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Motivation – Having the right tool for the job
"Everything should be made as simple as possible, but not
simpler.” - Einstein
What is a component in FAtiMA?
• A component is a block of
code that extends the core
functionality of FAtiMA
What is a component in FAtiMA?
• Main Properties:
• Interchangeable;
• Loosely coupled;
 Template that generaly defines how the agent functions,
in which components can provide specific
implementations
FAtiMA Core
ActionsPerceptions
Appraisal Derivation
Action Selection
Affective State
Memory
Affect Derivation
while(shutdown != true)
for each Component c
c.update();
e  perceiveEvent();
if(a new event is perceived)
memory.update(e);
for each Component c
c.update(e,aF);
aF  newAppraisalFrame(e);
for each AppraisalComponent aC
aC.appraisalDerivation(e,aF);
for each AppraisalComponent aC
aC.reAppraisal();
for each BehaviorComponent bC
bc.actionSelection();
a  selectAction();
executeAction(a);
FAtiMA Core
 Short Term and Long Term
 Semantic Memory
 Stores semantic knowledge about the world
 Properties: chocolate(eatable)
 Relations: friends(John,Luke)
 Episodic Memory/Autobiographic Memory
 Stores events perceived by the agent
Memory
AM Structure
 AM organized as a set of episodes
 Attatched to a particular time and place
 Store a set of cause-effect actions
 Actions that happened in the episode
 Associated to the emotions caused by the action
Storing Personal Exp. Into AM
 Two main types of events
 External events – external actions
 Internal events
 Activation of an Intention
 Success
 Failure
 When a event is perceived
 Stored in the active episode
 Appraised (subjective) – several emotions
 Strongest emotion is associated to the event
Generating Emotions
AppraisalComponent 1
AppraisalComponent 2
AppraisalComponent n
AffectComponent 1
AffectComponent 2
event
Appraisal
Frame
Ap. Var 1
Ap. Var 2
Affective
State
Emotions
 Appraisal variables are used to determine the
potential intensity of an emotion
 Mood influences the intensity
 Positive Mood
 Increases positive emotions, decreases negative ones
 Negative Mood works opposingly
 Emotions then decays with time
 Intensity(em,t) = Intensity(em, t0) . e-bt
joao.dias@gaips.inesc-id.pt
FAtiMA Light - List of Components
Deliberative
Component
Reactive
Component
OCC Affect
Derivation
FAtiMA Light - List of Components
Deliberative
Component
Reactive
Component
OCC
Deliberates on what goal should be pursued at a given
moment and what plans should the agent follow to achieve it.
Generate emotions related to goals.
FAtiMA Light - List of Components
Deliberative
Component
Reactive
Component
OCC
Derives the appraisal variables for the events perceived.
Generates emotional reactions (action tendencies) to events.
FAtiMA Light - List of Components
Deliberative
Component
Reactive
Component
OCC Affect
Derivation
Derives emotions from the appraisal variables previously
determined, according to OCC Theory
Reactive Component
joao.dias@gaips.inesc-id.pt
Reactive AppraisalDerivation
 Emotional Reaction Rules
 Create emotions not associated with goals
 More specific rules have priority over more general
rules
Reaction Rule
Event
Subject: --
Action: Cry
Target: --
Parameters: --
Appraisal Variables
Desirability: 9
DesirabilityForOther: -10
Praiseworthiness: -5
Like: --
Reaction Rule
Event
Subject: SELF
Action: Look-At
Target: Book
Parameters: --
Appraisal Variables
Desirability: --
DesirabilityForOther: --
Praiseworthiness: --
Like: -5
Reaction Rule
Event
Subject: --
Action: Push
Target: Book
Parameters: --
Appraisal Variables
Desirability: 5
DesirabilityForOther:--
Praiseworthiness: --
Like: --
joao.dias@gaips.in
Reactive ActionSelection
 Action Tendencies
 Rules matched with the
emotional state
 If more than one action is
possible:
 We choose the one supported by the
strongest emotion
 If a tie remains:
 We choose the most specific rule
Action Rule
Action: Cry
Preconditions: ---
ElicitingEmotion:
Type: Distress
MinIntensity: 3
CauseEvent:
Subject: --
Action: Push
Target: SELF
Deliberative AppraisalDerivation
 Determine goal-based appraisal
variables
 SuccessProbability,
GoalConduciveness, GoalStatus
 Appraisals generated by the
state of plans in memory
 When a event is perceived:
 Plans are updated accordingly
 Active pursuit goals are checked
for activation
 Intentions to achieve active goals
are created
 Trigger initial hope/fear emotions
 The process of plan focus
generates emotions
joao.dias@gaips.inesc-id.pt
joao.assis@tagus.ist.utl.pt
Deliberative Action Selection
In each Action Selection cycle:
 A goal is selected as the focus of
attention
 The goal’s best plan is brought into
focus
 The plan generates emotions:
 Hope for achieving the goal
 Fear for not achieving the goal
 Fear for not preserving an interest
goal
 Eg: Hope Intensity = plan prob. *
importance of success
I will
get
hurt
I can
hit
him
No, I
can’t
joao.assis@tagus.ist.utl.pt
Action Selection (Coping)
 Coping strategies applied to the plan depend on the
emotional state
 Problem-focused Strategies
 Planning (by adding actions, ordering constraints)
 Execution
 Emotion-focused Strategies (Marsella)
 Accepting a plan’s failure
 Accepting a goal’s failure
 Lower a goal’s importance
 Lower an effect’s probability
joao.dias@gaips.inesc-id.pt
OCC AffectDerivation
22 emotion types categorized in
groups
 Well-Being Reactions - Joy, Distress
 Prospect-Based Reactions – Hope, Fear,
Satisfaction,..
 FortuneOfOthers Reactions – Gloating, Pitty,...
 Attribution Reactions – Reproach, Admiration
 Atraction Reactions – Like, Dislike
 Example – Gloating Emotion
 An event desirable for the agent, undesirable for
someone else
Defining John’s
Personality
Emotional
Dispositions
Emotional Reactions
Goals
Action Tendencies
Actions
Defining John’s Personality
<EmotionalThreshold emotion="Love"
threshold="3" decay="5" />
<EmotionalThreshold emotion="Hate"
threshold="3" decay="5" />
<EmotionalThreshold emotion="Hope"
threshold="4" decay="8" />
<EmotionalThreshold emotion="Fear"
threshold="1" decay="2" />
.
.
.
.
.
<EmotionalThreshold emotion="Reproach"
threshold="2" decay="8" />
<EmotionalThreshold emotion="Gratitude"
threshold="3" decay="5" />
<EmotionalThreshold emotion="Anger"
threshold="3" decay="5" />
Emotional Dispositions
Defining John’s Personality
Emotional
Reactions
<EmotionalReaction desirability="-5" praiseworthiness="-5">
<Event action="SpeechAct"
parameters="sabotageinvitation,[SELF]" />
</EmotionalReaction>
.
.
.
.
.
<EmotionalReaction desirability="-4" praiseworthiness="-3">
<Event action="SpeechAct" target="[SELF]"
parameters="insult" />
</EmotionalReaction>
Defining John’s Personality
Action Tendencies
<ActionTendency action="SpeechAct([Subject],insult)">
<Preconditions />
<ElicitingEmotion type="Anger“ minIntensity="5">
<CauseEvent />
</ElicitingEmotion>
</ActionTendency>
.
.
.
.
.
.
.
.
<ActionTendency action="cry">
<Preconditions />
<ElicitingEmotion type="Distress" minIntensity="6">
<CauseEvent />
</ElicitingEmotion>
</ActionTendency>
Defining John’s Personality
Goals
<ActivePursuitGoal name="AcceptInvitation([friend])">
<PreConditions>
<RecentEvent occurred="True" subject="[friend]"
action="Question" target="[SELF]" parameters="invite" />
<Property name=“Like([SELF],[friend])”
operator=“GreaterThan”
value=“0” />
</PreConditions>
<SucessConditions>
<Property name="InvitedToParty([friend],[SELF])"
operator="=" value="True" />
</SucessConditions>
<FailureConditions>
<Property name=“InvitedToParty([friend],[SELF])”
operator=“=“
value=“False” />
</FailureConditions>
</ActivePursuitGoal>
Defining John’s Personality
Actions
<Action name="Question([target],[question])">
<PreConditions>
<Property name="[target]" operator="!=" value="[AGENT]" />
</PreConditions>
<Effects>
<Effect probability="1">
<Property name="SpeechContext()" operator="="
value="#EVENT([AGENT],Question,[target],[question])" />
</Effect>
</Effects>
</Action>
<Action name="InferenceOperator1([Inviter],[Invited])">
<PreConditions>
<RecentEvent occurred="True" subject="[Invited]" action="Reply"
target="[Inviter]" parameters="invite,positiveanswer" />
</PreConditions>
<Effects>
<Effect probability="1">
<Property name="InvitedToParty([Inviter],[Invited])" operator="="
value="True" />
</Effect>
</Effects>
</Action>
Conditions
joao.assis@tagus.ist.utl.pt
Questions?

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FAtiMa - Light

  • 1.
  • 2. Motivation – Having the right tool for the job "Everything should be made as simple as possible, but not simpler.” - Einstein
  • 3. What is a component in FAtiMA? • A component is a block of code that extends the core functionality of FAtiMA
  • 4. What is a component in FAtiMA? • Main Properties: • Interchangeable; • Loosely coupled;
  • 5.  Template that generaly defines how the agent functions, in which components can provide specific implementations FAtiMA Core ActionsPerceptions Appraisal Derivation Action Selection Affective State Memory Affect Derivation
  • 6. while(shutdown != true) for each Component c c.update(); e  perceiveEvent(); if(a new event is perceived) memory.update(e); for each Component c c.update(e,aF); aF  newAppraisalFrame(e); for each AppraisalComponent aC aC.appraisalDerivation(e,aF); for each AppraisalComponent aC aC.reAppraisal(); for each BehaviorComponent bC bc.actionSelection(); a  selectAction(); executeAction(a); FAtiMA Core
  • 7.  Short Term and Long Term  Semantic Memory  Stores semantic knowledge about the world  Properties: chocolate(eatable)  Relations: friends(John,Luke)  Episodic Memory/Autobiographic Memory  Stores events perceived by the agent Memory
  • 8. AM Structure  AM organized as a set of episodes  Attatched to a particular time and place  Store a set of cause-effect actions  Actions that happened in the episode  Associated to the emotions caused by the action
  • 9. Storing Personal Exp. Into AM  Two main types of events  External events – external actions  Internal events  Activation of an Intention  Success  Failure  When a event is perceived  Stored in the active episode  Appraised (subjective) – several emotions  Strongest emotion is associated to the event
  • 10. Generating Emotions AppraisalComponent 1 AppraisalComponent 2 AppraisalComponent n AffectComponent 1 AffectComponent 2 event Appraisal Frame Ap. Var 1 Ap. Var 2 Affective State
  • 11. Emotions  Appraisal variables are used to determine the potential intensity of an emotion  Mood influences the intensity  Positive Mood  Increases positive emotions, decreases negative ones  Negative Mood works opposingly  Emotions then decays with time  Intensity(em,t) = Intensity(em, t0) . e-bt joao.dias@gaips.inesc-id.pt
  • 12. FAtiMA Light - List of Components Deliberative Component Reactive Component OCC Affect Derivation
  • 13. FAtiMA Light - List of Components Deliberative Component Reactive Component OCC Deliberates on what goal should be pursued at a given moment and what plans should the agent follow to achieve it. Generate emotions related to goals.
  • 14. FAtiMA Light - List of Components Deliberative Component Reactive Component OCC Derives the appraisal variables for the events perceived. Generates emotional reactions (action tendencies) to events.
  • 15. FAtiMA Light - List of Components Deliberative Component Reactive Component OCC Affect Derivation Derives emotions from the appraisal variables previously determined, according to OCC Theory
  • 17. joao.dias@gaips.inesc-id.pt Reactive AppraisalDerivation  Emotional Reaction Rules  Create emotions not associated with goals  More specific rules have priority over more general rules Reaction Rule Event Subject: -- Action: Cry Target: -- Parameters: -- Appraisal Variables Desirability: 9 DesirabilityForOther: -10 Praiseworthiness: -5 Like: -- Reaction Rule Event Subject: SELF Action: Look-At Target: Book Parameters: -- Appraisal Variables Desirability: -- DesirabilityForOther: -- Praiseworthiness: -- Like: -5 Reaction Rule Event Subject: -- Action: Push Target: Book Parameters: -- Appraisal Variables Desirability: 5 DesirabilityForOther:-- Praiseworthiness: -- Like: --
  • 18. joao.dias@gaips.in Reactive ActionSelection  Action Tendencies  Rules matched with the emotional state  If more than one action is possible:  We choose the one supported by the strongest emotion  If a tie remains:  We choose the most specific rule Action Rule Action: Cry Preconditions: --- ElicitingEmotion: Type: Distress MinIntensity: 3 CauseEvent: Subject: -- Action: Push Target: SELF
  • 19. Deliberative AppraisalDerivation  Determine goal-based appraisal variables  SuccessProbability, GoalConduciveness, GoalStatus  Appraisals generated by the state of plans in memory  When a event is perceived:  Plans are updated accordingly  Active pursuit goals are checked for activation  Intentions to achieve active goals are created  Trigger initial hope/fear emotions  The process of plan focus generates emotions joao.dias@gaips.inesc-id.pt
  • 20. joao.assis@tagus.ist.utl.pt Deliberative Action Selection In each Action Selection cycle:  A goal is selected as the focus of attention  The goal’s best plan is brought into focus  The plan generates emotions:  Hope for achieving the goal  Fear for not achieving the goal  Fear for not preserving an interest goal  Eg: Hope Intensity = plan prob. * importance of success I will get hurt I can hit him No, I can’t
  • 21. joao.assis@tagus.ist.utl.pt Action Selection (Coping)  Coping strategies applied to the plan depend on the emotional state  Problem-focused Strategies  Planning (by adding actions, ordering constraints)  Execution  Emotion-focused Strategies (Marsella)  Accepting a plan’s failure  Accepting a goal’s failure  Lower a goal’s importance  Lower an effect’s probability
  • 22. joao.dias@gaips.inesc-id.pt OCC AffectDerivation 22 emotion types categorized in groups  Well-Being Reactions - Joy, Distress  Prospect-Based Reactions – Hope, Fear, Satisfaction,..  FortuneOfOthers Reactions – Gloating, Pitty,...  Attribution Reactions – Reproach, Admiration  Atraction Reactions – Like, Dislike  Example – Gloating Emotion  An event desirable for the agent, undesirable for someone else
  • 24. Defining John’s Personality <EmotionalThreshold emotion="Love" threshold="3" decay="5" /> <EmotionalThreshold emotion="Hate" threshold="3" decay="5" /> <EmotionalThreshold emotion="Hope" threshold="4" decay="8" /> <EmotionalThreshold emotion="Fear" threshold="1" decay="2" /> . . . . . <EmotionalThreshold emotion="Reproach" threshold="2" decay="8" /> <EmotionalThreshold emotion="Gratitude" threshold="3" decay="5" /> <EmotionalThreshold emotion="Anger" threshold="3" decay="5" /> Emotional Dispositions
  • 25. Defining John’s Personality Emotional Reactions <EmotionalReaction desirability="-5" praiseworthiness="-5"> <Event action="SpeechAct" parameters="sabotageinvitation,[SELF]" /> </EmotionalReaction> . . . . . <EmotionalReaction desirability="-4" praiseworthiness="-3"> <Event action="SpeechAct" target="[SELF]" parameters="insult" /> </EmotionalReaction>
  • 26. Defining John’s Personality Action Tendencies <ActionTendency action="SpeechAct([Subject],insult)"> <Preconditions /> <ElicitingEmotion type="Anger“ minIntensity="5"> <CauseEvent /> </ElicitingEmotion> </ActionTendency> . . . . . . . . <ActionTendency action="cry"> <Preconditions /> <ElicitingEmotion type="Distress" minIntensity="6"> <CauseEvent /> </ElicitingEmotion> </ActionTendency>
  • 27. Defining John’s Personality Goals <ActivePursuitGoal name="AcceptInvitation([friend])"> <PreConditions> <RecentEvent occurred="True" subject="[friend]" action="Question" target="[SELF]" parameters="invite" /> <Property name=“Like([SELF],[friend])” operator=“GreaterThan” value=“0” /> </PreConditions> <SucessConditions> <Property name="InvitedToParty([friend],[SELF])" operator="=" value="True" /> </SucessConditions> <FailureConditions> <Property name=“InvitedToParty([friend],[SELF])” operator=“=“ value=“False” /> </FailureConditions> </ActivePursuitGoal>
  • 28. Defining John’s Personality Actions <Action name="Question([target],[question])"> <PreConditions> <Property name="[target]" operator="!=" value="[AGENT]" /> </PreConditions> <Effects> <Effect probability="1"> <Property name="SpeechContext()" operator="=" value="#EVENT([AGENT],Question,[target],[question])" /> </Effect> </Effects> </Action> <Action name="InferenceOperator1([Inviter],[Invited])"> <PreConditions> <RecentEvent occurred="True" subject="[Invited]" action="Reply" target="[Inviter]" parameters="invite,positiveanswer" /> </PreConditions> <Effects> <Effect probability="1"> <Property name="InvitedToParty([Inviter],[Invited])" operator="=" value="True" /> </Effect> </Effects> </Action>