Information Technology Reference
In-Depth Information
are an outstanding factor in humans, because they modify and adapt their usual be-
havior. In the development of systems that interact with persons, as human behavior
simulators, emotions can not be ignored, because, on one hand, they may help on this
interaction and, on the other hand, they constitute a decisive part of human reasoning
and behavior. This is specially true when reasoning about sequential decision-making,
as in medium-long term planning, where the sequence of decisions can be influenced
by the emotional state of agents.
Emotions are also very related to characteristics of human personality. In contem-
porary psychology, there are five factors or dimensions of personality, called the Big
Five factors [19], which have been scientifically defined to describe human personality
at the highest level of organization. The Big Five traits are also referred to as a purely
descriptive model of personality called the Five Factor Model [10,24]. The Big Five
factors are: openness to experience, conscientiousness, extraversion, agreeableness and
neuroticism (opposite to emotional stability). Each of these factors has a more specific
set of features among which there is a correlation.
In the present work, a model of long term reasoning based on emotions and factors
of personality has been designed. It follows some ideas introduced in [1] using concepts
that already appeared in other works, like motivations and the use of drives to represent
basic needs [7,8]. The main novelty of our model is the use of automated planning for
providing long term deliberation on effects of actions taking into account not only the
agents goals, but also the impact of those actions in the emotional state of the agent.
We have defined a planning domain model that constitutes the reasoning core of an
agent in a virtual and multi-agent world [15]. It is a game oriented towards the use
of Artificial Intelligence controlled Bots, and it was designed as a test environment of
several Artificial Intelligence techniques. The game borrows the idea from the popular
video game T HE SIMS. Each agent controls a character that has autonomy, with its
own drives, goals, and strategies for satisfying those goals. In this implementation, we
introduce the concept of how an agent prefers some actions and objects depending on
its preferences, its personality traits and its emotional state, and the influence of those
actions on long term achievement of goals. Thus, agents solve problems improving the
quality of the solution, achieving better emotional states.
The remainder of the paper describes the model design, the description of the domain
that implements the model, the empirical results that validate the model, the related
work and the conclusions derived from the work, together with future research lines.
2
Model Design
Our aim in this work is to include emotions and human personality traits in a delibera-
tive system, that uses automated planning in order to obtain more realistic and complex
behavior of agents. These behaviors are necessary to implement a wide variety of appli-
cations such as agents that help users to change their way of life, systems related with
marketing and advertising, educational programs, systems that play video games or au-
tomatically generate text. The goal is to show that the use of emotional features, with
the establishment of preferences about certain actions and objects in its environment,
improves the performance of a deliberative agent by generating better plans.
 
Search WWH ::




Custom Search