Exploiting Models of Personality and Emotions to Control the Behavior of Animated Interactive Agents

The German Research Centre for Artificial Intelligence (DFKI) recently started three new projects1 to advance our understanding of the fundamental technology required to drive the social behaviour of interactive animated agents. This initiative has been timed to catch the current wave of research and commercial interest in the field of lifelike characters [1] and affective user interfaces [14,20]. The Puppet project promotes the idea of a virtual puppet theatre as an interactive learning environment to support the development of a child’s emotional intelligence skills. The second project features an Inhabited Market Place in which personality traits are used to modify the characters’ roles of virtual actors in sales presentations. The Presence project uses an internal model of the agent’s (and possibly the user’s) affective state to guide the conversational dialogue between agent and user. Although all three projects rely on a more or less similar approach towards modelling emotions and personality traits, there are variations with regard to the underlying user-agent(s) relationship(s), the factors that influence an agent’s emotional state, the complexity of the underlying model of emotions and the way in which emotions and personality traits are made observable.

[1]  H. Simon,et al.  Motivational and emotional controls of cognition. , 1967, Psychological review.

[2]  Andrew Ortony,et al.  The Cognitive Structure of Emotions , 1988 .

[3]  A. Furnham Language and personality. , 1990 .

[4]  H. Giles,et al.  Handbook of language and social psychology , 1992 .

[5]  R. McCrae,et al.  An introduction to the five-factor model and its applications. , 1992, Journal of personality.

[6]  P. Gallaher Individual differences in nonverbal behavior : dimensions of style , 1992 .

[7]  P. Ekman An argument for basic emotions , 1992 .

[8]  C. Elliott The affective reasoner: a process model of emotions in a multi-agent system , 1992 .

[9]  W. S. Reilly,et al.  Believable Social and Emotional Agents. , 1996 .

[10]  Yvonne Rogers,et al.  External cognition: how do graphical representations work? , 1996, Int. J. Hum. Comput. Stud..

[11]  Barbara Hayes-Roth,et al.  Story-marking with improvisational puppets , 1997, AGENTS '97.

[12]  Thomas Rist,et al.  Employing AI Methods to Control the Behavior of Animated Interface Agents , 1999, Appl. Artif. Intell..

[13]  Ana Paiva,et al.  Heroes, Villains, Magicians, : Believable Characters in a Story Creation Environment , 1999 .

[14]  Thomas Rist,et al.  Integrating Models of Personality and Emotions into Lifelike Characters , 1999, IWAI.

[15]  Kristina Höök,et al.  Dealing with the lurking Lutheran view on interfaces: evaluation of the Agneta and Frida system , 1999 .

[16]  Thomas Rist,et al.  The automated design of believable dialogues for animated presentation teams , 2001 .

[17]  James C. Lester,et al.  Deictic and emotive communication in animated pedagogical agents , 2001 .