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Emotion-Driven Reinforcement Learning Bob Marinier & John Laird University of Michigan, Computer Science and Engineering CogSci’08
Introduction Interested in the functional benefits of emotion for a cognitive agent Appraisal theories of emotion PEACTIDM theory of cognitive control Use emotion as a reward signal to a reinforcement learning agent Demonstrates a functional benefit of emotion Provides a theory of the origin of intrinsic reward 2
Outline Background Integration of emotion and cognition Integration of emotion and reinforcement learning Implementation in Soar Learning task Results 3
Appraisal Theories of Emotion A situation is evaluated along a number of appraisal dimensions, many of which relate the situation to current goals Novelty, goal relevance, goal conduciveness, expectedness, causal agency, etc. Appraisals influence emotion Emotion can then be coped with (via internal or external actions) Situation Goals Appraisals Coping Emotion 4
Appraisals to Emotions (Scherer 2001) 5
Cognitive Control: PEACTIDM (Newell 1990) 6
Unification of PEACTIDM and Appraisal Theories 7 Perceive Raw Perceptual Information Environmental Change Encode Motor Suddenness Unpredictability Goal Relevance Intrinsic Pleasantness Stimulus Relevance Motor Commands Prediction Outcome Probability Attend Decode Causal Agent/Motive Discrepancy Conduciveness Control/Power Stimulus chosen for processing Action Comprehend Intend Current Situation Assessment
Distinction between emotion, mood, and feeling(Marinier & Laird 2007) Emotion: Result of appraisals Is about the current situation Mood: “Average” over recent emotions Provides historical context Feeling: Emotion “+” Mood What agent actually perceives 8
Emotion, mood, and feeling Cognition Active Appraisals Perceived Feeling Emotion Feeling Combination Function Pull Mood Decay 9
Intrinsically Motivated Reinforcement Learning(Sutton & Barto 1998; Singh et al. 2004) 10 External Environment Environment Actions Sensations Critic “Organism” Internal Environment Actions States Rewards Critic Appraisal Process Agent +/- Feeling Intensity States Rewards Decisions Agent Reward = Intensity * Valence
Extending Soar with Emotion(Marinier & Laird 2007) Episodic Semantic Symbolic Long-Term Memories Procedural Semantic Learning Episodic Learning Chunking Reinforcement Learning Appraisal Detector Short-Term Memory Situation, Goals Decision Procedure Visual Imagery Perception Action Body 11
Extending Soar with Emotion(Marinier & Laird 2007) 12 Episodic Semantic Symbolic Long-Term Memories Procedural Semantic Learning Episodic Learning Chunking Reinforcement Learning      +/-Intensity Appraisal Detector Feeling .9,.6,.5,-.1,.8,… Short-Term Memory Situation, Goals Feelings Decision Procedure Feelings Appraisals Visual Imagery Emotion .5,.7,0,-.4,.3,… Mood .7,-.2,.8,.3,.6,… Perception Action Knowledge Body Architecture
Learning task Start Goal 13
Learning task: Encoding 14 North Passable: false On path: false Progress: true East Passable: false On path: true Progress: true West Passable: false On path: false Progress: true South Passable: true On path: true Progress: true
Learning task: Encoding & Appraisal 15 North Intrinsic Pleasantness: Low Goal Relevance: Low Unpredictability: High East Intrinsic Pleasantness: Low Goal Relevance: High Unpredictability: High West Intrinsic Pleasantness: Low Goal Relevance: Low Unpredictability: High South Intrinsic Pleasantness: Neutral Goal Relevance: High Unpredictability: Low
Learning task: Attending, Comprehending & Appraisal 16 South Intrinsic Pleasantness: Neutral Goal Relevance: High Unpredictability: Low Conduciveness: High Control: High …
Learning task: Tasking 17
Learning task: Tasking 18 Optimal Subtasks
What is being learned? When to Attend vs Task If Attending, what to Attend to If Tasking, which subtask to create When to Intend vs. Ignore 19
Learning Results 20
Results: With and without mood 21
Discussion Agent learns both internal (tasking) and external (movement) actions Emotion allows for more frequent rewards, and thus learns faster than standard RL Mood “fills in the gaps” allowing for even faster learning and less variability 22

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Marinier Laird Cogsci 2008 Emotionrl Pres

  • 1. Emotion-Driven Reinforcement Learning Bob Marinier & John Laird University of Michigan, Computer Science and Engineering CogSci’08
  • 2. Introduction Interested in the functional benefits of emotion for a cognitive agent Appraisal theories of emotion PEACTIDM theory of cognitive control Use emotion as a reward signal to a reinforcement learning agent Demonstrates a functional benefit of emotion Provides a theory of the origin of intrinsic reward 2
  • 3. Outline Background Integration of emotion and cognition Integration of emotion and reinforcement learning Implementation in Soar Learning task Results 3
  • 4. Appraisal Theories of Emotion A situation is evaluated along a number of appraisal dimensions, many of which relate the situation to current goals Novelty, goal relevance, goal conduciveness, expectedness, causal agency, etc. Appraisals influence emotion Emotion can then be coped with (via internal or external actions) Situation Goals Appraisals Coping Emotion 4
  • 5. Appraisals to Emotions (Scherer 2001) 5
  • 6. Cognitive Control: PEACTIDM (Newell 1990) 6
  • 7. Unification of PEACTIDM and Appraisal Theories 7 Perceive Raw Perceptual Information Environmental Change Encode Motor Suddenness Unpredictability Goal Relevance Intrinsic Pleasantness Stimulus Relevance Motor Commands Prediction Outcome Probability Attend Decode Causal Agent/Motive Discrepancy Conduciveness Control/Power Stimulus chosen for processing Action Comprehend Intend Current Situation Assessment
  • 8. Distinction between emotion, mood, and feeling(Marinier & Laird 2007) Emotion: Result of appraisals Is about the current situation Mood: “Average” over recent emotions Provides historical context Feeling: Emotion “+” Mood What agent actually perceives 8
  • 9. Emotion, mood, and feeling Cognition Active Appraisals Perceived Feeling Emotion Feeling Combination Function Pull Mood Decay 9
  • 10. Intrinsically Motivated Reinforcement Learning(Sutton & Barto 1998; Singh et al. 2004) 10 External Environment Environment Actions Sensations Critic “Organism” Internal Environment Actions States Rewards Critic Appraisal Process Agent +/- Feeling Intensity States Rewards Decisions Agent Reward = Intensity * Valence
  • 11. Extending Soar with Emotion(Marinier & Laird 2007) Episodic Semantic Symbolic Long-Term Memories Procedural Semantic Learning Episodic Learning Chunking Reinforcement Learning Appraisal Detector Short-Term Memory Situation, Goals Decision Procedure Visual Imagery Perception Action Body 11
  • 12. Extending Soar with Emotion(Marinier & Laird 2007) 12 Episodic Semantic Symbolic Long-Term Memories Procedural Semantic Learning Episodic Learning Chunking Reinforcement Learning +/-Intensity Appraisal Detector Feeling .9,.6,.5,-.1,.8,… Short-Term Memory Situation, Goals Feelings Decision Procedure Feelings Appraisals Visual Imagery Emotion .5,.7,0,-.4,.3,… Mood .7,-.2,.8,.3,.6,… Perception Action Knowledge Body Architecture
  • 14. Learning task: Encoding 14 North Passable: false On path: false Progress: true East Passable: false On path: true Progress: true West Passable: false On path: false Progress: true South Passable: true On path: true Progress: true
  • 15. Learning task: Encoding & Appraisal 15 North Intrinsic Pleasantness: Low Goal Relevance: Low Unpredictability: High East Intrinsic Pleasantness: Low Goal Relevance: High Unpredictability: High West Intrinsic Pleasantness: Low Goal Relevance: Low Unpredictability: High South Intrinsic Pleasantness: Neutral Goal Relevance: High Unpredictability: Low
  • 16. Learning task: Attending, Comprehending & Appraisal 16 South Intrinsic Pleasantness: Neutral Goal Relevance: High Unpredictability: Low Conduciveness: High Control: High …
  • 18. Learning task: Tasking 18 Optimal Subtasks
  • 19. What is being learned? When to Attend vs Task If Attending, what to Attend to If Tasking, which subtask to create When to Intend vs. Ignore 19
  • 21. Results: With and without mood 21
  • 22. Discussion Agent learns both internal (tasking) and external (movement) actions Emotion allows for more frequent rewards, and thus learns faster than standard RL Mood “fills in the gaps” allowing for even faster learning and less variability 22
  • 23. Conclusion & Future Work Demonstrated computational model that integrates emotion and cognitive control Confirmed emotion can drive reinforcement learning We have already successfully demonstrated similar learning in a more complex domain Would like to explore multi-agent scenarios 23
  • 24. 24 HIGH INTENSITY alert tense excited nervous elated stressed happy upset NEGATIVE VALENCE POSITIVE VALENCE sad contented depressed serene lethargic relaxed fatigued calm LOW INTENSITY Circumplex models Emotions can be described in terms of intensity and valence, as in a circumplex model: Adapted from Feldman Barrett & Russell (1998)
  • 25. Computing Feeling from Emotion and Mood 25 Assumption: Appraisal dimensions are independent Limited Range: Inputs and outputs are in [0,1] or [-1,1] Distinguishability: Very different inputs should lead to very different outputs Non-linear: Linearity would violate limited range and distinguishability
  • 26. Computing Feeling Intensity 26 Motivation: Intensity gives a summary of how important (i.e., how good or bad) the situation is Limited range: Should map onto [0,1] No dominant appraisal: No single value should drown out all the others Can’t just multiply values, because if any are 0, then intensity is 0 Realization principle: Expected events should be less intense than unexpected events

Editor's Notes

  1. Be careful about how say agent generates appraisal values
  2. Say prediction is our extension
  3. A cognitive architecture is a set of task-independent mechanisms that interact to give rise to behavior.
  4. In this environment, the agent’s sensing is limited: it can only see the cells immediately adjacent to it in the four cardinal directions. The agent has a sensor that tells it its Manhattan distance to the goal. However, the agent has no knowledge as to the effects of its actions, and thus cannot evaluate possible actions relative to the goal until it has actually performed them. Even then, it cannot always blindly move closer to the goal because given the shape of the maze, it must sometimes increase its Manhattan distance to the goal in order to make progress in the maze.
  5. Mention relaxation and direction
  6. 15 episodes50 trialsCutoff at 10kdcsmedian
  7. 1st and 3rd quartiles shownReach optimality at the same time, but mood is less variable
  8. This is an extension of previous workThese constraints define a set of equations. This is one possible equation which improves previous work that seems to work well for our current models.
  9. This is an extension of previous workUnifies intensity for all feelings in one equation (others use different equations for each “kind” of feeling)Again these constraints define a set of possible functions, of which this is one that seems to work well for us