Synthetic Characters with Emotional States
Nikos Avradinis, Themis Panayiotopoulos, Spyros Vosinakis
Knowledge Engineering Lab, University of Piraeus, Department of Informatics,
80, Karaoli & Dimitriou Street, 185 34, Piraeus, Greece,
{avrad, themisp, spyrosv}@unipi.gr
Abstract. A new trend that has emerged in the field of applied artificial in-
telligence in the past few years is the incorporation of emotion emulation
mechanisms in situated agent systems. Several researchers in the field of
psychology and neural science agree that emotion is an essential aspect of
human intelligence, diverging from the traditional treatment of emotion as
something that inhibits rational thinking. This argument has also influenced
the area of artificial intelligence and especially the young, yet vibrant field
of Intelligent Virtual Agents, where it has become accepted that emotion is
a key issue to achieve believable agent behaviour. The increased interest for
emotions has resulted in several computational emotional models having
been presented, with diverse approaches, generically classified into cogn i-
tive and non-cognitive, inspired by areas such as neural science. Hybrid
approaches have also appeared, combining both cognitive and non-
cognitive elements in an attempt to accurately describe the inner workings
of emotional mechanisms. Such a hybrid model is the one we adopt in this
paper, aiming to apply it to SimHuman, an intelligent virtual agent plat-
form, in order to introduce emotion awareness and affective behaviour to
the agent architecture.
Introduction
Emotion has been traditionally treated as a factor that inhibits rational thinking.
Considered as a disorganized human response, emotion was labelled inappropriate
for decision-making, and although it might be suitable for art or entertainment, it
had better be kept out of scientific work.
This long-standing view on emotions has lately been strongly questioned. Re-
searchers, mainly from the area of psychology and neural science, agree that emo-
tion is an essential aspect of human intelligence. Particularly influential towards
establishing this notion were two popular works by Le Doux and Damasio in the
mid-1990’s [1,2].
Long before Damasio’s and Le Doux’s works, various researchers had argued
about the importance of emotions [3, 4, 5]. However, conclusions drawn from re-
search in neurology and psychology started having a stronger influence in the
early nineties, when several works on intelligent agents adopting ideas from the
field of psychology were presented [6, 7, 8, 9]. The A I research community started
showing an increased interest for the incorporation of emotion-handling mecha-
nisms into embodied intelligent agent systems, which had as a result the evolution
of emotional agents into a new, highly active research field. The importance of
emotions became even more apparent with the appearance of virtual agent sys-
tems, as they provided a basic feature classic agent systems lacked-embodiment.
By assuming the existence of a virtual body, agent systems moved from merely
textual forms of communication to highly expressive non-verbal communication
means, such as body posture or eye gaze [10]. These new ways of communication
were particularly suitable to express emotions, which provided a strong motivation
to continue and expand research work in this field.
Defining emotions
While there is a lot of talk going on about emotions, a universal and authoritative
definition is difficult to be given. Many attempts to define emotion have been
made, with more than ninety of them having been reviewed in [11]. In the same
paper, Kleinginna and Kleinginna propose what is considered one of the most
comprehensive definitions of emotions:
“Emotion is a complex set of interactions among subjective and objective fac-
tors, mediated by neural/hormonal systems, which can:
− (a) give rise to affective experiences such as feelings of arousal, pleas-
ure/displeasure;
− (b) generate cognitive processes such as emotionally relevant perceptual ef-
fects, appraisals, labeling processes;
− (c)activate widespread physiological adjustments to the arousing conditions;
and
− (d) lead to behavior that is often, but not always, expressive, goal directed, and
adaptive”.
The above approach defines emotions as relevant with cognitive as well as sub-
cognitive processes, placing subcognitive systems at an entry level, driving the
higher level subsystems. Although including goal-oriented behaviour, the defini-
tion differentiates from other approaches such as Oatley’s one [12], where goal
management is considered an essential attribute of emo tions.
A lot of the confusion about emotions is attributed to the fact that, being a
common word in every day language, the term is used to describe various closely
related, yet not identical concepts, such as moods, drives or emotional states. As a
general rule, emotions are responses to environmental input that produce an in-
tense short-term affective state-an emotional state [8]. So, if one experiences fear
because of a threatening event, he is afraid. A mood, on the other hand, is a
longer-term affective state, that cannot be clearly attributed to a specific cause-for
example, depression, in its common rather than its clinical definition can be con-
sidered a mood. Drives are mainly physical and although not emotions them-
selves, they can activate or influence affective processes -for example, hunger can
make somebody irritated.
Do agent systems really need emotions?
One could understandably pose the question “Why should I bother to put emo-
tions in an agent system?. After all, I want my computer to be able to assist my
work in an efficient way-I don’t need an agent greeting me with a smile every
time I switch it on or start nagging whenever I make a mistake”.
This can be easily answered when one considers applications involving some
sort of social interaction among agent and environment, agent and human user or
agents among themselves. When social issues emerge, purely rational agents
prove insufficient, as the focus is not on providing the best solution to a well-
defined problem, but rather producing an output that is suitable and in context.
Applications like interactive storytelling [13], education, training in social and
everyday skills [14] are exa mples where awareness on emotions is essential.
The need for mechanisms that can model and handle emotions is even more ap-
parent in applications that include naturalistic animated visual representations of
the agent, where the issue of believability comes to surface. Even the simplest
forms of such applications, like two-dimensional talking heads, require attention
so that the agent’s representation does not seem robotic and lifeless. Animation
sequences should be coherent with the action the agent is performing or the mes-
sage it is trying to communicate. A virtual newscaster, for example, would seem
absolutely fake if it was presenting breaking news about a tragic accident with a
bright, smi ling face. Being able to assume a suitable facial expression requires
emotion-understanding skills from the part of the agent system, so that it can rec-
ognize the emotional impact of the news it is attempting to present.
The importance of emotions is even more apparent in Virtual Reality applica-
tions where full-scale agent embodiment raises believability standards even
higher. Providing multi-modal means of communication, 3D models of agents
situated in virtual environments are expected by the user not only to look realistic,
but, more important, demonstrate believable reactions and behaviour, consistent
with the states they are in, their own internal attributes as well as the stimuli they
receive.
Physical aspects of emotion in synthetic agents
Having established the value of incorporating emotions into software agent appli-
cations, one has to consider what characteristics an agent should have in order to
be considered “emotionally aware”. A first look into the issue reveals two aspects
of it: Emotion Recognition and Emotion Expression.
Emotion recognition implies the ability to guess the emotional state of the agent
itself, as well as other agents situated in the environment either human or syn-
thetic. Recognition can be performed by observing a wide range of signals as well
as reasoning about situations that generate emotions. A list of such signals is pre-
sented below, based on a list of sentic modulations presented by Picard in [8], The
list refers to humans and is classified into two categories according to how easily
these signs can be perceived by an external observer.
Physical Signs of Emotions
Easy to perceive Difficult to perceive
Facial expression Respiration rate
Voice intonation Heart/pulse rate
Gestures Temperature
Movement Perspiration
Posture Muscle
Eye gaze Blood Pressure
Body Odour
In order to recognise emotional states, an agent should be able to perceive the
above signs in addition to verbal emotional expressions and reason about them in
context with the environment. However, just being able to recognise emotions is
not enough for an emotional agent. It should also be able to express emotions in a
way perceptible by other agents, which means that at a physical level it should be
able to produce signs such as the above.
Expressing emotions in virtual agents
Not all of the above features are easy or even feasible to be modelled and
communicated with existing technology. However, most current virtual agent sys-
tems support all or some of the following:
• Facial expressions
• Movement
• Gestures
• Head orientation & Eye gaze
• Posture
• Vocal intonation
• Linguistic expression
• Odour emission
It is easily understood that emotion expression is finally a compound product,
emerging as a resultant of the synthesis of more than one of the above expressive
means. Expressing an emotion can either be a deliberate and conscious act, like a
willingly generated smile, or a spontaneous one, as a result of a certain emotional
state, like a shaking hand because of nervousness.
Emotion generation in synthetic agents
Assuming a synthetic agent system incorporates all necessary means of emo-
tion recognition and expression, there is still something missing so that it can be
characterized as a full scale emotional agent. This is a mechanism to handle and
generate emotions in a believable way, consistent with the input received from the
environment. This mechanism should interact with the decision-making and motor
comp onents of the agent, so that emotional effects on the agent’s actions can be
taken into account and properly manipulated. In [8] the basic characteristics of an
emotional computer-based system is presented, summarized in the five generic
principles shown below:
1. The system should demonstrate behaviour that appears to an external observer
as a result of emotional processes
2. The system should have spontaneous, low level emotional responses to certain
stimuli
3. The system should be able to cognitively process and generate emotions by rea-
soning about situations, especially when these concern its goals, standards,
preferences and expectations in some way.
4. The system should be able to have an emotional experience and be aware of its
cognitive, physiological and subjective feeling aspects.
5. The system’s emotions should interact with other processes that imitate human
functions, including cognitive ones such as memory, perception, decision ma k-
ing, learning, but also physical ones, such as sentic modulations.
Most of the emotional agent implementations presented up to date incorporate
some sort of mechanism that partially supports the above principles. In an attempt
to produce more realistic emotional responses, the AI community has turned to-
wards the field of psychology and neuroscience, adopting theories and models de-
vised by researchers in these areas. Custom emotional models are not uncommon,
but the majority of them are in some way or another based on or influenced by es-
tablished emotion theories.
Models of emotion
Theories about emotion generation are not a new development in science. Phi-
losophical approaches concerning emotion first appeared in ancient times, with
more comprehensive theories based on scientific observation rather than philoso-
phy becoming available in the 19th century, such as Darwin’s research on animal
and human emotional expressions. However, the majority of the modern emo-
tional theories are dated to the 1960’s and forth.
The numerous different approaches presented so far can be roughly classified
into two broad categories-cognitive and non-cognitive theories. The distinction be-
tween cognitive and sub-cognitive is directly analogous to the brain and body
separation, and is part of a long-standing debate on whether emotions are cogni-
tive, therefore a mental process or physical, therefore a bodily process.
The former approach is a high-level one, treating emotions as a result of sym-
bolic, cognitive processing that involves reasoning. Examples of this category are
Frijda’s [15] and Lazarus’[16] emotional theories, while the most representative
example and the most widely applied one in computer systems is the OCC model
by Ortony, Clore and Collins [17].
Sub-cognitive approaches, mainly inspired by the field of neural science, treat
emotion as a result of physiological processes that involve issues such as electrical
signal transmission and changes in body chemistry. Examples of this category are
Damasio [1] and Le Doux’s [2] theories.
Designing an emotional agent system
A hybrid approach, combining ideas from both cognitive and non-cognitive
theories of emotion activation was presented in an influential work by Carroll
Izard in 1993 [18]. Attempting to bridge the gap between two strong standing, in-
dependent approaches, Izard proposes that emotions cannot be simply treated as
something belonging to the realm of either the cognitive or the sub-cognitive, and
that the final state and response of an emotional agent is the resultant of a multi-
stage process involving cognitive and non-cognitive functions. Izard argues there
are numerous sources of emotion activation, falling into four broad classes: Neu-
ral, sensorimotor, motivational and cognitive.
SENSORIMOTOR
NEURAL EMOTIONAL
PROCESSES MOTIVATIONAL EXPERIENCE
COGNITIVE
Fig.1: Carroll Izard’s four systems of emotion activation (Izard, 1993)
The neural subsystem includes processes such as neural signal transmission, tem-
perature effects, hormone-affected functions or sleep, diet, environmental condi-
tions. The sensorimotor system includes processes such as facial expressions,
body posture or activity that can either elicit emotion or affect ongoing emotional
experiences. The motivational subsystem includes drives that can lead to emotion
generation, such as thirst or hunger, or processes where emotions like sadness can
activate others like anger. The cognitive subsystem includes higher-level proc-
esses, like appra isal of situations, belief revision or causal attributions.
Although Izard’s model does not include implementation details, it illustrates
the importance of multiple levels of emotion activation processes, as well as estab-
lishing a body-mind connection, by attributing emotion elicitation either to cogni-
tive or non-cognitive processes.
Combining Izard’s theory with SimHuman
Adopting Izard’s ideas, we are currently working on an emotional agent model
we intend to apply over the existing SimHuman architecture. SimHuman, de-
scribed in [19], is an implemented virtual agent architecture as well as a tool for
the creation of virtual agent environments, supporting real-time animation features
and incorporating. The SimHuman platform allows users to define and animate
three-dimensional scenes with an arbitrary number of objects, virtual agents and
user-controlled avatars and has embedded characteristics such as Inverse Kinemat-
ics, Physically Based Modeling, Collision Detection and Response, and Vision.
SimHuman agents have perception and task control capabilities that can be pro-
grammed using SLaVE, a custom high level scripting language [20].
SimHuman’s architecture allows the implementation of intelligent virtual
agents that are easily adjusted and reprogrammed and can be further connected to
more complex AI modules. The agents’ functionality is divided into two inde-
pendent layers with several modules that communicate with each other using cer-
tain protocols. The basic layer is the physical layer, which contains the modules
that can directly control the agent’s body and communicates with the environment
through sensing and acting. Above the physical layer there is a cognitive one re-
sponsible for higher level functions, such as establishing beliefs through percep-
tive processes and controlling the agent’s behavior using decision or task monitor-
ing and control functions.
Further work on the SimHuman architecture led us to a reconsideration of the
initial design. The former labeling of SimHuman’s subsystems as cognitive and
physical, although useful to distinguish between processes at different levels of
abstraction, is misleading when considered with actual human processes in mind.
A new approach on a more comprehensive, three-layer architecture has been
adopted, distinguis hing between Cognitive and Sub-Cognitive layers, while at the
bottom level a Physical layer exists, incorporating the majority of functions per-
formed by the former SimHuman architecture. The initial design is incomplete in
respect to what would formally be described as a full-fledged cognitive layer as
most of the rational processes in SimHuman are pre-scripted in SLaVE rather than
dynamically created. A dynamic action selection and decision making mechanism
like a full-scale intelligent planner has to be incorporated as a core component of
the Cognitive Layer, so that high-level, deliberative decision-making functions of
the agent can be simulated.
Further work was also considered necessary in respect to the reactive control
capabilities of the agent, so that lower-level, spontaneous behaviour can be gener-
ated according to appropriate stimuli from the environment. The redesign of the
initial agent architecture presented in the current work aims towards addressing
problems such as the above and providing a unified framework that will incorpo-
rate all basic agent functions.
Behavioural Subsystem
high-level beliefs, affective experi-
ence appraisal, causal attribution Cognitive Layer
deliberative behaviour processes
ground beliefs, basic attributes, ba-
sic emotions, low -level drive gen- Non-Cognitive Layer
eration
reactive behaviour processes
Execution Subsystem
sensorimotor functions
Physical Layer
primitive action sensing Environment
Fig.2: Information flow among system layers
The lack of any emo tion-awareness or emotion-handling capabilities, is ad-
dressed by the incorporation of an emotional subsystem, inspired by Izard’s ideas.
In a way similar to works like Cathexis [21], the model designed for the emotional
system is a simplification of Izard’s four-system model and consists of two ge-
neric components , a cognitive and a non-cognitive one. Emotional components in
the newly adopted architecture cannot be distinguished as discrete modules, in ac-
cordance with the concept of emotion as a necessary ingredient for intelligence.
Emotional processes intertwined with deliberative and reactive decision-making
processes as parts of the cognitive and the non-cognitive layers, respectively. This
approach raises the need for a unified mechanism that can handle emotions along
with rational decision making functions. Parallel work is being conducted towards
this direction on a continuous planning system taking emotion into account as a
necessary element that can affect goal generation and action selection [22].
The new architecture takes into account various constituents of an emotional
experience and how that can affect decision making, incorporating basic emotions
[23], personality models, basic physical, emotional and mental attributes, as well
as low and high level drives. The incorporation of these concepts is of major im-
portance, as they are factors that can influence the generation or selection of goals
and actions by the agent, but also affect emotion elicitation.
There is substantial interaction between different components of the architec-
ture. As shown in Fig.2,3, process flow in the system does not follow a straight-
forward in/out execution cycle; several loops might occur in the process, instead.
Actions generated in either the Cognitive or the Non-Cognitive Layers can either
be extrovert, sending tasks for execution to the Physical Layer, or introvert, ac-
tions to be performed by other comp onents. These can either be instructions for
further reasoning, or plain information update and communication instructions.
Cognitive Layer Non-Cognitive Layer Physical Layer
inform Action instruct act
High level beliefs Generation S
basic emotions (reactive) E
assess update
ENVIRONMENT
object relations N
attributes S
high-level drives O
assess update
R
I
assess update
M
Appraisal &
establish O
Causality Attribution T
Ground beliefs sense
O
basic emotions
assess re-invoke update geometry data R
Action Generation attributes
(deliberative) personality
instruct
Fig.3: Process interaction
Conclusions
The importance of emotions as a necessary component in human intelligence has
been acknowledged from researchers in various disciplines recently. This implies
the necessity of taking emotions into account in every agent architecture targeted
towards real-life applications. Such an architecture, intended for application on In-
telligent Virtual Environment systems is the one proposed by the authors in this
paper. Although at an early stage of development, the authors claim that the ap-
proach adopted can adequately support complex reasoning and social awareness
capabilities, through the incorporation of an emotion-handling mechanism inter-
twined with the deliberative and reactive components of the behavioural subsys-
tem of the architecture.
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This work has been funded by the University of Piraeus Research Centre