Assessing the validity of appraisalbased models of emotion

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Assessing the validity of appraisalbased models of emotion Jonathan Gratch, Stacy Marsella, Ning Wang, Brooke Stankovic Institute for Creative Technologies University of Southern California The projects or efforts depicted were or are sponsored by the U.S. Army Research, Development, and Engineering Command (RDECOM). The content or information presented does not necessarily reflect the position or the policy of the Government, and no official endorsement should be inferred.

Computational models of human emotion Goal: Build accurate models of cognitive antecedents and consequences of emotion To enhance predictive power of human decision-making models (Loewenstein & Lerner, 2003; Frank 1988; Busemeyer 2007) To simulating human interpersonal behavior For training (Swartout et al; Aylett et al; Paiva et al) For user modeling (Conati) Methodological tools for improving theories of emotion (Sanders&Scherer) 2

Theoretical Framework: Appraisal Theory (Arnold, Lazarus, Frijda, Scherer, Ortony et al.) Environment Desirability Expectedness Controlability Causal Attribution Goals/Beliefs/ Intentions Action Tendencies Emotion Affect Physiological Response Problem-Focused (act on world) Coping Strategy Emotion-Focused (act on beliefs) 3

Computational Appraisal s Appraisal Theories Frijda OCC ACRES Swagerman AR Elliott TABASCO Staller&Petta WILL Moffat EM Neal Reilly FLAME El Nasr EMILE Gratch ActAffAct Rank ParleE Bui EMA Gratch/Marsella THESPIAN Si et al. FearNot! Dias Lazarus CBI Marsella PEACTIDM Marinier Scherer ALMA Gebhard WASABI Becker-Asano 4

Many models, which is best? Few efforts have systematically evaluated model validity No efforts have directly compared models s typically tested in context of application or s appeal to empirical support of appraisal theory BUT don t assess design choices in realizing theory FURTHER, s make many conflicting design choices and thus are difficult to directly compare Our approach: break models into constituent design choices and evaluate these separately 5

A component model view of appraisal models Appraisal Derivation Affect Derivation Affect Intensity Personenvironment Relationship Appraisal variables Emotion/ Affect Affect Consequent Behavioral Cognitive Question for today s talk What is mathematical relationship between appraisal and intensity of emotional response? 6

Winning Probability Alternative intensity models s make different predictions as events change over time Expected Utility: hope determined by amount of certainty (EMA, FearNot!) Expectation Change: hope determined by change in certainty (EM, PEACTIDM) Prob(T1,T2) Prob(T0,T1) T0 T1 T2 Expected Utility principle: hope increases over time Expectation change principle: hope decreases over time 7

Winning Probability Alternative Intensity s Expected Utility Additive emotion intensity as proportional to probability and utility of goal attainment Threshold Expectation Change Expectation Change U x Prob(T1,T2) U x Prob(T0,T1) T0 T1 T2 8

Emotion Intensity Hypotheses Hope Joy Fear Sadness ΔExpect EM. PEACTIDM ParleE, PEACTIDM EM, PEACTIDM ParleE, PEACTIDM Expected Utility EMA, Silverman, FearNot! EMA Silverman Threshold EMA, EM EMA, EM Additive Cathexis. FLAME Cathexis, FLAME Cathexis, FLAME Cathexis, FLAME Hybrid Price et al85 Price et al85 Silverman Price et al85 Price et al85 Silverman 9

Empirical investigationdesiderata Assess behavioral fidelity of competing models consistent with human emotional responses in naturalistic settings? Focus on appraisal variables of goal probability and utility As these most commonly implicated But explore other common variables Generate data on appraisals and emotional intensity Identify paradigm where emotion arises from task In contrast to mood induction studies Identify task where emotions unfold over time As most models are intended to be dynamic But most empirical findings in psychology focus on non-dynamic tasks 10

Study Competitive Turn-based strategy game Partial Observability Dynamic: situation shifts over time OBJECTIVE: examine dynamics of appraisal & coping responses as goal of WINNING facilitated or threatened Q1: How do appraisals relate to intensity of emotional response over time Q2: How do people cope with the emotions wining or losing gives rise to? Q3: Do appraisals uniquely determine emotional response? Do results corroborate EMA model predictions? 11

ing game play Probability Sad Fear Play Game Lose $10 Win $10 Utility Joy Hope

Manipulate Incentives (Utility) Kahneman, D., & Tversky, A. (1979). Potential Loss Sad Fear Play Game Lose $10 Win Nothing Play Game Lose Nothing Win $10 Potential Gain Joy Hope

Manipulate Outcomes (Probability) Lose Sad Play Game 1 0 Lose Payoff Win Payoff Play Game 0 1 Lose Payoff Win Payoff Win Joy

Manipulate Probability of Winning over TIME Start Losing Lost Play Game Lose Payoff Win Payoff Play Game Lose Payoff Win Payoff Start Winning Won

Incentive (Gain vs Loss) 2 x 2 x 3 design Outcome and Incentive manipulated between subjects Time manipulated within-subjects Outcome (win vs. lose) Win $ Don t win $ Don t lose $ Lose $

Confederate Subject Hidden Camera Human subjects study 100 participants Prior Expectations WINNING WON GAME Time 1 Time 21 Time 3 Prior Expectations LOSING LOST GAME Coping Questionnaire

Measures Demographic/Dispositional (start of experiment) Age, Education, Game experience Social value orientation: measure of cooperative/competitive Appraisals (repeated T1, T2, T3) Subjective value of winning Subjective probability of winning Subjective control over winning/losing Subjective effort (how hard am I trying) Emotion intensities (repeated T1, T2, T3) Prospective emotions: Hope, Fear Retrospective emotions: Joy, Sadness Presented as visual analog scales 18

Manipulation check Successfully manipulated perceived winning/losing over time Failed to manipulate value of winning/losing (incentive) Did elicit positive and negative self-reported emotion No significant differences in appraisals/emotions by incentive Collapse data across incentive 19

Raw Emotion Intensity Scores Hope Fear Joy Sadness 20

What are the significant changes in intensity as a function of probability Hope Fear 0.06 ** 0.07 * * * * Consistent with Expected Utility Joy Sad * ** Consistent with Threshold Lost Losing Tie Wining Won 21

100 80 60 40 20 JOY 30 25 20 15 10 5 FEAR Fitting 0 0 0 10 20 30 40 50 60 70 80 90 100 Probability 0 10 20 30 40 50 60 70 80 90 100 Probability 100 80 HOPE 30 25 SADNESS 60 40 20 20 15 10 5 0 0 10 20 30 40 50 60 70 80 90 100 Quantitative Fit Probability 0 0 10 20 30 40 50 60 70 80 90 100 Probability Joy = 1.41 Utility 0.83 Probability 1.54 + 2.37 (r 2 = 0.80) Sad = 0.60 Utility 0.82 (1-Probability) 3.06 + 2.32 (r 2 = 0.83) Hope = 0.02 Utility 1.45 Probability 1.0 + 1.45 where Probability < 1.0 (r 2 = 0.93) Fear = 0.79 Utility 0.98 (1-Probability) 1.21 + 30.38 where Probability > 0.0 (r 2 = 0.92) 22

Q1: Emotion Intensity Results (nonlinear regression) Hope Joy Fear Sadness Realization EM. PEACTIDM ParleE, PEACTIDM EM, PEACTIDM ParleE, PEACTIDM Expected Utility EMA, Silverman, FearNot! EMA Silverman Threshold EMA, EM EMA, EM Additive Cathexis, FLAME Cathexis, FLAME Cathexis, FLAME Cathexis, FLAME Hybrid Price et al85 Price et al85 Silverman Price et al85 Price et al85 Silverman RESULT: Strong support EMA (and date can refine model) 23

Discussion No effect of incentive framing Possibly did a poor job of framing as win/loss Subjects may not have understood the manipulation Suggests people have other incentives than monetary reward Competition with other Fun of playing game Social interaction Future studies will explicitly examine other goals E.g., Use Subjective Value Inventory (SVI, Curhan 2006) 24

Discussion Granularity of representation Our analysis assumes situation is construed by subjects as a single goal (win) and a single abstract action (play-game) Play Game 1 0 Lose Payoff Win Payoff Actually situation more complex Subgoals: sink ships, plot next shot Would tend to skew some of the analysis E.g., Joy when Winning could reflect the joy associated with obtaining subgoals Suggests Joy, Sadness might be closer to threshold model than suggested by results 25

Discussion Other appraisal factors Some models consider several other intensity modifiers Probability and utility explained most of the variance in intensity No evidence that control or effort explained variance in intensity Dynamics Prior psychological studies show evidence for expectation change model in one-shot decision tasks (e.g., wheel of fortune) These models define change of probability against some reference point But this point not well defined if probability changes continuously over time Expectation change did not well-explain our data 26

Open issues (just starting to scratch surface) Alternative explanations Decision dynamics Explored monotonically-evolving decisions (losing vs. wining) Should explore other trajectories does early failure impact future perceptions when circumstances improve? Individual differences Subjects with low motivation to win show very different behavioral/coping patterns Other appraisal/dispositional factors seem to improve predictions Social Value Orientation Personality Cultural factors? Social factors Battleship is a competitive game (theory of mind factors) 27

Conclusion Identified that different models use different intensity fns. Constructed study to assess these against human data Evidence shows Expected utility good model for prospective emotions (hope/fear) Retrospective emotions (Joy, Sadness) fall between an expected utility and threshold model Results call into question the behavioral fidelity of several popular models and support some. Results particularly support EMA (Gratch and Marsella) 28