socio-emotional agency in machines: building human-agent playful interactions

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Socio-emotional Agency in Machines Building Human-Agent Playful Interactions Rui Prada

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Page 1: Socio-emotional Agency in Machines: Building Human-Agent Playful Interactions

Socio-emotional Agency in Machines

Building Human-Agent Playful InteractionsRui Prada

Page 2: Socio-emotional Agency in Machines: Building Human-Agent Playful Interactions

Associate Professor

Instituto Superior Técnico Universidade de Lisboa

Coordinator

Specialisation in Games Game’s Lab Gamification

Consultant

Co-founder, President

Portuguese Society of

Science of Videogames

Author

Avid Gamer

Page 3: Socio-emotional Agency in Machines: Building Human-Agent Playful Interactions

Senior Researcher Founding Member

http://rageproject.eu/

Applied Games and Gamification

Experience and Game Design

Human-Agent Interaction

Socially Intelligent Agents

Imagineering Institute Visiting Researcher

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Part I

People and Machines Together

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Memorable Interactions

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Unforgettable “Characters”

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Socially Intelligent Act Socially

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Understanding of Others

Social World Situation

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Socio-emotional Emotions, social relations,

social identity

Instrumental Shared plans, coordination

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People’s Perspective Accept Engage Trust

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Coherence Expectations

Purpose Context

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Human-like qualities “Personhood”

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Believability “The illusion of life”

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Believability requires a balance of several qualities

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Research Goal Increase the behaviour

qualities and social intelligence of AI

characters

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Group and relationship dynamics

Social influence and social power

Rui Prada, Ana Paiva: “Teaming Up Human with Synthetic Characters” in Artificial Intelligence, vol. 173 (1), pp. 80-103. 2009. Elsevier.

Gonçalo Pereira, Rui Prada, Pedro A. Santos: “Integrating social power into the decision-making of cognitive agents” in Artificial Intelligence. vol. 241, pp. 1-44, December 2016. Elsevier.

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Reciprocity Balance

Heider Balance Theory

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influence = power- resistance

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Sources of power Reward Coercive

Legitimate Expert

ReferentFrench and Raven Sources of Power

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Social Theatre (SIREN – FP7)

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Social importance dynamics Cultural behaviour

Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied Artificial Intelligence, vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis.

Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent virtual agents: From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.

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Claim and Confer Social Importance

Kemper Satus-power Interaction Dynamics

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Cultural traits Individualism/collectivism

Power distance Uncertainty avoidance Masculinity/femininity

Long term/short term orientation Indulgence/restraint

Hofstede Model of Culture

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https://geert-hofstede.com/malaysia.html

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Traveller (ECUTE – FP7)

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Social practices Social identity and self-

esteemJoana Dimas, Phil Lopes, Rui Prada: “One for all, all for one: Agents with social identities” in proceedings of CogSci‘2013 - 35th Annual Meeting of the Cognitive Science Society, pp. 2195-2200, Berlin, Germany. August 2013. CSS.

Frank Dignum, Rui Prada, Gert Jan Hofstede: “From autistic to social agents” in proceedings of AAMAS’2014 - 13th International Conference on Autonomous Agents and Multiagent Systems, pp. 1161-1164, Paris, France. May 2014. IFAAMAS.

Frank Dignum, Virginia Dignum, Rui Prada, Catholijn M. Jonker: “A Conceptual Architecture for Social Deliberation in Multi-Agent Organizations: a position paper” in International Journal of Multiagent and Grid Systems. vol. 11 (3), pp. 147-166, 2015. IOS Press.

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Identity personal, social (group

memberships)

Tajfel Social-identity Theory

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salience = accessibility x fit

Tajfel Social-identity Theory

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INVITE (UTAustin-PT)

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Social robots Embodiment and non-verbal

communication

Iolanda Leite, André Pereira, Samuel Mascarenhas, Carlos Martinho, Rui Prada, Ana Paiva: “The influence of empathy in human-robot relations” in International Journal of Human Computer Studies, vol. 71 (3), pp. 250-260, January 2013. Elsevier.

André Tiago Pereira, Rui Prada, Ana Paiva: “Improving social presence in humanagent interaction” in proceedings of CHI’2014 - 32nd annual ACM conference on Human Factors in Computing Systems, pp. 1449-1458, Toronto, Canada. April 2014. ACM.

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Emys Risk Player (LIREC – FP7)

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Playing together a cooperative physics-based

puzzle platformer

Rui Prada, Phil Lopes, João Catarino, João Quitério, Francisco S. Melo: “The Geometry Friends Game AI Competition” in proceedings of CIG’2015 - IEEE Conference on Computational Intelligence and Games, pp. 431-438, Tainan, Taiwan. August 2015. IEEE.

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Geometry Friends Game AI Competition

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Part II

AI Characters in Applied Games

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Games with Purpose

Games targeted at specific Learning

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Treme-treme (2014)

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MD for a Day (2014)

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Festarola (2015)

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JAMP (2016)

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Two main reasons why applied (learning) games work

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#1

Games enable practice, exploration and failure

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#2

Games promote personal emotional experience

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Image Source: https://c1.staticflickr.com/3/2200/2203264249_9fe46e5bbd_b.jpg

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One can only learn about what a game play space

affords

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8 Ball Pool, Miniclip

Learn about the rules of the game the force and angle of shots general tactics and strategy position play

Not about the execution details of the shot how to handle the cue the interaction with the opponent

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Image sources http://a5.mzstatic.com/eu/r30/Purple1/v4/ba/fc/cc/bafccc5b-7644-7497-a633-d3effa944ed9/screen800x500.jpeg https://upload.wikimedia.org/wikipedia/commons/thumb/7/74/VR_Glasses.jpg/800px-VR_Glasses.jpg

Virtual Pool 4 Virtual Reality

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Coverage and fidelity of the game interaction space

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Learning Social Skills

The interaction space should support exploration and failure of social actions

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AI characters increase the size of the social interaction

space (coverage)

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AI characters need to be socially intelligent and

believable (fidelity)

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http://rageproject.eu/

 Realising an Applied Gaming Eco-system (H2020)

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Create a platform to support diverse stakeholders in the

development, application and business of Applied Games

http://rageproject.eu/

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Create a set of reusable game assets

Push the TRL of research outputs

http://rageproject.eu/

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Emotional Appraisal + Embodiment

http://rageproject.eu/

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Get Involved Try the Assets

http://rageproject.eu/rage-ecosystem/software-assets-inventory/

http://rageproject.eu/

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Thank [email protected]

http://gaips.inesc-id.pt/rprada http://labjogos.tecnico.ulisboa.pt

http://spcvideojogos.org http://rageproject.eu