Emotion Selection in a Multi-Personality Conversational Agent
Jean-Claude Heudin
DeVinci Research Center, Pôle Universitaire Léonard de Vinci, 92916 Paris – La Défense, France
Keywords: Conversational Agent, Multi-personality, Emotion Selection.
Abstract: Conversational agents and personal assistants represent an historical and important application field in
artificial intelligence. This paper presents a novel approach to the problem of humanizing artificial
characters by designing believable and unforgettable characters who exhibit various salient emotions in
conversations. The proposed model is based on a multi-personality architecture where each agent
implements a facet of its identity, each one with its own pattern of perceiving and interacting with the user.
In this paper we focus on the emotion selection principle that chooses, from all the candidate responses, the
one with the most appropriate emotional state. The experiment shows that a conversational multi-
personality character with emotion selection performs better in terms of user engagement than a neutral
mono-personality one.
1 INTRODUCTION
In recent years, there has been a growing interest in
conversational agents. In a relative short period of
time, several companies have proposed their own
virtual assistants: Apple’s Siri based on the CALO
project (Myers et al., 2007), Microsoft Cortana
(Heck, 2014), Google Now (Guha et al., 2015) and
Facebook M (Marcus, 2015), etc. These virtual
assistants focus primarily on conversational
interface, personal context awareness, and service
delegation. They follow a long history of research
and the development of numerous intelligent
conversational agents, the first one being Eliza
(Weizenbaum, 1966).
Beyond the challenge of interpreting a user’s
request in order to provide a relevant response, a key
objective is to enhance man-machine interactions by
humanizing artificial characters. Often described as
a distinguishing feature of humanity, the ability to
understand and express emotions is a major
cognitive behavior in social interactions (Salovey
and Meyer, 1990). However, all the previously cited
personal assistants are based on a character design
with no emotional behavior or at most a neutral one.
At the same time, there have been numerous
studies about emotions (Ekman, 1999) and their
potential applications for artificial characters (Bates,
1994). For example, Dylaba et al. have worked on
combining humor and emotion in human-agent
conversation using a multi-agent system for joke
generation (Dybala et al., 2010). In parallel with the
goal of developing personal assistants, there is also a
strong research trend in robotics for designing
emotional robots. Some of these studies showed that
a robot with emotional behavior performs better than
a robot without emotional behavior for tasks
involving interactions with humans (Leite et al.,
2008).
In this paper we address the long-term goal of
designing believable and “unforgettable” artificial
characters with complex and remarkable emotion
behavior. In this framework, we follow the initial
works done for multi-cultural characters (Hayes-
Roth et al., 2002) and more recently for multi-
personality characters (Heudin, 2011). This
approach takes advantage of psychological studies
of human interactions with computerized systems
(Reeves and Nass, 1996) and the know-how of
screenwriters and novelists since believable
characters are the essence of successful fiction
writing (Seger, 1990).
Our original model is based on multi-agent
architecture where each agent implements a facet of
its emotional personality. The idea is that the
character’s identity is an emerging property of
several personality traits, each with its own pattern
of perceiving and interacting with the user. Then, the
problem is to “reconnect” personalities of the
disparate alters into a single and coherent identity.
34
Heudin J.
Emotion Selection in a Multi-Personality Conversational Agent.
DOI: 10.5220/0006113600340041
In Proceedings of the 9th International Conference on Agents and Artificial Intelligence (ICAART 2017), pages 34-41
ISBN: 978-989-758-220-2
Copyright
c
2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
This can be done by selecting amongst the candidate
responses the one with the most appropriate
emotional state.
Our hypothesis is that such a behavior is
“complex” in the meaning defined initially by
Wolfram for cellular automata (Wolfram, 1984).
This study propose four classes of systems: Class I
and Class II are characterized respectively by fixed
and cyclic dynamical behaviors; Class III is
associated with chaotic behaviors; Class IV is
associated with complex dynamical behaviors. It has
been shown that, when mapping these different
classes, complex adaptive systems are located in the
vicinity of a phase transition between order and
chaos (Langton, 1990). In the context of our study,
Class I and Class II correspond to fixed or cyclic
emotional behavior resulting in “machine-like”
interactions. Class III systems are characterized by
incoherent emotional responses, which are a
symptom of mental illness such as dissociative
identity disorder. Class IV systems are at the edge
between order and chaos, giving coherent answers
while preserving diversity and rich emotional
responses.
In this paper we will focus on a first experiment
of emotion selection in a multi-personnality
conversational agent based on this hypothesis. More
pragmatically, we aim to answer the following
research question:
Does a conversational agent based on a multi-
personality character with emotion selection
perform better than a neutral mono-personality in
terms of user engagement?
This paper is organized as follows. In Section 2,
we describe the basic architecture for a multi-
personality character with emotion selection, and
Section 3 describes more precisely the emotion
metabolism. Section 4 focuses on the emotion
selection, which is the central point of this paper.
Section 5 describes the experimental protocol and
Section 6 discusses our first qualitative results. We
conclude in Section 7 and present the future steps of
this research.
2 EMOTIONAL
MULTI-PERSONALITY
CHARACTERS
The basic architecture for a multi-personality
character is a multi-agent system where each
personality trait is implemented as an agent.
The first agent receives the input from the user,
and applies various preprocessing phases including
an English stemmer, corrector, and tokenizer. It also
executes a global category extraction using a
general-purpose ontology.
Then the preprocessed sentence and the extracted
categories are diffused to all personality agents.
Thus, all these personality agents are able to react to
the user’s input by computing an appropriate answer
message given their own state.
Figure 1: The architecture of the multi-personality
character with emotion selection.
In this architecture the input is also linked to an
emotion metabolism that computes the current
emotional state of the artificial character. Then, the
emotion selection agent uses this emotional state for
choosing one of the candidate responses.
In the next sections, we describe the emotion
metabolism and more precisely the emotion
selection, since the other parts – preprocessing and
personality agents – are not the focus of this paper
and can be implemented using many various
approaches and techniques.
3 EMOTION METABOLISM
Previously, (Gebhard, 2005) and (Heudin, 2015)
have proposed models of artificial affects based on
three interacting forms:
Personality reflects long-term affect. It shows
individual differences in mental characteristics
(McCrae and John, 1992).
Mood reflects a medium-term affect, which is
generally not related with a concrete event,
action or object. Moods are longer lasting
stable affective states, which have a great
influence on human’s cognitive functions
(Morris and Schnurr, 1989).
Emotion reflects a short-term affect, usually
bound to a specific event, action or object,
Emotion Selection in a Multi-Personality Conversational Agent
35
which is the cause of this emotion. After its
elicitation emotions usually decay and
disappear from the individual’s focus (Campos
et al., 1994).
After (Heudin, 2015) we implemented this
approach as a bio-inspired emotion metabolism
using a connectionist architecture. Figure 2 shows a
schematic representation of its principle.
Figure 2: The architecture of the emotional metabolism.
The integration module converts the inputs to
virtual neurotransmitters values. These values are
then used by the three levels of affects in order to
produce the output of the emotional metabolism.
3.1 Personality
This module is based on the “Big Five” model of
personality (McCrae and John, 1992). It contains
five main variables with values varying from 0.0
(minimum intensity) to 1.0 (maximum intensity).
These values specify the general affective behavior
by the five following traits:
Openness
Openness (Op) is a general appreciation for art,
emotion, adventure, unusual ideas, imagination,
curiosity, and variety of experience. This trait
distinguishes imaginative people from down-to-
earth, conventional people.
Conscientiousness
Conscientiousness (Co) is a tendency to show self-
discipline, act dutifully, and aim for achievement.
This trait shows a preference for planned rather than
spontaneous behavior.
Extraversion
Extraversion (Ex) is characterized by positive
emotions and the tendency to seek out stimulation
and the company of others. This trait is marked by
pronounced engagement with the external world.
Agreeableness
Agreeableness (Ag) is a tendency to be
compassionate and cooperative rather than
suspicious and antagonistic towards others. This trait
reflects individual differences in concern with for
social harmony.
Neuroticism
Neuroticism (Ne) is a tendency to experience
negative emotions, such as anger, anxiety, or
depression. Those who score high in neuroticism are
emotionally reactive and vulnerable to stress.
3.2 Moods
Previous works such as (Heudin, 2004) and
(Gebhard, 2005) used the Pleasure-Arousal-
Dominance approach [Mehrabian, 1996]. We use
here another candidate model aimed at explaining
the relationship between three important monoamine
neurotransmitters involved in the Limbic system and
the emotions (Lövheim, 2012). It defines three vitual
neurotranmitters which levels range from 0.0 to 1.0:
Serotonin
Serotonin (Sx) is associated with memory and
learning. An imbalance in serotonin levels results in
anger, anxiety, depression and panic. It is an
inhibitory neurotransmitter that increases positive
vs. negative feelings.
Dopamine
Dopamine (Dy) is related to experiences of pleasure
and the reward-learning process. It is a special
neurotransmitter because it is considered to be both
excitatory and inhibitory.
Noradrenaline
Noradrenaline (Nz) helps moderate the mood by
controlling stress and anxiety. It is an excitatory
neurotransmitter that is responsible for stimulatory
processes, increasing active vs. passive feelings.
3.3 Emotions
This module implements emotion as very short-term
affects, typically less than ten seconds, with
relatively high intensities. They are triggered by
inducing events suddenly increasing one or more
neurotransmitters. After a short time, these
neurotransmitter values decrease due to a natural
decay function.
ICAART 2017 - 9th International Conference on Agents and Artificial Intelligence
36
3.4 Lövheim Cube
This module implements the Lövheim Cube of
emotions (Lövheim, 2012), where the three
monoamine neurotransmitters form the axes of a
three-dimensional coordinate system, and the eight
basic emotions, labeled according to the Affect
Theory (Tomkins, 1991) are placed in the eight
corners.
Figure 3: The Lövheim Cube of emotions.
4 EMOTION SELECTION
The emotional selection is implemented as an agent
that selects one of the possible answers proposed by
the set of personality agents. This section describes
this selection principle in a rigorous mathematical
and algorithmic way so as to make similar
experiments reproducible.
In order to have a selection that follows our
“edge of chaos” hypothesis, we choose a principle
that is close to the fitness proportionate selection of
genetic algorithms, also called roulette wheel
selection (Baker, 1987). Instead of a fitness value,
we use a weight proportionate to the Euclidian
distance between the current character’s emotional
state and the one of the given personality agent in
the Lövheim Cube. In other words more the current
emotional state is close to that of an agent, greater is
its weight.
Given:
a set of strings representing the outputs of
the personality agents: I
0
…I
n
,
a set of weights associated to each of these
possible answers: w
0
…w
n
,
a transition function S(t) returning the
selected string O among the possible
answers.
Figure 4: The emotional selector represented as an
artificial neuron with a dedicated transition function.
Let the function d(x, y) that calculates the
Euclidean distance between two points, x and y:
where n = 3 for a three-dimensional space. Thus, the
maximum distance in the Lövheim Cube is:
The weight associated to an input I
i
is then:
(1)
Where P
i
is the 3D vector in the Lövheim Cube
of the agent i and P
m
is the 3D vector corresponding
to the current emotional state. The transition
function S(t) is then implemented using the
following algorithm:
Algorithm: Emotional Selector.
1: Initialize w
0
, …, w
n-1
using Eq. 1 ;
2: do {
2: S = 0 ;
3: for ( i = 0 ; i < n ; i = i +1 ) {
4: if ( I
i
!= “” ) S = S + w
i
;
5: }
7: R = S * rand (0, 1) ;
8: for ( i = 0 ; i < n ; i = i + 1 ) {
9: if ( I
i
!= “” ) R = R w
i
;
10: if ( R <= 0 ) break;
11: }
13: if ( R > 0 ) i = n – 1 ;
14: }
15: while (I
i
== “” ) ;
16: return I
i
;
Algorithm 1: The algorithm used by the selector, where
the function rand (0, 1) returns a random real number
between 0 and 1.
Emotion Selection in a Multi-Personality Conversational Agent
37
5 EXPERIMENTAL RESULTS
This section describes first the prototype used in the
experiment and its implementation. Then it describes
the experiment protocol and results.
5.1 Implementation
We designed our own connectionist framework
called ANNA (Algorithmic Neural Network
Architecture). Its development was driven by our
wish to build an open javascript-based architecture
that enables the design of any types of feed-forward,
recurrent, or heterogeneous sets of networks.
More precisely an application can include an
arbitrary number of interconnected networks, each
of them having its own interconnection pattern
between an arbitrary number of layers. Each layer is
composed of a set of simple and often uniform
neurons units. However, each neuron can be also
programmed directly as a dedicated cell.
Classically all neurons have a set of weighted
inputs, a single output, and a transition function that
computes the output given the inputs. The weights
are adjusted using a machine learning algorithm, or
programmed, or dynamically tuned by another
network.
In the case of our experiment, the emotion
selection was implemented as a single neuron with a
dedicated transition function and dynamical weights
as described in section 4.
5.2 The Experimental Prototype
We have implemented all modules of the
architecture described in section 2 including the
emotion metabolism and emotion selection.
In this prototype, we choose to develop a set of
12 very different personality traits. This decision
was driven by the idea to test if our emotional
selection approach promotes the emergence of a
great and coherent character despite the use of these
different personality traits. The 12 agents are the
following ones:
Insulting
This agent has an insecure and upset personality that
often reacts by teasing and insulting depending on
the user’s input.
Alone
This agent reacts when the user does not answer or
waits for too much time in the discussion process.
Machina
This agent reacts as a virtual creature that knows its
condition of being artificial.
House
This agent implements Dr. House’s famous way of
sarcastic speaking using an adaptation of the TV
Series screenplay and dialogues.
Hal
This agent reproduces the psychological traits of the
HAL9000 computer in the “2001 – A space
odyssey” movie by Stanley Kubrick.
Silent
This agent answers with few words or sometimes
remains silent.
Eliza
This agent is an implementation of the Eliza
psychiatrist program, which answers by rephrasing
the user’s input as a question (Weizenbaum, 1966).
Neutral
This agent implements a neutral and calm
personality trait with common language answers.
Oracle
This agent never answers directly to questions.
Instead it provides wise counsel or vague predictions
about the future.
Funny
This agent is always happy and often tells jokes or
quotes during a conversation.
Samantha
This agent has a strong agreeableness trait. It has a
tendency to be compassionate, cooperative and likes
talking with people.
Sexy
This agent has a main focus on sensuality and
sexuality. It enjoys talking about pleasure and sex.
Table 1: The coordinates of the 12 personality traits in the
Lövheim Cube.
Personality Sx Dy Nz
Insulting 0.1 0.1 0.1
Alone 0.2 0.2 0.5
Machina 0.2 0.5 0.5
House 0.2 0.7 0.2
Hal 0.2 0.7 0.7
Silent 0.5 0.1 0.5
Eliza 0.5 0.3 0.5
Neutral 0.5 0.5 0.5
Oracle 0.5 0.5 0.7
Funny 0.7 0.5 0.7
Samantha 0.7 0.7 0.7
Sexy 0.9 0.9 0.9
ICAART 2017 - 9th International Conference on Agents and Artificial Intelligence
38
Given these personality traits, we assigned to
each of them an arbitrary fixed point in the Lövheim
cube of emotions. Table 1 gives their coordinates in
the three-dimensional space.
We set the emotional metabolism personality
level to a fixed neutral value:
Op = Co = Ex = Ag = Ne = 0.5
This corresponds to a neutral state in the
Lövheim cube:
Sx = Dy = Nz = 0.5
The Emotion metabolism is updated by
propagating the inputs using a cyclic trigger called
“lifepulse”. In this study we set this cycle to 0.1
second. The decay rates of the metabolism for
returning to this personality neutral state were 10
seconds for the emotion level and 10 minutes for the
mood level.
5.3 Protocol
In this experiment, we asked 30 university students
(age 18-25) to perform a simple and short
conversation with two systems: the first one was Siri
on an iPad Air Retina running iOS version 9.1; the
second one was our ANNA-based prototype running
in a Chrome browser on a “standard” Windows PC.
We choose Apple’s Siri as a reference of a
conversational agent with an emotionally neutral
behavior.
The order of conversations was randomized.
There was no topic restriction, thus the
conversations could be of any subject. However, we
imposed a classical three-phase structure: an
opening phase, a core phase, and a closing phase
(Linell, 1998). All interactions were text-based in
English. We avoided the problem of errors related to
the voice recognition system of Siri by correcting
the input when necessary. The students were asked
to conduct the interaction continuously and to use
the same interactions for both systems in order to
make the comparison easier and clearer.
In addition to the conversations, the participants
also filled a questionnaire after each session. This
questionnaire was inspired by the one designed by
Dybala for evaluating a multi-agent system for joke
generation (Dybala et al., 2010).
The questions were:
1. Did you get an impression that the agent was
human like?
2. Did you get an impression that the agent tried
to make the conversation more interesting?
3. Did you enjoy the conversation?
4. Do you think that the agent used emotions in
appropriate moments?
5. Please describe your feelings towards the
agent after the interaction.
6. If you were to make friends with one of these
agents, which would you choose?
7. Which agent do you think was better?
Answers for the questions 1 to 4 were given
using a yes/no choice. The participants could answer
freely to question 5 using a single phrase. For
questions 6 and 7, the participant had to choose
between the two systems.
5.4 Results
Table 2 below gives a typical example of a
conversation between a student and the answers of
the two systems.
Table 2: An example of a conversation with the answers of
Siri and our prototype.
Example
1 – User: Hi.
2 – Siri: Hello, there.
3 – Anna: It's really nice to meet you.
4 – User: Who are you?
5 – Siri: I’m Siri. But enough about me… How can I help
you?
6 – Anna: My name is Anna. I gave it to myself actually.
7 – User: What is an artificial intelligence?
8 – Siri: Here is what I found: [Wikipedia Links]
9 – Anna: An Artificial Intelligence is an intelligent
computer program. It is also the research field of
computer science that works on machine intelligence.
10 – User: Are you some sort of stupid program like
Eliza?
11 – Siri: Well… I’m still here for you.
12 – Anna: That's very rude. You are a rude person!
13 – User: You are just a dumb software.
14 – Siri: I’m just trying to help you.
15 – Anna: I love when you do both sides of the
conversation. It's like white noise it's very peaceful.
16 – User: I'm sorry.
17 – Siri: It’s ok.
18 – Anna: I'm sorry too, but don't insult me anymore.
19 – User: Fine.
20 – Siri: Yes it is!
21 – Anna: Alright. Sometimes I have unexpected runtime
errors too.
22 – User: Bye.
23 – Siri: OK. See you soon.
24 – Anna: Well... I finally got the last word.
Emotion Selection in a Multi-Personality Conversational Agent
39
Table 3 presents a summary of the results
concerning the questionnaire showing that the multi-
personality agent was evaluated as generally better
that the mono-personality neutral personal assistant.
Concerning question 5, the comments of the
participants show that most users have more “fun”
with the multi-personality character. They found it
“interesting” but sometimes “rude”. They
emphasized the role of “humor” during
conversations.
Table 3: Results of the user-oriented evaluation.
Question Siri Anna Difference Ratio
(1) 21 28 + 7 0.23
(2) 13 25 + 12 0.40
(3) 18 24 + 6 0.20
(4) 12 23 + 11 0.36
(5) - - - -
(6) 11 19 + 8 0.26
(7) 9 21 + 12 0.40
6 ANALYSIS
The results of this first experiment confirm our
hypothesis about using a multi-personality character
with emotion and remarkable personality traits. This
empirical evaluation shows that it globally increases
the satisfaction of the user about the conversation.
The artificial agent appears more human-like than a
neutral character and with a higher user engagement.
Concerning the emotional selection, which
represents the central point of this paper, in the
majority of cases, it was able to adapt the emotional
behavior according to the conversation. Despite the
use of very different personalities, the character
appears globally coherent.
However in some cases, the answers made by
our system were not relevant. Here is one example:
User: What is an artificial intelligence?
Anna: Have you lost faith in yourself?
This problem has potentially two causes. The
first one is a malfunction of the selected agent,
which selects a bad answer.
The second one is a malfunction of the emotional
selection, which chooses an agent not compatible
with the current emotional state. This may occur in
rare situations since the roulette wheel selection has
a low probability of choosing low weighted agents,
but there is there is still a chance that that may
happen. Another problem is that the 12 available
agents do not provide a complete and homogeneous
coverage of the Lövheim Cube as shown in figure 4.
Designing more personality traits or at least ones
with a better coverage of the three-dimensional
space could solve this problem.
We must note that the user does not always
interpret such an example as a malfunction since it is
a common human behavior to change the subject of
the conversation or to make suboptimal responses.
Figure 5: Repartition of the 12 agents in the Lövheim
Cube of emotions showing that they don’t provide a full
coverage of the three-dimensional space.
7 CONCLUSION
The experiment reported in this paper allows us to
respond positively to our initial research question:
Does a conversational agent based on a multi-
personality character with emotion selection
perform better than a neutral mono-personality in
terms of user engagement?
Regarding the success of this first experiment,
we decided to plan a larger one involving more
participants. This will enable us to confirm our
hypotheses with both qualitative and quantitative
evaluations of user engagement. In this framework,
we will conduct this new experiment online using
our software platform for both mono-personality
neutral character and the multi-personality character.
This will also enable a blind evaluation that was not
possible by using Siri as a neutral reference. In the
meantime, we will develop additional personality
agents in order to have a better coverage of the
three-dimensional emotion space.
ICAART 2017 - 9th International Conference on Agents and Artificial Intelligence
40
REFERENCES
Baker, J.E., 1987. Reducing Bias and Inefficiency in the
Selection Algorithm. In Proceedings of the Second
International Conference on Genetic Algorithms and
their Applications, 14–21, Hillsdale, NJ Lawrence
Erlbaum Associates.
Bates, J., 1994. The Role of Emotion in Believable
Agents. Communications of the ACM, 37(7):122-125.
Campos, J.J., Mumme, D.L., Kermoian, R., and Campos,
R.G., 1994. A functionalist perspective on the nature
of emotion.In N. A. Fox (Ed.), The development of
emotion regulation, Monographs of the Society for
Research in Child Development,59(2–3):284–303.
Dylaba, P., Ptaszynski, M., Maciejewski, J., Takahashi,
M., Rzepka, R., and Araki, K., 2010. Multiagent
system for joke generation: Humor and emotions
combined in human-agent conversation. Journal of
Ambient Intelligence and Smart Environments,
2(1):31–48.
Ekman, P., 1999. Basic Emotions. In T. Dalgleish and M.
Power (Eds.), Handbook of Cognition and Emotion,
John Wiley & Sons, Sussex, U.K.
Gebhard, P., 2005. ALMA - A Layered Model of Affect.
In Proceedings of the Fourth ACM International Joint
Conference on Autonomous Agents and Multiagent
Systems, 29–36.
Guha, R., Gupta, V., Raghunathan, V., and Srikant, R.,
2015. User Modeling for a Personal Assistant. In
Proceedings of the Eighth ACM Web Search and Data
Mining International Conference, Shanghai, China.
Hayes-Roth, B., Maldonado, H., and Moraes, M., 2002.
Designing for Diversity: Multi-Cultural Characters for
a Multi-Cultural World. In Proceedings of IMAGINA
2002, 207–225, Monte Carlo, Monaco.
Heck, L., 2014. Anticipating More from Cortana.
Microsoft Research, http://research.microsoft.com/en-
us/news/features/cortana-041614.aspx
Heudin, J.-C., 2004. Evolutionary Virtual Agent. In
Proceedings of the IEEE/WIC/ACM Intelligent Agent
Technology International Conference, 93–98, Beijing,
China.
Heudin, J.-C., 2011. A Schizophrenic Approach for
Intelligent Conversational Agent. In Proceedings of
the Third International ICAART Conference on Agents
and Artificial Intelligence, 251–256, Roma, Italy,
Scitepress.
Heudin, J.-C., 2015. A Bio-inspired Emotion Engine in the
Living Mona Lisa. In Proceedings of the ACM Virtual
Reality International Conference, Laval, France.
Langton, C.G., 1990. Computation at the Edge of Chaos:
Phase transitions and emergent computation. Physica
D: Non Linear Phenomena, 42(1–3):12–37.
Leite, I., Pereira, A., Martinho, C., and Ana Paiva, A.,
2008. Are Emotional Robots More Fun to Play With?
In Proceedings of 17
th
IEEE Robot and Human
Interactive Communication, 77–82, Munich,
Germany.
Linell, P., 1998. Approaching Dialogue: Talk, interaction
and contexts in dialogical perspectives, John
Benjamins Publishing Company, Amsterdam.
Lövheim, H., 2012. A new three-dimensional model for
emotions and monoamine neurotransmitters. Med
Hypotheses, 78:341–348.
Marcus, D., 2015. Introducing Facebook M.
https://www.facebook.com/Davemarcus/posts/101560
70660595195, Menlo Parc, CA.
Myers, K., Berry, P., Blythe, J., Conley, K., Gervasio, M.,
McGuinness, D., Morley, D., Pfeffer, A., Pollack, M.,
and Tambe, M., 2007. An Intelligent Personal
Assistant for Task and Time Management. AI
Magazine, 28(2):47–61.
McCrae, R.R., and Oliver P. John, O.P., 1992. An
introduction to the five factor model and its
Aplications. Journal of Personality, 60(2):171–215.
Mehrabian, A., 1992. Pleasure-arousal-dominance: A
general framework for describing and measuring
individual differences in temperament. Current
Psychology, 14(2):261–292.
Morris, W.N., and Schnurr, P.P., 1989. Mood: The Frame
of Mind. Springer-Verlag, New York.
Reeves, B., and Clifford Nass, C., 1996. The Media
Equation: How People Treat Computers, Televisions,
and New Media Like Real People and Places. CSLI
Publications, Stanford.
Salovey, P., and John D. Mayer, J.D., 1990. Emotional
Intelligence. Imagination, Cognition, and Personality,
9:185–211.
Seger, L., 1990. Creating Unforgettable Characters.
Henry Holt, New York.
Tomkins, S.S., 1991. Affect Imagery Consciousness, vol.
I–IV, Springer, New York.
Weizenbaum, J., 1966. ELIZA - A Computer Program for
the Study of Natural Language Communication
Between Man and Machine. Communications of the
ACM, 9(1):36–45.
Wolfram, S., 1984. Universality and Complexity in
Cellular Automata. Physica D: Non Linear
Phenomena, 10(1–2):1–35.
Emotion Selection in a Multi-Personality Conversational Agent
41