3. Hope = Outcome positive list.

    Fear = abs(Outcome negative list).

    This way, multiple hope_for_goals increase hope. However, with the more hope_for_goals there are, the

    less impact each extra hope_for_goal has on the levelof hope

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    Calculating Joy and Distress

    Joy and Distress are based on (not) reaching(un)desired goal-states:

    Reaching desired goal increases joy, decreases distress

    Reaching undesired goal decreases joy, increases distress

    Higher ambition level goal Bigger impact on emotions

    IF ambition_level(goal) >= 0 THEN:

    new_joy = old_joy + mf_joy * ambition_level(goal) * (1-old_joy)

    new_distress = old_distress + mf_distress * -ambition_level(goal) * old_distress

    IF ambition_level(goal) < 0 THEN:

    new_joy = old_joy + mf_joy * ambition_level(goal) * old_joy

    new_distress = old_distress + mf_distress * -ambition_level(goal) * (1-old_distress)

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    Calculating Anger

    Anger agent is calculated using believed responsibilityof user for success speed date

    IF Belief(HumanResponsible) * Ambition > 0

    THEN Anger(Agent) = old_anger + mfanger *(-Belief(HumanResponsible)) * Ambition * (1 - old_anger)

    IF Belief(HumanResponsible)) * Ambition(Goal) < 0

    THEN Anger(Agent) = old_anger + mfanger

    *

    (-Belief(HumanResponsible)) * Ambition * old_anger

    Anger is multiplied with a decay factor each step

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    The Speed-Dating Application

    User converses with the agent named Tom byselecting a response from the drop-down box

    All 5 emotions are simulated in parallel, and areshown by the facial expression of the agent

    Agent picks its response based on affectivedecision making Silicon Coppelia

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    The Experiment

    Participants (all female students) were told they werecommunicating with a male student via this application

    A 94-item questionnaire was developed to measurevariables. Items were measured on a 7-point Likert scale

    H1: Users recognize a direct positive effect of agent-assessed Aesthetics on the agents Involvement with theuser

    H2: Agent-assessed Ethics of the user has a positivedirect effect on Use Intentions of the agent to meet theuser again

    H3: Relevance of user behavior to agent concerns has amediating effect on the relation between agent-assessedEthics and Use Intentions (see H2)

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    Results

    H1 was confirmed: Aesthetics was significantlypositively correlated to Involvement (p < .01)

    H2 was confirmed: Ethics was significantly positivelycorrelated to Use Intentions (p < .05)

    H3 was rejected: the mediating role of Relevance wasnot found to be significant (p = .24)

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    Discussion & Conclusions

    Users recognized that Tom became moreinvolved when he found them attractive

    Users recognized that Tom was more

    inclined to meet them again, when hethought they were morally good, althoughthe mediating effect of Relevance was notfound to be significant

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    Discussion & Conclusions

    We developed a speed dating application asa testbed for emotion models

    We tested Silicon Coppelia by letting users

    interact with the speed-dating agentequipped with this model

    Other emotion models can be easily

    connected to the application The application can easily be adjusted to let a

    human control the speed dating agent, whichenables doing Wizard of Oz studies

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    Future Work

    Compare the performance of models suchas I-PEFiCADM, EMA, and Gross with aWizard of Oz condition of human-human

    interaction

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    Questions?