Presentatie IVA 2010 v01
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Transcript of 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?