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Journal of Information Engineering and Applications                                             www.iiste.org
ISSN 2224-5758 (print) ISSN 2224-896X (online)
Vol 1, No.2, 2011


      An Affective Decision Making Engine Framework for
                   Practical Software Agents
            Hafiz Mohd Sarim1*, Abdul Razak Hamdan1, Azuraliza Abu Bakar1, Zulaiha Ali Othman1
       1.     Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, 43600
                                         UKM Bangi, Selangor, Malaysia
    * E-mail of the corresponding author: hafiz@ftsm.ukm.my


The research is financed by the Fundamental Research Grant Scheme (FRGS Grant code: UKM-TT-
03-FRGS0134-2010) sponsored by the Department of Higher Education, under the Ministry of Higher
Education of Malaysia, and supported by the Centre for Research and Instrumentation Management,
UKM.


Abstract
The framework of the Affective Decision Making Engine outlined here provides a blueprint for
creating software agents that emulate psychological affect when making decisions in complex and
dynamic problem environments. The influence of affect on the agent’s decisions is mimicked by
measuring the correlation of feature values, possessed by objects and/or events in the environment,
against the outcome of goals that are set for measuring the agent’s overall performance. The use of
correlation in the Affective Decision Making Engine provides a statistical justification for preference
when prioritizing goals, particularly when it is not possible to realize all agent goals. The
simplification of the agent algorithm retains the function of affect for summarizing feature-rich
dynamic environments during decision making.
Keywords: Affective decision making, correlative adaptation, affective agents


1. Introduction
Affective decision making (Picard, 1997) in artificially intelligent agents aims to buffer the availability
of knowledge, by emulating the ability of emotions to substitute the deficiency of knowledge (de
Sousa, 1987), or summarize knowledge derived from excessive information resources (Elster, 1998).
This is a particularly challenging problem faced when designing practical software agents for
autonomous operation in real world environments.             Dynamism and complexity in real world
environments complicate the ability of the agent to make rational decisions. These two concepts allow
the introduction of new untrained features into the environment in one moment, while at the same time
eliminating entire classes of trained features from the picture. As a consequence, supervised learning
algorithms will fail when inputs, used for the classification of responses, disappear entirely.
Unsupervised adaptive learning algorithms fare better in such open environments, as they are
unconstrained by the existence of particular feature sets as inputs. Their only limitation depends on the
persistence of factors used for reinforcement during adaptive learning. In affective agents – agents
which employ the influence of affect in establishing behavior – adaptation is done against the agent’s
persistent structure of emotions. In affective computing, cognitive structures of emotions, such as the
OCC cognitive structure (Ortony et al., 1988) have long been the mainstay, and often core component,
for the computation of agent behaviors. In affective decision making, such structures guide the
generation of affect, and subsequently provide a heuristic for the selection of actions based on affect
(Steunebrink, 2006).
However, a question is posed here; can affect be generated or calculated without the benefit of a
cognitive structure of emotions? Or more importantly; can software agents emulate the same benefits
of affect without invoking a biologically inspired cognitive structure? These questions are asked
because the necessity of using a biologically inspired cognitive structure in a synthetic software agent
has never been addressed. Yet at the same time, the practicality and utility of using affect to overcome
losses or excesses of knowledge in dynamic and complex problem environments are recognized and
desired (Steunebrink, 2006) (Schermerhorn and Scheutz, 2009).

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Journal of Information Engineering and Applications                                             www.iiste.org
ISSN 2224-5758 (print) ISSN 2224-896X (online)
Vol 1, No.2, 2011


1.1 Related work
This research is similar to the work done on the EMAI architecture (Baillie and Lukose, 2009) which
puts forward an emotion appraisal model that allows the production of autonomous adaptive behavior
in software agents. Unlike EMAI, an appraisal model of labeled emotions is not as part of the software
agent’s framework. Neither is the OCC cognitive structure of emotions used as part of the heuristic for
selecting agent actions. Rather, this research follows the approach used by Schermerhorn and Scheutz
(2009) and Sharpanskykh and Treur (2010) which aims to emulate the influence of affect during
decision making. The Affective Decision Making Engine outlined here emulates the cyclical nature of
the as-if body loop (Damasio, 1994) for the propagation of affect information which has become the
theoretical basis of the Somatic Marker Hypothesis (Damasio, 1996). In our work, the absence of a
‘body’ in a practical software agent is replaced by the use of ‘goals’, which are effectively the measures
for evaluating the overall performance of the agent.


2. Principles of Affect in the Affective Decision Making Engine
The most atomic measure of affect used by software agents equipped with the Affective Decision
Making Engine is the positive or negative correlation between the feature values of observable
elements in the problem environment, against the goal values which make up the agent’s performance
measure. Features which have significant correlations (e.g. > +0.80 or < -0.80 correlation coefficients
in a -1 to +1 coefficient scale) are suspected of having a positive or negative influence over the agent’s
goal values. The total sum of significant feature correlations therefore predicts whether a particular
goal will rise or fall in value given the rate of changes in feature values. Subsequent to this prediction,
the goals which are expected to undergo significant change can be known by the agent. In response,
the agent will select actions to either prevent or promote the change in these goals’ values, thereby
striving to maintain or achieve the desired levels of performance as defined by the agent’s designer.
Using this definition, affect is principally the influence exerted by changes in the environment in
determining which of the agent’s priorities (i.e. goals) are currently important and require attention for
ensuring the agent’s operational performance.
Equation (1) shows the measure of affect for a particular agent goal Gm:
                                    = r if ≥ 0.8 or ≤ − 0.8
     Affect (Gm ) = ∑n r (Gm , Fn ) 
                     m
                                                                                                       (1)
                                    = 0
                 Where r = correlation coefficient
The logic behind the use of correlation as units of affect is twofold:
1.     Correlations are a rational indicator of the existence of a relationship between the problem
       environment and the agent’s goals, evidenced by past observations.
2.     Correlation coefficients provide a statistical quantity for measuring the aforementioned
       relationship and its valence, calculated from past evidence.
These two reasons are necessary to support the objectivity of decisions made by the agent. At the same
time, it presents the decision making engine design with the closest statistical equivalent of
psychological affect, which is both context sensitive and adaptive. A decision making engine designed
around correlation does not require the user-provided specification of context, or training data sets
needed to classify context, such as those used by neural network based context-sensitive agents
(Turney, 1996). The Affective Decision Making Engine instead universally defines context as the
predicted success or failure of the agent’s goals based on correlative values. Furthermore, behavioral
adaptation is made against persistent affect values for each goal, as measured by correlation
coefficients in equation (1), rather than against features types and feature values belonging to elements.
This would be preferable in the problem environment specified in section 1 which allows for rapid
change of elements, partial visibility of feature values, and revision of the agent’s available actions.


2.1 Mechanism Concepts
The following necessary concepts are defined in the design of software agents that use the Affective

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Journal of Information Engineering and Applications                                                    www.iiste.org
ISSN 2224-5758 (print) ISSN 2224-896X (online)
Vol 1, No.2, 2011

Decision Making Engine:
    •    Environment: The problem/work space of observable elements in which the agent operates.
    •    Elements (El): Objects and events that are observed in the environment. Objects here are
         defined as anything that preserves the same identifier and feature types, though may undergo
         change in feature value. Events can either be actions performed by an object independently or
         in an interaction/reaction with another element (object or event).
    •    Features (Fn): A set of property classes belonging to elements, which are projected as a result
         of pre processing the raw input data provided by elements. The pre-processing can be any
         form of technical analysis done against raw data. For example, an element may display or
         broadcast a change of value from 100 to 200 after two iterations. The pre-processing step will
         project Faverage_element_value = 150 , where Faverage_element_value is a feature type belonging to the
         element, and 150 is the value of this particular feature. A single raw input from an element
         can be projected into any number of features, limited only by the technical analyses for data
         pre-processing as defined by the user. The pre-processing of raw inputs to features makes up
         the sensory component (preceptors) of agents based on the Affective Decision Making Engine.
    •    Goals (Gm): The agent’s property class by which the performance of an agent is ultimately
         measured. Goals are established by the agent’s designer to reflect the agent’s main tasks, and
         serves as the component for determining whether the agent is performing within desired
         parameters. The agent’s objective may be to maintain goal values within a particular range, or
         above or below a pre-defined threshold. Agents may also be tasked with ensuring positive or
         negative change in the goal values. Within an operating environment as proposed in section 1
         it is natural and expected for a software agent to have multiple goal values, some of which
         may conflict with each other. For example, a day-trading investment agent may have the
         goals Gcash balance, Gportfolio valuation, and Gprofit. Ideally, the agent’s designer would like all three
         goals to increase in value. However, this cannot realistically occur, as Gcash balance and Gprofit
         will not increase without some form of selling, which will reduce Gportfolio valuation. In a bear
         market, liquidating stock holdings will reduce Gportfolio valuation and Gprofit but will significantly
         increase Gcash balance and may preserve it above a set threshold. As goals may contradict each
         other, the role of affect will be to set focus on which goals are currently important.
    •    Affect value (AVFn, Gm): A quantity that measures importance, established against an agent’s
         goals. This is done to divert the attention of the agent to maintaining only a subset of goal’s
         values within each goal’s predefined threshold. Essentially, the affect value frees the agent
         from contradictory instructions and decision conflicts, by switching goals ON or OFF past a
         set significance threshold. Therefore, given the current state of the environment’s elements,
         the element’s feature values alter affect value, which in turn highlights only significant goals.
         This allows the agent to choose actions for maintaining or improving the highlighted goals.
    •    Actions: The agent’s actuators. In the problem environment established in section 1, the
         actions currently available to the agent may change at every iteration. To overcome this, the
         Affective Decision Making Engine treats actions as elements, in that every action may itself
         have a set of features. The added level of granularity will allow software agents to treat
         different actions as similar, based on the similarity in the actions’ feature types.


2.2 The Affective Decision Making Cycle
Figure 1 shows the cycle of influence between an element’s feature values, affect values, and goal
values, and the selected actions. The cycle motivates perpetual decision-making in an ever-changing
environment specified in section 1, geared by affect to highlight the operational conditions, which in
turn rationalizes the biased decisions made by the agent. It is for this reason that the mechanism
presented in this paper is termed the ‘Affective Decision Making Engine’.
To be sure, the absence of a cognitive structure of emotions such as the OCC cognitive structure
(Ortony et al., 1988) from the Affective Decision Making Engine design precludes the labeling of agent
that utilizes the engine as ‘emotional’ agents. However, the Affective Decision Making Engine does
allow the different influences exerted by different elements in the environment to permeate over the
agent’s goal values. This affect paints the landscape of which goals are important to the agent, leading


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Journal of Information Engineering and Applications                                             www.iiste.org
ISSN 2224-5758 (print) ISSN 2224-896X (online)
Vol 1, No.2, 2011

the agent to make a rational yet also paradoxically prejudices decisions based on these goals. With this,
it can be argued that the software agents based on the Affective Decision Making Engine will display
operational behavior that emulates affect.


3. The Affective Decision Making Engine
The most fundamental data structure in the Affective Decision Making Engine is a 2-dimensional
matrix that cross tabulates observable feature types (Fn) belonging to elements in the environment
against the goals (Gm) that are used to measure the software agent performance. This 2-dimensional
matrix is called an affect matrix (AM), and is shown in Figure 2. Each cell in the affect matrix stores
an affect value (AV). The affect value is a continuous, valenced, and bounded historical measure of
correlation between changes in the feature values and the changes in the software agent’s goal values.
Each affect value is stored in the form:
           AVF      ,G n
                           = (r ' , y )                                                                (2)
                n
Where:    r’ = the historically influenced correlation coefficient between the values in feature Fn and
          values in the goal value Gm.
          y = a historical summary of past r’ values.


3.1 Calculating Affect
The actual measure of affect lies in the r’ component of the affect value. Since it is possible for
different features to have different data scales (e.g. nominal, ordinal, interval and ratio), any
combination of statistical or clustering measure can be used to calculate the r’ component of the affect
value independently in each AM cell of a single affect matrix. This is done in order to accommodate
the calculation of the correlation between different feature types and different goal values. Therefore,
if a column in the affect matrix stores the values of an interval scale (i.e. continuous) feature, then the
r’ component of the affect value can be calculated using a product moment correlation coefficient.
Instead, if the AM column stores a nominal scale (i.e discrete) feature, then Chi-square can be used to
calculate the r’ component of the affect value.
The current r’ value is continuously updated at every iteration from past values of r’, all the way back
to the initial calculation of r. For example, if a feature observed by the software agent displays
continuous values and the goal value is also continuous, then the Pearson product-moment correlation
coefficient shown in (3) can be used to calculate the initial r. Later we adapt the y component of the
affect value to produce r’ for the next iteration of agent operation.


                                                  n(∑ xy ) − (∑ x )(∑ y )         (3)
                              r=
                                          (       )              (
                                    [n ∑ x − (∑ x ) ] × [n ∑ y − (∑ y ) ]
                                              2            2          2
                                                                          )   2



Using (3) as an example, r or r’ establishes a linear relationship between the feature being observed the
goal value, which makes up an intersecting cell of the affect matrix. A positive r’ value of 0.92, for
instance, is a high indication that as the feature increases in value, the goal value is also expected to
increase in value. This is shown in the feature-goal value graph in Figure 3(a). Therefore, the software
agent can expect that the specific goal value will be affected positively if the feature value shows a
trend of increasing. Conversely, when the feature values fall, the software agent can expect the goal
value to be negatively affected.


3.2 Compressing the r’-correlation information
The accurate calculation of correlation requires the preservation of all historical data points from every
stage of analysis (i.e. iteration). As the software agent may be expected to observe a multitude of
features for each element in the problem environment, and if we allow every element to display
different numbers and types of features, then recording a history of all feature values quickly becomes
intractable. For this reason, the y-component of the affect value can be used to compress and
summarize feature value history.


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Journal of Information Engineering and Applications                                             www.iiste.org
ISSN 2224-5758 (print) ISSN 2224-896X (online)
Vol 1, No.2, 2011


  a=
        n(∑ xy ) − (∑ x )(∑ y )
                                                       b=
                                                            (∑ y )(∑ x ) − (∑ x )(∑ xy )
                                                                       2
                                                                                                       (4)
           (      )
          n ∑ x 2 − (∑ x )
                           2
                                                                n(∑ x ) − (∑ x )
                                                                          2      2



                  Where           a = the slope of the line of best fit
                               b = the y-axis intercept of the line of best fit
The method for compressing feature value history in the y-component depends of the data scale of the
feature values and goal values for the AM cell. For interval scale data points, of which the equation in
(3) is used to calculate r, the y-component utilizes the least-squares regression line, or line of best fit
(4), to reduce the data point history from a very large number (e.g. 50 000) to only two points. The line
of best fit best represents the distribution of data points on a feature-goal value graph, whereby the
distance of individual data points incidentally also corresponds to the correlation coefficient.
Compression of the feature value history is done by taking the left-most and right-most extreme data
points on the goal value (i.e. horizontal) axis, and recording the two points on the line of best fit that
have the same horizontal value. These two points can then be used to substitute the feature history
when coupled with the current correlation coefficient (r) as they represent the extreme range of
observed data points, and are within the approximate horizontal position combination for past feature
value history. Figure 3(b) and (c) shows how the feature value component is compressed to feed the y-
component of the affect value.
In the example where the line of best fit is the y-component, Figure 3(d) provides a method for
recreating an approximate of the feature value history from the r-component and y-component of the
affect value. Since the compression of the feature value history leads to the y-component only
approximating the feature value history, there will be some inaccuracies in the new correlation
coefficient, which is done by projecting the new feature data point with the compressed data points in y
as shown in Figure 3(d). This lossy derivation of r from the y-component necessitates the labeling of
future calculations of correlation as r’, as some degradation of data occurs due to compression.


3.3 Components Necessary for the Decision-Making Process
Using the AM data structure, the Affective Decision Making Engine is made up of the following
components. The connections between components are shown in Figure 4:
    •      An element affect matrix (EAM) for each unique element (i.e. object or event): Stores the
           correlation coefficient for each feature belonging to the element, against the agent’s goal
           values. The sum of significant correlations determines the element’s affect value (AV) over a
           particular goal. This sum is the element affect value (EAV) for each goal. Note: the definition
           of ‘significance’ is a parameter that needs to be preset by the agent designer.
    •      An action affect matrix (AAM) for each unique agent action: Stores the correlation coefficient
           for each feature produced by the action, against the rate of change in the agent’s goal values.
           The sum of significant correlations determines the action’s affect value (AV) over the change
           in a particular goal. This sum is the action affect value for (AAV) for each goal
    •      A single goal significance matrix (GSM): Cross tabulates the EAV of every element against
           every goal. The sum of significant EAVs produces an goal significance value (GSV) for each
           goal.
    •      A single homeostat: The core AM used for making decisions in the engine. The homeostat
           cross-tabulates significant goals found in the GSM against the agent’s available actions.
The number of EAMs and AAMs expand as the number of elements increase in the problem
environment. For this reason, agents based on the engine are memory hungry in unbounded operation
environments. Resource use can be controlled by a fixed sized roving window that limits the number
of elements currently perceived by the agent, much like an eyeball’s limited degree of vision. The
window essentially reduces the size of the GSM, making calculation of the GSV quicker. The
Affective Decision Making Engine framework, as it applies to environments with multiple elements
(i.e. objects or events), is illustrated in Figure 4. In environments with only a singular elements, the
GSM can be excluded from the framework.




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Journal of Information Engineering and Applications                                            www.iiste.org
ISSN 2224-5758 (print) ISSN 2224-896X (online)
Vol 1, No.2, 2011

3.3 The Decision-Making Process
Decisions in the Affective Decision Making Engine are made in the homeostat. The homeostat used
here deviates from the original homeostat designed by Ashby (1956) due to the fact that equilibrium
needs to be redefined during each iteration according to the GSV of only those goals that are found to
be significant in the GSM. In this regard, the homeostat used in this framework is closer to the
homeostat design of the DARE architecture in (Maçãs et al., 2001), but differs in that specific
emotional labels are not used as part of the design. Furthermore, the balancing component of the
homeostat is derived from a similarly changing set of available actions in each iteration. For this
reason, the homeostat is represented by an AM data structure in this framework. Affectively significant
goals, which were previously highlighted in the GSM, populate the columns, and are cross tabulated by
the agent’s available actions as the rows. The GSV for each goal acts as a common multiplier for the
AAV of every available action. Homeostasis is disturbed whenever there is any GSV, positive or
negative, in the homeostat.
To make rational decisions, the agent selects the action that will produce the largest sum product of
AAV and GSV (5). This method of action selection works very well when the affect values are defined
as correlation coefficients. For example, if an goal has a high positive GSV, actions which produce the
largest positive correlation for change in the aforementioned goal would also produce the largest
product. Conversely, if a goal has a high negative GSV, actions which produce the largest negative
correlation for change in the aforementioned goal would in turn produce the largest product of AAV
and GSV. Actions that bring equilibrium to the homeostat during rational decision making are those
actions that produce the highest sum product of AAV and GSV.

             (       )
  arg max actioni0 = ∑i ( AAVi × GSVn )
                             n
                                                                                                      (5)

4. Conclusion
The operation of software agents equipped with the Affective Decision Making Engine in empirical
tests have shown that the correlation of feature values to goal values, as a measure of affect, is able to
correctly identify features that exert positive or negative influences to the agent’s goals. As such, the
summary propagation of affect to similarly featured elements or elemental classes is possible by
employing similarity measures between elements, as a future proposed direction.
Mistakes in correlation, however, occur when the element exits observation for an amount of time and
the environment independently alters the element’s feature values outside the view of the agent. This
element’s temporary absence usually creates a significant deviation from the stored y-component
summary of feature history when measuring affect value. Therefore an affect degradation rate, which
pushes affect values to 0 (no correlation) is recommended for frequently deviating features.
Observations also show the scalability of the agent in handling feature rich elements in more populous
expanded problem environments, since only significant affect values enter the EAM, AAM, and GSM
affect matrices. Scalability in this case is governed by the significance threshold and the size of the
roving window used to limit the agent’s view.


Acknowledgements
We would like to thank the Data Mining and Optimization Research Group, UKM and the Centre of
Artificial Intelligence Technology, UKM for their valuable assistance in this research.


References
Ashby, W. R. (1956). Introduction to Cybernetics. Methuen.
Baillie, P. and Lukose, D. (2002). An Affective Decision Making Agent Architecture Using Emotion
Appraisals. Proceedings of PRICAI '02, 581-590.
Damasio, A. R. (1994). Descartes’ Error: Emotion, Reason and the Human Brain. Grosset/Putman.
Damasio, A. R. (1996). The somatic marker hypothesis and the possible functions of the prefrontal
cortex. Philosophical Transactions: Biological Sciences, 351(1346), 1413-1420. doi:
10.1098/rstb.1996.0125, http://dx.doi.org/10.1098/rstb.1996.0125


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Journal of Information Engineering and Applications                                            www.iiste.org
ISSN 2224-5758 (print) ISSN 2224-896X (online)
Vol 1, No.2, 2011

de Sousa, R. (1987). The Rationality of Emotion, Cambridge: MIT Press.
Elster, J. (1998). Emotions and Economic Theory. Journal of Economic Literature, 36(1), 47-74.
Maçãs, M., Ventura, R., Custódio, L., and Pinto-Ferreira, C. (2001). Experiments with an Emotion
based Agent using the DARE Architecture. Proceedings of the AISB’01 Symposium on Emotion,
Cognition, and Affective Computing, 105-112
Ortony, A., Clore, G. L., and Collins, A. (1988). The Cognitive Structure of Emotions. Cambridge
University Press.
Picard, R. W. (1997). Affective Computing. MIT Press.
Schermerhorn, P. W. and Scheutz, M. (2009). The Utility of Affect in the Selection of Actions and
Goals Under Real-World Constraints. Proceedings of the ICAI, 948-953
Sharpanskykh, A. and Treur, J. (2010). Adaptive modelling of social decision making by agents
integrating simulated behaviour and perception chains. Proceedings of ICCCI'10, Pt. I. 284-295
Steunebrink, B.R., Dastani, M.M., and Meyer, J-J.Ch. (2006). Emotions as Heuristics in Multi-Agent
Systems. Proc. 1st Work. on Emo. and Comp. Impact, 15-18
Turney, P. (1996). The Identification of Context-Sensitive Features: A Formal Definition of context for
Concept Learning, Proc. Work. Context Sensitive Domains, ICML-96, 53-59




Figure 1. Cycle of the influence of affect determines significant goals (step 1) that dictate which action
              to perform (step 2), which then in turn influences elements’ feature values.


                                                 F1 L Fn
                                  G1      AVF1 ,G1 L AVFn ,G1 
                                                              
                                   M      M        O    M 
                                  Gm      AVF ,G L AVF ,G 
                                             1   m       n  m 


  Figure 2. The Affect Matrix. The matrix provided above is an example of the EAM (element affect
               matrix. The AAM (action affect matrix) uses the same cell calculations.




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Journal of Information Engineering and Applications                                            www.iiste.org
ISSN 2224-5758 (print) ISSN 2224-896X (online)
Vol 1, No.2, 2011




 Figure 3. Affect is calculated by finding the correlation of data points in the feature-goal value graph
  (a). The line of best fit (b) for the historical data points can be compressed by finding the extreme
 horizontal axis points on the line (c) and is later stored as the y-component of AV. Correlations with
                   new data points are found by projecting these compressed points.




Figure 4. The interaction of the different types of affect matrices to produce a decision in the Affective
                                        Decision Making Engine




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1.[1 8]an affective decision making engine framework for practical software agents

  • 1. Journal of Information Engineering and Applications www.iiste.org ISSN 2224-5758 (print) ISSN 2224-896X (online) Vol 1, No.2, 2011 An Affective Decision Making Engine Framework for Practical Software Agents Hafiz Mohd Sarim1*, Abdul Razak Hamdan1, Azuraliza Abu Bakar1, Zulaiha Ali Othman1 1. Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, 43600 UKM Bangi, Selangor, Malaysia * E-mail of the corresponding author: hafiz@ftsm.ukm.my The research is financed by the Fundamental Research Grant Scheme (FRGS Grant code: UKM-TT- 03-FRGS0134-2010) sponsored by the Department of Higher Education, under the Ministry of Higher Education of Malaysia, and supported by the Centre for Research and Instrumentation Management, UKM. Abstract The framework of the Affective Decision Making Engine outlined here provides a blueprint for creating software agents that emulate psychological affect when making decisions in complex and dynamic problem environments. The influence of affect on the agent’s decisions is mimicked by measuring the correlation of feature values, possessed by objects and/or events in the environment, against the outcome of goals that are set for measuring the agent’s overall performance. The use of correlation in the Affective Decision Making Engine provides a statistical justification for preference when prioritizing goals, particularly when it is not possible to realize all agent goals. The simplification of the agent algorithm retains the function of affect for summarizing feature-rich dynamic environments during decision making. Keywords: Affective decision making, correlative adaptation, affective agents 1. Introduction Affective decision making (Picard, 1997) in artificially intelligent agents aims to buffer the availability of knowledge, by emulating the ability of emotions to substitute the deficiency of knowledge (de Sousa, 1987), or summarize knowledge derived from excessive information resources (Elster, 1998). This is a particularly challenging problem faced when designing practical software agents for autonomous operation in real world environments. Dynamism and complexity in real world environments complicate the ability of the agent to make rational decisions. These two concepts allow the introduction of new untrained features into the environment in one moment, while at the same time eliminating entire classes of trained features from the picture. As a consequence, supervised learning algorithms will fail when inputs, used for the classification of responses, disappear entirely. Unsupervised adaptive learning algorithms fare better in such open environments, as they are unconstrained by the existence of particular feature sets as inputs. Their only limitation depends on the persistence of factors used for reinforcement during adaptive learning. In affective agents – agents which employ the influence of affect in establishing behavior – adaptation is done against the agent’s persistent structure of emotions. In affective computing, cognitive structures of emotions, such as the OCC cognitive structure (Ortony et al., 1988) have long been the mainstay, and often core component, for the computation of agent behaviors. In affective decision making, such structures guide the generation of affect, and subsequently provide a heuristic for the selection of actions based on affect (Steunebrink, 2006). However, a question is posed here; can affect be generated or calculated without the benefit of a cognitive structure of emotions? Or more importantly; can software agents emulate the same benefits of affect without invoking a biologically inspired cognitive structure? These questions are asked because the necessity of using a biologically inspired cognitive structure in a synthetic software agent has never been addressed. Yet at the same time, the practicality and utility of using affect to overcome losses or excesses of knowledge in dynamic and complex problem environments are recognized and desired (Steunebrink, 2006) (Schermerhorn and Scheutz, 2009). 1|Page www.iiste.org
  • 2. Journal of Information Engineering and Applications www.iiste.org ISSN 2224-5758 (print) ISSN 2224-896X (online) Vol 1, No.2, 2011 1.1 Related work This research is similar to the work done on the EMAI architecture (Baillie and Lukose, 2009) which puts forward an emotion appraisal model that allows the production of autonomous adaptive behavior in software agents. Unlike EMAI, an appraisal model of labeled emotions is not as part of the software agent’s framework. Neither is the OCC cognitive structure of emotions used as part of the heuristic for selecting agent actions. Rather, this research follows the approach used by Schermerhorn and Scheutz (2009) and Sharpanskykh and Treur (2010) which aims to emulate the influence of affect during decision making. The Affective Decision Making Engine outlined here emulates the cyclical nature of the as-if body loop (Damasio, 1994) for the propagation of affect information which has become the theoretical basis of the Somatic Marker Hypothesis (Damasio, 1996). In our work, the absence of a ‘body’ in a practical software agent is replaced by the use of ‘goals’, which are effectively the measures for evaluating the overall performance of the agent. 2. Principles of Affect in the Affective Decision Making Engine The most atomic measure of affect used by software agents equipped with the Affective Decision Making Engine is the positive or negative correlation between the feature values of observable elements in the problem environment, against the goal values which make up the agent’s performance measure. Features which have significant correlations (e.g. > +0.80 or < -0.80 correlation coefficients in a -1 to +1 coefficient scale) are suspected of having a positive or negative influence over the agent’s goal values. The total sum of significant feature correlations therefore predicts whether a particular goal will rise or fall in value given the rate of changes in feature values. Subsequent to this prediction, the goals which are expected to undergo significant change can be known by the agent. In response, the agent will select actions to either prevent or promote the change in these goals’ values, thereby striving to maintain or achieve the desired levels of performance as defined by the agent’s designer. Using this definition, affect is principally the influence exerted by changes in the environment in determining which of the agent’s priorities (i.e. goals) are currently important and require attention for ensuring the agent’s operational performance. Equation (1) shows the measure of affect for a particular agent goal Gm: = r if ≥ 0.8 or ≤ − 0.8 Affect (Gm ) = ∑n r (Gm , Fn )  m (1) = 0 Where r = correlation coefficient The logic behind the use of correlation as units of affect is twofold: 1. Correlations are a rational indicator of the existence of a relationship between the problem environment and the agent’s goals, evidenced by past observations. 2. Correlation coefficients provide a statistical quantity for measuring the aforementioned relationship and its valence, calculated from past evidence. These two reasons are necessary to support the objectivity of decisions made by the agent. At the same time, it presents the decision making engine design with the closest statistical equivalent of psychological affect, which is both context sensitive and adaptive. A decision making engine designed around correlation does not require the user-provided specification of context, or training data sets needed to classify context, such as those used by neural network based context-sensitive agents (Turney, 1996). The Affective Decision Making Engine instead universally defines context as the predicted success or failure of the agent’s goals based on correlative values. Furthermore, behavioral adaptation is made against persistent affect values for each goal, as measured by correlation coefficients in equation (1), rather than against features types and feature values belonging to elements. This would be preferable in the problem environment specified in section 1 which allows for rapid change of elements, partial visibility of feature values, and revision of the agent’s available actions. 2.1 Mechanism Concepts The following necessary concepts are defined in the design of software agents that use the Affective 2|Page www.iiste.org
  • 3. Journal of Information Engineering and Applications www.iiste.org ISSN 2224-5758 (print) ISSN 2224-896X (online) Vol 1, No.2, 2011 Decision Making Engine: • Environment: The problem/work space of observable elements in which the agent operates. • Elements (El): Objects and events that are observed in the environment. Objects here are defined as anything that preserves the same identifier and feature types, though may undergo change in feature value. Events can either be actions performed by an object independently or in an interaction/reaction with another element (object or event). • Features (Fn): A set of property classes belonging to elements, which are projected as a result of pre processing the raw input data provided by elements. The pre-processing can be any form of technical analysis done against raw data. For example, an element may display or broadcast a change of value from 100 to 200 after two iterations. The pre-processing step will project Faverage_element_value = 150 , where Faverage_element_value is a feature type belonging to the element, and 150 is the value of this particular feature. A single raw input from an element can be projected into any number of features, limited only by the technical analyses for data pre-processing as defined by the user. The pre-processing of raw inputs to features makes up the sensory component (preceptors) of agents based on the Affective Decision Making Engine. • Goals (Gm): The agent’s property class by which the performance of an agent is ultimately measured. Goals are established by the agent’s designer to reflect the agent’s main tasks, and serves as the component for determining whether the agent is performing within desired parameters. The agent’s objective may be to maintain goal values within a particular range, or above or below a pre-defined threshold. Agents may also be tasked with ensuring positive or negative change in the goal values. Within an operating environment as proposed in section 1 it is natural and expected for a software agent to have multiple goal values, some of which may conflict with each other. For example, a day-trading investment agent may have the goals Gcash balance, Gportfolio valuation, and Gprofit. Ideally, the agent’s designer would like all three goals to increase in value. However, this cannot realistically occur, as Gcash balance and Gprofit will not increase without some form of selling, which will reduce Gportfolio valuation. In a bear market, liquidating stock holdings will reduce Gportfolio valuation and Gprofit but will significantly increase Gcash balance and may preserve it above a set threshold. As goals may contradict each other, the role of affect will be to set focus on which goals are currently important. • Affect value (AVFn, Gm): A quantity that measures importance, established against an agent’s goals. This is done to divert the attention of the agent to maintaining only a subset of goal’s values within each goal’s predefined threshold. Essentially, the affect value frees the agent from contradictory instructions and decision conflicts, by switching goals ON or OFF past a set significance threshold. Therefore, given the current state of the environment’s elements, the element’s feature values alter affect value, which in turn highlights only significant goals. This allows the agent to choose actions for maintaining or improving the highlighted goals. • Actions: The agent’s actuators. In the problem environment established in section 1, the actions currently available to the agent may change at every iteration. To overcome this, the Affective Decision Making Engine treats actions as elements, in that every action may itself have a set of features. The added level of granularity will allow software agents to treat different actions as similar, based on the similarity in the actions’ feature types. 2.2 The Affective Decision Making Cycle Figure 1 shows the cycle of influence between an element’s feature values, affect values, and goal values, and the selected actions. The cycle motivates perpetual decision-making in an ever-changing environment specified in section 1, geared by affect to highlight the operational conditions, which in turn rationalizes the biased decisions made by the agent. It is for this reason that the mechanism presented in this paper is termed the ‘Affective Decision Making Engine’. To be sure, the absence of a cognitive structure of emotions such as the OCC cognitive structure (Ortony et al., 1988) from the Affective Decision Making Engine design precludes the labeling of agent that utilizes the engine as ‘emotional’ agents. However, the Affective Decision Making Engine does allow the different influences exerted by different elements in the environment to permeate over the agent’s goal values. This affect paints the landscape of which goals are important to the agent, leading 3|Page www.iiste.org
  • 4. Journal of Information Engineering and Applications www.iiste.org ISSN 2224-5758 (print) ISSN 2224-896X (online) Vol 1, No.2, 2011 the agent to make a rational yet also paradoxically prejudices decisions based on these goals. With this, it can be argued that the software agents based on the Affective Decision Making Engine will display operational behavior that emulates affect. 3. The Affective Decision Making Engine The most fundamental data structure in the Affective Decision Making Engine is a 2-dimensional matrix that cross tabulates observable feature types (Fn) belonging to elements in the environment against the goals (Gm) that are used to measure the software agent performance. This 2-dimensional matrix is called an affect matrix (AM), and is shown in Figure 2. Each cell in the affect matrix stores an affect value (AV). The affect value is a continuous, valenced, and bounded historical measure of correlation between changes in the feature values and the changes in the software agent’s goal values. Each affect value is stored in the form: AVF ,G n = (r ' , y ) (2) n Where: r’ = the historically influenced correlation coefficient between the values in feature Fn and values in the goal value Gm. y = a historical summary of past r’ values. 3.1 Calculating Affect The actual measure of affect lies in the r’ component of the affect value. Since it is possible for different features to have different data scales (e.g. nominal, ordinal, interval and ratio), any combination of statistical or clustering measure can be used to calculate the r’ component of the affect value independently in each AM cell of a single affect matrix. This is done in order to accommodate the calculation of the correlation between different feature types and different goal values. Therefore, if a column in the affect matrix stores the values of an interval scale (i.e. continuous) feature, then the r’ component of the affect value can be calculated using a product moment correlation coefficient. Instead, if the AM column stores a nominal scale (i.e discrete) feature, then Chi-square can be used to calculate the r’ component of the affect value. The current r’ value is continuously updated at every iteration from past values of r’, all the way back to the initial calculation of r. For example, if a feature observed by the software agent displays continuous values and the goal value is also continuous, then the Pearson product-moment correlation coefficient shown in (3) can be used to calculate the initial r. Later we adapt the y component of the affect value to produce r’ for the next iteration of agent operation. n(∑ xy ) − (∑ x )(∑ y ) (3) r= ( ) ( [n ∑ x − (∑ x ) ] × [n ∑ y − (∑ y ) ] 2 2 2 ) 2 Using (3) as an example, r or r’ establishes a linear relationship between the feature being observed the goal value, which makes up an intersecting cell of the affect matrix. A positive r’ value of 0.92, for instance, is a high indication that as the feature increases in value, the goal value is also expected to increase in value. This is shown in the feature-goal value graph in Figure 3(a). Therefore, the software agent can expect that the specific goal value will be affected positively if the feature value shows a trend of increasing. Conversely, when the feature values fall, the software agent can expect the goal value to be negatively affected. 3.2 Compressing the r’-correlation information The accurate calculation of correlation requires the preservation of all historical data points from every stage of analysis (i.e. iteration). As the software agent may be expected to observe a multitude of features for each element in the problem environment, and if we allow every element to display different numbers and types of features, then recording a history of all feature values quickly becomes intractable. For this reason, the y-component of the affect value can be used to compress and summarize feature value history. 4|Page www.iiste.org
  • 5. Journal of Information Engineering and Applications www.iiste.org ISSN 2224-5758 (print) ISSN 2224-896X (online) Vol 1, No.2, 2011 a= n(∑ xy ) − (∑ x )(∑ y ) b= (∑ y )(∑ x ) − (∑ x )(∑ xy ) 2 (4) ( ) n ∑ x 2 − (∑ x ) 2 n(∑ x ) − (∑ x ) 2 2 Where a = the slope of the line of best fit b = the y-axis intercept of the line of best fit The method for compressing feature value history in the y-component depends of the data scale of the feature values and goal values for the AM cell. For interval scale data points, of which the equation in (3) is used to calculate r, the y-component utilizes the least-squares regression line, or line of best fit (4), to reduce the data point history from a very large number (e.g. 50 000) to only two points. The line of best fit best represents the distribution of data points on a feature-goal value graph, whereby the distance of individual data points incidentally also corresponds to the correlation coefficient. Compression of the feature value history is done by taking the left-most and right-most extreme data points on the goal value (i.e. horizontal) axis, and recording the two points on the line of best fit that have the same horizontal value. These two points can then be used to substitute the feature history when coupled with the current correlation coefficient (r) as they represent the extreme range of observed data points, and are within the approximate horizontal position combination for past feature value history. Figure 3(b) and (c) shows how the feature value component is compressed to feed the y- component of the affect value. In the example where the line of best fit is the y-component, Figure 3(d) provides a method for recreating an approximate of the feature value history from the r-component and y-component of the affect value. Since the compression of the feature value history leads to the y-component only approximating the feature value history, there will be some inaccuracies in the new correlation coefficient, which is done by projecting the new feature data point with the compressed data points in y as shown in Figure 3(d). This lossy derivation of r from the y-component necessitates the labeling of future calculations of correlation as r’, as some degradation of data occurs due to compression. 3.3 Components Necessary for the Decision-Making Process Using the AM data structure, the Affective Decision Making Engine is made up of the following components. The connections between components are shown in Figure 4: • An element affect matrix (EAM) for each unique element (i.e. object or event): Stores the correlation coefficient for each feature belonging to the element, against the agent’s goal values. The sum of significant correlations determines the element’s affect value (AV) over a particular goal. This sum is the element affect value (EAV) for each goal. Note: the definition of ‘significance’ is a parameter that needs to be preset by the agent designer. • An action affect matrix (AAM) for each unique agent action: Stores the correlation coefficient for each feature produced by the action, against the rate of change in the agent’s goal values. The sum of significant correlations determines the action’s affect value (AV) over the change in a particular goal. This sum is the action affect value for (AAV) for each goal • A single goal significance matrix (GSM): Cross tabulates the EAV of every element against every goal. The sum of significant EAVs produces an goal significance value (GSV) for each goal. • A single homeostat: The core AM used for making decisions in the engine. The homeostat cross-tabulates significant goals found in the GSM against the agent’s available actions. The number of EAMs and AAMs expand as the number of elements increase in the problem environment. For this reason, agents based on the engine are memory hungry in unbounded operation environments. Resource use can be controlled by a fixed sized roving window that limits the number of elements currently perceived by the agent, much like an eyeball’s limited degree of vision. The window essentially reduces the size of the GSM, making calculation of the GSV quicker. The Affective Decision Making Engine framework, as it applies to environments with multiple elements (i.e. objects or events), is illustrated in Figure 4. In environments with only a singular elements, the GSM can be excluded from the framework. 5|Page www.iiste.org
  • 6. Journal of Information Engineering and Applications www.iiste.org ISSN 2224-5758 (print) ISSN 2224-896X (online) Vol 1, No.2, 2011 3.3 The Decision-Making Process Decisions in the Affective Decision Making Engine are made in the homeostat. The homeostat used here deviates from the original homeostat designed by Ashby (1956) due to the fact that equilibrium needs to be redefined during each iteration according to the GSV of only those goals that are found to be significant in the GSM. In this regard, the homeostat used in this framework is closer to the homeostat design of the DARE architecture in (Maçãs et al., 2001), but differs in that specific emotional labels are not used as part of the design. Furthermore, the balancing component of the homeostat is derived from a similarly changing set of available actions in each iteration. For this reason, the homeostat is represented by an AM data structure in this framework. Affectively significant goals, which were previously highlighted in the GSM, populate the columns, and are cross tabulated by the agent’s available actions as the rows. The GSV for each goal acts as a common multiplier for the AAV of every available action. Homeostasis is disturbed whenever there is any GSV, positive or negative, in the homeostat. To make rational decisions, the agent selects the action that will produce the largest sum product of AAV and GSV (5). This method of action selection works very well when the affect values are defined as correlation coefficients. For example, if an goal has a high positive GSV, actions which produce the largest positive correlation for change in the aforementioned goal would also produce the largest product. Conversely, if a goal has a high negative GSV, actions which produce the largest negative correlation for change in the aforementioned goal would in turn produce the largest product of AAV and GSV. Actions that bring equilibrium to the homeostat during rational decision making are those actions that produce the highest sum product of AAV and GSV. ( ) arg max actioni0 = ∑i ( AAVi × GSVn ) n (5) 4. Conclusion The operation of software agents equipped with the Affective Decision Making Engine in empirical tests have shown that the correlation of feature values to goal values, as a measure of affect, is able to correctly identify features that exert positive or negative influences to the agent’s goals. As such, the summary propagation of affect to similarly featured elements or elemental classes is possible by employing similarity measures between elements, as a future proposed direction. Mistakes in correlation, however, occur when the element exits observation for an amount of time and the environment independently alters the element’s feature values outside the view of the agent. This element’s temporary absence usually creates a significant deviation from the stored y-component summary of feature history when measuring affect value. Therefore an affect degradation rate, which pushes affect values to 0 (no correlation) is recommended for frequently deviating features. Observations also show the scalability of the agent in handling feature rich elements in more populous expanded problem environments, since only significant affect values enter the EAM, AAM, and GSM affect matrices. Scalability in this case is governed by the significance threshold and the size of the roving window used to limit the agent’s view. Acknowledgements We would like to thank the Data Mining and Optimization Research Group, UKM and the Centre of Artificial Intelligence Technology, UKM for their valuable assistance in this research. References Ashby, W. R. (1956). Introduction to Cybernetics. Methuen. Baillie, P. and Lukose, D. (2002). An Affective Decision Making Agent Architecture Using Emotion Appraisals. Proceedings of PRICAI '02, 581-590. Damasio, A. R. (1994). Descartes’ Error: Emotion, Reason and the Human Brain. Grosset/Putman. Damasio, A. R. (1996). The somatic marker hypothesis and the possible functions of the prefrontal cortex. Philosophical Transactions: Biological Sciences, 351(1346), 1413-1420. doi: 10.1098/rstb.1996.0125, http://dx.doi.org/10.1098/rstb.1996.0125 6|Page www.iiste.org
  • 7. Journal of Information Engineering and Applications www.iiste.org ISSN 2224-5758 (print) ISSN 2224-896X (online) Vol 1, No.2, 2011 de Sousa, R. (1987). The Rationality of Emotion, Cambridge: MIT Press. Elster, J. (1998). Emotions and Economic Theory. Journal of Economic Literature, 36(1), 47-74. Maçãs, M., Ventura, R., Custódio, L., and Pinto-Ferreira, C. (2001). Experiments with an Emotion based Agent using the DARE Architecture. Proceedings of the AISB’01 Symposium on Emotion, Cognition, and Affective Computing, 105-112 Ortony, A., Clore, G. L., and Collins, A. (1988). The Cognitive Structure of Emotions. Cambridge University Press. Picard, R. W. (1997). Affective Computing. MIT Press. Schermerhorn, P. W. and Scheutz, M. (2009). The Utility of Affect in the Selection of Actions and Goals Under Real-World Constraints. Proceedings of the ICAI, 948-953 Sharpanskykh, A. and Treur, J. (2010). Adaptive modelling of social decision making by agents integrating simulated behaviour and perception chains. Proceedings of ICCCI'10, Pt. I. 284-295 Steunebrink, B.R., Dastani, M.M., and Meyer, J-J.Ch. (2006). Emotions as Heuristics in Multi-Agent Systems. Proc. 1st Work. on Emo. and Comp. Impact, 15-18 Turney, P. (1996). The Identification of Context-Sensitive Features: A Formal Definition of context for Concept Learning, Proc. Work. Context Sensitive Domains, ICML-96, 53-59 Figure 1. Cycle of the influence of affect determines significant goals (step 1) that dictate which action to perform (step 2), which then in turn influences elements’ feature values. F1 L Fn G1  AVF1 ,G1 L AVFn ,G1    M  M O M  Gm  AVF ,G L AVF ,G   1 m n m  Figure 2. The Affect Matrix. The matrix provided above is an example of the EAM (element affect matrix. The AAM (action affect matrix) uses the same cell calculations. 7|Page www.iiste.org
  • 8. Journal of Information Engineering and Applications www.iiste.org ISSN 2224-5758 (print) ISSN 2224-896X (online) Vol 1, No.2, 2011 Figure 3. Affect is calculated by finding the correlation of data points in the feature-goal value graph (a). The line of best fit (b) for the historical data points can be compressed by finding the extreme horizontal axis points on the line (c) and is later stored as the y-component of AV. Correlations with new data points are found by projecting these compressed points. Figure 4. The interaction of the different types of affect matrices to produce a decision in the Affective Decision Making Engine 8|Page www.iiste.org