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CHI 2005 | Late Breaking Results: Posters April 2-7 | Portland, Oregon, USA

NEmESys – Neural Emotion Eliciting System


Manfred Eckschlager Regina Bernhaupt Manfred Tscheligi
ICT&S Center, Univ. Salzburg ICT&S Center, Univ. Salzburg ICT&S Center, Univ. Salzburg
Salzburg, Austria Salzburg, Austria Salzburg, Austria
Manfred.Eckschlager@sbg.ac.at Regina.Bernhaupt@sbg.ac.at Manfred.Tscheligi@sbg.ac.at

ABSTRACT The use of intelligent Non Playable Characters in games like


This paper describes the development of a new model of ‘The Sims’ or ‘Black and White’ made these games a big
agent emotion elicitation called Nemesys. It enhances inter- success. What distinguishes these game characters from oth-
faces with emotional and social information. Nemesys is ers is their ability to give the impression to think, to be social
based on an artificial neural network and is able to learn six and to experience emotions – in summary to be believable.
basic emotional states. The elicitation of emotions is based on The believability of agents seems to help find the balance for
models drawn from the state of the art in modeling emotions a “flow zone” between anxiety and boredom in the users’
in the field of psychology. Further the described framework experience [3], extending the willingness of users to play
includes the Five-Factor Model of Personality to represent more, longer and making these games more attractive.
different agent personalities. One major aspect of believability is the agents’ realistic emo-
Nemesys (called after Nemesis, the Greek goddess of right- tional behavior. To create the impression of emotional be-
eous anger) is designed to perform in various types of inter- lievability many research-teams used several different model-
faces. The usage of Nemesys is presented with an application ing techniques to create emotional behavior. Most of them
scenario employing a commercial 3D game-engine. Addi- rely on the usage of rule-based emotion generation systems,
tionally a critical review of the current elicitation behavior of ignoring the multitude of emotional states in different appli-
Nemesys is presented and discussed. cation scenarios and situations.
AUTHOR KEYWORDS: EMOTION, AGENT, RELATED WORK
BELIEVABILITY, INTELLIGENT INTERACTION, GAMES, Today many researchers are working in the field of believable
USER EXPERIENCE. agents and the number of models is accordingly high. Most of
ACM CLASSIFICATION KEYWORDS them have in common that they employ rule-based ap-
H5.m. Information interfaces and presentation (e.g., HCI): proaches to elicit emotions. For instance, Elliott’s Affective
Miscellaneous. (alternatively H5.1 Artificial, augmented, and Reasoner [5], Reilly's Woggles [11], and the system intro-
virtual realities) duced by Bartneck [1] are implementations of the OCC
model (Ortony et al.) [9], a model employing a complex rule
INTRODUCTION set to elicit 22 emotions.
Enhancing the social-emotional interaction is a major build-
ing block in future interfaces [10]. Emotions play an impor- All above mentioned systems are rule-based approaches,
tant role in experiencing an interface, additionally emotions which have the inherent shortcoming to require a finely
contribute in human attention, perception, memory processes woven set of rules which has to be designed properly to cre-
and social interactions [6]. Thus advances in technology ena- ate believable agent behavior. Only a few systems integrate
bling computers to recognize and compute emotions to sup- non-rule based approaches. One exception is the agent archi-
port computer-human interaction are clearly needed. But tecture presented by Cunningham and Mac Namee[8]. This
modeling emotions in interfaces is a challenging task as al- architecture employs a neural network to create social interac-
most all implementations of emotion elicitation models use tions according to Eysenks two-dimensional personality
complex rule sets which have to be designed properly. Neme- model and Lang’s mood model. In contrast Nemesys uses the
sys is a new way of emotion elicitation which can be easily neural network to easily learn emotion elicitation in various
used in any interface application, for instance by using an scenarios.
agent. The behavior and emotions of the agent can be visual- The presented system tries to overcome the editing of rules
ized anthropomorphic or by simply using abstract visualiza- and to better facilitate emotion elicitation by choosing a non-
tions to enhance the interface with social/emotional informa- rule-based approach. Further the elicited emotions are pre-
tion. sented by displaying them as facial expressions in the game
scenario.
We decided to choose a game oriented usage scenario to
demonstrate the abilities of Nemesys. NEMESYS
Nemesys is a new way to enable emotion elicitation. The
system is based on an artificial neural network giving the
Copyright is held by the author/owner(s).
CHI 2005, April 2–7, 2005, Portland, Oregon, USA.
ACM 1-59593-002-7/05/0004.

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CHI 2005 | Late Breaking Results: Posters April 2-7 | Portland, Oregon, USA

opportunity to learn special emotional behavior and reaction The agent’s internal state, represented by two values which
schemes. Even though the rule modeling for new application describe the agents’ basic drive and its ground arousal, reflect
scenarios is no longer needed, the characters data such as one input to the ANN.
attitudes still have to be fed into the system. The current plans which are stored in the schedule of an agent
This way of emotion eliciting enhances the user experience in lead to another input called work-load, that is, this input
the usage scenario, where Nemesys is part of non playable represents how much ‘stress’ the agent has to sustain. This
characters in highly character centric games, such as adven- value also includes the importance of each task in its account
tures or MMORPGs. which seems realistic because if we for example see ourselves
Following Ekman and Friesen [4], we consider the following overwhelmed with important work we will be more stressful
six emotions: Sadness, Happiness, Anger, Fear, Disgust and than if we have to accomplish even a huge amount of unim-
Surprise. These are said to be universal in the sense that they portant tasks.
are associated consistently with the same facial expressions The agents’ personality is represented by five dimensions
across different cultures. reflecting the Five-Factor Model of Personality [7], which is
The presented agent’s emotional state is generated employing currently the most popular approach among psychologists for
several units, which are sketched in figure 1. Besides many studying personality traits. During the last 20 years it became
deterministic units the system engages an artificial neural increasingly important and is today the most used model in
network (ANN) for eliciting the emotion. describing a person’s personality. This model is said to be a
complete description of personality and comprises the dimen-
This ANN (called Emotion Generator) receives input from
sions Openness to Experience, Conscientiousness, Extraver-
several sources. On the one hand it gets data directly from
sion, Agreeableness, and Neuroticism. Each agent holds these
character-intrinsic values, for instance its personality and its
five values in form of five integer values which are directly
internal state. On the other hand input data for the artificial
passed to the ANN.
neural network is generated by two pre-processing units.
These are the appraisal unit which is handling incoming APPRAISAL UNIT
events, and a module calculating the current workload of the The ANN receives major input from the appraisal unit. The
agent. appraisal unit evaluates events with regard to their emotional
significance to the agent, that is, if the event is worth an emo-
tion or not. According to Ortony et al.[9] each agent holds a
variety of different attitudes, goals, standards and beliefs,
with which this evaluation proceeds.
The appraisal unit considers goals, whereas each goal has a
certain importance. The character’s appraisal unit evaluates
each event with regard to how much it influences a goal with
a certain importance. If there is an event circumventing a goal
to some degree, a negative value will be passed to the ANN.
If there is an event fostering a goal, a positive value is passed.
For instance, an event keeping us from going to bed when our
goal is to get some sleep, will result in a negative value. The
following equation shows the relation between an event and
the appraisal unit’s output.
goals (event ) = ∑ imp ( goal i ) * goal i (inf)
i

According to Ortony et al. [9] standards are defined as what


an agent thinks about what ought (not) to be. Therefore the
agent also retains a list of standards about events that the
agent considers as praiseworthy or blameworthy.
The model an agent has of its environment is often repre-
sented as a set of beliefs. Beliefs are interesting when they are
contradicted, for example: The agent has a goal to eat, and
finds the fridge empty, therefore the agent will probably feel
an emotion due to this contradiction.
In addition to these four tables the appraisal unit evaluates
Figure 1 System Structure. events also with regard to a table of trust. This table repre-
sents the value of trust between our agent and the active
agent, that is, the agent which is performing the action in an

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CHI 2005 | Late Breaking Results: Posters April 2-7 | Portland, Oregon, USA

event. If another agent causes an event, the value of trust to tion, which presented 20 scenarios and which asked them
this agent is looked up and is forwarded to the ANN. about their feeling in the presented situation.
This set of data was used to build an enlarged training set by
Gaussian distribution of the original values. The ANN was
then trained using these values, keeping back the original
data, to check the network’s performance.

RESULTS
The following section gives a detailed assessment of the emo-
tion outputs of Nemesys concerning variability depending on
the agent’s personality. We will present a selection of the
most interesting exemplary outputs of the ANN in the next
paragraph.
Figures 3 and 4 represent the outputs of the ANN of Nemesys
on given input vectors, which is the agents personality and the
input from the appraisal unit and internal data. Each output is
displayed in a graph, where the x-axis represents the output
neuron and the ordinate represents the output value of a neu-
ron (i. e. emotion intensity).

Figure 2 Structure of the emotion eliciting neural net-


work.
THE EMOTION ELICITING ARTIFICIAL NEURAL
NETWORK Figure 3 Joy at different values of neuroticism.
The emotion eliciting ANN is designed as multi-layered per- Figure 3 shows the ANNs response to a situation eliciting the
ceptron. This type of neural network exhibits only feed- emotion joy (peak at neuron 6). Experimenting with the per-
forward connections from the input layer to the only hidden sonality factors (here neuroticism) in the input showed the
layer and from the hidden layer to the output layer. expected results: if the agents’ neuroticism value is varied,
Figure 2 shows the network’s structure, whereas the input the more neurotic agent is experiencing less joy in the same
neurons in the top box refer to the input values of the charac- situation.
ters personality, the neurons in the middle box represent the
input values from the internal status. The neurons in the bot-
tom box are inputs from the appraisal unit. Experiments
showed that a hidden layer with 25 neurons (with sigmoid
transfer function) exhibited the best performance. After input
the ANN calculates the resulting emotion, if any, and the ac-
cording emotional intensity.

ACQUISITION OF TRAINING DATA


To obtain good ANN performance a huge amount of training
data had to be used to train the ANN. For this reason an ad
hoc application was written to acquire the data from 40 test
participants (23 male, 17 female).
Figure 4 Anger at different values of agreeableness.
First participants had to fill out one of the freely available
personality tests, in this case the Five Factor personality test Figure 4 depicts sample outputs of the ANN considering an-
published by Buchanan [2]. After determining their personal- ger while varying agreeableness. It shows an interesting ef-
ity factors each participant had to run a questionnaire applica- fect: Depending on the value of agreeableness of the agent, it
is possible that the experienced emotion shifts. The two

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CHI 2005 | Late Breaking Results: Posters April 2-7 | Portland, Oregon, USA

curves, which have their peak at anger (No. 4) are the result REFERENCES
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Nemesys is a general module to include emotional agents in and Emotional. Proceedings CHI 2002, p. 698-699.
various types of interfaces. Nemesys is using an ANN for 11. Reilly, W.S.N. Believable Social and Emotional Agents,
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steadily adapt its emotional behavior by continuously learn- (1996).
ing. The system is designed to enhance social and emotional
aspects of the user experience. Nemesys is designed to be an
easy to use module to enhance any interface with the possibil-
ity of emotional agents or information about the emotional
context of a situation. Consequently the next research-step is
a comparative user test to explore the enhancements by
Nemesys in various settings.

1
http://futurelab.aec.at/arsbox
2
Http://gamebots.sourceforge.net

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