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소프트컴퓨팅 연구실
황금성
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• A conversational agent
– Aspiring to be believable in an emotional domain
– Should be able to combine its rational and emotional intelligence
• We claim
– Cognitive model of emotion activation may contribute it
– By providing knowledge to be employed in modeling emotion
• We show
– XML markup language
– Insuring independence between the agent’s body and mind
– Adapting the dialog to the user characteristics
• Example domain
– Eating disorder domain
• There is certainly a link between
– The type of character
– Their application domain to which it applies
– The category of users to which it is addressed
• Ex) Advisory dialogue (about eating habits)
– In the case of children ,
Cartoon suggesting a correct behavior in some domain
Fun illustration of the effects of healthy/unhealthy eating
– In the case of adults
The psychological problems which go with eating disorders require a different form of believability
Give the impression of being expert and trustworthy
Of understanding the reasons of the interlocutors
Of adapting to their needs
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We will focus our analysis on how emotions arising during the dialog might influence its dynamics
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• Problem of simulating dialogs with human - by computational linguists
[Wilks
’99
]
•
Turing test already envisioned a computer dialog in the scope of a game - computer science [Turing
’50
]
• The ability to show clear personality traits
[Walker
’97
,Loyall
’97
,Castelfranchi
’98
]
• To recognize doubt [Carberry
’02
]
• To be polite [Ardissono
’99
]
• To introduce a bit of humor [Stock
’02
]
• To persuade with irrational arguments [Sillince
’91
]
• Showing consistency between inner and outward aspects of behavior
[Marsella
’03
]
• Human-like character rather than a cartoon in medical applications
[Marsella
’03
]
• Flexible behavior [Prendinger
’03
]
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• Show an appropriate behavior
– By providing relevant information and suggestions
– By persuading them to follow them
• Dialogs may be emotional
– When the affective state of the user is influenced by information received
– When the expert reacts to the users’ answers by showing an empathic attitude
•
Asymmetry: expert 가 정보를 제공해야 하면서도 질문을 하므로
Can be reduced by enabling users to drive information provision toward their needs
•
To behave believably
– Agent should show some form of emotional intelligence
Recognizing and expressing emotions
Regulating them
Utilizing them to optimize the dialog
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• We developed an emotion modeling method and tool
– How the agent reacts to the user’s moves
Emotion triggering and decay
Simulate a regulatory mechanism
– Our system
Express emotions through face, gesture, and speech
Most shallow form of emotional intelligence
• How the dialog is affected by the emotional state
– By some personality traits
– By their relationship [Pelachaud
’02
]
– Researches: emotions influence learning , decision making and memory [Picard
’97
]
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• Problem issues in simulating affective dialogs
– Which personality factors may affect the dialog
– Which emotions the agent may feel
– How an emotion influences the course of dialog
– How an emotion affects the way that a particular goal is rendered
• 3 types of relationships
– Friendship: 친밀감
– Animosity: 적의
– Empathy: 감정이입
• Our advisory dialog simulator
– Domain-independent simulator the agent's mind
Automatic Tagging
MIDAS
Animation Engine
Festival + Greta or MS-Agent or other generates an agent's body
Emotion Modeling
Executable-Mind
GRAPHICAL
INTERFACE
Dialog Manager
TRINDI
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3. Two Example Application Domains
• To prove domain independence of our system
• Extension of the kind of dialogs that were simulated in Godis , with the introduction of some small talk in the style of REA [Bickmore
’99
]
Real-estate agent
• Agent plays the role of a travel agent
– Provide suggestions about a holiday
• Small talk
– Is triggered when the agent is initially set in the empathic mode
– Wants to establish a friendly relationship with the user
–
By adding some comments about climate, traffic, tourist, etc.
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• An experimental dialogue system built using the toolkit TrindiKit
• Explores and implements issue-based dialogue management
– Adapt G inzburg
’ s K O S to di alogue s ystem (GoDiS) and implement
• Extends theory to more flexible dialogue
1. Menu based dialogue
– Action-oriented dialogue, VCR application
2. Multiple tasks, information sharing between tasks
3. Feedback and grounding
4. Accommodation, re-raising, clarification
5. Multi-linguality & mutiple domains
6. Conditional responses (Ivana Kruijff-Korbayova)
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• A toolkit for
– Building and experimenting with d ialogue m ove e ngines (DME) and systems,
– Based on the information state approach
• Not a dialogue system in itself
• What does TrindiKit provide
– High-level formalism and interpreter for implementing dialogue systems
Promotes transparency, reusability, plug-and-play, etc.
Allows implementation and comparison of dialogue theories
Hides low-level software engineering issues
– GUI, WWW-demo
– Ready-made modules and resources
Speech
Interfaces to databases, devices, etc.
Reasoning, planning
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• Fig. 2. An example dialog in the Travel
Agency domain
3. Two Example Application Domains
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3. Two Example Application Domains
• Eating disorders are common among young people
• Chat line or web sites
– Tends to be empathic, but not tailored to the user
– User cannot ask questions, make objections, request clarifications, take the initiative to drive information provision
– Cannot recognize whether and how the emotional state of the user changes during interaction
– Emotions are static and rigid
• Aims of our agent
– Enable young users to interact with our agent
– Establish an atmosphere of empathic relationship between the two interlocutors
– Make the advice provided more effective
About Eating Disorders
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G0: Hi, my name is Greta! I’m here to help you find a healthier way of feeding yourself. What’s your name?
U0: My name is Jana.
G1: What’s your problem, Jana?
U1: I’ve been eating too much for about one year and I realize that I’m not myself, that I’m not thinking quite right!
G2: Oh I’m sorry . That’s a bad situation indeed. What is your age ?
U2: I’m 17 .
G3: Well, teenagers are notorious for being hungry frequently, because that need to eat more to support the major growth of their bodies.
U3: Oh no, it’s not a question of increased appetite or overeating from time to time: it’s a question of compulsive overeating, in my case. I feel out of control and powerless to stop!
G4: How awful! Have you already tried to do something to solve this problem?
U4: Yes, and I didn’t succeed. I now fear that stopping will not be possible for me! So, I don’t know why I’m here!
G5: Oh no! You have to be confident in yourself! If you want to get over this, I can help you.
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About Eating Disorders
U5: What can I do?
G6: I have some ideas and experience on how to make a smooth, quick transition from overeating back to healthy living. If you wish, I can suggest what you might do.
U6: Yes, please, I want to make every possible effort to get out of this!
G7: Fine! This is the attitude I want to see from you! So, let’s start, first of all, from cleansing your home of all “binge foods”. Whatever your current food downfalls are, get rid of them!
U7: But I can’t stand to throw food away!
G8: Well, give it to someone, then! And if your relatives insist on keeping such foods in the house, ask them to keep it away from you for a while.
U8: That’s a good suggestion, I’ll try! What else?
G9: I need to know something more about the way you live, to go on. Do you take part in any kind of sport, for instance?
U9: Nothing, for a long time.
G10: So, plan to exercise! Choose something you enjoyed doing, even though you may not feel like doing it right now.
. . .
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• Algorithmic aspects of the model and prototype implementation
• In this modeling method, particular attention is paid to
– How emotions change in intensity with time
– How they are mixed up
– How each of them prevails
– In a given situation, according to the agent’s personality
– To the social context in which the dialog occurs
• We focused our attention on eventdriven emotions in Qrtony et al.’s theory
– Which includes positive and negative emotions
– Triggered by present or future desirable or undesirable events
•
We adopted Oatley and Johnson-
Laird’s theory
– Positive and negative emotions are activated by the belief that some goal is achieved or threatened as a consequence of some event
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•
The cognitive model of emotions
– Represent the system of beliefs and goals behind emotion activation
–
Has the ability to guess the reason why it feels a particular emotion
– Has the ability to justify it if needed
–
Shows how the agent’s system of goals is revised as a consequence of feeling emotion
– Shows how this revision influences the dialog dynamics
•
We apply a Dynamic Belief Network (DBN)
– As a goal monitoring method
–
Employs observational data in the time interval (Ti, Ti+1)
– To generate a probabilistic model of the agent’s mind
– Reason about the consequences of the observed event on the monitored goals.
• We calculate the intensity of emotions as a function of the uncertainty
–
Of the agent’s beliefs that its goal will be achieved
– Of the utility assigned to achieving this goal
• We combined the variables
–
To measure the variation in the intensity of an emotion
4. Emotion Modeling
Bel(FeintdOf G U)-Ti BelG(FrinedOf G U) not(Desirable E)
(Occurs E U)
Say U not(Desirable E)
Event-BN in (Ti,Ti+1)
Say U(Occ E U)
BelG not(Desirable E)
BelG(Occ E U)
BelG GoalU not(Occ E U)
Time Ti+1
GoalG not(Occ E U)
Time Ti Interval(Ti,Ti+1) Mind-BN at Ti+1
BelG(UnsatisfFor G U E)
BelG(Thr-GoodOf U)-Ti+1
BelG(Thr-GoodOf U)-Ti
Emotion-BN at Ti+1
Feels G(SorryFor U)
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4. Emotion Modeling
4. Emotion Modeling
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• An emotion simulation tool Applies in two different versions
1. Mind-Testbed
– Create and test models
– Supported files
the agent’s mind : Mind-BN
the events that may occur in every considered domain: Event-
BNs
the relationships between goals in Mind-BN and emotions modeled: Emotion-BNs
The personalities the agent may take
The contexts in which simulation may occur
2. Executable-Mind
– When the calling program inputs a user’s move
analyzes the acts
activate emotions in the agent
updates the emotion intensity table with the new entry
sends it back to the calling program
– User’s move: combination of communicative acts
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4. Emotion Modeling
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4. Emotion Modeling
• Fig. 6. Emotions triggered in the example dialog, with four personalities agent
• To regulate and display its emotions
• An emotion E may be hidden or displayed
– This “decision” may be influenced by
Personality factors
The interaction context
• The emotional behavior is modeled by means of rules that regulate activation of display goals [Carolis
’02
]
• For example,
– This rule activates the goal of hiding fear felt at time T
5 because the agent has an adoptive relationship with the user
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– This rule activates the goal of showing, at move G7 (page 17), the hope felt at time T
7
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• When an emotion has to be displayed
– An affective tag is automatically added to the agent’s move
Fine! This is the attitude I want to see from you! So, let’s start, first of all, from cleansing your home of all binge foods. Whatever your current food downfalls are, get rid of them!
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• To support interfacing with cartoon-like characters (MS-Agents)
– We define the meaning-signal correspondence of a character
– In an XML Meaning-Signal translation file
The rule of the form
• Some examples with the MS-Agent Ozzar
An animation or speech feature
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• Emotions have to be utilized
– To drive reasoning
– To regulate it
• Simulating affective dialogs requires
– Modeling how emotional states influence the course of dialog
Priority of communicative goals
Dialog plans
Surface realization of communicative acts
• Dialog manager has to solve
– How should the agent behave ?
after discovering the emotional state of the user
after feeling an emotional state of its own
– How should these emotions affect the dialog dynamics?
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• The idea is
– Agent has an initial list of goals
That she aims to achieve during the dialog
With its own priority
Some of these goals are inactive
– The agent knows
How every goal may be achieved in a given context
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• An agent and a user model are stored
– With the interaction history
– In the information state of the dialog manager
• These models include two categories of factors
– Long term settings
Agent’s personality , its role , relationship with the user
Stable during the dialog
Influence the initial priorities of goals
Plan initiative handling, and behavior
– Short-term settings
Beliefs and emotional state of the agent
Evolve during the dialog and influence goal priority change and plan evolution
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• The agent’s goal g i can be linked by one of the following relations
• Priority
– g i
< g j
: g i is more important than g j
, g i will be achieved before g j
.
• Hierarchy
– H ( g i
, ( g i
, ( g i 1
, g i 2
, … , g in
, ))
– The complex goal gi may be decomposed into simpler subgoals g i 1 g i 2
, … , g in
, which contribute to achieve it
,
• Causal relation
–
Cause( g i
, g j
), executing the plan achieving the source goal g i precondition for executing the plan achieving the destination is a
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• Our dialog manager does not include a planner
• Plans are represented as recipes that the agent can use to achieve its goals
• Our agent adopts the typical planning sequence of advisory systems
– Situation-assessment
– Describe-eating-disorders
– Suggest-solution
– Persuade-to follow suggestion
• Default plan is outlined in the next page
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• In the case of urgent events
– Reduce the detail of information
– Upgrade the priority of “ most relevant ” subgoals
– Downgrade the priority of details
• When feeling altruistic social emotions
– Display them by verbal and non-verbal means
– Give them the highest priority
– Downgrade the priority of other goals
– Hide egoistic social emotions
• When feeling positive emotions
– Express them with non-verbal means
– Leave the priority of other goals unvaried
• When feeling negative emotions
– Activate behavior control goals
– Avoid displaying any emotional reaction by activating
–
Repair goals
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• Reaction rules may produce the following effects on the dynamics of plan activation
–
Add details
– Reduce details
– Abandon a plan temporarily and activate a new subplan
– Abandon a subplan
– Substitute a generic subplan with a more specific and situationadapted one
– Revise the sequencing of plans, to respond to the user request of
“taking the initiative”
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• Graphical interface
– Interacts with the user and activates the modules
– Enables user to follow the dialog both in natural language and with the selected embodied agent
– Shows the agent’s emotional situation in graphical form
– Several agents have been linked to the system
Various versions of Greta [Pelachaoud
’02
]
Some MS-Agents
• Users may set the simulation conditions
– Agent’s personality
– Its relationship with the user
– Character’s body
– Application domain
• The dialog manager: TRINDIKIT
• Emotion triggering module: HUGIN API
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• Two characters are displayed in the right frame
– Greta [Pelachaoud
’02
] and Ozzar (an MS-Agent)
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• Executable-Mind
– Receives information about the setting conditions
– Selects personality , context , and domain files
– Receives interpreted user moves
– Sends back a list of emotion intensities
• Trindi
– Receives an interpreted user input and a list of activated emotions
– Generates an agent’s move which is displayed in natural language in the left frame
• Midas
– Produces an APML file
•
Animation engine
– Receives as input an APML file
– Using the meaning-signal translation file, animates the selected character
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• Our reaction rules are similar to social rules in Jack and Steve
• Our personality traits enable the representation of a larger variety of situations than McCrae
• Assumption behind our emotion activation method is the same as in
Emile, although the formalism is not the same
• The main limit of our prototype is in the asymmetry of the dialog modality
– Not natural
– Need a refined speech recognizer that detect emotional states of the users
•
Left questions
– Should multiple emotions be summed up into overall emotional states?
– Should they be stored and treated separately ?
– Should an agent always behave like a human ?
– Should it be planned to dominate its emotions in a larger number of circumstances ?
– Are emotions always useful in producing appropriate decision making?