Emotionally Responsive Robotic Avatars in Virtual Worlds

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    Emotionally Responsive Robotic Avatars in Virtual Worlds - Presentation Transcript

    1. Emotionally Responsive Robotic Avatars as Characters in Virtual Worlds David Burden Daden Limited Stuart Slater University of Wolverhampton
    2. Evolving UI Paradigms Teletype Character VDU Windows Audio-Visual Virtual Worlds
    3. Non-Player Characters (NPCs)‏
      • Task focussed
      • Usually no life beyond the user
      • Privileged access to information
      • Common in MMORPGs, less common in Virtual Worlds
    4. Virtual Worlds
      • Socially focussed
      • Can be persistent
      • Access the world on the same basis as a human
      • Visually can be identical to a human user's avatar
      • Roles include receptionists/greeters, salesmen, actors, tutors
    5. Emotional Chatbots
      • Given that computer controlled avatars (robotars) can access all of the gesture and emotional expressions of a human controlled avatar, how important is the use of such emotions with computer controlled avatars?
    6. Altair Robotar Architecture libsecondlife altair #2 Second Life Servers ASML/ AAML via web service Perl API Bus Human User BotIF altair #1 Other Engines Emotion Engine Navigation Engine Discourse AIML Chatbot Engine Web Services Server (on web) (Perl)‏ PC or Server (on web) (C#)‏ SL Interface Discourse RDF Engine
    7. E-AI Architecture
      • Developed by University of Wolverhampton
      • Followed assessment of CogAff7, Emile8,SOAR9 and Tok10
      • Grounded in psychology and psychology research and models
      • Intended for developers who already have a broader bot architecture
    8. Emotions Modelled
      • Happy
      • Sad
      • Fear
      • Disgust
      • Anger
      • Surprise/Startle
    9. E-AI Architecture
    10. Previous Implementations
      • Quake-3 combat bots
      • Over 300 combat situations
      • Got around 20% less kills, won a below average (almost half) number of matches
      • Results clearly supported the assumption that the emotionally enhanced bots, performed less well in combat situations.
      • Lack of combat effectiveness was partly attributed to the e-Bot running away from combat situations when experiencing fear, and often froze for a second (startle response) when an attacking bot came round a corner.
    11. E-AI Architecture with Altair Object and avatar appearance/ disappearance (ASML)‏ 1. Surprise & Startle vs EAD 2. Explicit vs AIML 3. Implicit vs EAD/Chat Lookup => AEML Avatar expressions/ gesture/movement/chat (AAML)‏ Not yet modelled Not yet modelled Fuzzy mixing of emotional states => AEML Reason for last state stored, and accessible from AIML
    12. Additional Features
      • High Road vs Low Road
        • Low-road (“gut”) response implemented close to avatar in C#/BotIF
        • High-road (“considered”) response implemented in AIML, other side of a web service
      • Moods
        • Each new emotion effects the on-going mood
        • Moods have half-lives and decay over time
      • Habituation
        • With repeated exposure the response to an emotional stimulus can decrease/increase
        • Each EAD trigger has an habituation factor
    13. Learnt Behaviour
      • Manual EAD Creation
        • Time consuming
        • No guarantee objects will have the right name
        • Not scalable to “true” AI
      • Bot Learning
        • Programme only “fundamental” responses, eg:
          • “ Be fearful of things that hurt you”
          • “ Like things that give you money”
        • Bot then builds EAD as it experiences things in the world
    14. Demonstration Video
    15. User Evaluation - Provisional
      • 2 sessions of 10 – 16 students (Computer and Games courses)‏
      • Session 1:
        • Evaluate robotar with/without emotional gestures/expressions, but same chat responses
        • Most noted some difference
        • Majority preferred “emotional” bot
      • Session 2:
        • Evaluate robotar with emotional expression and chat responses and without expression/chat responses
        • Almost all noted some difference
        • Clear majority preferred “emotional” bot
    16. Conclusions
      • Virtual world robotars provide a greater challenge (and opportunity) than game NPCs
      • The E-AI architecture is a useful way of modelling emotions in avatars
      • E-AI can be used to support habituation and learnt behaviour
      • Initial user evaluation suggests that users prefer interacting with a more “emotional” avatar
    17. Emotionally Responsive Robotic Avatars as Characters in Virtual Worlds David Burden Daden Limited Stuart Slater University of Wolverhampton [email_address] [email_address]

    + David BurdenDavid Burden, 8 months ago

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