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Joost Broekens

Publications and source records attributed to Joost Broekens.

24 records · Page 2Linked to original sources

Emotion in Reinforcement Learning Agents and Robots: A Survey

This article provides the first survey of computational models of emotion in reinforcement learning (RL) agents. The survey focuses on agent/robot emotions, and mostly ignores human user emotions. Emotions are recognized as functional in decision-making by influencing motivation and action selection. Therefore, computational emotion models are usually grounded in the agent's decision making architecture, of which RL is an important subclass. Studying emotions in RL-based agents is useful for three research fields. For machine learning (ML) researchers, emotion models may improve learning efficiency. For the interactive ML and human-robot interaction (HRI) community, emotions can communicate state and enhance user investment. Lastly, it allows affective modelling (AM) researchers to investigate their emotion theories in a successful AI agent class. This survey provides background on emotion theory and RL. It systematically addresses 1) from what underlying dimensions (e.g., homeostasis, appraisal) emotions can be derived and how these can be modelled in RL-agents, 2) what types of emotions have been derived from these dimensions, and 3) how these emotions may either influence the learning efficiency of the agent or be useful as social signals. We also systematically compare evaluation criteria, and draw connections to important RL sub-domains like (intrinsic) motivation and model-based RL. In short, this survey provides both a practical overview for engineers wanting to implement emotions in their RL agents, and identifies challenges and directions for future emotion-RL research.

cs.LG↗

Optimistic Risk Perception in the Temporal Difference error Explains the Relation between Risk-taking, Gambling, Sensation-seeking and Low Fear

Understanding the affective, cognitive and behavioural processes involved in risk taking is essential for treatment and for setting environmental conditions to limit damage. Using Temporal Difference Reinforcement Learning (TDRL) we computationally investigated the effect of optimism in risk perception in a variety of goal-oriented tasks. Optimism in risk perception was studied by varying the calculation of the Temporal Difference error, i.e., delta, in three ways: realistic (stochastically correct), optimistic (assuming action control), and overly optimistic (assuming outcome control). We show that for the gambling task individuals with 'healthy' perception of control, i.e., action optimism, do not develop gambling behaviour while individuals with 'unhealthy' perception of control, i.e., outcome optimism, do. We show that high intensity of sensations and low levels of fear co-occur due to optimistic risk perception. We found that overly optimistic risk perception (outcome optimism) results in risk taking and in persistent gambling behaviour in addition to high intensity of sensations. We discuss how our results replicate risk-taking related phenomena.

cs.LG↗

Virtual Reflexes

Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including emotions, gaze, and keeping distance. The behavior must be realistic and real-time. Current approaches consist of four steps: 1) trainee social signal detection, 2) cognitive-affective interpretation, 3) determination of the appropriate bodily responses, and 4) actuation. The "cognitive" detour of such approaches does not match the directness of human bodily reflexes and causes unrealistic responses and delay. Instead, we propose virtual reflexes as concurrent sensory-motor processes to control virtual actors. Here we present a virtual reflexes architecture, explain how emotion and cognitive modulation are embedded, detail its workings, and give an example description of an aggression training application.

cs.CY↗

Dynamic Facial Expression of Emotion Made Easy

Facial emotion expression for virtual characters is used in a wide variety of areas. Often, the primary reason to use emotion expression is not to study emotion expression generation per se, but to use emotion expression in an application or research project. What is then needed is an easy to use and flexible, but also validated mechanism to do so. In this report we present such a mechanism. It enables developers to build virtual characters with dynamic affective facial expressions. The mechanism is based on Facial Action Coding. It is easy to implement, and code is available for download. To show the validity of the expressions generated with the mechanism we tested the recognition accuracy for 6 basic emotions (joy, anger, sadness, surprise, disgust, fear) and 4 blend emotions (enthusiastic, furious, frustrated, and evil). Additionally we investigated the effect of VC distance (z-coordinate), the effect of the VC's face morphology (male vs. female), the effect of a lateral versus a frontal presentation of the expression, and the effect of intensity of the expression. Participants (n=19, Western and Asian subjects) rated the intensity of each expression for each condition (within subject setup) in a non forced choice manner. All of the basic emotions were uniquely perceived as such. Further, the blends and confusion details of basic emotions are compatible with findings in psychology.

cs.HC↗

Modeling the Experience of Emotion

Affective computing has proven to be a viable field of research comprised of a large number of multidisciplinary researchers resulting in work that is widely published. The majority of this work consists of computational models of emotion recognition, computational modeling of causal factors of emotion and emotion expression through rendered and robotic faces. A smaller part is concerned with modeling the effects of emotion, formal modeling of cognitive appraisal theory and models of emergent emotions. Part of the motivation for affective computing as a field is to better understand emotional processes through computational modeling. One of the four major topics in affective computing is computers that have emotions (the others are recognizing, expressing and understanding emotions). A critical and neglected aspect of having emotions is the experience of emotion (Barrett, Mesquita, Ochsner, and Gross, 2007): what does the content of an emotional episode look like, how does this content change over time and when do we call the episode emotional. Few modeling efforts have these topics as primary focus. The launch of a journal on synthetic emotions should motivate research initiatives in this direction, and this research should have a measurable impact on emotion research in psychology. I show that a good way to do so is to investigate the psychological core of what an emotion is: an experience. I present ideas on how the experience of emotion could be modeled and provide evidence that several computational models of emotion are already addressing the issue.

cs.AI↗

MMOGs as Social Experiments: the Case of Environmental Laws

In this paper we argue that Massively Multiplayer Online Games (MMOGs), also known as Large Games are an interesting research tool for policy experimentation. One of the major problems with lawmaking is that testing the laws is a difficult enterprise. Here we show that the concept of an MMOG can be used to experiment with environmental laws on a large scale, provided that the MMOG is a real game, i.e., it is fun, addictive, presents challenges that last, etc.. We present a detailed game concept as an initial step.

cs.CY↗