Emotional Memory and Adaptive Personalities: Anthony G. Francis, Jr. Manish Mehta Ashwin Ram
Emotional Memory and Adaptive Personalities: Anthony G. Francis, Jr. Manish Mehta Ashwin Ram
Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
Abstract
Believable agents designed for long-term interaction with human users need to adapt to them in a way which appears
emotionally plausible while maintaining a consistent personality. For short-term interactions in restricted environments,
scripting and state machine techniques can create agents with emotion and personality, but these methods are labor intensive,
hard to extend, and brittle in new environments. Fortunately, research in memory, emotion and personality in humans and
animals points to a solution to this problem. Emotions focus an animal’s attention on things it needs to care about, and strong
emotions trigger enhanced formation of memory, enabling the animal to adapt its emotional response to the objects and
situations in its environment. In humans this process becomes reflective: emotional stress or frustration can trigger re-
evaluating past behavior with respect to personal standards, which in turn can lead to setting new strategies or goals. To aid
the authoring of adaptive agents, we present an artificial intelligence model inspired by these psychological results in which
an emotion model triggers case-based emotional preference learning and behavioral adaptation guided by personality models.
Our tests of this model on robot pets and embodied characters show that emotional adaptation can extend the range and
increase the behavioral sophistication of an agent without the need for authoring additional hand-crafted behaviors.
Introduction
When we see a pet we’ve met before, we recall not just its name and temperament but how our interactions with it made us
feel. We feel happy when we see the dog we had fun playing with, and feel sour about the cat that shocked us with its hiss.
And just as we learn from them, they learn from us; the dog, remembering its happiness upon playing with us, may seek us
out when we are down; and the cat, remembering our shocked reaction when it hissed, may avoid us, or be more cautious
with its anger in the future. Pets don’t need to be ‘configured’ to live with us, and neither do we: all we need is the ability to
react emotionally to our situations, a memory for our past emotional states, and the ability to let those recalled emotions color
our current emotional state and guide our behaviors appropriately. We argue that robots and synthetic characters should have
the same ability to interpret their interactions with us, to remember these interactions, and to recall them appropriately as a
guide for future behaviors, and we present a working model of how this can be achieved.
Of course, humans are more complicated than pets; we have not just emotions but also ideals for our behavior, and can
modify our reactions and plans when they violate our ideals. We may snarl back at the hissing cat, but that outburst of
emotion can make us reconsider when we should show anger. Even if we do not reconsider at first, if we see the same cat
multiple times we may eventually be prompted to figure out why it continues to try to enter our new home, to realize it was
probably abandoned, and to change our routines to leave food for it - turning a hissing cat into a new companion. It may
seem a tall order make robots have this kind of flexibility – but we argue it is possible by using emotion to trigger behavior
revision guided by a personality model, and we present a working model of how it can be achieved.
In this chapter, we review efforts to build agents with believable personalities, point out problems particular to making
these personalities convincing over long-term interactions with human users, and discuss research in cognitive science into
the mechanisms of memory, emotion, and personality. Based on these psychological results, we present a method for
building believable agents that uses emotion and memory to adapt an agent’s personality over time. We then present two
case studies illustrating this idea, the first demonstrating emotional long term memory in a robot, and the second
demonstrating emotion-driven behavioral updates in an embodied character. Finally, we conclude with lessons learned.
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Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
Background
Case Study: Emotional Long Term Memory for Agent Configuration in the PEPE Project
Most users would probably not want to crack open a manual just to tell a robot pet not to disturb their afternoon nap; they
would rather communicate this simply through natural language, or even more simply, by expressing pleasure or displeasure
at the agent’s behavior. This is the configuration problem: how can humans express their preferences towards a synthetic
character? Our solution to this problem is emotional long term memory, an approach which proposes that an agent can be
configured to interact appropriately with humans by giving the agent an emotional model, a memory for those emotions, and
the ability for remembered emotions to affect its current state.
In our motivating example, pets learn their owner’s preferences by remembering and recalling the emotional experiences
that resulted from their past behaviors. It would not be necessary to “configure” such a robot not to hop up onto a table: it
would only be necessary to loudly shout “down” and let the robot learn to associate hopping up on a table with painful
emotional shocks. Our model can also extend this idea to multiple agents: a pet can learn to avoid the crotchety grandparent
and to approach the playful child simply by having “normal” emotional reactions to the grandparent being crotchety and the
child being playful.
We tested these ideas for emotion-based configuration in the Personal Pet (PEPE) Project, a joint project between Georgia
Tech and Yamaha Motor Corporation to produce a believable, engaging artificial pet capable of long-term interaction with
multiple human users. The PEPE project developed a cognitively inspired robot control architecture that made it easy for us
to author complex behaviors on top of a reactive system; on top of this we implemented a model of emotional long term
memory in which memories of emotional experience influenced future emotional responses.
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Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
Deliberative
Perceptual State Behavior State
Layer
User Current
Model Plan
Reactive
Layer Digested Behavioral
Perception Assemblage
Reflex
Layer Raw Reflexes Effector
Sensation Commands
The
Robot
ELTM thus combines ideas like Frijda’s [1987] — that emotions represent an agent’s concerns about the world — with
ideas of case based reasoning [Kolodner 1993] — that learning takes place by remembering the lessons taught by
experiences. Emotional adaptation consists of learning from the emotional content of specific past experiences and, over
time, from the emotional labeling of objects that have appeared again and again. We represented these emotional experiences
as a vector based on a deliberate parallel with Simon’s [1983] idea of emotion as the evaluation function of a
multidimensional subjective expected utility (SEU) problem.
In this view, emotions break the very difficult problem of deciding between otherwise incommensurable choices into
separate problems with different reward functions, each of which can be optimized separately when the emotional system
puts it into the forefront. Our goal in doing so was to provide a basis for deploying other learning systems consistent with the
SEU framework. For example, interpreting the emotion vector as a multidimensional reward signal was inspired by the
LARC model [Santamaria 1997], which used a single reward signal for a case-based reinforcement learning algorithm.
Evaluation of the Approach
We developed two implementations of the PEPE architecture on top of the TeamBots platform [Balch 2000]. The first,
developed at Georgia Tech for a tracked robot testbed, was used for testing reactive control and facial recognition [Stoytchev
& Tanawongsuwan 1998]. The second implementation, developed by a joint Georgia Tech-Yamaha team for a wheeled
robot prototype (Figure 2), was focused on testing the emotional long term memory system. This prototype had a targetable
camera head and two touch sensors, one on the head and one on the “rear” of the robot. At the time of our tests, the face
recognition system was not complete, so we gave our volunteers colored t-shirts to enable the robot to recognize them.
To test the PEPE architecture and our ELTM model, we implemented a simple library of behaviors, such as wandering,
approach and avoidance, which could in turn be composed into higher level behaviors such as “playing” (alternately
wandering and approaching an object) and “fleeing” (backing up, executing a fast 180, and running away). The emotion
model extended this with a simple set of concerns, including avoiding pain, which we derived from “kicks” to the rear sensor,
and socialization, which we derived from a combination of proximity to people objects and “petting” the head sensor. The
robot had several emotional states, including a neutral state, a “happy” state associated with socialization, and a “fearful”
state associated with pain. The robot’s planner attempted to find plans which matched the current emotional state and execute
them. The robot’s typical behavior was to wander looking for someone to play with it, and then to attempt to stay close to
individuals who “petted” it and to flee from individuals who “kicked” it.
Prior to the addition of the ELTM, the robot had considerable internal flexibility, but externally appeared no more
sophisticated than a system with two buttons that switched it between behavior modes for “play” and “run away”. The
emotional long term memory extended this behavior. Its situation recognizer identified moving patches as distinct objects by
color. The outcome associator detected either strong changes to single concerns (e.g., a nearby user deciding to “pet” the
robot, strongly increasing the level of the socialization concern) or shifts in the emotional stance (e.g., a user deciding to
“kick” the robot, increasing the pain concern and causing the robots stance to switch from “happy” to “fearful”); this shift
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Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
triggered updates to the emotional vectors associated with all detected objects, along with the storage of a case representing
the robot’s current emotion, stance, plan, action, overall environment, and present objects. The situation recognition system
continually tried to find relevant cases and to determine whether detected objects had been previously seen; when previously
seen objects or situations were detected, these were blended in to the robot’s current concern state. We tested this extensively
in simulation, and when the robot prototype was next available for testing, in a series of live trials lasting for several days.
The results of adding the memory model were dramatic. Without authoring any additional plans, behaviors or emotional
states, the robot’s behavior nonetheless changed. Now, its initial wandering behavior was augmented by self-initiated rather
than reactive approach-avoidance behaviors: rather than wait for a user to pet it or kick it, it would actively approach users
that had petted it in the past or avoid (and sometimes abruptly flee) from users who had kicked it.
After the conclusion of the joint Georgia Tech-Yamaha tests on the Yamaha prototype, the next step was to port the
emotion model back to the Georgia Tech testbed, which had a much wider array of sensors and effectors and a much more
advanced vision system. However, the project was canceled before this work could be ported back to the testbed, so we
could not run more extensive tests on either robot.
Therefore, one of the major goals of the project failed: we cannot report results on how well this model performed longer
human interactions, and the results we can report were conducted in a very small set of trials. While we were satisfied with
what we achieved — the emotional long term memory at least appeared to make the robot’s behavior far more rich based on
the same set of base behaviors — by itself this was still impressive primarily in a “look ma no hands” way [McCarthy 1974].
However, in a similar but independent project also sponsored by Yamaha, Velasquez et al [1998] implemented a model of
emotional memory in a similar robot called Yuppy. There were differences between these systems – for example, the
emotion releasers in the Yuppy model had short term memory, enabling it to “habituate” to constantly present stimuli, and
the case library in the PEPE model stored episodes, enabling it to associate emotions with situations — but both incorporated
an emotion model, learned emotional responses, and the ability to change behaviors based on the current emotional state.
In a series of trials similar to what we conducted on PEPE, Velasquez demonstrated Yuppy could learn to prefer or fear
users based on how the users treated it. This obviously does not strengthen the evidence for the specific PEPE model;
however, based on the similarities between the PEPE and Yuppy models, we believe the similarity of the results does suggest
that the general emotional long term memory approach is an effective technique for making agents adapt to users.
Case Study: Emotion-Triggered Behavior Modification for Stable Personalities on the ABL Platform
Embodied agents that interact with humans over longer timeframes should not just adapt to create interest, they should
maintain consistent personalities to retain believability. Ideally, we want a self-adapting behavior set for characters, allowing
characters to autonomously exhibit their author-specified personalities in new and unforeseen circumstances, and relieving
authors of the burden of writing behaviors for every possible situation. In the field of embodied agents, there has been little
work on agents that are introspectively aware of their internal state, let alone agents that can rewrite themselves based on
deliberating over their internal state. However, this is precisely what psychological research indicates that humans do when
stress or disruption makes them aware that their behavior is not living up to their standards.
We propose a model in which emotion provides the agent with the knowledge that its current behavior library is creating
inappropriate behavior and should be revised accordingly. For example, a robot pet playing tag with a user would normally
succeed using its default chasing behavior, but this might fail if the user is standing on a table, either because the agent has
been told not to climb on it as above, or simply because its default chasing behavior does not include jumping. Although the
pet can see the user, he cannot reach her, causing the agent’s behavior to persistently fail. Our emotion modeling transforms
this persistent failure at a given goal into a raised stress level of the agent, which can trigger a behavior modification routine
that revises the behavior, for example by adding a jumping behavior to its ‘playing tag’ repertoire.
A key element to making this behavioral revision work is the use of transformational planning (TP), which does not reason
about the domain to generate a plan but instead reasons about a failing plan and transforms it so as to fix the failure without
breaking the rest. This insight is key, but we could not directly apply it because TP is generally applied to plans built from
STRIPS-like operators, not rich reactive planning languages like ABL. Therefore, we developed novel behavior
transformations and techniques for blame assignment that enabled us to apply TP to our behavior modification problem.
Our second case study was implemented on a game scenario which consists of two embodied characters named Jack and
Jill. They are involved in a game of Tag where the character who is “It” chases the other around the game area. Each
character's behavior library reflects their personality and consists of about 50 behaviors coded in ABL, a language designed
for believable characters. Our system (see Figure 2) is composed of a reactive layer which handles the real-time interactions,
and a reasoning layer responsible for monitoring the character's state and making repairs as needed.
Reactive Control Using the ABL Programming Language
Our game environment presents a certain set of challenges for the reactive layer. First, a real-time game domain requires
the reactive layer to have a fast runtime processing component with a short sense-decide-act loop. Second, the game world's
interactive nature entails that the reactive layer handles conditional execution appropriately and provides the ability to
support varying behaviors under different situations at runtime. Finally, for game worlds containing embodied, believable
characters, the reactive layer must provide support for the execution of multiple, simultaneous behaviors, allowing characters
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Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
to gaze, speak, walk around, gesture with their hands and convey facial expressions, all at the same time.
To meet these requirements we use A Behavior Language (ABL) for the reactive layer. ABL is explicitly designed to
support programming idioms for the creation of reactive, believable agents [Mateas and Stern, 2004]. Its fast runtime
execution module makes it suitable for real-time scenarios. ABL is a proven language for believable characters, having been
successfully used to author the central characters Trip and Grace for the interactive drama Facade [Mateas and Stern, 2003].
A character authored in ABL is composed of a library of behaviors, capturing the various activities the character can
perform in the world. Behaviors are dynamically selected to accomplish goals - different behaviors are appropriate for
accomplishing the same goal in different contexts. For example, the goal of expressing anger can be accomplished through
either a behavior that screams or a behavior that punches a hole in the wall. Behaviors consist of sequential or parallel steps;
steps can be subgoals, mental updates, or game actions.
Currently active goals and behaviors are captured in the active behavior tree. During execution, steps may fail (e.g. no
behavior can be found to accomplish a subgoal, or an action fails in the game world), potentially causing the enclosing
behavior to fail. Step and behavior annotations can modify the cascading effects of success and failure. Behavior
preconditions are used to find appropriate behaviors for accomplishing a goal in the current context. Conditions test against
working memory, which encodes both currently sensed information and agent-specific internal state (e.g. emotional state).
ABL's runtime execution module acts as the front-end for communication with the game environment. It constantly senses
the world, keeps track of the current game state, updates the active behavior tree and initiates and monitors primitive actions
in the game world. Continuously monitored conditions, such as context conditions and success tests, provide immediate,
reactive response. Furthermore, the runtime system provides support for meta-behaviors that can monitor (and potentially
change) the active behavior tree.
Implementing Emotion-Driven Behavior Modification
To support emotion-driven behavior modification, we implemented a reasoning layer that supports anomaly detection,
blame assignment, and behavioral modification. Anomaly detection tracks long-term patterns in the character's behavior
execution and detects violations of the author-specified behavior contract. When a contract violation is detected, blame
assignment uses the execution trace to identify one or more behaviors that should be changed. The behavioral modification
component repairs offending behaviors identified during blame assignment and reloads them into the agent.
• Anomaly Detection: Authors need a way to specify contracts about long-term character behavior; when the
contract is violated, the reasoning layer should modify the behavior library. Our emotion model is an OCC model
based on Em [Reilly 1996]. Emotion values serve as compact representations of long-term behavior: a character's
emotional state is modified when behaviors succeed or fail in a way defined by the author as part of specifying the
character personality. The author specifies personality-specific constraints on behavior by specifying bounds for
emotion values. The reasoning layer interprets an emotion exceeding its bounds to mean that the current behavior
library is creating inappropriate long-term behavior and that it should seek to assign blame and change the behavior.
• Blame Assignment: The behaviors that should be revised in response to a violation of the personality contract are
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Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
determined using the meta-reasoning capability of ABL to trace agent execution. Blame assignment analyzes the
past execution trace and identifies the behavior with the maximal contribution to the out-of-bound emotion value,
amortized over time, as the responsible behavior.
• Behavior Modification: Offending behaviors are modified using a set of modification operators. Applicability of an
operator depends on the role the behavior plays in the execution trace — that is, on the explanation of how the
behavior contributed to a contract violation. Modification operators are categorized according to failure patterns,
which provide an abstraction mechanism over the execution trace to detect the type of failure that is taking place.
Failure patterns are encoded loosely as finite state machines that look for patterns in the execution trace.
At runtime, the system detects when the author-provided behavior contract has been violated. Once blame assignment has
determined the offending behavior, the system uses the failure patterns to explain the behavior’s role in the contract violation.
The set of matching failure patterns provide an associated set of applicable behavior modification operators to try on the
offending behavior, which are tried one at a time until one succeeds. We then modified ABL's runtime system and compiler
so that modified behaviors can be compiled and reloaded into the agent, allowing the game to continue uninterrupted.
Evaluation of the Behavior Transformation Architecture
We evaluated our behavior adaptation system on Jack and Jill, two hand-authored embodied characters designed to play a
game of Tag. Each character has its own personality that affects the way they approach play: Jack likes to daydream and is
not particularly interested in the game, whereas Jill is bored if she is not being chased or chasing someone. Jack and Jill were
initially authored by people on a different research project, providing a great opportunity for us to evaluate our system. Their
behavior set made fixed assumptions about world dynamics which will be ineffective at maintaining personality invariants in
the face of change. If our system can help maintain those invariants then it is an effective means of behavior adaptation.
Specifically, we provided emotion annotations by associating a stress emotion with being chased and placing nominal
bounds on stress, specifying a contract on Jack's intended personality. We then tested whether our system is able to
successfully modify the behavior library to changing environments. In our experiment, we simulated a changing world by
moving the tag agent whose behaviors had been built for a specific map into a larger and sparser version.
Our experimental procedure involves first running the game scenario without the adaptation mechanisms and continuously
observing Jack's stress level. We then run Jack with the adaptation mechanisms. Figure 4 shows Jack's stress levels averaged
over five 10-minute games before adaptation, and with two different behavior libraries modified by our system. Blame
assignment found that the behavior Run_Away_1 is responsible for stress exceeding bounds. In the ideal case, Jack would run
away for a while, until he was able to escape out of sight, at which point, he would head for a hiding place. Trace analysis
however shows that Jack turning around to ensure he is not being followed always fails. Jack is never able to run away and
escape out of sight long enough to risk going to a hiding place. This situation tends to occur on our test maps because they
are sparse; with fewer obstacles it is more difficult for Jack to ever escape out of sight. As a result, Jack is continuously
under immediate pursuit and his stress level quickly exceeds bounds.
In our runs, the behavior adaptation system found two different modifications that brought stress back in bounds. In the
first case, the system changed the AvoidItPerson_3 behavior (see Figure 5) from a sequential behavior to a parallel behavior.
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Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
Originally we expected Jack to ensure no one is following before hiding, but the system's change is actually quite reasonable.
When pressed, it makes sense to keep running while turning around. If it turns out someone is following you, you can always
change course and not go to the secret hiding place. Visually, this change was quite appealing. Jack, when running away,
would start strafing towards his hiding place, allowing him to move towards his destination while keeping a look out.
Unfortunately, this change was unstable. Due to how Jack navigates, if he cannot see his next navigation point, he will stall
(a defect in his navigation behaviors). Surprisingly, even with this defect, Jack with this change is able to stay within his
normal stress bounds. We initially assumed this was because the defect happened rarely, but in fact it was the opposite. While
running away, Jack was always getting stuck, allowing Jill to tag him. This decreases stress because Jack is not as stressed
when he is the pursuer; he can take his time and is not pressed.
At one level this result is surprising and wonderful. Jack, the daydreamer, successfully “gamed” the system: as “It” he
does not have to work so hard to play. But for the purpose of our evaluation, this change was nevertheless undesirable. Jack
is violating an implicit behavior contract that Jack should not allow himself to be tagged. The adaptation system essentially
found a clever way to take advantage of the under specification of the author's intent. After amending the specifications, our
behavior adaptation system found an alternate change: to reorder the steps inside AvoidItPerson_3. In the new behavior set,
AvoidItPerson_3 first hides and then turns around to ensure no one is following instead of the other way around. This results
in behavior as good if not better than the parallel version.
Future Trends
Our case studies were implemented independently on two different systems, but the underlying reactive control systems
and the role of the emotion models used were very similar. Therefore, the natural next step would be to attempt to
incorporate both models into a single system with both emotional adaptation and personality updates.
In the PEPE system, the emotion vector was relatively simple, as were the learning algorithms. Another natural next step
would be to use a richer emotion model, such as the Em model used in our ABL work, or to use more sophisticated learning
algorithms, such as a full version of the Santamaria LARC model that PEPE’s learning model emulated.
In our ABL work, to increase the transformational power of our system we are adding more behavior modification
operators, which has several effects. First, as the number of operators increases, the time required to reason about them and
find the applicable set increases. Second, operators for more complex scenarios may have a lower success rate, requiring us
to focus the search through behavior transformation space. It will become necessary for the reasoning layer to learn which
operators are best applicable in which situations, such that fewer operators have to be tried. These characteristics of the
problem make a case-based approach, as a form of speedup learning, very attractive.
Conclusion
Unlike a psychological model of emotion, which can be tested against the behavior of humans and animals, evaluating the
performance of an artificial intelligence system that displays or uses emotion is difficult. Our results with PEPE and ABL are
suggestive but it is difficult to prove that they are “better” than a hand-authored system. However, our experiences
developing PEPE nonetheless did teach a few important lessons:
• Layered Architectures Aid Behavioral Authoring: For a variety of reasons we were only able to use part of the
Georgia Tech code to develop the joint prototype; nonetheless, by layering the system we were able to achieve a
large amount of work in a short period of time. The TeamBots system provided a set of reactive behaviors, upon
which we layered the planner, the emotion system, and the memory system; furthermore it insulated the higher
levels of the system from the robot implementation, enabling us to test the behaviors in simulation while physical
issues were worked out on the robot testbed. The PEPE portion of the joint testbed took approximately two man-
months of programmer effort, and the complete software developed for these tests, including low-level control and
the visual processing system, took approximately six man-months.
• Emotional Adaptation Increases Behavioral Flexibility: The emotional memory system dramatically changed the
external behavior with no significant changes to the existing plans, requiring only the incorporation of remembered
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Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
emotion values into the current emotional state. This simple shift changed the appearance of the robot’s behavior
from a creature that reacted in a fixed way to external contact from an end user to a creature that had internally
generated behaviors that could be affected by the sight of a person from a distance.
• Active Reminding Is Required for Emotional Adaptation: The emotion model changed the agent’s personality,
but its behavior appeared fixed, similarly, just storing cases in the robot’s case library did not change its behavior.
The critical enabler for emotional memory was the situation recognizer: to learn, the robot required an active
reminding process constantly trying to identify objects and situations in terms of its experience. The emotion
system only had the opportunity to adapt when a case was retrieved or an object identified.
Similarly, developing the behavior transformation system for ABL also taught a few important lessons:
• Transformational Planning Aids Behavior Transformation: In an interactive, real-time domain, characters are
constantly interacting with the user. Furthermore, their actions are non-deterministic, need to be executed in
parallel, and have effects that are difficult to quantify. Transformational planning made it possible for our characters
to modify their behaviors, but we had to develop novel behavior transformations and techniques for blame
assignment to enable TP to deal with this complexity and non-determinism.
• Language Support for Behavior Transformation Makes Modifying Behavior Easier: Behaviors written for a
believable character are code written in a programming language, so modifying behaviors at run time involves
rewriting the code for the agent. We spent a lot of time implementing behavior modification operators to
accomplish this. Authoring behaviors in a programming language that provided native support for changing its
functional constructs (e.g., treating functions as first order entities as in LISP) would have made modifying the
behaviors at run-time a much easier process.
Our work used emotion as a trigger for learning about the environment and agents within it, and as a trigger for behavioral
change. This model made it possible for us to develop sophisticated and sometimes surprising agent behaviors in less time
and with less effort than we could have done otherwise. Therefore, we conclude that emotion-driven learning and emotion-
driven behavioral updates are a useful method for developing believable agents that adapt to their environments and users in
a way which appears emotionally plausible while maintaining a consistent personality.
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Key Terms
The following terms and acronyms were used in this chapter and might warrant definitions in the Handbook:
ABL: A Behavior Language
ABL is a programming language explicitly designed to support programming idioms for the creation of reactive,
believable agents [Mateas and Stern, 2004]. ABL has been successfully used to author the central characters Trip and
Grace for the interactive drama Facade [Mateas and Stern, 2003]. The ABL compiler is written in Java and targets Java;
the generated Java code is supported by the ABL runtime system.
Appraisal In the OCC [Ortony et al. 1988] and Frijda [1993] models of emotion, appraisal matches the experience of an
agent against its goals, standards, preferences and other concerns. The results of this matching give emotional events
their positive or negative feeling or weight, called affect, and can also place this affective response in context.
Blame Assignment In learning and adaptation, blame assignment is the process of identifying the causes of a failure of a
computational system to deliver the behaviors desired of it.
Case-Based Reasoning Case-based reasoning [Kolodner 1993] is a reasoning architecture that stores experiences with
lessons learned as cases in a case library and solves problems by retrieving the case most similar to the current situation,
adapting it for reuse, and retaining new solutions once they have been applied. Case-based reasoning is also a pervasive
behavior in everyday human problem solving.
Concern In Frijda’s [1986] model of emotion, concerns correspond to the needs, preferences and drives of an agent –
things that “matter” and can trigger changes to the emotional state of the agent.
OCC Model of Emotion Ortony, Clore and Collins’s [Ortony et al. 1988] model of emotion is a widely used model of
emotion that states that the strength of a given emotion primarily depends on the events, agents, or objects in the
environment of the agent exhibiting the emotion. A large number of researchers have employed the OCC model to
Submitted to
Handbook of Research on Synthetic Emotions and Sociable Robotics: New Applications in Affective Computing and Artificial Intelligence
generate emotions for their embodied characters. The model specifies about 22 emotion categories and consists of five
processes that define the complete system that characters follow from the initial categorization of an event to the
resulting behavior of the character. These processes are namely a) classifying the event, action or object encountered, b)
quantifying the intensity of affected emotional calculating the intensity c) interaction of the newly generated emotion
with existing emotions, d) mapping the emotional state to an emotional expression and e) expressing the emotional state.
MDP: Markov Decision Processes Markov decision processes provide a mathematical framework for modeling decision-
making characterized by a set of states where in each state there are several actions from which the decision maker must
choose and transitions to a new state at time t + 1 from time t are only dependent on the current state and independent of
all previous states. MDPs are useful for studying a wide range of optimization problems solved via dynamic
programming and reinforcement learning.
SEU: Subjective Expected Utility Theory Subjective expected utility theory [Simon 1983] holds that a rational agent
should attempt to maximize its reward by choosing the action with the highest expected utility — effectively, the sum of
the rewards of the outcomes discounted by the probabilities of their occurrence.
Acknowledgments
The PEPE project was supported by a grant from Yamaha while Anthony Francis was at Georgia Tech. The authors would
like to thank Michael Mateas, author of the ABL language and collaborator on the work on behavior modification along with
Peng Zang. The authors would also like to thank Jim Davies and Keiko O’Leary, who reviewed early drafts of this chapter.