Affect in Virtual Agents (and Robots) Professor Beste Filiz Yuksel University of San Francisco CS 686/486

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Affect in Virtual Agents (and Robots) Professor Beste Filiz Yuksel University of San Francisco CS 686/486

Software / Virtual Agents and Robots

Affective Agents Computer emotions are of primary interest in the area of affective or intelligent agents. How can agents be made to be personalized, intelligent, believable, and engaging?

The dream of the artificial companion Many artificial intelligence researchers have long wished to build robots, and their cousins called agents, that seem to think, feel, and live. These are creatures with whom you d want to share some of your life

The dream of the artificial companion In his 1985 American Association of Artificial Intelligence (AI) presidential address, Woody Bledsoe told of his continuing dream to build a computer friend. He spoke of the excitement of seeing a machine act like a human being, at least in many ways, of building a machine that could understand, act autonomously, think, learn, enjoy, hate. Bledsoe, W. I had a dream: AAAI presidential address. AI Mag. 7, 1 (1986), 57-61.

Where did the dream go? As Al researchers tried to find these essential qualities of humanity, they gravitated toward reasoning, problem solving, learning via concept formation. But what do you end up with?...

Where did the dream go?

The equivalent of feeling bad. The assistant that cannot read your emotional expression, reason about what your emotions might be, and learn what is important to you when not to interrupt, for example, will act unintelligently. If the agent cannot have a mechanism for the equivalent of feeling bad for causing you distress then it is likely to repeat this behavior. The lack of such a mechanism is believed to be at the root of the problem. An ability to feel good or bad does not merely effect the agent s ability to learn, but helps it prioritize and choose among all its actions : learning, planning, decision-making, and more.

Emotion Synthesis using the Ortony Clore Collins (OCC) Model Andrew Ortony, Gerald L. Clore, and Allan Collins. The cognitive structure of emotions. Cambridge university press, 1990. The Ortony Clore Collins (OCC) Model is a framework of cognitive appraisal for emotions. The OCC model addresses the problem of representing emotions not by using sets of basic emotions or a dimensioned space, but by grouping emotions according to cognitive eliciting conditions. It assumes that emotions arise from valenced (positive or negative) reactions to situations consisting of events, agents, and objects.

Andrew Ortony, Gerald L. Clore, and Allan Collins. The cognitive structure of emotions. Cambridge university press, 1990. Rule-based system for generation of emotions.

Synthesizing Emotion in Computers Although the original intention of the OCC model was never intended for emotion synthesis it has become the default model for synthesizing emotions in computers.

Synthesizing Emotion in Computers an example using Joy Synthesis of Joy: Let D(p,e,t) be the desirability of event e that person p assigns at time t. This function returns a positive value if the event is expected to have beneficial consequences, and returns a negative value if the event is expected to have harmful consequences. Let I g (p,e,t) represent a combination of global intensity variables (e.g., expectedness, reality, proximity). Let P j (p,e,t) be the potential for generating a state of joy.

Synthesis of Joy IF D(p,e,t) > 0 THEN set P j (p,e,t) = f j (D(p,e,t), I g (p,e,t)) Where f j ( ) is a function specific to joy (form is undefined). Let D(p,e,t) be the desirability of event e that person p assigns at time t. Let I g (p,e,t) represent a combination of global intensity variables (e.g., expectedness, reality, proximity). Let P j (p,e,t) be the potential for generating a state of joy. This rule does not cause a state of joy but is used to trigger another rule that sets up an intensity of joy, I j

Synthesis of Joy Given a threshold value, T j, then: IF P j (p,e,t) > T j (p,t) THEN set I j (p,e,t) = P j (p,e,t) - T j (p,t) ELSE set I j (p,e,t) = 0 This rule activates the joy emotion, giving it an Intensity when the joy threshold is exceeded. Let D(p,e,t) be the desirability of event e that person p assigns at time t. Let I g (p,e,t) represent a combination of global intensity variables (e.g., expectedness, reality, proximity). Let P j (p,e,t) be the potential for generating a state of joy. Let I j be the intensity of joy.

Synthesis of Emotion using OCC Model The example of joy is the simplest case. More complicated rules exist for other emotional types in the OCC model. Low-level details of implementation are omitted such as what values to use for thresholds and what form to use for functions such as f j.

Example of Emotion Synthesis in Virtual Agents Using the OCC Model Poker-Playing Virtual Agents with Affective/Emotional Facial Expressions Ten emotional expressions were used for a modified subset of the OCC model (to include surprise) for self-consequences only: Neutral Pleased Displeased Excited (Hope) Very excited (Hope) Anxious (Fear) Satisfied Disappointed Surprised Relieved

Koda, Tomoko, and Pattie Maes. "Agents with faces: The effect of personification." In Robot and Human Communication, 1996., 5th IEEE International Workshop on, pp. 189-194. IEEE, 1996. Structure used to synthesize emotional states in poker-playing agents surprise is added to an unexpected event.

Koda, Tomoko, and Pattie Maes. "Agents with faces: The effect of personification." In Robot and Human Communication, 1996., 5th IEEE International Workshop on, pp. 189-194. IEEE, 1996. Agents emotions generated according to poker events. The poker situations give rise to each emotion.

Example of Goals and Emotions in Virtual Agents Using Appraisal Theory Appraisal theory is the theory in psychology that emotions are extracted from our evaluations (appraisals or estimates) of events that cause specific reactions in different people.

SimSensei Kiosk SimSensei Kiosk is an implemented virtual human interviewer designed to create an engaging face-to-face interaction where the user feels comfortable talking and sharing information. SimSensei Kiosk is also designed to create interactional situations favorable to the automatic assessment of distress indicators, defined as verbal and nonverbal behaviors correlated with depression, anxiety or post-traumatic stress disorder (PTSD). DeVault, David, Ron Artstein, Grace Benn, Teresa Dey, Ed Fast, Alesia Gainer, Kallirroi Georgila et al. "SimSensei Kiosk: A virtual human interviewer for healthcare decision support." In Proceedings of the 2014 international conference on Autonomous agents and multi-agent systems, pp. 1061-1068. International Foundation for Autonomous Agents and Multiagent Systems, 2014.

SimSensei Virtual Human Interviewer for Healthcare Decision Support DeVault, David, Ron Artstein, Grace Benn, Teresa Dey, Ed Fast, Alesia Gainer, Kallirroi Georgila et al. "SimSensei Kiosk: A virtual human interviewer for healthcare decision support." In Proceedings of the 2014 international conference on Autonomous agents and multi-agent systems, pp. 1061-1068. International Foundation for Autonomous Agents and Multiagent Systems, 2014.

DeVault, David, Ron Artstein, Grace Benn, Teresa Dey, Ed Fast, Alesia Gainer, Kallirroi Georgila et al. "SimSensei Kiosk: A virtual human interviewer for healthcare decision support." In Proceedings of the 2014 international conference on Autonomous agents and multi-agent systems, pp. 1061-1068. International Foundation for Autonomous Agents and Multiagent Systems, 2014. Perception of nonverbal behavior SimSensei needs to: 1. Communicates the necessary nonverbal behavior signals to other components of the system so that the agent is sensitive to the user s nonverbal behavior. 2. Recognize automatically and quantify the nonverbal behaviors that help indicate the psychological conditions being studied (e.g. depression and PTSD).

Dialogue Processing 1. Natural Language Understanding: Automatic speech recognition and NLU classifiers to assign positive or negative or neutral valence to utterances. 2. Dialogue Management About 100 fixed utterances in total. Empathy responses. DeVault, David, Ron Artstein, Grace Benn, Teresa Dey, Ed Fast, Alesia Gainer, Kallirroi Georgila et al. "SimSensei Kiosk: A virtual human interviewer for healthcare decision support." In Proceedings of the 2014 international conference on Autonomous agents and multi-agent systems, pp. 1061-1068. International Foundation for Autonomous Agents and Multiagent Systems, 2014.

DeVault, David, Ron Artstein, Grace Benn, Teresa Dey, Ed Fast, Alesia Gainer, Kallirroi Georgila et al. "SimSensei Kiosk: A virtual human interviewer for healthcare decision support." In Proceedings of the 2014 international conference on Autonomous agents and multi-agent systems, pp. 1061-1068. International Foundation for Autonomous Agents and Multiagent Systems, 2014. Generation of Nonverbal Behavior 1. Nonverbal behavior accompanying dialogue using Behavior Markup Language (BML). 2. Character animation takes in BML input and supports character movement and gestures. 3. Listening feedback designed to make participant feel safe, comfortable, and listened to.

Evaluating SimSensei Conditions Face-to-Face Wizard-of-Oz AI interactions Human Interviewer Virtual Human Puppet Automated SimSensei A Wizard of Oz experiment is a research experiment in which subjects interact with a computer system that subjects believe to be autonomous, but is actually being operated by an unseen human. DeVault, David, Ron Artstein, Grace Benn, Teresa Dey, Ed Fast, Alesia Gainer, Kallirroi Georgila et al. "SimSensei Kiosk: A virtual human interviewer for healthcare decision support." In Proceedings of the 2014 international conference on Autonomous agents and multi-agent systems, pp. 1061-1068. International Foundation for Autonomous Agents and Multiagent Systems, 2014.

Evaluating SimSensei Wizard-of-Oz Higher Rapport Higher Usability Better Listener AI interactions Lower Rapport Lower Usability Weaker Listener DeVault, David, Ron Artstein, Grace Benn, Teresa Dey, Ed Fast, Alesia Gainer, Kallirroi Georgila et al. "SimSensei Kiosk: A virtual human interviewer for healthcare decision support." In Proceedings of the 2014 international conference on Autonomous agents and multi-agent systems, pp. 1061-1068. International Foundation for Autonomous Agents and Multiagent Systems, 2014.

Virtual Humans USC ICT

Build your own Virtual Agents Customize your character in Fuse and rig it in Mixamo. Can import fbx file into Unity. Mixamo Fuse: https://www.mixamo.com/#/ See some example characters: https://www.mixamo.com/#/?page=1&type=character You can also use Blender to work on facial expressions (see extra credit for Lab 2): https://www.blender.org/

Python package cozmo 1.3.1 https://pypi.python.org/pypi/cozmo Cozmo Robot Github: https://github.com/anki/cozmo-python-sdk