A Robot's Experience of Another Robot: Simulation
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Transcript of A Robot's Experience of Another Robot: Simulation
A Robot’s Experience of Another Robot: Simulation
Tibor Bosse
Johan F. Hoorn
Matthijs Pontier
Ghazanfar F. Siddiqui
Overview of this presentation
Introduction to I-PEFiC ModelImplementationResults simulation experimentsDiscussionFuture steps
Goal of this study
Let virtual agent / robot perceive other agent, or human By determining its engagement with its interaction partner, a virtual
agent can show an appropriate affective response
Formalise well-validated I-PEFiC model about how humans perceive virtual characters, and use it to let virtual agents perceive each other, or their users
Interesting for any application which requires human-like emotional behaviour / communication; e.g.:
(serious) games, e-therapy, agents that serve as practice subjects for therapists or police officers, etc.
Variables in I-PEFiC model
Ethics Is agent to meet good or bad? Aesthetics Is agent to meet beautiful or ugly? Epistemics Is agent to meet realistic or unrealistic? Affordances Is agent aid or obstacle (regarding goals) Similarity Is agent like me? Relevance Is agent relevant for me? (regarding goals) Valence Is expected outcome of interaction with agent
good or bad? Involvement Subjective tendency to approach Distance Subjective tendency to avoid
Variables are unipolar
Introduction to I-PEFiC model
Domain
Soccer agents you might remember from earlier presentations
Virtual soccer fans communicate with each other in a virtual world
They can decide to meet with each other and talk about certain conversation subjects
Implementation
Agents perceive each others features good, bad, realistic, and unrealistic using a designed value [0, 1] (what would the average agent think) and a (personal) bias [0, 2]; e.g.,
Perceived(Beautiful, A1, A2) = Bias(A1, A2, Beautiful) * Designed(Beautiful, A2)
Implementation Ethics
A1 perceives ethics A2 according to club clothes A2 is wearing; e.g.,
Perceived(Good, A1, A2) = Satisfaction(A1, Club A2)
Teammates are good guys
Supporters of rival teams are bad guys
Implementation Affordances
A1 perceives affordances A2 according to expected communication possibilities, based on presuppositions about language skills (in Dutch, English and Urdu) based on outer appearance; e.g.,
Perceived(Aid, A1, A2) =
(ExpectedSkill(A1, A2, language) * Skill(A1, language))
Implementation Similarity
Agents perceive their own features: Perceived(Feature, A1, A1) = Bias(A1, A1, Feature) * Designed(Feature, A1)
Agents compare this self-perception with perception other to determine similarity:
Similarity(A1, A2) =
1- ((simfeature * abs(Perceived(Feature, A1, A2) – Perceived(Feature, A1, A1) ))
simfeature is the (regression) weight of each feature for similarity
Relevance, Valence and Engagement
All formulas have the form: A = B*B + C*C + D*D + CD*C*D
B = (regression) weight main effect B on A
CD = weight interaction effect C and D on A
Relevance, Valence and Engagement
Effects on: Main effects Interaction effects
Relevance EthicsAestheticsEpistemicsAffordances
Ethics x AffordancesEthics x Aesthetics x Epistemics
Valence EthicsAestheticsEpistemicsAffordances
Ethics x AffordancesEthics x Aesthetics x Epistemics
Engagement SimilarityRelevanceValence
Relevance x Valence
Conclusions from experiments
Higher values for attributes will result in higher Involvement / Distance
Involvement / Distance from A1 to A2: Inv. Dist. A2 is an aid for A1 (speaks same language) ++ -- A2 is an obstacle for A1 (speaks different language) -- ++
A2 is a good guy (wears same club clothes) ++ + A2 is a bad guy (wears rival club clothes) + ++
A2 is beautiful ++ + A2 is ugly + ++
A2 is realistic ++ + A2 is unrealistic + ++
Conclusions from experiments
The relative differences between realistic / unrealistic are smaller than those between beautiful / ugly
Realistic / unrealistic have less influence than beautiful / ugly
Discussion
Model is adequate for simulating engagement Positive features do not exclusively increase level of
involvement, and negative features do not exclusively increase level of distance, which corresponds to empirical evidence
Future Steps
Combine I-PEFiC (emotion elicitation) with Gross (emotion regulation), so virtual agents can perform affective response selection
Validate model against empirical data human affective trade-off processes
Questions?