Integrating a Believable Layer into Traditional ITS Sassine Abou-Jaoude Claude Frasson Computer Science Department Université de Montréal C.P. 6128, Succ. Centre-Ville Montréal, Quebec Canada {jaoude, frasson}@iro.umontreal.ca Abstract. Adding believability and humanism to software systems is one of the subjects that many researchers in Artificial Intelligence are working on. We, and from our interest in Intelligent Tutoring Systems (ITS), propose adding a believable layer to traditional ITS. This layer would act as a user interface, mediating between the human user and the system. In order to achieve acceptable believability levels, we based our work on an emotional agent platform that was introduced in previous works. Our ultimate aim is to study the effect, from a user's perspective, of adding humanism in software systems that deals with tutoring. 1. Introduction We work mainly on research and development that revolve around Intelligent Tutoring Systems and how to make these systems more efficient. Works that aims at increasing the efficiency of ITS are mainly conducted under the following guidelines: Student Model. Building a more representative student model [1] that would project a thorough image of the user in front, thus permitting the system's adaptability to be more reflective of the actual user's status. Curriculum. Constructing a more efficient curriculum [2] module that would work as a skeleton for teaching subjects. Tutorial strategies. Working on different cooperative tutorial strategies [3], through the amelioration of existing ones, the introduction of new ones, such as the troublemaker [4], and the possibility of switching strategies in real time interactions [5]. It was a natural progressive step, for us, to start exploring the integration of humanism and believability in ITS, since we highly believe, that it will increase the system's performance. For this, we suggest the addition of a believable layer in traditional systems in order to create, what we call a believable ITS (see fig. 1). Traditional ITS Intelligent Tutoring System Believable ITS Traditional communication route Believability Layer USER Figure 1: Introduction of the believable layer This layer will play the mediating role between the user, an entity that is very much influenced by humanism in its normal behavior, and the system that is normally not capable to interpret humanism on its own. Ultimately we would say that our believable agent platform is complete if a user being tested by a system, of which he has no direct sight, would not be able to tell if the latter is a human or a machine (i.e. passing the Turing test somehow). Adding believability means the introduction of human aspects in the software agent such as personality, emotions, and randomness in behavior. The nature of randomness itself makes it somehow, an achievable goal. One way to achieve randomness is through the use of well-known software procedures that would produce random output mapped on the sample behavioral space of the agent. Moreover, since no rules or standards may govern randomness any proposal suggested at different levels may be considered as an additional randomness entity to the system. For the character and emotions; the integration is not as evident. They were subject to much research. And the line of division between these two entities is not as clear too. Therefore, most researchers approached the emotional aspect and the personality traits as one entity. Among these research group we would like to mention the contribution of the following people: C. Elliot and co. for their work on the affective reasoner [6], a platform for emotions in multimedia. J. Bates and co. at Carnegie Melon University, for their work on agent with personalities and emotions [7] and the role of the latter's in assuring believability. Barbara Hayes-Roth and her team at Stanford, for their work on the virtual theater [8] and agent improvisation. Pattie Maes and her team at MIT [9] for their work on virtual world and the emotional experience in simulated world. As for us, we believe, for reasons that will be presented in the next section (section 2), that emotions might be the major entity in creating believability. And integrating a believable layer in ITS, would be almost reached by adding emotional platforms to main agents in this ITS. Section 3 will allow us to introduce our emotional agent platform, the emotional status E and the computational model that would allow the agent to interact emotionally in real time following different events that might take place in his micro-world (in our case the ITS). Section 4, is a case study in which the theory proposed in section 3 will be applied to a student model in a competitive learning environment (CLE). Finally, in section 5, we will be concluding by presenting our future work and the main questions that we are planing to treat in our future experiments. 2 2. Believable layer vs. Emotions The use of the term "emotions" in our work is done to its widest meaning. An emotion is not simply a feeling that an agent X might have to an agent Y (i.e. hate, like, etc.). It is more, a submersible status in which an entity (human or agent in our case) is, that would influence its behavior. Instead of limiting our choice to the classical definition of emotions we widened it, to include many types, based mainly on previous work done by Ortony and Elliot [10, 11], such as well-being (i.e., joy, distress, etc.), prospect-based (i.e. hope, fear, etc.), attraction (i.e. liking, disliking, etc.) and etc. We also introduced in previous work [12] the notion of stable emotions as a mean of defining personality traits, and henceforth personality. Although interpretation of emotions differs among cultures, backgrounds and even individuals themselves, the sure thing, is that humans are the most reliable source we know for this interpretation. This human ability has always given human teachers advantages on their machine's counterpart [12]. In ITS emotions enhance believability, because they permit the system to simulate different aspects that the user had previously only encountered in a human teacher. Among these aspects we mention the following: 1) The engagement of the user, which is achieved when the system wears different personalities, that would interest the user, to discover. 2) The fostering of enthusiasm in the domain that is also achieved by the capacity of the system to show its own interest in the subject through the variations of its emotions. And 3) the capacity to show positive emotions as a response to the users positive performances. We believe that the wide definition and the flexible classification we gave to emotions allow us to approach believability as analog to emotional. And to us, creating a believable layer is in fact building an emotional agent platform. Yet, we are totally aware, that the ultimate measurement of the righteousness of our choice will be provided by the final results of the system. Particularly in ITS, adding a believable layer (such as fig. 1 shows) would in fact be narrowed down to adding additional emotional layers to agents that might exist in the simulated micro-world of the ITS (i.e. A tutor, a troublemaker, a companion, and a student model, etc.). The existence of these actors depends mainly on the tutorial strategy of the system. Traditional layer that would involve the knowledge level, introduced in 1996 [1] Student Model Layer 1 Layer 2 Layer 3 Knowledge level & Cognitive model Layer that involves the learning preferences introduced in 1998 [5] Learning profile Emotions & Believability The believable layer that will include emotions, personality, and randomness in behavior. Introduced hereby. Figure 2: Student model with layers added chronologically 3 The student model is one of the entities that exists in many strategies, therefore for illustration purposes we show in figure 2 a diagram of our student model and its chronological evolution. As figure 2 shows, the final layer is the emotional layer. This layer will be the mean to produce believability in the system as a whole. 3. The emotional agent platform Lately our research has been concentrated on creating a computational system for emotions. A system that would be used to create, calculate and constantly update the emotional status of the agent while interacting with its environment. This section (section 3) will present the general computational model for an emotional platform and the next section (section 4) will present a case study in which the theory is implemented in a particular scenario where an emotional agent is reacting in a competitive learning environment. 3.1 The emotional couple The basic entity in our system is the emotional couple ei. An emotional couple is a duo of two emotions that belong to the same group [11] but contradict each other. If Ei1 and Ei2 are two emotions that satisfies the condition just stated, than we can write: ei [Ei1/Ei2] is an emotional couple made of these two emotions As an example, the two emotions Joy and Distress belongs to the same group (appraisal of a situation) and they have contradictory exclusive interpretations (while Joy is being pleased about an event, Distress is being displeased). Joy and Distress will make an emotional couple e1 = [Joy/Distress]. The value of an emotional couple is a real number that varies between -1 and +1 inclusively. When this value is equal to +1, it would be interpreted that the left emotion in the couple is being experienced to a maximum. When the value is equal to -1, it would be interpreted as the emotion on the right side of the couple is witnessed to a maximum. A zero would mean that concerning this group of emotions the agent is indifferent. Most of the times the value of the couple is floating between those limit values. Formally we would have: ei [Ei1/Ei2] [-1,1] Where: i ei = +1 Ei1 = +1 et Ei2 = -1 || ei = -1 Ei1 = -1 et Ei2 = +1 || ei = 0 Ei1= Ei2 = 0 3.2 The emotional status The emotional status E is the set of all the emotional couples that an agent would have. The emotion status is somehow function of the time t (however this variation with t is not continuous, it is somehow discrete, since it awaits an event) : E [e1, e2, …, ei, … , en] where 4 i, n The new emotional status E' is computed every time an event takes place. It is function of the previous status E, and the set of the particularities P(s) that the context posses (see section 4). These particularities are external factors that influence the emotional status yet belong to external entities other than the emotional layer. As an example the performance of the user in an ITS would be an external factor that would influence its emotional status but is not a part of it. Again we define P(s) as the set of these factors pi, therefore we have: P(s) [p1, p2, …, pi, … , pm] where i, n Finally we can write: E' = f { E, P(s) } 3.3 The computational matrix In order to compute every element ei' of E', we will be creating a computational matrix M. M will have elements aiJ that will determine the weight of how much each constituents affects the emotional couple ei'. The choice of the values of aiJ is a very critical issue since it is basically the core of the whole emotional paradigm. The next paragraph will present the experimental way by which these weights, in the matrix M are to be determined. For the moment, we know that M has the following dimensions: |M| = |E| x |E + P(s)| = n x (n+m) And it has the following shape: E E' e 1' ... e n' e1 a11 ... ... ... ... aaijij ... P(s) en ... ... ... p1 ... ai n 1 ... ... pm ... a1m ... ... ... anm Now we can calculate E' as the set of ei, where ei: n m j1 j n 1 ei aijej aijpj 5 Provide thorough explanation of ei, pi, and values allowed Tolerate misunderstanding in order to produce a level of humanism and indecision Test the user Fail Pass Provide the initial emotional st. E Events User provides E' Repeat With E' Register E' Quit Figure 3: Block diagram of the backtrack test allows the determination of the weights aiJ in M. 3.4 The weight factor and the procedure Upon determining P(s) we will proceed to determine the weight aiJ experimentally. The experiment is a backtrack procedure (see fig. 3 for details). Normally E and M are known and we proceed to calculate E'. But at this level M is the target. Human users will help determine M. In details, users are given explanations about the system's entities (ei, pi, and permissible values), and then they are tested to see if they assimilated their meanings. In this test, as figure 3 suggests, we tolerate a certain level of misunderstandings in order to simulate the randomness and the indecision in human. Starting with E, the user is asked to provide the new E' following a certain event, according to the user's best judgement. Note that the idea of human making choices is exactly what we wanted in our system, since we are aiming at creating systems that imitate humans. Repeating this procedure (see fig. 3) will allow us to create enough equations to solve for aiJ in a system of n*m equations with n*m variables. 4. Case Study: An emotional student model in a competitive learning environment (CLE) 6 To test all thus, we proceeded in adding an emotional layer to the traditional student model (see figure 2), in a simulated learning environment. There are three main actors in the system: the emotional agent in question, the troublemaker (a special actor who sometimes mislead the student for pedagogical purposes [5]) in the role of a classmate and the tutor. In the story: the tutor will ask a question of value V to both students. The troublemaker will provide an answer to the tutor Rpt, of which the emotional agent has no knowledge. The troublemaker will then propose an answer to the emotional agent Rpe. At this point, the emotional agent will have to provide his answer Ret to he tutor. Once this exchange is finished the emotional agent have access to Rpt. And following this, his emotional status will be recalculated. Figure 3 shows the environment of the emotional agent, with different variables that will enter in the calculation of E. Question with value V {1,2,3} TUTOR The Troublemaker's answer The Emotional Agent 's answer Ret EMOTIONAL AGENT 1- Emotional Status E 2- Deception Degree dd Rpt Troublemaker's answer to emotional agent 3- Perceived Performance (Pp)e TROUBLEMAKER 1- Performance Pp Rpe 4- Performance Pe Figure 3: Simulation of an emotional layer added to the user model in a CLE The particularities (i.e. pi) of the system that affects the calculation of the emotional status should be determined experimentally based on human judgements, the way M was. In our system we identified three main factors that might affect E. The performance of the emotional agent Pe, the performance of the troublemaker as perceived by the user (Pp)e, and the level of disappointment also known as the deception degree dd. 4.1 Value of question vs. Value of answer To simulate the fact that different goals of the agent might have different priorities we propose to add a weight V to each question asked by the tutor. The answers have a value of -1 for wrong answers and +1 for correct one, therefore: V {1, 2, 3} & Rij {-1, +1} where +1 = correct answer & -1 = wrong answer 4.2 The performance of the agent and the perceived performance 7 Pe is the performance of the believable agent himself, this performance is also computed in real time taking into consideration its previous value, the value of the question and the value of the answer. P'e = (1 - V / 8 ) x Pe + (V / 8) x Ret The factor 8 is also an experimental value determined by a human user sample and rounded in the formula of Pe'. (Pp)e is the perceived performance of the troublemaker as seen by the believable agent. It is normal that the emotions of the agent play a significant role in the calculation of this entity. We propose the following: (Pp)'e = f { (Pp)a , Pp , E(t) } Also experimentally we managed to approximate this function to the following: 1 1 (Pp)'e = [ (Pp)e + Pp + e13 ] (see table 2, for e13) 4 4 4.4 The deception degree We define the deception degree dd as the degree of disappointment that the agent is witnessing in his interaction with the troublemaker. The value of dd also varies between -1 and +1. Upon explaining the factor and its extreme values (i.e. -1 and +1) we proceeded by providing the users with different combinations of Rpt, Rpe, Ret and C and asked them to provide values for dd based on their own judgement. Rpt Rpe Ret C* dd -1 0 1 0 1 0 1 0 1 -0.4 -0.5 -0.2 ** 0.4 -1 +1 -1 -1 +1 +1 Rpt Rpe Ret C dd -1 0 1 0 1 0 1 0 1 -0.7 -1 -0.4 -1 +1 +1 -1 +1 0.8 1 +1 0.3 0.5 1 C is a factor that tells if the agent chose the troublemaker answer (c = 1) or not (c=0) ** Table Gray 1: square means impossibility of the situation Experimental values of the deception factor 4.5 The emotional status In our model we have defined 13 (see table 2) emotional couples shown in table below. These emotional couples are based on the work of Ortony and Elliot [10,11]. Therefore the emotional status E is the set of values of those 13 emotions. 8 Joy/Distress (e1) Satisfaction/Disappointment (e5) Liking/Disliking (e9) Jealousy/-Jealousy (e13) Happy-for/Resentment (e2) Relief/Fears-Confirmed (e6) Gratitude/Anger (e10) Sorry-for/Gloating (e3) Pride/Shame (e7) Gratification/Remorse (e11) Hope/Fear (e4) Admiration/Reproach (e8) Love/Hate (e12) Table 2: Emotional couples used in our case study 4.6 Solving for M Knowing E and P(s) we proceeded experimentally to solve for M. In this case we had 208 variables. This will require a minimum of 208 equations of the form 13 ei' aij ej ai14 Pa ai15 ( Pp)a ai16 dd j1 4.7 Results The results we obtained for the matrix M and its final shape were under development by the time we first produced this article, now these results are ready and will be presented in the conference’s presentation and in future works. 5. Conclusion (The believable tutor) Another major experience that we are working on, is the creation of a mini ITS based on the classical tutor-tutee strategy. Two models of the tutor will be explored, a model in which the tutor is an agent with no emotional nor believability aspects, and another one where a believable layer is added to the tutor. Our aim is to compare the performances of the ITS under both models. We have already started working on this application, and preliminary results lead us to believe that believable tutors influence users performances depending on the latter's knowledge levels. System performance 123- Believable ITS 4- Does this crossing occur? If yes. Where? Effect of learning profiles? Effect of the curriculum? Regular ITS Knowledge level Starter Novice Intermediate Expert Figure 4. Traditional vs. Believable ITS performances and the pre-estimated crossing between the two. 9 In details (see figure 4), a believable tutor would be very successful with users who have a low to average knowledge level, but less appealing to experts. Still many questions will be answered when the system is implemented. We will be interested in answering questions such as: 1- Early applications tends to tell that the believable layer in a ITS would reduce the performance of an expert, who is more interested in direct application, than emotional systems. Does a crossing between the two ITS (believable and regular) exist? 2- If it does. Then where does it occur? In other terms, at which level of knowledge it is better to switch to the regular ITS? 3- The knowledge level affects the crossing point of the two systems. Does the learning preferences or learning profiles of the user affect it too? If yes, then how? 4- Does the choice of the curriculum affect the crossing point? 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