Clark Elliott. The Affective Reasoner: A Process Model of Emotions in a Multi-agent system

The Affective Reasoner:
A Process Model of Emotions in a Multi-Agent System

[Clark Elliott (1992) The Institute for the Learning Sciences Technical Report #32, PhD Thesis, Northwestern University.]

© Copyright by Clark Davidson Elliott 1992
All Rights Reserved



[NOTE: 2006-09-28. This online version of the Affective Reasoning dissertation is intended for browsing. It should be relatively complete, with text, figures, and references. However, some of the internal cross-reference links may be buggy. Send me email if you notice a problem. Thanks. -ce]

The full PDF version of the thesis (large file)
The full postscript version of the thesis (somewhat large file)

Contents


List of Figures


List of Tables

1 Introduction

1.1 The nature of the problem

Emotions are central to human motivation: they are both the precursors to, and an end result of, many undertakings. They glue society together. They feature prominently in the relationships we have, the stories we tell, and the plans we make. Why has so little been done to create working, experimental, models of emotion reasoning?

To answer this we must look at the nature of the problem. First, in one sense everyone knows what an emotion is, but few would venture a definition. Those that did would disagree. To quote Reber, ``emotion: Historically this term has proven utterly refractory to definitional efforts; probably no other term in psychology shares its nondefinability with its frequency of use'' [20]. Second, we must consider that any full treatment of emotions must consider biology: emotions are clearly something that we feel. Separating this out from the cognitive aspects we wish to model is a difficult task. Third, consider the stimuli for emotions, and how complex they are: How do we map a simple act, such as paying money, into a state of joy, or of anger, fear, pride, pity, etc? Here the meaning of the act is not one of a transaction having occurred, but rather one of the relevance of the event to a whole range of unseen goals, standards and preferences of the interpreting agent [18,21,1]. Fourth, emotions are highly personal in nature: one man's meat is another man's poison. Emotions have little to do with fact and everything to do with interpretation. Lastly consider observability: We have only small clouded windows into the emotions actually being experienced, even our own. Facial expressions, body cues, inflection changes, choices of words, the subjective interpretation of behavior, and so forth are all we have to go on. The list of difficulties for even the most basic academic treatment is seemingly endless. So, we have an area of our science that on the one hand embraces almost all aspects of human-like reasoning but that on the other fails to accept even the most elementary categorization. Is it any wonder that few models exist?

A premise of this work is that emotions have much to do with intelligent reasoning, so that emotion modeling is of interest both from a generative standpoint, when intelligence is modeled, and from an understanding standpoint, when interaction with the human world is required. Such modeling will pay dividends when it is integrated into other systems such as multi-agent reasoning systems [14,11], automated tutors [32], language understanding programs [21], software interfaces for computer supported cooperative work [29], and so forth. In addition, the modeling platform built for this work can be used for testing psychological models: can theories be shown to produce results within the constraints of the real world [24,12]?

One way to explore emotion reasoning is by simulating a world and populating it with agents capable of participating in emotional episodes. This is the approach we have taken. For this to be useful we must have (1) a simulated world which is rich enough to test the many subtle variations a treatment of emotion reasoning requires, (2) agents capable of (a) a wide range of affective states, (b) an interesting array of interpretations of situations leading to those states and (c) a reasonable set of reactions to those states, (3) a way to capture a theory of emotions, and (4) a way for agents to interact and to reason about the affective states of one another. The Affective Reasoner supports these requirements.

Suppose, for example, that we take as our domain the world of some taxi drivers. We would want to be able to model emotions for these taxi drivers, and we would want them to be able to reason about the emotions that other drivers are having. First we need some taxi driving situations to arise. Next we need to have interpretations of these situations by the drivers give rise to emotions. Finally, we need action sets which allow the drivers to express those emotions. If we can do this, the stage will have been set for giving emotional life to our agents. Once this is done we can add a mechanism for reasoning about these emotional lives, preferably a mechanism that learns. Situations arise; the taxi drivers have have emotional reactions to those situations; they reason about each others' emotions and about the expressions of those emotions.

This, in essence, is what the TaxiWorld version of the Affective Reasoner does: A simulation runs. Multiple agents[*] have emotional lives in response to each other and to the situations that arise in the simulated world. They express emotions from twenty-four different categories as a series of actions, which are in turn represented as new events in the World. Agents have personalities. Agents reason about and learn about each other. The system is rooted both in information processing psychology and in traditional Artificial Intelligence. Representations are symbolic, and logical reasoning plays a role in the strong-theory aspects of interpretation, while case-based reasoning is used to heuristically classify the weak-theory aspects of emotional expression. Within this scheme emotions are cognitive appraisals of instigating stimuli in the closed ``world'' of the system, which may give rise to motivated actions. They are, in the present incarnation of the Affective Reasoner, acute, short-lived states with immediate reactions.

1.2 Importance of the problem

Asking what applications there are for reasoning about the human emotion mechanism is somewhat akin to asking what applications there are for human commonsense reasoning. The more interesting problem is in finding appropriate applications for the limited emotion representation we have achieved, and the reverse, setting goals for our limited emotion representation based on what we would like to achieve.

1 Emotions as communication filters

As software design becomes more complex, and as reasoning/utility modules become more autonomous, we inevitably find ourselves having to coordinate a society of functional and descriptive units. But this often means that the proportion of time each module spends processing in the problem domain relative to the time spent processing communications with other modules decreases significantly. Another way to look at this is as the age old problem so well described by Brooks in The Mythical Man Month [3]: As the complexity of the problems we tackle increases, an ever-greater burden is placed on our ability to let individual modules perform their tasks autonomously without adverse affects on the group. At some point the cost in communicating with other modules eclipses the cost of performing the work itself. Eventually, the cost of communicating becomes so great that little or no useful work can be performed. As computer-assisted environments scale up, this will become a central issue in AI. [25]. To quote Oatley:

There is a growing interest in distributed problem solvers using loosely coupled agents [6]. Such systems will proliferate in the future as a result of the connection of special-purpose computers and software packages via network links. A natural outgrowth of this is the interaction of human and computer expert partners, within the network. As such a system grows then the kinds of communication problems discussed by Brooks begin to arise, and an emotion-like system may help the intelligent nodes to operate as a society. In such a society, standards and principles would be shared by sub-groups of the society, the effects of actions on other agents would be monitored through observing their emotion manifestations as feedback, and concern frameworks would be used to filter out situations that were not likely to be of interest to the individual agents.

Lastly, as computers start to produce results when given less well-defined, more creative tasks, increased stress and importance will be placed on the dynamic nature of the human-computer interface needed for problem solving. Both the computer and the human user will have to be able to reassess goals as the problem state is altered [23]. There are two specific features in such an environment that call for the use of affective control components: (1) in an unpredictable world there is need for continual assessment of the state of that world with respect to the concerns of the observing agent, and (2) local control of action initiation is necessary to respond in a timely manner to both serendipitous opportunities and (abstract) preservation requirements.

2 Testing psychological theories

Another reason to model emotions is that we can use the representational system to test theories of emotion elicitation and response. In principle we do this by (1) seeing if theories embedded in the computer model produce plausible ``behavior'', (2) using different theories and comparing the resultant behavior with that generated previously, and (3) using the results to modify the theories. The Affective Reasoner provides a rich testing ground for this since it addresses issues in interpretations leading to emotions, in the expression of emotions, in the observation of emotion manifestations, and in rudimentary personality representation.

3 Representing stories

One way to view stories is that they all have emotional content. One of the reasons we tell stories is because it helps people to remember the content, and by implication to index that content. When looking for points in stories we certainly have to do lower-level commonsense processing such as indexing known scripts and so forth, but often these lead to a higher-level assessment in terms of the great emotion themes: Who was angry and why? Who was the hero and what standard did he uphold? and so forth.

In the Affective Reasoner, stories are broken down into the features comprising the antecedents of emotions. Rudimentary personalities are constructed that interpret these features in different ways, and in different combinations of ways. Stories, full of emotional content, unfold as the agents with these personalities interact, both with each other and with the environment. To approach story understanding from this perspective, one must construct representations of the characters in the story as unique individuals, with unique concerns. While this version of the Affective Reasoner does not do story understanding, per se, its agents are given some ability to build characterizations of other agents in the system.

In other words, while most story-understanding systems attempt to explain what happened from a commonsense point of view, our agents, instead, build personality representations of other agents with respect to how they felt and why. Here are two (hypothetical) examples illustrating the different emphasis on reasoning between the two approaches:

The story:

A more traditional system might make inferences, and take actions, such as the following:

In this case commonsense reasoning allows inferences that the car is the mode of transportation and the system ``understands'' the relationship between the running car and getting to the appointment. By contrast, the Affective Reasoner would make a completely different set of inferences and actions, such as the following:

In this case affective reasoning allows the inference that if Tom is yelling at his car he holds it responsible for some action that has thwarted one of his goals. Harry does not blame cars, but he is able to form an internal picture of Tom, who does. The program has no concept of how the car is causal in blocking Tom's goal.

Obviously there is overlap between the two approaches. A commonsense reasoning system can be taught to do emotion reasoning, and an affective reasoning system must be able to use common sense to map from situations to the concerns of the individual. What is of interest here, however, is the emphasis on what is important. In the first case, an understanding of the domain, and how the agents think about the domain, is important. In the second case, it is only what the agents are feeling that is considered, and an immediate analysis of what led to those states. To put this another way, the first system would know about cars, and causality and being late. The second system would know about anger, about blame, about a goal being blocked, and about sympathy. The first system might learn that one needs to make sure his car is working to get to an appointment on time, the second that Tom generally gets mad at inanimate objects. The theme captured by the first approach might be considered, methods of getting from one location to another are unreliable; the theme captured by the second: inanimate objects can fail to live up to expectations and some people hold them responsible, or act as though they hold them responsible, for this To close this section, we again quote Oatley:

1.3 Comparison with other work

The role of emotions in information processing and in multi-agent systems has not been widely studied in AI. In this section we compare and contrast the Affective Reasoner with other emotion-reasoning systems including PARRY [5], BORIS and OpEd [8], THUNDER [21], SIES [24], ACRES [12] and AMAL [16]. In addition we look at the related work of Toda [30] which describes emotional robots.

One dimension by which these programs may be distinguished is the degree to which they perform commonsense (plausible) reasoning in the object domain as a way of mapping from situations that arise in the world to the emotion-initiating concerns of the individual. For example, commonsense reasoning tells us that a man who hates insects may get angry at someone else who leaves his screen door open during the summer. We make this inference because it is plausible that if the door is left open, insects will come in the man's house. In the Affective Reasoner, front-end commonsense reasoning is not performed. This sort of intelligence has long been studied in its own right and is beyond the scope of this research. In processing the screen-door story, the Affective Reasoner would rely on an explicit representation of the avoid-insects goal being thwarted through the actions of some responsible agent to get emotion inferencing started. An obvious extension to the Affective Reasoner would be to include commonsense reasoning about how one state can lead to another, and so forth, leading to an interpretation of relevance to the emotion machinery. In fact, the system has been designed specifically to allow for such future extension, but no effort has been spent on this in the current version.

Another way to look at this is through the ``derivative'' and ``nonderivative'' motivators that Sloman discusses in [28]:

The affective reasoner is concerned only with manipulations of the nonderivative motivators which lead directly to the emotion inference mechanism.

Among the emotion-reasoning systems, the Affective Reasoner and ACRES may be characterized as approaches that deal with the representational issues of emotions proper, and of the processes that generate them. By contrast OpEd, SIES and AMAL may be seen as more general approaches that have an emphasis on reasoning within the object domain about situations that give rise to emotions. BORIS and THUNDER sit somewhere in the middle. In other words, the Affective Reasoner and ACRES focus on the nonderivative motivators which lead to emotions whereas the other systems have varying degrees to which they also concentrate on the nonderivative motivators. Note also, that while the Affective Reasoner does little reasoning within the object domain itself, it does have an associated system for indexing stories in an object domain according to the underlying initiators of emotions (see [10]). In this sense it is similar to SIES.

Of these programs, only ACRES gives any treatment at all to the biological systems involved in the production of emotions, and then only cursorily. The remainder (the Affective Reasoner included), only deal with the cognitive aspects of emotions.

1 The programs in contrast

The earliest well-known computer model of emotion reasoning was Kenneth Colby's PARRY [5], a program that mimicked the behavior of a schizophrenic paranoid personality. A concise account of PARRY is provided by Ortony [17] who writes,

The Affective Reasoner, like PARRY, also models agents who ``have'' emotions. In addition, both systems maintain internal dynamic states, which affect the way in which the modeled agent(s) construe the perceived world and manifest the emotions resulting from those construals. Starting with a psychological model, PARRY attempted to model a true paranoid personality. By contrast, the Affective Reasoner uses an ad hoc theory of rudimentary personality representation designed to be broadly applicable rather than focused on a specific psychological syndrome.

More recently, another system, BORIS [8], analyzed text for affective responses to goal states and interpersonal relationships. In this system, Dyer used ACE structures (Affect as a Consequence of Empathy) to account for a number of inference mechanisms that included affective content. In particular he developed the idea that understanding affect can allow one to produce a causally coherent analysis of stories. In BORIS, Dyer does not make a distinction between principles, goals and preferences. This is important because the Affective Reasoner uses this distinction to resolve some ambiguities. For example, a person may turn himself in after committing a crime because it upholds a standard of honesty, even though it clearly violates his goal of being free. Such conflict between goals and principles are a common theme of human emotional life and give us important leverage for reasoning in the affective domain.

Dyer uses a six-slot frame structure to represent his ``affects''. By contrast, the Affective Reasoner uses a hierarchy of loosely-structured frames to represent interpretation schemas, and a simple nine-attribute relation (called the Emotion Eliciting Condition Relation) to represent emotion types. There are a number of reasons this latter approach is better suited to the type of reasoning we do. In the first place, frame hierarchies allow for the use of slot inheritance. This is useful when specifying the interpretation schemas used for appraising emotion eliciting situations. That is, properties may be shared by many interpretation schemas and yet can be specified once in an ancestor, and then inherited by children frames. For example, when a team scores a touchdown during a football game it may elicit emotions in the fans. However, much of what defines this as an emotion eliciting situation has to do with the nature of games in general, and at an even higher level, with entertainment. Interpretation schemas may inherit slots that specify the associated goals as entertainment goals instead of health goals, and descriptive slots such as team-that-scored-the-goal, etc. The use of frames allows a great deal of efficiency in making use of the system's stored knowledge about situations.

The frames used in this flexible representation of an agent's interpretation schemas should not be confused with the simple relations representing the emotions. Both BORIS and the Affective Reasoner use such relations to represent emotions, although interestingly BORIS represents these relations as frames. Here there is no room for inheritance: each attribute of the tuple is specified and has an associated value. To give inheritance to such an emotion specifier is to imply that one emotion is a child of some other emotion, and, as such, derives value from the parent. (Such a position is viable, but it is not one taken either by the Affective Reasoner or BORIS.)

One result that the BORIS work shares with the Affective Reasoner and the work by Ortony, et al. [18] is in suggesting valid, but generally unnamed, emotion types. These arise when certain configurations of the attributes in the Emotion Eliciting Condition Relations (to use the Affective Reasoner's term) seem to give rise to a recognizable, but unnamed set of emotional states in the agent. Dyer refers to the case where $X$ feels negative toward $X$ as a result of a goal failure caused by \begin{figure}\centerline{\epsfbox{/home/clark/elliott/idraw.d/fig-070.ps}}\end{figure} and gives the example of a woman who felt foolish and castigated herself for having had her purse stolen by a thief [8]. Ortony, et al. identify the class of emotions that arise when one's fears have been confirmed. They call these, appropriately, the fears-confirmed type of emotions. In the current Affective Reasoner research questions are raised about one's goals being blocked by the upholding of standards (i.e., ``doing the right thing'' which has a bittersweet, heroic quality), and having one's goals furthered by the violation of standards.

Related work has been done by Dyer on OpEd [9], which understands newspaper editorial text. In the OpEd architecture, frames are used to represent conceptual dependency structures [26] which form belief networks about the world. Inferencing is guided by knowledge of affect which is incorporated into the knowledge base. For example, in trying to understand the meaning of a piece of text, the word ``disappointed'' causes demons to be spawned that resolve pronoun references and search for blocked goals. This processing all falls into the category of plausible reasoning within the object domain which, as previously discussed, is beyond the scope of the Affective Reasoner's focus.

The THUNDER (THematic UNDerstading from Ethical Reasoning) program of Reeves [21], is a story-understanding system that focuses on evaluative judgment and ethical reasoning. Schema called Belief Conflict Patterns are used to represent the different points of view in a conflict situation. This work is related to that of the Affective Reasoner in that the kind of moral reasoning needed to understand the stories that THUNDER takes as input involves the same sorts of knowledge required to generate the attribution and compound emotions. One of Reeves's contributions is in the detailed working out of a set of moral patterns at the level of stories. Reeves develops the idea that evaluators of stories make many moral judgments about the characters in those stories using these patterns, and that this moral framework is often necessary for understanding text. For example, Reeves analyzes a story in which hunters tie dynamite to a rabbit ``for fun''. The rabbit runs under their car for cover and when the dynamite blows up it destroys their car. Reeves argues that to understand the irony in this story the evaluator must know that killing a rabbit with dynamite for entertainment is reprehensible. This allows the judgment that the chance destruction of the car is an example of morally satisfying retribution.

Clearly moral reasoning is closely related to the rise of emotions. In both THUNDER and the Affective Reasoner, the focus is on the point of view of individual agents within, or observing, a situation. Reeves writes: ``...using different value systems will produce different ethical evaluations. For example, the actions of a high school student who killed himself after failing a test would be judged ethically wrong by a Catholic, but not by a Samurai...'' ([21], page 23). The Affective Reasoner has no text understanding mechanism, but it could simulate the suicide scene with various observers responding with different emotions, dependent upon their (moral) principles.

One area that has not been focused upon in great depth is the action generation component of emotion reasoning. Most action schemes in AI research focus on the logically defined needs of the agent, (i.e., actions as a function of planning for goals). Since emotions themselves are so poorly understood and so seldom incorporated into experimental AI systems, it is understandable that little work is being done that uses them as motivations for action. One system that does function in this way, however, is the ACRES program (Artificial Concern REalisation System) developed by Frijda and Swagerman [12] in the Netherlands.

The main premise of their research is that emotions provide a way of operating successfully in an uncertain environment (see also [28]). They approach the design of their system from a functional standpoint: if an agent is to be able to respond functionally to its environment, what properties must the subsystem implementing that functionality have? To this end, in contrast to the Affective Reasoner's descriptive approach, the primary emphasis is placed on behavior potentials and the search for reasons to initiate them. To quote:

  • The major phenomena are: the existence of the feelings of pleasure and pain, the importance of cognitive or appraisal variables, the presence of innate, pre-programmed behaviors as well as of complex constructed plans for achieving emotion goals, and the occurrence of behavioral interruption, disturbance and impulse-like priority of emotional goals [12], (page 235).

Their architecture is designed to meet these demands:

  • The system properties underlying these phenomena are facilities for relevance detection of events with regard to the multiple concerns, availability of relevance signals that can be recognized by the action system, and facilities for control precedence, or flexible goal priority ordering and shift (page 235).

The Affective Reasoner also addresses some of these issues, although the emphasis is different. The Frijda-Swagerman action architecture arises from issues relative to processing needs, whereas ours arises from a description of actions. Similarities can be found on a number of fronts. Both systems incorporate the idea of the cyclic nature of emotion machinery: a situation arises, it is evaluated, it is either ignored or a response is initiated which is fed back to the modeled world. As with the Affective Reasoner, ACRES performs no reasoning about derivative motives. Instead, emotion triggers are directly wired into the architecture.

The Affective Reasoner and ACRES also both stress the importance of concern realization as a way of filtering out situations that are not of interest, and of interpreting those that are. Entities have multiple concerns and limited resources. To solve this problem both programs focus on matching as an efficient means of assessing emotion eliciting situations. To quote Frijda and Swagerman, ``Concerns can be thought of as embodied in internal representations against which actual conditions are matched,'' [12] (page 237), which is exactly the conceptual approach of the Affective Reasoner.

The two systems differ, however, in the way in which they use the realized concerns. Of primary importance to ACRES (but only of incidental importance to agents in the Affective Reasoner) is filtering out situations irrelevant to resource conservation (as most situations are). In addition, unlike the Affective Reasoner, ACRES stresses the correct interpretation of situations with respect to urgency (as distinct from importance- see [28]). To approximate this behavior ACRES uses a system of interrupts.

There are a number of interesting issues that ACRES does not address. One of these is the maintaining of expectations with respect to future goals. The aging of expectations and the elicitation of associated prospect-based emotions is important for systems representing emotional behavior, as is the representation of the emotional status of other agents. ACRES does not maintain internal models of other agents, nor does it maintain a working memory for the storage of currently active relationships. Without these features it is not possible to reason about the emotional lives, and therefore motivations, of other agents with whom it must interact. A simple test of such a system is to see how well it fares on modeling a situation such as the following: Tom pities his friend Harry who is sad because his (Harry's) mother has had her garage burn down. Humans have no trouble with this because not only do we have an internal representation of our own concerns, but we are also apparently able to use some similar mechanism for representing the concerns of others, and thus ``imagine'' how they might feel with respect to some situation. In this case Tom must not only model Harry, but he must also model the concerns that Harry is modeling for his mother. (See section  2.8.3.)

The Affective Reasoner, in contrast to ACRES, incorporates representations of the concerns of others in its architecture (see section  2.8), and represents relationships between agents. These representations are incorporated into the emotion-generation process when initiating fortunes-of-others emotions (see section 2.3) and into the process that helps agents identify new situations as instances of a certain emotion type.

The System for Interpretation of Emotional Situations (SIES) of Rollenhagen [24], and the AMAL system of O'Rorke [16] share a number of features. They both have taken on the burden of having to do non-derivative reasoning about the situations that give rise to emotions within the object domain. They both use retrospective reports about emotion-inducing situations as the basis for the structural content analysis that drives the reasoning systems. Lastly, they both are descriptive in nature. SIES attempts to better define emotion terms by exploring their similarities and differences through abstract representations. AMAL attempts to explain situations as emotion episodes through the use of abductive reasoning.

By contrast, the character of the Affective Reasoner, as a simulation, is quite different from these two programs. In the Affective Reasoner the process of representing emotions contributes not only to developing a language for describing emotion episodes but also to the building of intelligent agents that ``have'' emotions. In addition, while the Affective Reasoner uses a logic-based representation for reasoning about the eliciting conditions for emotions, similar to both SIES and AMAL, neither of these latter systems has anything like the case-based approach used in the Affective Reasoner to reason backwards from the manifestations of emotions to the emotions themselves.

The theoretical underpinnings of AMAL and SIES are quite different, although in practice this difference is minimized. AMAL (based in part on the work of Ortony, et al. [18]) is an extension of the cognitive appraisal approach where the antecedents of emotions are described independently of the particular situations from which they derive. In this approach it is situation types that give rise to emotions (e.g., an undesirable event giving rise to distress), rather than relatively specific situations (such as the death of a loved one). However, since AMAL is designed to be able to represent such real-world emotion-eliciting situations as those portrayed in student diaries [31], it must also be able to do extensive reasoning within the object domain. To represent these emotion anecdotes a situation calculus is used. SIES, on the other hand, is an attempt to combine the cognitive approach with a situational approach in which the antecedents of emotions are seen as arising in certain real-world situations (e.g., loud noises leading to fear, or separation from a loved one through death leading to sadness).

In his description of SIES, Rollenhagen gives many rules for emotion reasoning, but most of these are employed in describing an instance of a given emotion eliciting condition as embodied in a narrative description - that is, in giving structure to the derivative motivations of the agents. SIES should be understood as a system for analyzing emotion episodes. In this regard, much of the contribution of the system is in structuring the representation of the data. The program does not map situation features into specific eliciting conditions. Instead, inferences tying abstract situations into the personal concerns of the subjects are made at the time the researcher encodes each emotion eliciting situation.

The representation of emotion eliciting situations in the Affective Reasoner is from a different perspective, and is structured around the idea that agents may be seen as carrying internal schemas that match situations that arise in their world. Here the focus is on frames that contain enough information to discriminate one situation from another through matching. Varied interpretations of these situations, produced by unifying an interpretation frame with a situation frame during the course of the simulation, are seen as whole units. These interpretation units are configured in various ways such that they give rise to the various emotions.

Unlike SIES and the Affective Reasoner, AMAL [16] does do extensive, automated, plausible reasoning about derivative motivators. To do this it uses an abduction engine. AMAL uses a logic-based situation calculus framework to describe actual emotion episodes[31]. Using abductive reasoning, AMAL is able to construct plausible explanations for emotion instances. For example AMAL analyzes plausible relationships in the following story:

One other important difference among the three systems should be noted. AMAL and SIES typify the approach that takes the logical structure of the preconditions for emotions to be simply an extension of the structure of the world (e.g., shouting causes Tom to startle, which causes him to drop a hammer on his foot, which causes him to feel pain, which causes his friend to feel sorry for him). Our approach is fundamentally different in that there is a definite demarcation between the internal strong-theory rules used to generate emotions for agents, and the object-domain rules used to map into them. In this approach, since we see emotion eliciting situations in the object domain as instances that may or may not match internal schemas representing the concerns of the agents, processing and data-entry tasks are very different in nature. While each approach can, of course, be reduced to a logic representation, the two languages for content theory representation are entirely different, and thus, in practice, so are the systems. In AMAL and SIES everything is represented as rules, in the Affective Reasoner the concerns of the users are represented as collections of features.

Toda's work on Solitary Fungus-Eaters [30] attempts to describe emotions as a situated functional component of society. In this case, Toda's society is that of simple (fantasy) uranium-mining robots that operate autonomously on a distant planet and eat native fungus to survive. The goal of these robots is to collect as much uranium as possible. If they consistently choose only to travel to locations containing uranium, however, they may not encounter enough fungus to keep themselves going and in such a case would ``die''. Society arises out of a need for a ``coalitional bond'' to help protect the robots against stronger predators, and so forth.

Toda's structural analysis of the human emotion system is based on his stated belief that emotion was a useful mechanism for a very different, primitive, society than our current one, and that just as our bodies have problems dealing with modern-day environmental stresses such as pollution, so does our emotional system have difficulties with such an (evolutionarily) unfamiliar environment. To illustrate his ideas about why an emotion system arose in the first place, giving insight into its nature, Toda details a system of urges necessary to solve coordination problems in his simple robot society.

For example, in response to the threat of a larger predator, a Fungus-eater may have a Fear Urge which causes him to send out a distress signal. This in turn triggers a Rescue Urge in other robots who then come to jointly attack the predator. Since a reward is necessary for this scenario to fit into the ``individual-gain'' paradigm of Toda's robot society, a Gratitude Urge is developed. Rewards, given out of gratitude by the rescued robot, may have to be postponed, however, if the rescued robot is short on resources. Since this delay may cause problems, a more immediate reward in the form of a Love Urge is developed, and so forth.

This major difference between this work and that done on the Affective Reasoner is of course that the latter is actually implemented as a running program. While Toda has given some level of detail for many aspects of his system (including vision and planning, not discussed here), there are nonetheless many gray areas in his description. Vision and planning aside, such social actions as defecting from one's coalition partner and joining a more profitable coalition are treated as primitives in the discussion. To implement even a small number of these primitives of the robot society would be a major task. In addition Toda's urges, intended to be thought of tentatively as simple emotions, are presented anecdotally and not as part of a cohesive, complete theory.

Toda's theoretical perspective shares with both the Affective Reasoner and ACRES the idea of emotions as mediators for controlled, immediate responses to situations (see also [27]). To this end, emotions take a functional role in the automated organism.




From this short survey it should be apparent that comparatively little work has been done in this area, and that what has been done is often so different from what has come before that comparisons are strained. PARRY is a system that attempts to model a diseased and limited mind. BORIS, OpEd and THUNDER use a content theory of emotions to aid in the understanding of text. ACRES attempts to model the dynamic utility of emotions. SIES provides a structure for mapping from the features of situations into the emotions. AMAL uses abductive reasoning, well suited to the understanding of emotion episodes, to explain emotion situations. Clearly these are diverse approaches only loosely tied together by the generic categorization of the work as ``emotion research''. One theme that all of these treatments share however, is that working out theories at the level of detail required for a running computer program forces the theorist to refine and completely specify all of the hidden ``gray areas'' of the theory. This is particularly important for this complex, and little understood subject.


1.4 TaxiWorld

The Affective Reasoner has three primary components: (1) the affective reasoning component, which is independent of any domain, (2) a world simulation based on an object-domain theory, and (3) a graphics interface based on the simulated world. Once an object-domain theory has been incorporated into the Affective Reasoner, and a graphics interface customized for that domain, it becomes a domain-specific system. In its current form the Affective Reasoner primarily manipulates agents that are intended to be interpreted as operating in a schematic representation of the Chicago area (figure 1.1). We call this TaxiWorld. In fact, other partially analogous domains can be simulated if the user simply reinterprets the meaning of the icons displayed. This how the football game example discussed in chapter 3 was run.

TaxiWorld has approximately forty-five different sets of simulation events which produce emotion eliciting situations. Included are events that represent traffic accidents, rush hour delays, getting speeding tickets, picking up passengers, getting paid, having to wait a long time for a taxi, and so forth. In addition, there are approximately forty different rudimentary ``personalities'' which may be given to each agent that participates in one of these situations. For example, one taxi driver may get angry when he is given a small tip whereas another may just figure it is part of the job. Or, both may get angry but one will be rude to his passenger, whereas another may just smile and pretend that he does not care. There are roughly 150 different candidate interpretations of the forty-five situations. Different interpretations, or sets of interpretations, can give rise to one or more of twenty-four emotion types, each of which has about sixty possible action responses associated with it. Used in different combinations these components can yield tens of thousands of different emotion episodes.

In any research of this kind the question naturally arises as to what has actually been implemented and what has been run. In this dissertation only a few emotion episodes will be discussed in detail so as to allow us to focus on emotion representation issues. We provide at most one emotion episode example for each point. However, it should be understood that many different examples may actually have been run in the process of addressing any one particular problem. In addition, unless otherwise stated, illustrative examples in this dissertation are based on code that has been written and actual simulated episodes.




The researcher using TaxiWorld has two forms of input into the system. First he or she statically configures the object domain (i.e., the world of taxi drivers and their passengers) through LISP files. Second, he or she dynamically manipulates the running simulation through menus and windows. Configuring the object domain has six parts: (1) Should the researcher wish to extend the number of situations represented then new simulation events must be entered into a LISP file, and event handlers written to process them. (2) Once the object domain (e.g., the world of taxi drivers) is stable, the researcher may choose to add new interpretations of the situations that arise in it by creating construal frames (see chapter 2) with which agents interpret situations. (3) New emotion manifestations may be created within the object domain. For example, in the world of taxi drivers we may wish to represent ``cutting someone off'' as an expression of anger. (4) New personalities may be created by grouping (old and/or new) construal frames into sets, and by grouping temperament traits (i.e., tendencies toward certain types of actions as expressions of emotion) into new sets. (5) Simulation sets may be constructed by specifying which of the represented situations are to arise, which types agents are going to be present, and which personalities those agents will have. Lastly, (6) a content theory for reasoning about observed actions from cases may be recorded in a data file or through interaction with the running system. User input macros have been provided for (2) - (6).

Figure 1.1 shows a portion of TaxiWorld's map display. Interaction with TaxiWorld is through this interface. Except for stop and go each of the buttons on the control panel leads to a pop-up menu for manipulating different aspects of the system. This control mechanism allows the following functions, by button: (1) stop and go: start the simulation running or pause it, (2) demos: select a configuration of agents and situations for the simulation, (3) control: change the speed of the simulation, or enable and disable different features in the simulation such as whether or not agents negotiate and what types of traffic delays may arise, (4) set: set rudimentary global moods for the agents, and set the mode for the heuristic classification system (i.e., set the case-based reasoning system in learn mode, in report-only mode, or off), and (5) queries: look at a scrolling window containing summaries of the situations that have arisen so far.

Figure 1.1: The TaxiWorld display.

Once the user has configured and started the simulation, the animated icons move around the screen as agents who ``experience'' the situations in the simulated world. The figure shows a simulation that has been running for a short time. Four taxi drivers, Tom, Dick, Harry and Sam are shown. Tom and Sam are traveling between Chicago's O'Hare Airport and the Loop, Dick is between the ``Junction'' and the Loop, and Harry is on his way to the Loop from the Museum of Science and Industry (not pictured). One passenger is waiting for a ride at Northwestern University, and five passengers are queued up waiting for rides from the Chicago Botanical Gardens. During rush hours the roads swell with traffic and the agents move more slowly. This occurs also with accidents. Highway patrol agents may also be displayed.

Selecting an agent with the mouse provides information about that agent. One option will bring up a scrolling window containing the current ``physical'' state of the agent: where he is, whether he has someone in the cab (if he is a taxi driver agent), how much gas he has left, where he is going, etc. Another option brings up an emotion-history scrolling window. Figure 1.2 shows one of these, in this case for Harry. Here we see summaries of two emotion instances, distress and dislike. These have arisen from two different construals of the same situation. Briefly, a new passenger has gotten into Harry's cab and was cheerful. Harry, whose ``personality'' type might be roughly described as depressed grouch has a goal and a preference that apply in such a case. First, he has no desire to be around happy people because they remind him of how unhappy he himself is. This leads to distress. Second, he just does not like happy people, he finds them distasteful, so he dislikes this passenger.

Figure 1.2: The emotion history scrolling window.

For maximum flexibility, the researcher has the option of communicating with the running system directly through LISP. Basic tools have been provided for this, in particular to control the asynchronous processes spawned in the simulation. The user can also interact with the case-based reasoner through LISP as well.

TaxiWorld is written in Common LISP and runs on a SUN SPARC station 1 with 40MB of RAM. It uses a simple SOLO graphics interface. The TaxiWorld code is about fifteen thousand lines in length, and is combined with an additional fifteen thousand lines of slightly modified code based on Dvorak's Common LISP version of Protos [7].


1.5 Two examples from TaxiWorld

Figure 1.3: Harry learns about Tom's fear.
\begin{figure}\setlength{\epsfxsize}{5.2in}\centerline{\epsfbox{/home/clark/elliott/idraw.d/fig-081.ps}}\end{figure}

In this section we look at two examples of the kinds of episodes that occur in TaxiWorld. Figure 1.3 represents a simple episode where a taxi driver, Harry, observes another taxi driver, Tom, and learns something about his fears. This episode makes use of three agents (the third is Tom's passenger - not pictured), one situation (that arises in the Chicago area) and a single affective state, in a TaxiWorld simulation. In this episode we see the following: (1) Tom picks up a passenger headed for Joliet at the Museum of Science and Industry. (2) The passenger is seedy-looking, causing Tom to fear that he will be robbed. (3) This fear is expressed as a flushed expression on Tom's face, a stutter in his voice, and the statement that he does not have enough gas to drive to Joliet. (4) Another taxi driver, Harry, watches this episode. He does not know that Tom is inclined to be afraid of seedy-looking passengers whose destinations are Joliet. He has no representation of how Tom might construe such an event. However, (5) Harry has seen a case where another agent had a flushed face and a stutter in his voice. The previous case was known to be an example of fear. (6) Harry now reasons to come up with a good explanation: if Tom is experiencing fear, why might this be so? He ``imagines'' some possible interpretations of this event that might cause someone to be afraid and reasons that if Tom had the goal of retaining his money and/or maintaining his personal safety, then given that seedy-looking people have been known to rob cab drivers - thus taking away that money and perhaps causing harm, Tom might experience fear. Since this explanation fits, Harry drops his search. (7) He updates his internal representation of Tom as someone for whom retaining money is important, and who is afraid of unsavory passengers. (8) Harry also now has a new case which he may wish to save. The ``I don't have enough gas'' ploy, which was not a feature of the previous case of fear, may be explained to him as a problem-reduction strategy, or it may be left unexplained but associated, depending on whether the system was being trained, or was running in automatic learning mode.

Harry now believes he has learned something new about Tom. If this knowledge is correct he will be better able to explain Tom's future actions in response to such a situation without resorting to a case search (i.e., he knows how Tom will interpret the situation). In addition he will be able to predict how Tom might react to such an event, even in the absence of any empirical evidence. On the other hand, if at a later time the knowledge proves to be erroneous it will be discarded and a search for an alternate explanation will be initiated.

Figure 1.4: Negotiating about who takes the seedy-looking passenger to Joliet.
\begin{figure}\centerline{\epsfbox{/home/clark/elliott/idraw.d/fig-055.ps}}\end{figure}

The episode pictured in Figure 1.4 expands on the previous example. Here we see that some time later Harry has come to know Tom quite well.[*]He has met a new agent, Dick, who seems to respond to events the way Tom does, although he (Harry) has never seen Dick pick up a seedy-looking passenger headed for Joliet. Until he knows differently, Harry makes the assumption that Dick is just like Tom (i.e., with respect to the way he interprets situations). At one point, Harry (who has the goal of making money and likes to go to Joliet because, as a long trip, this furthers his goal), sees an opportunity. Here is the sequence of events: (1) Dick and Harry arrive at the Botanic Gardens in that order, giving Dick the right to the first passenger. (2) A seedy-looking passenger arrives at the cab stand and wants to go to Joliet. (3) Harry matches the passenger-arrival situation against an opportunity prototype.[*]He sees an opportunity to make a request of Dick, but ``thinks it through'' first to see if it is feasible. Using his representation of how Tom sees the world as a default for Dick, Harry believes that Dick, like Tom, has fear about going to Joliet with the seedy-looking passenger. On the other hand he believes that he will, himself, be happy about going on such a trip. (4) Harry proposes to Dick that Harry, instead, take the fare to Joliet. (5) For his part, Dick, considering this proposal, ``imagines'' that Harry gets to take the passenger. He has no emotional response to this. Next he ``imagines'' taking the passenger himself. As it happens, Harry's schema for Dick is incorrect: while Dick is indeed very much like Tom in many ways, he is unlike him in that he is not afraid of seedy passengers who want to go to Joliet. Consequently Dick does not see a threat to his goals, but rather only that if he does make the trip to Joliet he will make some money. In other words, he reasons that if he makes the trip he will be happy, and that if he does not make the trip he will simply experience a lack of emotion. (6) He therefore does not agree to Harry's proposal and instead takes the passenger himself. (7) Harry believes he has learned something new about Dick. Apparently Dick does not construe seedy passengers going to Joliet as threatening. Harry splits off his internal representation for the goals, standards and preferences of Dick from the representation of those for Tom and removes the offending interpretation frame from the latter.

In this example we see that Tom and Dick both have distinct emotional lives, and that Harry is able to reason about them. Tom has a goal of making (keeping) money and is able to experience fear as a result of believing that this goal may be threatened. Similarly, Dick also has a goal of making money and is capable of feeling hope over the prospect of taking a passenger on a long trip.

On the other hand, Harry, who is observing Tom and Dick, draws on his experience, and his internal schemas for the other agents, to explain their actions. In the first case, he has no clue as to how Tom might interpret the situation. He looks through some cases to see if he might make a guess as to what stuttering, flushing and the out-of-gas ploy might indicate. He has seen something similar when someone else was afraid, and he can explain the fear as a fear of getting robbed. Since this explanation of the situation is workable he assumes that this is part of how Tom interprets the world, and he now adds this to his representation of Tom. Until he has cause to do differently he will now always make this assumption about Tom.

In the future, Harry will test this knowledge whenever a similar situation arises by asking this question, Given a similar emotion eliciting situation (seedy passenger going to Joliet), does the observed agent respond in a manner compatible with an emotion to which the assumed interpretation leads? If the agent does, then Harry will be more confident that his assumed interpretation is correct; if he does not, then Harry will have to search for another explanation (i.e., one which leads to a different emotion).

In addition, Harry's representation of Tom is one he can draw on as a default personality type, for reasoning about a new agent, Dick. As long as Dick's actions can be explained in terms of Tom's personality, the default personality suffices and he uses it to ``see the world through Dick's eyes''. When an opportunity arises he believes that it is worth pursuing because he is able to ``imagine'' how Dick will perceive his offer. However, when Dick turns him down, Harry reasons that he has made an incorrect assumption about Dick and removes this supposition from his representation of how Dick sees the world. But this means that Dick no longer looks just like Tom, so Harry must split the two schemas apart. The old one still represents Tom, and the new one now represents Dick.

The rudimentary negotiation, the simple opportunity recognition, and the rudimentary default personality reasoning, all open research questions in their own right, are not what is important in these examples. What is of interest is the idea that there are units of appraisal, here represented as frames, which can be used as filters for the interpretation of situations, and that these appraisal units can be mixed and matched as necessary to construct rudimentary personalities for agents (i.e., to give them primitive affective life). Of additional interest is the idea that these appraisal units can also be used by an observing agent to construct an internal representation of the observed agents for generating explanations of their actions, and for predicting their emotional responses to future similar situations. Lastly, it is important to consider that agents manifest their emotions in ways that can be understood by observers: agents often communicate their emotions through their actions, or their lack thereof.

In the following chapters we attempt to illustrate some concerns that have to be addressed by emotion reasoning systems, how our representation addresses these concerns, and how it can be used to model a number of different multi-agent interactions.


2 Overview

In this chapter we provide an overview of the Affective Reasoner. The discussion focuses on the functional role of the various modules in the system. Two of these modules (construal, and action-generation), are quite elaborate, having important theoretical content, and so are only introduced here since they are discussed more fully in later chapters. The other modules are less elaborate, and are treated fully in this overview.

The sections are organized around the various stages the system goes through in processing a simulated situation. They are introduced in the order of the different processing stages. These stages, and the static representations which they use, are illustrated in figure 2.1. Processing flows from some initiating simulation event through emotion and action generation to the final stages simulating observation by other agents. Roughly speaking, this may be interpreted as follows: Something happens in the modeled ``world'', creating a situation. The agents that populate this world interpret the situation in terms of their individual concerns. Each interpretation is reduced to a nine-attribute relation, and some variable bindings. Specific configurations of the relation lead to the production of specific emotional states in the agents (i.e., their emotional responses to the situation). These emotional states, in turn, are manifested as action responses. Agents can observe each other's responses to situations and attempt to explain them in terms of emotions the other agent may have been experiencing. An observing agent then finds an explanation for that emotion based on varied interpretations of the original situation. Once this is done, the observer places the schema that lead to the successful interpretation (i.e., the interpretation that lead to what was believed to be the other agent's emotion) into a database representing the concerns of the other agent. This Concerns-of-Other database may then be used to predict and explain the other agent's responses to future similar situations.

Figure 2.1: Processing stages and related representations
$A$


2.1 Fundamental concepts

This research is at the juncture of Artificial Intelligence and Cognitive Science. Its interdisciplinary nature can lead to confusion over the use of terms, such as personality. Accordingly we will, in this section, make explicit our intended meanings. In addition, we also discuss some central concepts, such as the basic emotion eliciting condition theory from [18] on which the construal process is based.




Rudimentary personalities. To computer scientists personality means something like an aggregate of qualities that distinguish one as a person. (Webster). To psychologists however, personality means something rather different, something like co-occurring classes of trans-situational stable traits.

In the Affective Reasoner, the agents in the system have rudimentary ``personalities'' (at least computer scientists might consider this to be so) that distinguish them from one another. These rudimentary personalities are divided into two parts: the disposition agents have for interpreting situations in their world with respect to their concerns, and the temperament that leads them to express their emotions in certain ways. We have chosen the terms interpretive personality component and manifestative personality component to denote these two parts of an agent's unique makeup. By the former we mean the rudimentary ``personality'' which gives agents individuality with respect to their interpretations of situations (i.e., their uniquely individual concerns). By the latter we mean the rudimentary ``personality'' which gives agents individuality with respect to the way they express or manifest their emotions.




Situations that lead to emotions. In the Affective Reasoner, some simulation events create situations that can initiate emotion processing on the part of the agents involved. These we call emotion eliciting situations or simply, eliciting situations. An example of such an eliciting situation is the conceptual ``arrival'' of some agent at a location, which might give rise to an emotion such as relief or distress. Eliciting situations are not to be confused with eliciting conditions which derive from the emotion eliciting condition theory of [18] and are discussed below.




Goals. This term has a very broad meaning. Here we use it in its simplest sense: a state of affairs that an agent desires to have come about. In this dissertation, unless otherwise specified, most goals will be considered to be equivalent in structure.[*]Clearly this is not actually the case. Some goals are preservation goals, some are never satisfied (i.e., living a good life), some can be partially achieved by achieving some other goal (i.e., saving another $100 towards a house), and so forth. In general, however, these distinctions have more to do with goal generation, interaction and retirement than they do with the way goals fit into our underlying cognitive theory. Consequently, for most of the discussion it will suffice to define the term goal to mean simply, a desired state of affairs that, should it obtain, would be assessed as somehow beneficial to the agent.




Object domain. Emotion reasoning can be performed as well by one person as by another. Furthermore, people can have emotions about almost anything and in almost any circumstance. People have emotions about something important like the state of their finances, but they might also have them about something as apparently inconsequential as the state of their shoelaces. For this reason emotions may be considered an abstract domain that operates within object domains. The language of the emotion domain is abstract: goals, standards, preferences, and so forth. The language of an object domain is specific: money, shoelaces, etc. The Affective Reasoner can be used to do abstract emotion reasoning in any object domain that can be modeled. One such object domain is the world of taxi drivers, as represented by the TaxiWorld version of the Affective Reasoner. By object domain then we mean, that domain in which the eliciting situations for emotions are described, and in which emotion-based actions are manifested.




The emotion eliciting condition theory. The emotion eliciting condition rules we use for the strong-theory reasoning component of the Affective Reasoner are based on the work of [18]. Ortony, et al. specify twenty-two emotion types based on valenced reactions to situations construed either as being either goal-relevant events, acts of accountable agents, or attractive and unattractive objects. The extended and adapted twenty-four emotion-type version of the emotion eliciting condition theory that we have used in the Affective Reasoner is outlined in table 2.1, based on the work of [16]. Each of these twenty-four emotion states has a set of eliciting conditions. When the eliciting conditions are met, and various thresholds have been crossed, corresponding emotions result. A key element of the theory is that the way emotion eliciting situations map into these eliciting conditions depends on the interpretations of the individual agent. basket at the buzzer, and your team loses. I may experience joy at the event, whereas you may experience distress. In both cases we share the same sets of eliciting conditions for our emotions and the emotion eliciting situation is the same (i.e., the ball went in the basket just before the buzzer); it is only the interpretation or construal of the situation which is different.


Table 2.1: Emotion Types
Group Specification Name and Emotion Type
Well-Being appraisal of a situa- joy: pleased about an event
  tion as an event distress: displeased about an event
Fortunes-of- presumed value of happy-for: pleased about an event
Others a situation as an desirable for another
  event affecting gloating: pleased about an event
  another undesirable for another
    resentment: displeased about an event
    desirable for another
    sorry-for: displeased about an event
    undesirable for another
Prospect- appraisal of a situa- hope: pleased about a prospective
based tion as a prospec- desirable event
  tive event fear: displeased about a prospective
    undesirable event
Confirma- appraisal of a situa- satisfaction: pleased about
tion tion as confirming a confirmed desirable event
  or disconfirming an relief: pleased about a disconfirmed
  expectation undesirable event
    fears-confirmed: displeased about
    a confirmed undesirable event
    disappointment: displeased about
    a disconfirmed desirable event
Attribution appraisal of a situa- pride: approving of one's own act
  tion as an account- admiration: approving of another's act
  able act of some shame: disapproving of one's own act
  agent reproach: disapproving of another's act
Attraction appraisal of a situa- liking: finding an object appealing
  tion as containing disliking: finding an object unappealing
  an attractive or  
  unattractive object  
Well-being / compound gratitude: admiration + joy
Attribution emotions anger: reproach + distress
    gratification: pride + joy
    remorse: shame + distress
Attraction / compound emotion love: admiration + liking
Attribution extensions hate: reproach + disliking

The emotion types are simply categorizations of selected patterns of emotion eliciting conditions. They have been given English names roughly corresponding to an intensity-neutral label for the type of emotions represented by the specific configurations of the emotion eliciting conditions. It is important to note that these names (e.g., joy and anger) given to the emotion types are not to be mistaken for the specific emotions to which they usually refer. For example, annoyance is one of the anger type emotions, as is rage, because they both follow from interpretations of a situation as an undesirable event coming about as a result of someone else's blameworthy act.

Emotion eliciting conditions leading to emotions fall into four major categories: those rooted in the effect of events on the goals of an agent, those rooted in the standards and principles invoked by an accountable act of some agent, those rooted in tastes and preferences with respect to objects (including other agents treated as objects), and lastly, selected combinations of the other three categories. Another way to view these categories is as being rooted in an agent's assessment of the desirability of some event, of the praiseworthiness of some act, of the attractiveness of some object, or of selected combinations of these assessments.

Emotion types. As discussed above, when we speak of an emotion generated by the system we are really talking about an emotion of that type. It is usually not convenient (i.e., it obscures the meaning of the text) to talk about the ``emotion type of anger'' and so forth. However, it should be understood that throughout this text that when we refer to some emotion, as though by name, we are actually referring to some unspecified emotion characterized by that named emotion type.

Goals, standards and preferences databases. These are referred to in the text as GPSs. They are the hierarchical frame databases used to represent an agent's concern structure. They are organized around the three categories of an agent's concerns. They hold most of the information used to define an agent's interpretive personality component. When an agent is created, the GSP database must be filled in to give it a unique set of concerns. When an eliciting situation is interpreted using this database, attributes of the eliciting condition theory are bound to features in the situation. See table 2.1, and chapter 3 for discussion.




Representing concerns of others. An agent may represent the concerns of some other agent by keeping a partial GSP database for that other agent, and filling it in as knowledge about the agent is acquired. Since these databases represent the concerns of other agents, with respect to an observing agent, they are known as Concerns-of-Others, or COO, databases. Since they are generally learned by the agent, COOs are usually incomplete, and may contain erroneous interpretation schemas as well. See section 2.8 for a discussion.




Emotion Eliciting Condition Relations. The process that matches frames in the GSP (and COO) databases against an eliciting situation will, if the match is successful, reduce the eliciting situation to a set of bindings. Some of the bindings represent values for two or more of the nine attributes of a special relation known as the emotion eliciting condition relation. Different patterns of bindings for the attributes in this relation, and different values, give rise to different emotions. In the text these are abbreviated as EEC relations. See section 2.3 for discussion.




Action response categories. Once an agent is in an emotional state, it will manifest this emotion in one way or another. Some of these manifestations naturally fall into one functional category, while others fall into another. For example, trembling and breaking into a cold sweat may be categorized by the somatic characteristics they share. We have specified approximately twenty different groups (there is some variation between the emotions) to which the various action responses belong. See figure 4.1 for a complete listing of the action response categories for gloating, and section 2.6.1 and chapter 4 for discussion.




Frame types. Construal frames, which interpret emotion eliciting situations (also represented as frames) must be retrieved from an agent's GSP database at the time the situations arise. The retrieval of candidate construal forms is a feature-indexing problem. A satisfactory solution to this problem is beyond the scope of the current research. We sidestep it in the Affective Reasoner by simply giving each eliciting situation a type, such as an arrival-at-destination frame type, or a passenger-pays-driver frame type. Construal frames of a particular type are candidates for interpreting eliciting situations of the same type.

The structure of simulation events. The Affective Reasoner is designed around a simulation engine. Initial simulation events are placed in the system's event queue. When the simulation is started these simulation events are processed, and spawn further simulation events which are then placed in the event queue, ad infinitum. In this manner, once the simulation is started, it continues until it is halted. Some of the simulation events simply drive the system, moving icons around the screen and so forth, and are not of theoretical interest. Other simulation events have eliciting situation frames attached to them which, when matched against the concerns of agents, can initiate emotion processing.


2.2 The construal process

The construal process is covered in detail in chapter 2.2. Here we give a brief introduction to the emotion eliciting condition theory from [18], and place the construal process in the context of that theory. After this introduction we discuss how a matcher is used to identify and instantiate internal schemas called construal frames which are used to interpret eliciting situations in the simulated world for the simulated agents.

When a simulation event occurs which has an attached eliciting situation frame, agents appraise the situation's relevance to their concerns by trying to match it against internal schemas representing the eliciting conditions for the various emotions. Has a goal been achieved? If so, is the goal important enough to generate an emotion? Has a standard been violated? Who is responsible for the blameworthy act? The answers to such questions result in an interpretation of the event with respect to the eliciting conditions for emotions in terms of the observing agent's concerns. If the interpretation is such that the eliciting conditions have been met, and certain feature thresholds have been reached (e.g., was enough money lost...), then an emotion will result.

The internal schemas which map emotion eliciting situations into the eliciting conditions for an emotion for some agent are represented as frames, known as construal frames. These construal frames are in an inheritance hierarchy. Leaf node frames inherit slots from ancestors, so that many attributes need only be specified once, in some ancestor. The frame system is based on XRL [4] but has been extended so that slots may contain pattern-matching variables and attached procedures. Since variables allow us to create generalized frames, many different instances of a certain situation type may match the same construal frame, albeit with a different set of resultant bindings for the variables produced by the match.

Figure 2.2 shows how inherited slots are used to match eliciting situation frames. In this figure the slots $A$ through $a$ come from three different frames. Frame 3 is the leaf node construal frame, and should be thought of, conceptually, as containing all five slots. These five slots match the slots for the eliciting situation, pictured at the bottom of the illustration. Note that the hierarchical nature of the GSP database is purely for the convenience of capturing an agent's concerns in frames. There is no functional reason for the hierarchy (i.e., there is no run-time processing dependent upon the hierarchy); the hierarchies of frames could be compiled by collapsing them into ``flat'' representations of the leaf node frames, so that inherited slots would be propagated down and included in each of the containing frame's leaf-node descendants.

Figure 2.3: Inheritance of slots in a construal frame
\begin{figure}\centerline{\epsfbox{/home/clark/elliott/idraw.d/fig-070.ps}}\end{figure}

Once candidate frames have been selected as potential matches for an eliciting situation (using the situation frame type as discussed above), the matcher comes in to play. This matcher uses a specialized unification algorithm, and is discussed in chapter 3. If a match between the emotion eliciting situation frame and a particular construal frame succeeds then the eliciting situation is considered to be of concern to the agent, as interpreted by the construal frame. At the same time, a set of bindings is produced from the unification of the pattern-matching variables and the features of the situation, and any attached procedures (see below). The feature values contained in these bindings, and specifications within the construal frame, are used to determine the exact nature of the eliciting situation with respect to the agent's concerns. In addition, these bindings are later used to specify the possible responses as well. Output from the match process is either an indication that the match has failed, or an instantiated construal frame containing bindings for eliciting condition attributes such as desirability for the agent, praiseworthiness of the act, attractiveness of the object, and so on.

In figure 2.3, Frame 2 is shown with a procedure attached to slot $C$. Such procedures allow working memory values to be incorporated into the match process. They also allow fine tuning of the match process by calling predicate functions which may base decisions on the current set of bindings. Finally, these attached procedures may also contribute to the current set of bindings, since the (new) set of bindings is returned from the procedure calls.

Frame 1, slot A and Frame 3, slot D are shown as sharing a common variable ?z. In the eliciting situation, this feature is instantiated as $s$ in slots A' and D'. During the match, since $s$ unifies with $s$, this portion of the unification process succeeds and a binding of the variable ?z to the constant $s$ is created and added to the bindings list.

An important point to note is that within this context, no event has meaning to an agent until after it has been filtered through the concerns of that agent. Without going into the philosophical foundations of this argument (but see [22] for a discussion of this) it should be evident that people work this way: extraneous cognitive and perceptual information is filtered out of the input stream, and the relevant situations that do pass this filter are sent on, along with the interpretation of why they are relevant. Not all interpretations are relevant to the human affective machinery (i.e., the information that a room is dark and that the light needs to be turned on is not likely to cause an emotional response), but a significant amount of binding to affective inference structures occurs at the time eliciting situations are assessed. For example, affective states are intertwined with expectations. To form a match between a stored expectation and some current situation for the purpose of (dis)confirming the expectation, one must bind features of the new situation to the expected facilitation or blocking of the stored goals, to the expected upholding or violation of the stored standards, and so forth.


2.3 Emotion Eliciting Condition relations

Once an initial interpretation has been made, Emotion Eliciting Condition (EEC) relations are constructed. These are, essentially, a set of features derived from eliciting situations and their interpretation which, taken as a whole, may meet the eliciting conditions for one or more emotions. Different patterns of features lead to different emotions. The source of these features varies. Some features, such as the names of agents, are directly derived from the situation. Other features, such as the desirability of the event, are derived from matching the situation against the agent's concern structure (i.e., they are contained in the bindings produced when a construal frame from the agent's GSPs is matched against the situation frame); still other features, namely pleasingness and status, are dependent upon dynamic information and so must be derived partially from working memory. The complete set of features comprising the EEC relation is shown in figure 2.4, and is discussed below:

Figure 2.4: The Emotion Eliciting Condition Relation
self other desire-self desire-other pleasingness status evaluation responsible agent apealingness
(*) (*) (d/u) (d/u) (p/d) (u/c/d) (p/b) (*) (a/u)

Key to attribute values
abbreviation meaning
* some agent's name
d/u desirable or undesirable (event)
p/d pleased or displeased about another's fortunes (event)
p/b praiseworthy or blameworthy (act)
a/u appealing or unappealing (object)
u/c/d unconfirmed / confirmed, or disconfirmed

  • Self. This attribute represents the identity of the agent experiencing the emotion. The value for this attribute is derived from the situation. It is always bound to an agent's name. If two agents are involved in some situation, and it is relevant to the concerns of each of them, then two sets of emotion eliciting condition relations will be produced, with self bound to a different agent in each of the different sets. Three agents will yield three sets, and so on.

  • Other. This attribute represents the identity of some other agent about whose fortunes the self agent may have an emotion. Such an emotion will result only when pleasingness (for self - see below) is also bound, on the basis of a relationship stored in working memory. The value for this attribute is derived from the situation. When the attribute is bound, it is always bound to an agent's name, but it is never the same value as self.

  • Desire-self. This attribute represents the self agent's assessment of the eliciting situation as an event. If he interprets the situation as one where a goal of his is blocked then the value of this attribute is undesirable; if he interprets it as one where a goal is achieved the value is desirable. If he does not interpret the eliciting situation as relevant to its goals then this attribute is not bound. The value for this attribute is derived from the agent's construal of the eliciting situation.

  • Desire-other. This attribute represents the self agent's assessment of the eliciting situation as an event relevant to the desires of another agent. If a self agent has a Concerns-of-Other representation for some other agent (either specific or default - see section 2.8), he can interpret that agent's reaction to a situation by ``imagining'' what it is like for the other agent. If it is perceived that a goal of the other agent is blocked the value of this attribute is undesirable, if it is perceived as having been achieved, the value is desirable, otherwise the attribute is not bound. The value for this attribute is derived from the agent's construal of the eliciting situation.

  • Pleased. This attribute represents the valence of the self agent's response to the emotions of another agent. It is used strictly in situations in which two conditions hold: (1) an eliciting situation perceived as a goal-relevant event ``happens'' to another agent (bound to the attribute other), and (2) the agent bound to the attribute self is related to the agent bound to other either by friendship or animosity. Once the value of other has been determined from the eliciting situation, the value of desire-other has been determined from a Concerns-of-Other representation (chapter 2.8), and the relationship (friendship or animosity) has been determined from working memory, the value of pleased can be determined. For example, if an agent has a friend, and the agent observes some situation in which he perceives his friend to have achieved one of his (the friend's) goals, the agent can be pleased about it. This attribute is derived from the desire-other attribute in conjunction with working memory.

  • Status. When bound, this attribute represents the status of an expectation. When a situation perceived as an event takes place, in most cases it has no status attribute associated with it (i.e., the status attribute is not bound). The question of expectations does not arise - an event just happens and that is the end of it. On occasion, however, events may lead to expectations on the part of agents. They may also confirm or disconfirm prior expectations. The representation of such expectations is problematic and is treated in depth in section 3.3. Briefly, a situation perceived as an event may be unconfirmed, meaning that the self agent perceives it as possible, but as not yet actually having taken place. Once an agent has had this perception, a schema representing the expected outcome is stored in the agent's expectation database. At this point, if some situation matching this schema comes about, then the situation will be interpreted as having been confirmed or disconfirmed depending on the nature of the confirming situation. Some of the values for this attribute are taken from the situation; some are derived from prior expectations.

  • Evaluation. This attribute represents the self agent's assessment of the eliciting situation as containing a praiseworthy or blameworthy act. If the agent perceives that such an act has been performed by some (not necessarily other) agent then he may evaluate this act as in accordance with, or perhaps in conflict with, his principles. If it is in accordance with his principles the evaluation attribute is bound to praiseworthy. If it is in violation of his principles the attribute is bound to blameworthy. Otherwise, the attribute is not bound. The value for this attribute is derived from the agent's construal of the eliciting situation.

  • Responsible Agent. This attribute represents the agent that the self agent holds responsible for a perceived praiseworthy or blameworthy act. If it is bound, it is always bound to some agent's name. It may be bound to the same name as the self attribute. The value for this attribute is taken from the agent's construal of the situation.

  • Appealingness. This attribute represents the self agent's assessment of the eliciting situation as containing an attractive or repulsive object. If this attribute is bound its value is either appealing or unappealing, according to the agent's tastes. The value for this attribute is taken from the agent's construal of the situation. Note that the object itself is not relevant to the generation of emotions and so is passed in the bindings list rather than in the emotion eliciting condition relation.

We now present two simple examples. In the first we suppose that Tom has the goal of making it through the day without getting a speeding ticket. If he achieves his goal then this situation is construed by him as desirable, and if he fails to achieve the goal it will be construed as undesirable. (We assume the simple case where has no expectations one way or the other.) Let us suppose that the latter case obtains, and that Tom is stopped by a policeman and given a traffic ticket. The EEC relation derived from construing this as an undesirable situation would have ?self bound to Tom and ?desire-self bound to undesirable, and is shown in figure 2.5. This configuration of features is necessary, and in this case sufficient, to meet the eliciting conditions for a distress emotion (see section 2.1). The features for which no value is shown may be thought of as bound to the value none, although this is not strictly necessary. In general, each different interpretation of an eliciting situation will produce a different EEC relation. Thus, for example, interpretations of an eliciting situation regarding the attractiveness of an object, which involve determination of the appeal attribute, will not be mixed with interpretations of the situation as containing an praiseworthy or blameworthy act, which involves determination of the evaluation and responsible-agent attributes. This is discussed later in more detail in the sections on compound and multiple emotions (sections 2.4.1 and 2.4.4).

Figure 2.5: An Emotion Eliciting Condition relation for distress.
self other desire-self desire-other pleasingness status evaluation responsible agent apealingness
Tom u

In the second example, Tom again gets a speeding ticket. This time however, he has a friend, Harry, who observes the situation. It is Harry's point of view with which we are concerned: he is displeased about the bad fortune of his friend Tom, and feels sorry for him. To represent this second point of view, we need a second Emotion Eliciting Condition relation. Such a relation is shown in figure 2.6 In this case ?self is bound to Harry, ?other is bound to Tom, ?desire-other is bound to undesirable, and ?pleasingness is bound to displeased. This configuration is necessary (but not sufficient - see section  2.4.3) to meet the eliciting conditions for pity.

Figure 2.6: An Emotion Eliciting Condition relation for pity.
self other desire-self desire-other pleasingness status evaluation responsible agent apealingness
Harry Tom u d

Note that it is not necessary or even likely that Harry has goals with respect to Tom not getting a ticket. He is only interested in his friend Tom's general welfare. Probably this eliciting situation is not of direct interest to Harry at all, although it is possible that he has, for example, made a bet about Tom getting speeding tickets.[*]In any case Harry's own direct personal goals can be seen as distinct from the (possibly conflicting) goals he may have with regard to Tom's fortunes.

Many goals, standards and preferences may be specified in a hierarchy so that features may be inherited. The interpretation schema of a getting-speeding-ticket situation might be represented as a set of goals. In this approach the situation itself is considered to block a low-level goal, getting no speeding tickets. This in turn may be a subgoal of a retain money goal which may be a subgoal of, respectively, retain resources, increase profits, be wealthy and be secure, which is a high-level goal. Inherited features might be that money is quantifiable, that amount of money lost/found is important in calculating thresholds, that money goals can have both positive and negative outcomes, and so forth. The concepts represented in these slots, both local and inherited, are used to interpret an eliciting situation and to reduce it to the nine attributes of the Emotion Eliciting Condition relation.

One final point is important. The number of EEC relations and the number of different emotion instances following an eliciting situation can both vary. Sometimes one eliciting situation can generate more than one EEC relation, even for the same agent, and sometimes one EEC relation can generate more than one emotion. These issues are discussed in depth in the following section.


2.4 Generating emotions

Once a set of EEC relations has been generated for an agent, the relations are used for generating emotions. This section discusses how this is done within the context of the underlying cognitive theory. There are a number of complex issues. The first of these has to do with the generation of mixed and multiple emotions. Since the discussion is lengthy it will have a section devoted to it. Following this we show how reasoning about multiple emotions, and other complicating issues, are dealt with to produce actual emotion instances from the set of eliciting conditions.

2.4.1 How compound emotions are generated

Compound emotions are generated when an agent is seen as being accountable for some blameworthy or praiseworthy act that has like-valenced consequences with respect to the goals of some, not necessarily different, agent. The four possible compound emotions are shown in table 2.7.

Figure 2.7: Compound Emotions
\begin{figure}\begin{center}
\begin{tabular}{\vert l\vert c\vert l\vert} \hline
...
... & remorse (self), anger (other) \\ \hline
\end{tabular}\end{center}\end{figure}

As an example, consider again the eliciting situation where Tom gets a speeding ticket. Suppose that Tom blames the policeman for giving him a ticket by invoking a principle that says, in effect, that Policemen should not stop motorists for speeding when they are traveling at the same speed as everyone else. Taken separately, the blocking of the get-no-speeding-tickets goal leads to distress, as discussed above, and the violation of the principle leads to reproach. Together, however, this combination represents the eliciting conditions for anger, and this emotion replaces the other two.

In the Affective Reasoner, a construal leading to a compound emotion is represented as a single compound EEC relation derived from combining two individual EEC relations into one. In the speeding ticket example, this would mean replacing the EEC relation derived from the construal of a goal being blocked and the EEC relation derived from the construal of a standard being violated with a single EEC relation representing both. This EEC relation is shown in figure 2.8.

Figure 2.8: An Emotion Eliciting Condition relation for anger.
\begin{figure}{ \renewedcommand{baselinestretch}{1}\small\normalsize\noindent\be...
... \hline
Tom & & u & & & & b & policeman & \\ \hline
\end{tabular} }
\end{figure}


2.4.2 Subsumption of constituent emotions

Does anger really subsume distress? Do compound emotions always subsume their constituent emotions? That is, in feeling anger does a person also feel distress and reproach? This is a difficult question. Unfortunately, since we are implementing a platform that generates discrete instances of emotions, we cannot finesse this issue. Either they do or they do not. There can be no middle ground until the eliciting condition theory is extended, and the EEC relations extended. For our purposes here we have made the arbitrary decision to replace the constituent emotions with the compound emotion.

There are some technical details to be considered with respect to this issue. Previously we stated that the EEC relation shown in figure 2.4 was necessary, but not sufficient to meet the conditions for distress. All of the attributes necessary for distress (i.e., ?self and ?desirability) are bound, but if, in addition, the attributes for ?evaluation and ?responsible-agent are bound then the generation of distress may be blocked. For this reason, the presence of the first two attributes is not enough to guarantee the generation of the distress emotion. Similarly, the presence of bindings for ?self evaluation and ?responsible-agent is necessary for the generation of the standards-based emotions, but not sufficient since the elicitation of these emotions may be blocked by the presence of a binding for ?desire. In general, necessary conditions are those specified above, sufficient conditions further require that ?evaluation not be bound to a similarly-valenced value for the goal-based emotions, and that ?desire not be bound to a similarly-valenced value for the attribution-based emotions.

Except for these two cases the bindings for the remaining attributes are ignored. For example, a binding for appealingness in an EEC relation has no bearing on the generation of either the goal-based or attribution-based emotions, or the compound emotions. The EEC relations in figure 2.4 and figure 2.5 have, respectively, seven of nine and five of nine attributes with no bindings shown. In most cases these attributes will, in fact, have no bindings. This is because construal frames tend to calculate and bind only those values necessary for the particular type of interpretation they represent. For example, a construal frame for attraction interpretations is not likely to create bindings for responsible-agent, and a construal frame for fortunes-of-others interpretations is not likely to have bindings for desire-self. However, sometimes bindings for these unrelated attributes do show up in an EEC relation (a common unrelated attribute is the one for ?other). When they do they are simply ignored.


2.4.3 Multiple emotions

An agent may have many concerns relevant to a single type of situation. Situations seen as events may facilitate or interfere with several goals at once or may achieve one goal while interfering with another. The situations perceived as containing a praiseworthy or blameworthy act may uphold or violate several principles at once, or may both uphold and violate different principles at the same time. Situations seen as containing objects may both attract and repulse at the same time for different reasons. These different, effectively simultaneous, construals lead to multiple emotions.[*]

There are no restrictions placed on which construal frames may be placed in an agent's GSPs. Any construal frame may coexist with any other construal frame. This means that for any given situation EEC relations may