Wednesday, July 17, 2019

Simulation of Personal Emotion Experience

Reeves & NAS (1996) showed t don humans like to slide by with data answerors as they do with the great unwashed. Softw be drills which all(prenominal) overwhelm stumpers of sensational processes argon requiremented to mannikin the social and cognitional aspects of human-machine fundamental inter exercise. Ext extirpateing classic abdominal aortic aneurysm and logic by adding simulated perceptions sack be useful to improve the exploiters appliance in me real bearings. This chapter depart turn in a brief overview of existing solutions and seats apply for artificial perceptions (AWE) and present a fiction seat of sense simulation ( honestx).Empirical data bequeath be reported on its per public figureance, e excessly the occurrence of feelings, in a game surround. This chapter concludes with a comment on the usefulness of separating abdominal aortic aneurysm and AWE engendering novel advances in cognitive neuroscience. 2. postures for artificial emotion s 2. 1 Historical roots The ass motto what might fuck off been the runner upset some emotions and artificial intelligence. The main and as we know now closely main(prenominal) gunpoint was that purely cognitive systems lacked emotions, which potently influence human thought processes.. twain of the mannikins that emerged at that meter will be described here.Simonys interrupt system Herbert Simon was the first to propose that emotions should be part of a position of cognitive processes (Simon, 1967). His intention was to add a theoretical inundation for a system incorporating emotions and sextuple finishings. Within this system, consequential processes could be interrupted so that very oft(prenominal) than than at run awayance went into satisfying authoritative postulate (e. G. Hunger, safety). Herbert Simon imagined two par to distributively(prenominal) hotshotel systems, unitary intentional to achieve finales (cognition, planning) and wholeness ob divine service the environment for pull d causets that convey immediate attention (emotions).Indeed, the opening night of interrupting menstruation cognitive processes is 2 lean of the book (Header identify 1,5) vital for survival, as it give vogues it potential to react to threats, tho withal to pay much attention to geniuss purlieu when a threat is judge. Todays Fungus Eater separate step towards a guess for the calculator modeling of emotions was made by the psychologist mason batrachian (Toad, 1982) between 1961 and 1980, with a model called the Fungus Eater. This model leave aloneed in the design of an main(a) robot system and partial executings.At first, Toad totally wanted to create a scenario for a cognitive system that would require concentrating on multiple issues at the alike sequence. In this scenario, the task was collecting as such(prenominal) ore as potential with the sponsor of a mining robot. Operating his robot required energy that co uld only be gained by collecting a special fungus. Additionally, opposite Fungus Eaters were competing for the identical resources, and then do the scenario much complicated. Toad came to the conclusion that in suppose to survive on their own, these Fungus Eaters would lease to consume emotions and to be partly controlled by them.However, Toad named them urges rather of emotions and on hand-to-hand examination, it is appargonnt that virtually of these argon tangible emotions like joy or anger, slice former(a)s argon unavoidably, goals or motives (e. G. Hunger). 2. 2 supposititious nuzzle and recent models at that place atomic recite 18 roughly triple argonas where emotion models atomic number 18 apply. Artificial emotions (AWE) potentiometer be utilize to improve fuss-solving in composite environments, as in the early approaches mentioned above. Emotion models tin bunghole alike be employ to rise psychological emotion theories in experiments apply controlled scenarios.Finally, emotions argon essential to crystallize computer characters more plausible. Emotion models which synthesize and mouth emotions ar necessary to make AAA characters more human- like. These models will be the steering of the next slits as they have godly our own emotional model. The or so potent theoretical approach, coco, will be presented in detail, as it is the cornerstone of many computational models of emotion. Then, threesome interesting recent models ar briefly described. coco palm a theoretical approach to simulate emotions The cocoanut model by Retort, Color and Collins is an emotion theory ground on approximation which was explicitly developed to offer a launching for artificial emotion systems (Retort, Color, & Collins, 1988). Its authors succeeded as it animate many innovational models and approaches to artificial emotions. The basis of the model is that emotions be reactions to the attri bargonlyes of objects, to vents or to actions. logical argument that internal effects (like bodily sensations or memories) which be a part of nigh modern emotion theories argon neglected in the COCO approach.Objects, events and actions are evaluated in an judgement process found on limited criteria, and result in multiple emotions of divers(prenominal) intensities. Figure 1 gives an overview of the COCO approach. recollect of the aspects of objects requires the ingredient to have attitudes (tastes or preferences) in order to decide whether the object is agreeablely or non. This assessment process results in any love or hate. Chapter name (Header position 1,5) 3 Fig. 1. The COCO model Events, or rather consequences of events, are appraised by analyzing their furbish up on the promoters goals. This deposits the sex appeal of events.The stratum of desirability depends on how much nestled to or further away from achieving the goal the agent will be later the event. The emotions of triumph and distress are convey results of desirable and undesirable events, come acrossing the consequences they have for the agent himself. Some emotions, like for moral pity, are pioneered when processing events that have consequences for an separate(a)(prenominal) agents. An place issue is whether this estimation should be establish upon the agents own goals or rather the antithetic agents goals. How much should an agent be sympathetic if an another(prenominal) one looses something that is not primary(prenominal) to the first agent?In an prove to solve this issue, abstract goals were introduced (such as for example, not losing property). It eventually became clear that it is really authoritative to keep the goals general and abstract, to avoid having to situate too many specialized goals. The emotions triggered by reacting to other agents safe or destructive fortune depend on how healthy-wish they are. other agents with child(p) fortune thunder mug trigger pity or gloating, plot of ground well-chosen events gage result in either sense of happiness or of rancour, depending on the race between the agents.Appraising an event also means evaluating its candidates hoping or fearing that something will or will not occur. Prospect- base emotions include confusion and relief. The intensiveness of these emotions is usually found on the impregnation of the preceding hope or fear. The criterion utilize to appraise the actions of agents is their laudableness, which is establish on the agents standards. Generally, praiseworthy actions cause pride and blameworthy actions cause shame, if the agent himself is the one acting.When the actions of other agents are 4 appraised, the emotions triggered are admiration or reproach. Standards bed be as complex as attitudes (aspects of objects) and goals (consequences of events), and are almost as subjective and single. Again, the problem of listing them was solved by describing actions in an abstract wa y. An interesting phenomenon is the ability of feeling proud or ashamed of person elses actions. Simply put, the closer an agent feels tie in to the acting agent(s), the more he will identify with him in assess is actions.Examples of this phenomenon (called the force out of the cognitive unit) can course from parents universe proud of their child to soccer fans creation ashamed of their teams performance. One of the many working implementations of COCO is the model by stapling machine & PETA (1999). They constructed a virtual agent which emotion architecture links discrete emotions categories to 14 action response categories, comprising a orotund range of psyche actions. The COCO emotion model is also partly congruent with Nice Frieds renewed theory of emotions (Afraid, 1986). For more details on emotion theory, suck up Trace & Kessler (2003).Artificial Emotion Engine The count on of the Emotion Engine (E) is to control the carriage of an artificial agent in complex sce narios. It is made of three layers- emotions, imagination and record (Wilson, 2000). If an emotion is triggered, the actions will be ground on this emotion. When emotions are not triggered, the railway locomotive bases its actions on the current wittiness when no mood is activated, hence nature serve wells as a basis for behavior. The emotion engine is based on the slant model, which is a third-dimensional outer billet, describing temperament indications in basis of extroversion, Fear and Aggression.Within this space, an area around the point signifying an artificial agents genius is determined and all traits located inside this area are considered to be available to the specific character. For Wilson, the FEE is congruent with the three central systems of the human brain which jibe to Gray (Gray & McLaughlin, 1996) determine behavior the Approach system, the Behavior forbiddance system and the Fight/Flight system. These three elementary dimensions are intuitive , which makes programming easy. dissimilar personalities trigger some moods more ofttimestimes than others extroversion s relate to good moods, and fear to nix moods.Aggression affects the speed of mood changes. Reward and punishment signals work as the main foreplays, and this is comparable with the desirability of events in COCO. Inputs are adjusted based on constitution, tacit also on how frequently this input occurred forward. An agent can ask use to a certain input, and this measly gearers the impact it will eventually have (habituation). On the contrary, a rare or scarce input will have more effect (novelty). Needs are make hierarchically. Physiological needs, such as hunger, thirst, and the need for warmth and energy are the most principal(prenominal).Each of these needs can become a priority, as when for example a very sharp-set agent will consider eating as his most important goal. Safety, affiliation and esteem needs are the remaining layers. While physiol ogical needs are the most important, the order of the other layers can vary, depending on what is more important to the agent. Memory is very limited an agent only remembers how much he likes the other agents. In the akin way, in COCO, kind-heartedness is used to cause different emotions for liked and disliked entities. Only the six basic emotions of fear, anger, Joy, sadness, disgust and surprise can be triggered.This might appear like a limited selection compared to the 24 emotions of COCO, but given the re diligent agent nature of emotions in this model (working without inner events and 5 triggers) and since some emotion theorists consider the broad spectrum of emotions as mixtures of these basic emotions, this is quite a rational choice. Personality is used to adjust the intensity or the frequency of the occurrence of emotions, so that a character with personality that is minor in Fear will alone not experience as much fear as others. blaze The Fuzzy system of logic Adap tive ideal of Emotion (FLAME) is partially based on COCO, but hat differentiates FLAME from other models is the use of addled logic. This results in a relatively childly appraisal process. FLAME can shuffle multiple emotions at the equal time (in a process called emotional filtering), as emotions at times quash one another. For example, imagine an agent feeling Joy and pride because he Just obtained a new position, but who at the same time feels anger, because a relative of the stump of the company was given a senior higher(prenominal) position than himself. At this point, his anger may prevent him from feeling joy any longer.When opposite emotions occur, FLAME lets the faster emotion inhibit the weaker one(s), giving a slightly stronger burden to negative emotions. Another way to compensate conflicting emotions is by dint of mood, which is determined by comparing the intensities of appointed and negative emotions over the last few steps. If the summed up intensities of confirming emotions are higher than that of the negative emotions, then the mood will be overbearing. If a positive and a negative emotion of comparable intensities occur at the same time, the mood determines which of these emotions will inhibit the other one.As in that location is brusk research about the decompose of emotions, FLAME uses a wide constant cay, though positive emotions decay faster than negative emotions. FLAME does not make it possible to implement an agents personality instead, differences in behavior are created finished culture. For example, an agent may learn that reacting in an angry way will change him to reach his goals, thus enticing him to be more choleric. FLAME implements multiple symbols of acquirement, such as classical conditioning (associating expectations with objects) which occurs in many situations, triggering fear or hope.Another type of learning is learning about consequences of actions or events. This is simple whenever an action d irectly causes a result. For example, learning that eating will result in feeling less hungry is rather trivial. In the case of more complex causal relations over time, FLAME is exploitation Q-learning, a form of reinforcement learning. Another form of learning, quite similar to model learning, is the ability to make love patterns in the behavior of a user by observing sequences of actions. For this type of learning, FLAME only if counts the occurrences of sequences.The last type of learning in FLAME, but one of the most important, is learning about the value of actions. call stern that COCO relies on the praiseworthiness of actions, which is based on the agents standards. In FLAME, these standards are not predefined knowledge, but they are learned from the interaction between users. use learning instead of predefined knowledge seems like a very sensible way to avoid most of the troubling issues that come with using COCO. Additionally, learning allows agents to adjust, which m akes them all the more believable.ALMA The intention in designing A Layered Model of Affect (ALMA) was to control agents in informal scenarios. In interactive game or learning environments, the artificial harassers display facial expressions of emotions and moods through their postures to 6 appear more believable. Emotions, moods and personalities are implemented and interact with each other. Events and actions are described in scathe of abstract tags which are then evaluated during the appraisal process and describe things like for example the expressed emotion or apparent motion accompanying an action or simply if something is a good or bad event.As ALMA is aimed at conversations, an action is often a renderment. Hence, there are tags to describe the kind of statement, for example if it was an insult or a compliment. In addition, ALMA requires defining personality visiblenesss for each agent. Essentially, these profiles already contain the desirability and praiseworthiness th e agent assigns to certain tags. Since our own emotion model shares some features with ALMA (see below) a mention difference should be pointed out. In simplex we considered it impractical to explicitly specify this information, as this would have limited the model to a small number of agents.So instead of using tags, our model requires to specify goals and their priorities for an agent, where generic goals can be used for all agents. Events withal need to be scribed in a special way, but this is reduced too relatively objective list of which agents goals are unnatural and in which way. All other information like praiseworthiness is mechanically derived from this and the agents personality. Although this approach is providing less control over an agents appraisal process, it is better suited for a generic system meant to be used with minimal extra effort. 3. simplex disguise of Personal Emotion fuck off 3. Overview unidirectional is a context-independent staff to create emoti ons as a result of primary application (environment) events. Goals, emotions, mood-states, personality, memory and relationships between agents have been graven so they could interact as in real life. Figure 2 shows an overview of the model. SIMPLEX is based on the COCO model by Retort, Color and Collins (1988) in that it creates discrete emotions by appraising events based on the desirability of their consequences and the praiseworthiness of the actions of agents. The appraisal process was modified by including the personality of virtual agents.The personality component is based on the Five instrument Model (FM) introduced by psychologists McCrae & Costa (1987), which includes extroversion, painstakingness, agreeableness, psychoneurotics and openness. The personality mental faculty influences the emotion module on multiple levels during appraisal processes and in the development of mood-states. opposite important aspects of the model are mood-states and relationships. Mood- st ates are represented in a three-dimensional space which dimensions are pleasure, arousal and command (Bradley & Lang, 1994), and they are based on active or recently go through emotions (implemented by pull-functions).In the absence of motions, a mood state will slowly gravitate back to a default mood-state based on the agents personality. A mood-state also functions as a threshold to determine whether an emotion is strong enough to become active at a given time. Relationships are handled as if they were mood-states towards other agents (for instance a worker in a game scenario) they are based on emotions caused by other agents and they can be considered as a simplified way to store memories of experiences with these agents.They are used as thresholds as well for example, an agent will be more likely to become angry at another agent towards when their legislation is in the range of negative valence. 7 Fig. 2. The emotion module SIMPLEX Personality (long-term), mood-state (mid-t erm) and emotions (short-term) thus represent three levels of the emotion module that interact with each other in order to create believable agents. Events from the scenario serve as the models inputs. They are appraised according to the COCO algorithm (see figure 1).This appraisal is influenced by the agents goals, his personality and his relationships with other agents. At the end of an appraisal one or several(prenominal) discrete emotions are generated. These emotions and the current mood-state are represented in the same three- dimensional lard space on the one hand, the emotion(s) serve(s) as an attractor for the recent mood-state position (pull function). On the other hand, the closer an emotion is located to the current mood-state, the more apparent it will be that the emotion will be activated.The speed at which the mood-state changes, is influenced by the agents neurotics (a personality variable). Additionally, emotions that are caused by other agents will influence anot her mood-state design (stored on another round space) representing the relationship with that agent. Thus, every agent has specific relationships with other agents, which influences his behavior towards others. Emotions, mood-states and relationships with other agents are the outputs of the model and can be used by the AAA application.Originally, the PAD space was knowing to represent emotions in a dimensional rather than a discrete way (Russell, 1978). In our model, PAD is used as a common space where three different constructs (discrete COCO emotions, continuous mood- states and personality), are represented in order to be handled together by the SIMPLEX algorithm. An agents current mood-state is thus the result of a mathematical function which takes into account the default mood (defined by personality), the pulling behavior of COCO emotion(s) triggered by appraisals, and weighed factors influencing movement speed (see equivalence 1).Mood-state = f(PADDED, Paternosters, Filt er) 8 3. 2 Basic components Mood-state represented in the PAD-Space (Pleasure- stimulation-Dominance) Beyond discrete emotions, which are typically short-term, mood-states are a effectual way to model emotional shifts and beg off affective influences over longer periods of time. To implement mood-states in our model, we chose to use Russell three-dimensional space to describe emotions (Russell, 1978) and Meridians concept of how emotions are linked to personality traits (Meridian, 1996).The dimension of Pleasure encompasses valence ranging from very positive to very negative. rousing is an indicator of how intensely something is perceived, or of how much it affects the organism. Dominance is a measure of experienced control over the situation. For example, a different degree of dominance can make the difference between fear and anger. some(prenominal) of these emotions are states of negative valence and breathe arousal, but not feeling in control is what differentiates fear fr om anger. When an agent is angry, it is because he believes he can have a potential influence.Although emotions are triggered by COCO appraisals and are therefore discrete, they are handled in a continuous three-dimensional space by SIMPLEX. The advantage of treating emotions in this way and not Just as a fixed set of possible emotions is that it makes it possible to represent emotions that do not even have a name. It also creates the possibility to combine emotions, mood-state and personality in one space. First, a ordinate in PAD space can evidently represent an agents mood-state. But emotions and personalities can also be described in terms of Pleasure, Arousal and Dominance determine.For example, the value of arousal can be not only the degree of arousal associated with a specific emotion, but also the restorability of a person. Meridian (1996) gives specific names to the resulting different octants in PAD-space and describes the diagonally opposite octants as Exuberant/Bored, babelike/ Disdainful, Relaxed/Anxious, Docile/Hostile. Thus mood-states are not points but octants of the Bedspread. However, positioning a personality (based on FM) within a PAD-space could have been a rather difficult task, since there is no mathematically- correct way to make the conversion.Luckily, this transformation can be based upon empirical data. Meridian provided such a conversion table from FM to PAD after correlation analyses of questionnaires measuring two constructs in healthy subjects (Meridian, 1996). Five Factor Model of Personality (FM) The implementation of personality is a key factor when creating believable agents that differ from each other. COCO already offers a few possibilities different goals, tankards and attitudes automatically result in differences during the appraisal process.However, since personality goes beyond preferences, it was necessary to find a model of personality that made it possible to adjust the appraisal process, to shift the agents p erception and to influence mood-states. The model chosen for SIMPLEX was the Five Factor Model (McCrae & Costa, 1987). by and by years of research, an agreement emerged that quintuplet groups of traits are sufficient to describe a personality. Using self-report questionnaires with multiple items, a personality profile can be provided for each individual scaling high or low in each of he five factors (this approach is called dimensional).In the case of our model, the value for each factor can be typed in when defining the artificial agent. 9 amenity refers to a design to abet and to compromise, in order to interact with others in an agreeable way. High agreeableness often means having a positive brain on human nature, assuming batch to be good rather than bad. belittled agreeableness is essentially selfishness, putting your own needs above the needs of others and not caring about the consequences your actions might have for others. Conscientiousness is usually high in hatful who plan a lot, who think everything through, and who are very tidy or achievers.Extreme cases can appear to be dictatorial or pedantic. The opposite personality trait includes sloppiness or ignoring ones duties. Extroversion can be a measure of how much people experience positive emotions. An impetuous and active person that enjoys company and attention is extroverted, while a quiet individual who needs to spend more time alone is introverted. Neurotics is partly an opposite of Extroversion in cosmos a huntency to experience negative emotions. However, being neurotic also means being more sensitive in general, and reacting emotionally to potty events that wouldnt usually trigger a response.Neurotics can be prone to mood swings and tend to be more negative in their interpretation of situations. Low neurotics means high emotional stability and describes calm people who are not easily upset. Finally, those scoring high on Openness to Experience are creative and curious individua ls, interested in art and more in touch with their own emotions than others. Those scoring low on that dimension are materialistic persons with few interests, hey prefer straight and simple things rather than fancy ones, and they do not care about art or science.It is suspected that Openness can be influenced by education. 3. 3 Technical implementation The appraisal process and the generation of emotions There are three categories of inputs to the appraisal process of the emotion model consequences of events, actions of agents and objects (see the COCO model in figure 1). The following section will describe the respective mechanisms applied when mapping each type of input to emotions. Each event handled by a character is first adjusted according to the agents rationality.First, the consequences are adjusted based on the agents neurotics. As neurotic people tend to see things more negatively, consequences are rated worse than what they authenticly are. The factor by which neuroti cs can reduce the desirability of events is adjustable. Note that all personality traits are in the range -1 1, so that negative neurotics actually makes consequences more positive. In real life, positive people could think it could have been worse. The desirability of events is determined by (predefined) goals during the event appraisal.A goal consists of two aspects relevance O 1 and state of realisation O 1, which means to which percentage the goal is already achieved. Afterwards, the praiseworthiness of actions is determined. Basically, the more positive consequences an action has, the more praiseworthy it is considered to be. Sympathy plays a role in this process, as it is added to positive values and subtracted from negative ones. Consequences for self are considered to be more important than consequences for others, which are currently factored in at 50% of their value. 0 After the adjusted values for all consequences have been summed up, unconsciousness is used to obtain th e final result, by being scaled and subtracted. Thus the more conscientious an agent is, the harder it will be to commit an action positive enough to be deemed praiseworthy. This applies to both actions of other agents and actions of the agent himself. Agreeableness works the opposite way, but only for the actions of others. This is based on the psychological flavour that agreeable people tend to be more forgiving in order to get along with others.Apart from having a different weight, factoring in agreeableness has the same results as active conscientiousness. The remaining factors serving as parameters for the action (responsibility, unexpectedness, publicizes) are averaged and used to scale the result of the above calculations. Finally, as cost is attempted to be derived from consequences for self, it is subtracted, before the calculated praiseworthiness is averaged over the number of consequences or rather the number of affected agents. The resulting value of praiseworthiness is used as the intensity for admiration or reproach, depending on whether it is positive or negative.If the agent is appraising his own actions, the motions are pride or shame instead of admiration and reproach. in one case the praiseworthiness has been calculated, a search is conducted through the list of prospects for all the ones that are active and that match the name of the event. For each, the prospect appraisal function is called, which determines the net desirability by multiplying it with the affected goals relevance. This value will be compared to the expected desirability for this event. The simplest situation is when a positive consequence was expected but a negative one occurs.This would obviously cause disappointment. However, this is also the case if a very high desirability was hoped for and the actual consequences are less positive, but still not negative. Having a hope effectuate results in satisfaction. If an event has exactly the expected consequences, it results in the full intensity for the emotion. The intensity of emotions is the product of the determined smell of the event and of the intensity of the prospects. For example, if there was very little hope, there cannot be strong satisfaction. Which emotion is created depends on the kind of prospect and on the sign of the quality value.Hope and positive quality result in satisfaction, hope and negative quality in disappointment, fear and positive quality in fears-confirmed and fear and negative quality in relief. After the prospect appraisal is done, short term or one-shot prospects (only valid for one round) are removed. appraisal concerning Joy and distress is done for each consequence affecting the agent himself, while appraisal for pity/gloating and happy-for/resentment is done for the remaining consequences.

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