1 / 86

Interface Agents

Interface Agents. Von-Wun Soo Department of Computer Science National Tsing Hua University. Importance of intelligent interface agents. Education and tutorial agents Entertainment agents Cartoon/commercial characters: singers news reporters User friendly interface. Outline.

tait
Download Presentation

Interface Agents

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Interface Agents Von-Wun Soo Department of Computer Science National Tsing Hua University

  2. Importance of intelligent interface agents • Education and tutorial agents • Entertainment agents • Cartoon/commercial characters: • singers • news reporters • User friendly interface

  3. Outline • Introduction • Animated Agents • Dialogue Agents • Emotional Models

  4. Issues in Interface Agents • Animation and humanoid behavior • Facial expression • Multi-modal interaction • Gesture, facial expression, text, speech, graph, video • Natural language interface • Speech and dialogue management • Natural texts • Model of emotional states • Artificial life– vivid imitation of fish, bird, etc.

  5. Projects on Animated Agents • Peedy, Conversational assistant (Microsoft Research) • Multimodal conversation with social agents (Sony computer science Lab) • Jack, articulated figure with realistic behavior (HMS, university of Pennsylvania) • The Woggles, individual personalities which engage in social behaviors and display emotions (Oz Project, CMU)

  6. Jack • Jack is a software package developed at the Center for Human Modeling and Simulation at the University of Pennsylvania, • and is available from UGS. • Jack provides a 3D interactive environment for controlling articulated figures. • It features a detailed human model and includes • realistic behavioral controls, • anthropometric scaling, • task animation and evaluation systems, • view analysis, • automatic reach and grasp, • collision detection and avoidance,

  7. Steve-- Pedagogical agent • (Soar Training Expert for Virtual Environments) that supports the learning process. • Steve agents can demonstrate skills to students, answer student questions, watch the students as they perform the tasks, and give advice if the students run into difficulties. • Multiple Steve agents can inhabit a virtual environment, along with multiple students. This helps make it possible to train students on team tasks.

  8. Peedy

  9. Projects on Animated Interface Agents • Herman, the Pedagogical Agents of Design-A-Plant (North Carolina State University) • Persona, the animated Presentation Agent of the PPP system (DFKI GmbH) • Cosmo, the Pedagogical Agent of the Internet Advisor System (North Carolina State University) • Info Wiz: An Animated Voice Interactive Interface to the Web (SRI International)

  10. Extempo Agents • Extempo: http://www.extempo.com/

  11. Microsoft’s PERSONA • PERSONA 計畫目標為1. 具 擬人化 anthromophoism 介面 or life-like characters 2自然語言對話溝通 3. 個人化服務 . • PERSONA 內的三個元件: • 1. Animation • 2. NLP processing : syntax, semantic, dialogue • 3. Text to speech • Peedy: http://msdn.microsoft.com/workshop/imedia/agent/TryMicrosoftAgent.htm

  12. MIT AVATAR project • (http://avatars.www.media.mit.edu/avatars/

  13. MIT medium lab projects l REA project: Mimic human real-estate agent to interact with users in natural language. • Gandalf project: Solar system experts to talk with humans in natural language and gestures about traveling in planets http://gn.www.media.mit.edu/groups/gn/index.html

  14. Discourse research • Kathaleen McCoy http://www.eecis.udel.edu/~mccoy/, • Sandra Caberry http://www.eecis.udel.edu/~carberry/

  15. SRI International’s CommandTalk • Allow commander in chief to control battle field in simulation using natural language • http://www.ai.sri.com/~lesaf/brochure.html

  16. Theories and Models of Emotion • OCC theory of motions: • Ortony A. et al. The cognitive structure of emotions, Cambridge University Press,1988 • Fidja, Emotions, Cambridge University Press, 1987.

  17. OCC model • 22 emotion categories are modeled according to: • Event consequence with respect to goal or desire toward self or other agents • (Happy-for, gloating, resentment, pity) (joy, distress) (future prospect: satisfaction, relief, fear-confirm, dissapointment) • Agent: actions from self or other agent with respect to standards and praise-worthiness • (pride, shame, admiration, reproach) • (anger, remorse, gratification, gratitude) • Object: attitude toward objects (like or dislike) (love, hate)

  18. Projects with emotion agents • Em project: CMU by W. Reily • CyberCafe, Virtual Theater: Stanford, KSL, by B. Hayes-Roth • Cosmo and Herman: by Lester • ALIVE: MIT by P. Maes

  19. Extempo Agents • Extempo: http://www.extempo.com/

  20. Microsoft’s PERSONA • PERSONA 計畫目標為1. 具 擬人化 anthromophoism 介面 or life-like characters 2自然語言對話溝通 3. 個人化服務 . • PERSONA 內的三個元件: • 1. Animation • 2. NLP processing : syntax, semantic, dialogue • 3. Text to speech • Peedy: http://msdn.microsoft.com/workshop/imedia/agent/TryMicrosoftAgent.htm

  21. MIT AVATAR project • (http://avatars.www.media.mit.edu/avatars/

  22. MIT medium lab projects l REA project: Mimic human real-estate agent to interact with users in natural language. • Gandalf project: Solar system experts to talk with humans in natural language and gestures about traveling in planets http://gn.www.media.mit.edu/groups/gn/index.html

  23. Discourse research • Kathaleen McCoy http://www.eecis.udel.edu/~mccoy/, • Sandra Caberry http://www.eecis.udel.edu/~carberry/

  24. SRI International’s CommandTalk • Allow commander in chief to control battle field in simulation using natural language • http://www.ai.sri.com/~lesaf/brochure.html

  25. Theories and Models of Emotion • OCC theory of motions: • Ortony A. et al. The cognitive structure of emotions, Cambridge University Press,1988 • Fidja, Emotions, Cambridge University Press, 1987.

  26. OCC model • 22 emotion categories are modeled according to: • Event consequence with respect to goal or desire toward self or other agents • (Happy-for, gloating, resentment, pity) (joy, distress) (future prospect: satisfaction, relief, fear-confirm, dissapointment) • Agent: actions from self or other agent with respect to standards and praise-worthiness • (pride, shame, admiration, reproach) • (anger, remorse, gratification, gratitude) • Object: attitude toward objects (like or dislike) (love, hate)

  27. Projects with emotion agents • Em project: CMU by W. Reily • CyberCafe, Virtual Theater: Stanford, KSL, by B. Hayes-Roth • Cosmo and Herman: by Lester • ALIVE: MIT by P. Maes

  28. Virtual Character and Interactive Drama

  29. Problems and Motivations • Role playing and games • Education in Entertainment (寓教於樂)。 • Can a virtual character believable?acting? • Virtual character must • have enough knowledge to react properly in the game • have proper emotion responses • Social cognition and reasoning • Interacting games must has proper development of story to increase interestingness • Players must has some controlling power to the development of the game

  30. Emotional Models • To provide an appraisal model to evaluate a specific event, action, and object with respect to the response of emotions toward the social goals, norms andattitudes of an agent • For example: • Failure (success) in a game will cause one to generate the emotional response of disappointment (excitement) or discourage (happy) • Generate the emotion of disgust, angry, contemplateness while witness someone violating traffic rules

  31. OCC Emotional model • Ortony, A., Clore, G. L., Collins, A.: The Cognitive Structure of Emotions. Cambridge University Press (1988) • 22 emotion types are modeled and are classified into 3 categories according to events, actions, and objects • + surprise and disgust (24 emotions) • 6 expression groups: joy, sadness, anger, fear, surprise, disgust)

  32. OCC Model • Provides an appraisal model to evaluate particular events; actions; or objects perceived from environment wrt goals; norms; attitudes of the agents and their societies. • The appraisal model provides “reasonable” emotional response for those events, actions and objects.

  33. OCCModel

  34. Emotions of WELLBEING • joy and distress • characterize positive and negative changes about one’s own utility, the status of well-being. • The factors are: desirability of self, undesirability of self, desirability of others, undesirability of others, pleasingness, and displeasingness. • pleasingness may directly come from agent’s utility value, • the desirability and undesirability depend on both stimuli from self and others. • With this extended model, an agent may feel joyful because others inform it that its current status is pretty well.

  35. Emotions of ATTRIBUTION • pride, shame, admiration, and reproach. • when the agent appraises at the result of an action set by either its own or others’. • Emotional elicitation factors for ATTRIBUTION: • praiseworthiness of self, blameworthiness of self, praiseworthiness of others, and blameworthiness of others. • Emotions toward others would be further influenced by agent’s social relations. • The agent would tend to admire more about its friend’s praiseworthy action, and to reproach more for its enemy’s blameworthy action.

  36. Emotions of ATTRACTION • appealingness and disappealingness to objects. • appealingness controls love and disappealingness controls hate. • The weight of links in this component can be seen as how easy of an agent would like something. • Agents might also develop both love and hate emotions at the same time based on the different characteristics of the same object.

  37. Emotions of COMPOUNDS • gratification, remorse, gratitude, and anger. • compounds of WELLBEING and ATTRIBUTION. • When a consequence of an event is caused by an action, the compound emotions will be elicited. • For example, if an agent is attacked by its enemy, it may feel unhappy about getting hurt, reproach to its enemy’s attack and feel angry about this situation. • The intensities of emotions in this component are influenced by the intensities of emotions of WELLBEING and ATTRIBUTION.

  38. Emotion and Social Constraints on a Virtual Character • The behaviors of agents are modified by emotions and social effects • The agents might behave “irrationally” e.g. not necessary “good” to themselves. • The agents might behave (express) differently due to different emotional modes or states. (facial expressions; speech tones; gestures, etc.) • The agents might behave differently due to different social relations to other agents, e.g. enemies or friends in response to the same events

  39. Emotion and Social reasoning • Relations of enemy and friends can have different emotional responses • Example: • To see a good friend in car accident will generate sympathy • To see an enemy in a car accident to generate the emotion of gloating 幸災樂禍

  40. Moods • Reflect prolonged state of mind, Cumulated states of emotion • A mood is a relatively lasting affective state. Moods differ from emotions in that they are less specific, often less intense, less likely to be triggered by a particular stimulus or event, however longer lasting.[1

  41. Moods • Moods generally have either a positive or negative valence. In other words, people often speak of being in agood or badmood. • moods generally last for hours or days • Mood also differs from temperament or personality traits which are even more general and long lasting.

  42. Personality model • Ocean Model ofPersonality: • 5 factors: Extraversion (Intraversion), 外向Agreeableness 親切, Conscientiousness (Lack of conscientiousness) 良心信心, Neuroticism (Emotional Stability)神精質 and Openness(closeness to experiences)開明,心胸寬大 • Other model of personality: • Optimism 樂觀; pessimism 悲觀

  43. 6 facets (or subordinate traits).

  44. Criticism of Big-five factor model • Block (1995) gave a detailed critique of the Big Five in A contrarian view of the five-factor approach to personality description. Costa and McCrae (1995) answered this paper in Solid ground in the wetlands of personality: A reply to Block.

  45. One common criticism is that the Big Five does not explain all of human personality. • It ignores such as Religiosity, Manipulativeness/ Machiavellianism, Honesty, Thriftiness, Conservativeness, Masculinity/Femininity, Snobbishness, Sense of humour, Identity, Self-concept, and Motivation.

  46. Relation between OCEAN and OCCmodels

  47. The case of interaction between Personality and Emotion • Julie is standing outside. She has to carry a heavy box upstairs. • A passingman offers to help her carry the box upstairs. • Julies personality has a big influenceon her perception and on her behaviour. • If she has an extravert personality,she will be happy that someone offers her some help. • If she has a highly introvertand/or neurotic personality, she will feel fear and distress and she will responddifferently.

  48. Rules of generating mixed emotions

  49. Mixing emotions of WELLBEING and ATTRIBUTION for self

More Related