Modeling Emotion in SoarMotion/ Gesture Scheduler (Beat) Text to Speech (Festival) World Simulator...
Transcript of Modeling Emotion in SoarMotion/ Gesture Scheduler (Beat) Text to Speech (Festival) World Simulator...
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Modeling Emotion in SoarModeling Emotion in Soar
Jonathan GratchUSC Institute for Creative Technologies
Joint work with
Stacy MarsellaUSC Information Sciences Institute
Jonathan GratchUSC Institute for Creative Technologies
Joint work with
Stacy MarsellaUSC Information Sciences Institute
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Human emotion can inform intelligent system design– Inform ‘outer-directed’ behavior
• Human Computer Interaction– Inform ‘inner-directed’ behavior
• Decision making of the intelligent system
Ground discussion in application– Mission Rehearsal Exercise system– Cognitive Appraisal Theory– Illustrate impact on architecture design
General implications for models of intelligence
Outline
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Emotion as a External Behavior
• Users readily ‘read’ expressive behaviors– Communicate information– Can influence the interaction
• Can be leveraged by computer systems
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Emotion from Patterns of Movement
Rimé, Boulanger, Laubin, Richir and Stroobants (1985)
People readily attribute (misattribute) emotion and inner beliefs
Effect stronger for anthropomorphic synthetic characters
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OutlineExample Applications• Education
– Learning by teaching [promote framing effects] (Biswas)– Tutoring systems [evaluative feedback] (Lester)– Social skills training [evoke empathy] (Paiva)
• Psychotherapy– Coping with stress [induce emotional state] (Marsella)– Safe sex training [induce emotional state] (Miller)– Clinician training [evaluative feedback] (Henderson)– Social phobias [provoke social stress]
• Law enforcement– “Shoot/no-shoot” training [model reality] (Institute of Justice)– Interrogation training [model reality] (FBI)– Evacuation training [induce trust] (Isbister)
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Emotion as Mental Behavior
• Emotion influences human mental functions
• Maintaining Homeostasis• Prioritizing goals• Focusing mental, sensory resources• Influencing beliefs• Biasing decision-making• Preparing action and reaction
• Can emotion research inform solutions for artificial minds
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Grounding: Virtual Humans
• Interactive– Perceive the world– ‘Think’ for themselves– Speak
• Expressive– Use expressive behavior to influence
or inform user interaction
Marsella, Johnson & Labore
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Mission Rehearsal Exercise
Social Training Simulation• Explore high-stakes social interactions in safety of VR
Rickel, Marsella, Traum,Hill, Hovy, Johnson, Narayanan, Swartout, …
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Mission Rehearsal Exercise
• Team decision-making in crisis situations:– Non-scripted real-time interactions– Planning, replanning, and plan execution– Teamwork, distributed authority and responsibility
– Collaborative, mixed initiative dialogue– Multi-party conversations
– Verbal and non-verbal communication– Emotionally-biased behavior
•
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Mission Rehearsal Exercise
• Assumptions/Limitations:– Tightly focused task-related dialogue– Near-expert decision makers– Stylized vocabulary (military speak)– Stylized virtual environment
•
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Child Healthy
SoldiersTreat Child
Troops Helping
Child Healthy
hope
Mother’sPlan
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Child Healthy
SoldiersTreat Child
Troops Helping
Child Healthy
hope
Move Out
Troops_leaving
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Child Healthy
Treat Child
Troops Helping
Child Healthy
Move Out
Troops_leaving
fear
Anger
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MRE: Leadership Training
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Speech Recognition (HTK)
Semantic Parser
Motion/ Gesture Scheduler (Beat)
Text to Speech (Festival)
World Simulator
Animation System
BDI
HaptekC
omm
unic
atio
n B
us
Audio (Protools)
Voice Input
Vega
Projection System
Speakers (10.2)
Soar Planning
DialogueAction Selection
Perc
eptio
nNLG
Emotion
NLU pragmatics
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Child Healthy:False
AccidentIntend: FalseBlame: unresolved
Assist Eagle 1-6:False
Eagle 1-6 AssistDesire: LT
Belief: False
Child-HealthyDesire: SGTBelief: False
Probability: 75%
Get MedevacResponsibility:LTIntend: True
Medevac Available:True
Past FuturePresent
Cognitive Representation
Soar’s Working Memory
Planning Perception Dialogue Action
Soar operators
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Child Healthy:False
AccidentIntend: FalseBlame: unresolved
Assist Eagle 1-6:False
Eagle 1-6 AssistDesire: LT(+50)
Belief: False
Child-HealthyDesire: SGT(+80)
Belief: FalseProbability: 75%
Get MedevacResponsibility:LTIntend: True
Medevac Available:True
Past Events Future PlansPresent
Cognitive Representation
• Causal Interpretation– Agent centric subjective view– Uniform representation of past, present, future– Combines decision-theoretic plans with models of
belief and intention
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Child Healthy:False
AccidentIntend: FalseBlame: unresolved
Assist Eagle 1-6:False
Eagle 1-6 AssistDesire: LT(+50)
Belief: False
Child-HealthyDesire: SGT(+80)
Belief: FalseProbability: 75%
Get MedevacResponsibility:LTIntend: TrueMedevac Available:True
Past Events Future PlansPresent
Cognitive Representation
• “Cambridge style”– Representation stored on top state– Top-state operators change representation (add-step)– Almost no subgoaling
• I-supported rules:– Detect causal threats– Propagate probabilities and utilities
• Probability action = product of probability of its preconditions
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Architectural Role of Emotion
• Began with view “emotion as veneer” Ended up as central organizing construct – Initial problem:
• how to convey emotion in interactive setting?– Built mechanism to infer plausible emotions
• In response to simulation events • In response to user interventions
– But discovered resolved architectural issues• Coherence is more than skin deep• Build it and they will come
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How to convey emotion
• Mind/Body problem– Emotions arises from cognitive assessments
• Aristotle, et. al– Emotions arise from sub-symbolic processes
• William James, et. al
• Pragmatics– Artificial intelligence techniques largely symbolic
• Planning• Explanation• Dialogue management
– My models of emotion colored by technology
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How to convey emotion
• Cognitive Appraisal Theory– Influential and well-established theory
Arnold, Frijda; Lazarus; Ortony, Clore & Collins; Scherer; Smith
– Emphasizes tight coupling between• Emotion• Cognition• Motivation
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Internalgoals, beliefs
External World
Emotion
AppraisalAppraisalAppraisal
AppraisalAppraisalCoping
Cognitive Appraisal Theory
Smith and Lazarus’ cognitive-motivational-emotive system
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Appraisal
AppraisalAppraisalExternal
WorldInternal
goals, beliefs
• Appraisal = Situation assessment
– Compare beliefs, desires and intentions with
external circumstances
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Appraisal
• Characterize via appraisal variables– Desirability– Likelihood – Urgency– Unexpectedness– Causal attribution (causality, agency, blame/credit)– Coping potential (controllability, adaptability)
• Superset of criteria considered by intel systems– Decision theory: desirability, likelihood– Scheduling: desirability, urgency
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Coping Strategies
• Coping = Response strategy– Characterized by ontology of coping strategies
Problem-focused
Emotion-focusedAppraisal
AppraisalCoping
External World
EmotionInternal
goals, beliefs
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Coping Strategies
• Problem-focused (act on the world)– Action execution– Planning– Seek instrumental social support
• Analogous to:– Deliberative or reactive problem solving– Team negotiation
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Coping Strategies
• Emotion-focused (act on belief)– Denial– Find silver lining– Shift blame– Distancing
• Not typically considered by intelligent systems– More than a decision (e.g. abandon current plan)
• Provides self-justification for why• Related to motivational / explanatory coherence • Leads to persistent change in behavior
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Modeling Appraisal and Coping
Past Future
Soar’s Working Memory
Planning Perception Dialogue Action
Soar Operators
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Modeling Appraisal and Coping
• Appraisal as plan-evaluation– Causal interpretation mediates agent-environment relationship– Define appraisal variables in terms of features of interpretation– Fast, reactive, parallel
• Coping as generalized plan criticsMap to operators that change interpretation– Slow, sequential, deliberate– Problem-focused execute step, add plan step– Emotion-focused
• Denial Change belief• Find silver lining Change utilities• Shift blame Change causal attribution
Dialogue moves• Distancing Drop goal / intention
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Ema: Architectural Manifestation
The Emotional Octopus
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Child Healthy:False
AccidentBlame: unresolved
Assist Eagle 1-6:FalseEagle 1-6 Assist
Desire: LTSatisfied: False
Child-HealthyDesire: SGT
Satisfied: False
Distress: 80
Sgt’s Appraisal of Accident from his perspective
Perspective: Self (Sgt)Desirability: -80Likelihood: 100% Blame/Credit: unresolved
Appraisal
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Child Healthy:False
AccidentBlame: unresolved
Assist Eagle 1-6:False
Distress: 80
Child-HealthyDesire: SGT
Satisfied: False
Distress: 80
Sgt’s Appraisal of Accident from Lieutenant’s Perspective
Eagle 1-6 AssistDesire: LT
Satisfied: False
Appraisal
Perspective: LieutenantDesirability: -80Certainty: 100%Blame/Credit: unresolved
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Child Healthy:False
AccidentBlame: unresolved
Assist Eagle 1-6:FalseEagle 1-6 Assist
Desire: LTSatisfied: False
Child-HealthyDesire: SGT
Satisfied: False
Cop
ing
Distress: 80
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Child Healthy:False
AccidentBlame: unresolved
Assist Eagle 1-6:FalseEagle 1-6 Assist
Desire: LTSatisfied: False
Cop
ing
Child-HealthyDesire: SGT
Satisfied: False
Sgt’s OwnPerspective
Distress: 80
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Child Healthy:False
AccidentBlame: unresolved
Assist Eagle 1-6:FalseEagle 1-6 Assist
Desire: LTSatisfied: FalseChild-Healthy
Desire: SGTSatisfied: False
Probability: 75%↑
Cop
ing
Get MedevacResponsibility:LT
MakeAmendsDistress: 80 Distress: 80
Problem-Focused Coping: Form intention to help Boy
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Child Healthy:False
AccidentBlame: MOM
Assist Eagle 1-6:FalseEagle 1-6 Assist
Desire: LTSatisfied: FalseChild-Healthy
Desire: SGTSatisfied: False
Probability: 75%↑
Cop
ing
Get MedevacResponsibility:LT
ShiftBlame
Emotion-Focused Coping: Blame Mother
MakeAmendsDistress: 80 Distress: 80
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Child Healthy:False
AccidentBlame: unresolved
Assist Eagle 1-6:FalseEagle 1-6 Assist
Desire: LTSatisfied: FalseChild-Healthy
Desire: SGTSatisfied: False
Probability: 75%↑
Cop
ing
Get MedevacResponsibility:LT
ShiftBlame
Personality
MakeAmendsDistress: 80 Distress: 80
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MRE: Leadership Training
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Focus of attention
• Multiple appraisals simultaneously active• Which appraisals should impact behavior?
– all?– some average?
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Give-MorphineProbability: 25%Resp.: Doctor
Death HastenedUtility(Dr) -100
Utility(Victim) = 0Probability: 25%Intend-that: False
End SufferingProbability: 25%↓
Morphine Approved
Utility(Doctor)=-50 Probability: 25%
Belief: False
Patient SufferingUtility(Dr.)=-20
Belief: True
Perspective: DoctorDesirability: 50Likelihood: 75%Attribution: *none*
Perspective: DoctorDesirability: -100Likelihood: 25%Attribution: *self*
Perspective: VictimDesirability: 100Likelihood: 25%Attribution: Doctor
HopeFear GuiltHope
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Focus of attention
• Problem: too much information in memory– Could swap stuff in and out of working mem– Instead added focus of attention model
• Soar operator proposals ‘touch’ WME• Associate with operator any appraisals associated
with those WMEs
• E.g. to answer “What happened here”, must access all events in causal history
• Collect appraisals associated with each event• Pick most intense appraisal to modify behavior of
operator
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Focus of attention
• Problem: this too focused– Also aggregate all active appraisals into ‘mood’– Appraisals feed sub-symbolic layer (TCL)– Aggregate state attenuates physical actions
• Facial expressions• Body language
– Aggregate state also placed on input-link– Added to intensity of each appraisal when
determining the max appraisal associated with a soar operator
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Nuggets
• Lends itself to blackboard style– Facilitates integration of cognitive functions– Appraisal a fast reflexive process (i-support)
• Coping naturally represented as operator preferences
• Extensive use of JTMS function
• Adequate performance
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Coal
• Focus of attention– No mechanism for swapping in/out
plans/episodes/…• Unstructured memory a problem
– Data structure proliferation (spelunking)– Unintended interactions between modules
• Function of Cambridge style?
• Barbie says “math is hard”• Hard to profile, debug, maintain