
Acording to (Benny Ping-Han Lee et.al. 2006) 
the emotion models and architectures for virtual 
agents are not yet advanced enough to be imbued 
with coexisting emotions but this is very important 
because mixed emotions, especially those in 
conflict, sway agent decisions and result in dramatic 
changes in social scenarios. 
In order to contribute to further development of 
the described problems, this paper investigates the 
social behavior of an intelligent virtual agent (IVA) 
with PRE-ThINK architecture by means of typical 
working student’s life scenario modeling. Тhe 
program system and the PRE-ThINK architecture, 
adapted for this scenario, are proposed. The basic 
modules of the programming system and the 
implementation of this architecture are considered. 
The mechanism of arising of the agent’s thoughts, as 
well as their assessment, are cleared out. The 
dynamics of the decision making process in problem 
situations is shown, when mixed emotions arise and 
the IVA’s behavior changes in a way, allowing 
achieving all of the goals of the scenario,.  
The social behavior, shown by the agent, as well 
as his/her generalized condition of awareness, which 
are not always in harmony, are explained and 
presented. The proposed scenario allows for 
modeling and expressing of both primary and 
secondary emotions. The social emotions, shown by 
the IVA, when giving answers to user’s questions in 
the experimental on-line information site, are a 
mixture of primary (spontaneously caused by the 
current context emotions) and secondary emotions 
(demonstrated - learned from IVA’s experience in a 
similar situation; and realized – caused by the IVA’s 
self-esteem related to his/her generalized condition 
and by all the simultaneous events, hidden for the 
users).   
The rest of this paper is organized as follows: 
Section 2 considers similar developments; the third 
section presents the scenario for the goals of the 
experiment; the fourth section comprises the 
description of the programming system and the 
model of IVA with PRE-ThINK architecture, 
adapted for typical working student’s life scenario 
modeling. Section 5 gives description of the 
experimental results. The sixth section includes 
discussion and directions for further development of 
the programming system; a generalization of the 
present work is proposed at the end.  
2 BACKGROUND 
There is a considerable body of work on social  
norms and norms in conversations in particular, 
including formalization of norms and obligations 
(Boella, G., Torre, L.v.d. 2003), how norms emerge, 
spread and get enforced in a society (Castelfranchi, 
C. 1995), levels of cooperation in social 
communications (Airenti, G., Bara, B. G., 
Colombetti, M. 1993), discourse obligations in 
dialogues (Traum, D. R., Allen, J. F. 1994) etc. 
In Thespian's decision-theoretic framework (Si 
Mei, Marsella, Pynadath 2006), conversational 
norms enable the characters to behave human-like 
by making relevant responses, following natural 
turn-taking patterns, and having appropriate 
conversational flow. (deRosis Fiorella, C. Pelachaud 
et. al. 2003) as well as Prendinger and colleagues 
(Prendinger Helmut and Mitsuru Ishizuka 2001) 
developed agents that are able to control their 
emotional displays if the social situation requires it. 
For instance, if the social distance between an agent 
and its conversational partner is high, Prendinger’s 
agent would not show anger to the full extent.  
The virtual tutor COSMO (Lester J. C. et. al. 
2000) intentionally portrays emotions with the goal 
of motivating students and thus increasing the 
learning effect.  
In the WASABI architecture (Becker-Asano, C., 
Wachsmuth, I.) use their agent’s cognitive reasoning 
abilities to model the mood-congruent elicitation of 
secondary emotions as well. They explain how nine 
primary emotions together with three secondary 
emotions—namely the prospect-based emotions 
hope, fears-confirmed, and relief —were integrated 
in such a way that their mood congruent elicitation 
can be guaranteed. They discussing results of a study 
on the effect of secondary emotion simulation in a 
card game scenario. 
Many researchers model IVA behaviour aiming 
at establishing a trust-based relationship between the 
user and the IVA (Celso M. de Melo et. al. 2009, 
Gratch et. al 2007, Bickmore et. al.2007, 
Niewiadomski et. al. 2008).  
In the present paper the agent with PRE-ThINK 
architecture proposed in  (Budakova D. 2011) 
(abbreviation from the initial letters of the basic 
components making it up - Principles, Rationalities, 
Emotions, Thoughts, Investigations, Needs, and 
Knowledge) is used to investigate social behavior in 
typical working student’s life scenario.   
3 THE SCENARIO 
For the purposes of the experiment the behavior of 
the typical working student is modeled, that have to 
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