Professional Documents
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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
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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).
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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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THE 3D SCENARIO 4. P. Ekman and W. V. Friesen. Unmasking the Face: A
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CONCLUSION
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,
eliciting emotions, therefore it has many advantages to other Ph.D. Thesis. Technical Report CMU-CS-96-138, School
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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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