Towards a Computational Approach to Emotion Elicitation
in Affective Agents
Joaqu
´
ın Taverner, Emilio Vivancos and Vicente Botti
Departamento de Sistemas Inform
´
a
´
aticos y Computaci
´
on, Universitat Polit
`
ecnica de Val
`
encia, Spain
Keywords:
Agent, Emotion Representation, Affective Computing.
Abstract:
Interest in affective computing is increasing in recent years. Different emotional approaches have been devel-
oped to incorporate emotions in multi-agent systems. However, most of these models do not offer an adequate
representation of emotions. An internal representation of emotions allows to define emotions according to
different affective variables. In addition, many of these approaches do not take into account factors such as
culture and language when defining emotions. In this work we show the results obtained in an experiment
carried out to design an affective model for a multi-agent system taking into account factors such as language
and culture.
1 INTRODUCTION
Affective computing (Picard and Picard, 1997) is the
area of computing related to the recognition, process-
ing and simulation of different affective character-
istics including emotions, personality or mood (Al-
fonso et al., 2014; Taverner et al., 2018a). One of the
main goals in affective computing is to create com-
putational systems capable of simulate human emo-
tions. Currently, there is no consensus on the defi-
nition of the term “emotion”. In general, an emotion
can be defined as a rapid response to a given stimulus.
Therefore, emotions have a fundamental importance
in the modeling of intelligent affective agents. Con-
sidering that emotions influence the behavior of af-
fective agents, credibility of agents simulating human
behavior will depend heavily on the selected model of
emotion.
Emotions depend on language and culture (Rus-
sell et al., 1989). A direct translation of emotions
from one language into other can lead to errors that
produce strange and artificial agent behaviors. When
developing the affective processes in a multi-agent
system, these factors we must be taken into account.
However, despite the fact that in other domains, such
as personal assistants, cultural and language factors
are taken into account, to the best of our knowl-
edge, in affective computing there are still no propos-
als that really take cultural and language factors into
consideration. Furthermore, most proposals of affec-
tive agents use simple interpretations of psychological
theories that are not generally proposed to be incorpo-
rated into computational models. However, currently
there are very few models of emotions representation
explicitly developed to be used by computers such as
the Scherer’s model (Scherer, 2010). In this paper we
show the preliminary results of a method based on ex-
periments to create a model of emotions for a multi-
agent affective BDI architecture (Alfonso et al., 2017)
adapted to different languages. This emotional model
will improve the simulation of emotional human be-
havior in this multi-agent affective architecture.
This paper is structured as follows: Section 2
presents different psychological models developed to
explain the structure of emotions. In Section 3, some
related works on emotion modeling in affective agents
are presented. In Section 4, we discuss about emotion
modeling in affective agents. Section 5 shows the re-
sults of our method based on experiments to create a
model of emotions for a multi-agent system. Finally,
Section 6 presents the conclusions and future work.
2 PSYCHOLOGICAL MODELS
OF EMOTIONS
From a psychological perspective, there are different
theories to explain how emotions are elicited. The ba-
sic emotions theories (Ekman, 1992) hold that there is
a limited number of emotions and that each event that
can be detected by a human being produces an associ-
ated emotion. In addition, these theories suggest that
emotions have a universal meaning.
On the other hand, appraisal theories (Lazarus,
1991; Ortony et al., 1990) consider that an emotion
Taverner, J., Vivancos, E. and Botti, V.
Towards a Computational Approach to Emotion Elicitation in Affective Agents.
DOI: 10.5220/0007579302750280
In Proceedings of the 11th International Conference on Agents and Artificial Intelligence (ICAART 2019), pages 275-280
ISBN: 978-989-758-350-6
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
275
is the result of the evaluation process that is activated
when an event is received. This process is executed
through a set of variables known as appraisal vari-
ables. The number and type of appraisal variables
usually vary depending on the psychological theory,
but appraisal theories have been widely used in affec-
tive computing to create emotional agents (Gebhard,
2005; Gratch and Marsella, 2004).
Finally, the constructivist emotion theories (Rus-
sell and Barrett, 1999; Thayer, 1997), in contrast to
the basic emotions theories, relate emotions to the lan-
guage and culture used by humans. These theories
explain the great differences using emotional terms in
different geographical and cultural areas. For exam-
ple, in the German language there is an emotion called
Schadenfreude whose meaning is “pleasure for the
suffering of others”. However, in languages such as
English or Spanish there is no word to define this
emotion. One of the most well-known constructionist
theorists is Russell (Russell and Mehrabian, 1977).
Russell proposes in his Circumplex Model of Af-
fect (Russell, 1980) that emotions can be represented
using two dimensions: pleasure and arousal. Accord-
ing to Russell’s experiments (Russell et al., 1989),
emotions represented by the same word in different
languages and cultures, can be associated with differ-
ent values of pleasure and arousal.
Russell’s model shares the Pleasure and Arousal
variables with the PAD model (Pleasure, Arousal, and
Dominance) (Mehrabian, 1996). This model is well
known in affective computing and is often used to rep-
resent the mood and emotions. The PAD model adds
the Dominance dimension to the representation of
emotions. However, generally this dimension is usu-
ally used as an appraisal variable while the Pleasure
and Arousal dimensions form what is known as the
core affect that structures the basic feelings (Marsella
et al., 2010; Russell, 2003).
3 RELATED WORKS
Over the last years, different proposals to use
emotions in multi-agent systems have been made
(Marsella et al., 2010; Esteban and Insua, 2017;
Gratch and Marsella, 2004; Alfonso et al., 2015).
These proposals adapt different theories of emotion
to create affective agents capable of selecting one
emotion when a certain event occurs. For example,
Marsella (Marsella and Gratch, 2009) proposes EMA
(a process model of appraisal dynamics) in which an
appraisal process based on the Lazarus’ appraisal the-
ory (Lazarus, 1991) is used. Marsella defines differ-
ent appraisal variables thresholds to elicit emotions.
Pleasure
Arousal
Tense
Nervous
Stressed
Upset
Unpleasant
Sad
Bored
Fatigued
Tired
Calm
Relaxed
Serene
Contented
Happy
Elated
Exited
Alert
Fear
Anger
Disgust
Sadness
Surprise
Happiness
Figure 1: The circumplex model of affect. Source: (Russell
and Barrett, 1999).
In EMA, emotions are represented as labels and the
intensity is defined as the product of different numeric
appraisal variables. The appraisal model proposed for
the EMA agent is also used in other affective agent
models such as GenIA
3
(Alfonso, 2017).
Other proposals for affective agents use dimen-
sional models of emotions. For example, Saldien
(Saldien et al., 2010) uses Russell’s Circumplex
Model of Affect to represent emotions in the robot
Probo. But in Saldien’s model, the Russell’s scheme
(Fig 1) is used as a reference for the situation of the
emotions without taking into consideration that this
scheme was not designed for that purpose.
Gebhard (Gebhard, 2005) uses the PAD space
in his emotional model. He defines an appraisal
model based on the OCC appraisal theory (Ortony
et al., 1990) called ALMA (A Layered Model Of Af-
fect). In this model, emotions obtained as a result of
the appraisal process are transformed into the PAD
space. Gebhard proposes to use a mapping that turns
each emotion into a point in the PAD space. Then,
these emotions are used to estimate the agent’s mood
(Mehrabian, 1996). In addition, personality is used to
define how the mood decay over time.
4 DISCUSSION
Despite the large numbers of proposals to model emo-
tions in multi-agent systems, there is still much work
to be done to obtain a realistic simulation of emotions.
Most emotional models were proposed to interpret
and analyze the way in which emotions are used by
human beings. But there are few models explicitly de-
veloped to be used in computational systems (Scherer,
ICAART 2019 - 11th International Conference on Agents and Artificial Intelligence
276
2010). In general, most affective computational mod-
els designed to create affective agents, adapt theories
from psychology. However, in most of these models,
emotions are represented as simple labels (as in most
proposals in emotion recognition). This simplifica-
tion may not be appropriate when modeling complex
affective behaviors such as empathy, the effect of per-
sonality and mood on emotions, or the affect decay
rate process (which is the process that reduce the emo-
tion intensity over time). From a computational per-
spective, a dimensional representation of emotions, as
Russell (Russell and Barrett, 1999) proposes, seems
to be more appropriate to design this type of affective
behaviors.
The Circumplex Model of Affect (Russell, 1980)
explains the occurrence of emotions using a two-
dimensional model based on the pleasure and arousal
values. Through this model, Russell proves that emo-
tions follow a circular pattern along the pleasure-
arousal dimensions. In his experiments he provides an
approximate model to relate each emotions to a pair of
pleasure and arousal values. This model was designed
to demonstrate the circular relationship of emotions
with the pleasure and arousal levels. The resulting
scheme (see Figure 1) uses a simplified location for
each emotion, because its main purpose is to proof
the circular relation between emotions and their plea-
sure and arousal levels. Apparently, a pair of values
(pleasure, arousal) corresponds to one emotion in the
circular representation of the Russell model and this
interpretation of the circular representation is directly
used in some affective agent models (Saldien et al.,
2010). But that use was not the original purpose of
the Rusell’s model and therefore, this representation
should not be translated directly into a computational
model. For example, in the scheme proposed by Rus-
sell, all emotions have exactly the same area. That
is completely unnatural, and consequently, an agent
using this simplified representation of emotions will
show an erratic behaviour, very different to the real
behaviour of a human being.
Even more important than this misuse of the origi-
nal Rusell’s model, the enormous differences between
emotions in different cultures, geographical areas,
and languages must also be taken into consideration.
When a literal translation of the English words used
to represent emotions is used in other language, a high
level of inaccuracies is introduced. When a human be-
ing uses a word to identify his/her emotion, this word
cannot be directly translated into other language. But,
how could we design an emotional agent interacting
with people if its emotional model is based on exper-
iments where people expressed their emotions using
words in a different language? Obviously, a lot of
inaccuracies will be introduced and the perceived be-
haviour of the emotional agent could look artificial
and erratic. Consequently, we propose a method to
adapt the Russell’s Circumplex Model of Affect to be
effectively used in multi-agent systems. This adap-
tation is ready to be used in a computational model
and it is based on an experiment where human beings
are expressing their emotions in the same language in
which the agent will be recognizing and expressing
emotions.
5 A CIRCUMPLEX MODEL TO
REPRESENT EMOTIONS IN A
CULTURAL CONTEXT
As we have argued before, one of the main challenges
that arise when designing affective agents is to de-
velop the process to select emotions. The behavior
of the agent will depend to a great extent on this pro-
cess. Therefore, a bad design can lead to unrealistic
agents showing an artificial and strange behavior. We
propose a computational model to represent emotions
in a dimensional space similar to the one proposed by
Russell’s (Russell, 1980) but our model is adapted to
a specific cultural environment. This representation
is appropriate to be used in computational models be-
cause emotions can be easily and effectively repre-
sented using two numerical variables: pleasure and
arousal. This bi-dimensional numerical representa-
tion uses variables instead of labels and therefore is
more accurate and appropriate to be use in a compu-
tational model. Emotional processes can easily mod-
ify the pleasure an arousal values to simulate, in a
more natural way, transitions between emotions. On
the other hand, evidence shows that intensity is re-
lated to the pleasure and arousal values (Reisenzein,
1994). High levels of these two variables correspond
to high intensity of emotions while, low values of
these two variables correspond to a low emotional in-
tensity. Very low levels of arousal and pleasure can be
identified as absence of emotion. This variation in the
pleasure and arousal values can be used to implement
the affective decay rate function of an affective agent.
Contrary to other proposals based in Russell’s
model, our emotion representation model redefines
the values of pleasure and arousal assigned to each
emotion. As we mentioned in the previous sections,
the circumplex scheme was proposed to support Rus-
sell’s theory in which each emotion could be repre-
sented in a circle according to its levels of pleasure
and arousal. This scheme can be easily criticized
when used in a real computational system, because
Towards a Computational Approach to Emotion Elicitation in Affective Agents
277
that was not the original use of this model. The first
unjustified decision is the size of the areas assigned
to each emotion. In the original model, every emo-
tion receives exactly the same area of the circle, but
this decision looks very artificial and, as shown in
our experiment, it does not correspond to the men-
tal representation in real humans. The second impor-
tant problem of this model, when used to represent
human emotions in an agent, is the identification of
emotions in the borders between the areas assigned to
each emotion. We know that these borders are arti-
ficial because they do not exist in the mental repre-
sentation of emotions in humans, but this fact is fre-
quently ignored. Finally, Russell’s model is based on
the results obtained in experiments in which British
English-speakers identifies emotions represented by
English words. However, when designing an agent
to interact with human expressing their emotions in
a different language, a new level of inaccuracy is in-
troduced. Our method uses an experiment to adapt
the emotional vocabulary and mental representation
of emotions to the language and culture of the envi-
ronment in which the agent will be located.
The first step of our methodology to represent
emotions is the data acquisition. The data acqui-
sition allows us to learn the levels of pleasure and
arousal related to different emotions in the environ-
ment (language and cultural area) in which the agent
will be located. In our experiment we analyze Eu-
ropean Spanish-speakers because our agent will be
located in this environment. In this experiment 10
emotions are identified by the participants according
to their pleasure and arousal levels: fear, angry, dis-
gust, sadness, boredom, sleepiness, calm, happiness,
excitement, and surprise.
1
Methodology. A hundred volunteers from different
age, sex, and cultural level, were asked to assign a
level of pleasure and arousal to the 10 selected emo-
tions.
Participants assigned to each emotion a pleasure
value using an integer number between 1 and 7 (from
”very misery” to ”very pleased”) in a questionnaire.
Note that the value 4 corresponds to a neutral value
for this variable. On the other hand, participants as-
sign an arousal value between 1 and 7 (where 1 cor-
responds to ”very sleep” and 7 to ”very aroused”) to
the same set of 10 emotions.
Results. The results of the experiment are summa-
rized in Figure 2. These results show how the 10 emo-
1
In the experiment, we use the Spanish words corre-
sponding to these English words.
4
3
1
1
1
1
1
10
12
3
17
21
2
1
7
14
1
−2
0
2
−2 0 2
Pleasure
Arousal
(a) Fear
3
4
1
1
2
2
112
5
3
5
8
17
12
1
2
3
7
9
1
1
−2
0
2
−2 0 2
Pleasure
Arousal
(b) Angry
3
2
1
1
1
1
8
12
1
4
6
1
11
12
4
1
9
8
2
1
1
1
2
3
2
2
−2
0
2
−2 0 2
Pleasure
Arousal
(c) Disgust
2
4
3
1
10
1
1
1
6
3
2
16
6
1
20
17
6
−2
0
2
−2 0 2
Pleasure
Arousal
(d) Sad
8
14
4
1
1
2
2
1
3
15
12
3
12
157
−2
0
2
−2 0 2
Pleasure
Arousal
(e) Bored
1
8
45
1
9 1
2
1
4
15
2
10
1
−2
0
2
−2 0 2
Pleasure
Arousal
(f) Sleepy
26
10
3
2
11
2
12
9
1
5
1
6
5
3
2
1
1
−2
0
2
−2 0 2
Pleasure
Arousal
(g) Calm
2
1
1
3
7
8
1
3
13
23
17
17
2
1
1
−2
0
2
−2 0 2
Pleasure
Arousal
(h) Happy
1
3
3
1
6
3
1
1
13
21
10
6
14
17
−2
0
2
−2 0 2
Pleasure
Arousal
(i) Excited
1
11
22
6
1
1
1
6
13
3
3
2
13
2
1
2
3
3
1
1
1
1
2
−2
0
2
−2 0 2
Pleasure
Arousal
(j) Surprise
Figure 2: Number of people who selected each value of
pleasure and arousal for the ten emotions.
ICAART 2019 - 11th International Conference on Agents and Artificial Intelligence
278
tions are related with the pleasure and arousal dimen-
sions, as assumed in the circumplex model. For ex-
ample, the fear emotion is related to high levels of
arousal and low levels of pleasure, while the happy
emotion is more related to high levels of pleasure and
arousal.
Figure 3a shows the means obtained in the exper-
iment for the emotions expressed by Spanish words
(emotions that Russell did not represent in his ex-
periments with British Engish-speakers are shown
in gray). Figure 3b shows the means obtained by
Russell for emotions expressed by English words.
Some differences can be easily detected. For ex-
ample, for British English-speakers happiness is re-
lated to a lower level of activation than for Euro-
pean Spanish-speakers. This corroborates the results
obtained by Russell in his cross-cultural experiment
(Russell et al., 1989), in which he appreciated signif-
icant differences between emotions in different lan-
guages. On the other hand, these results agree with
the constructivist theories in which emotion depends
on factors such as language and culture.
These results confirm the importance of our pro-
posal to create a specific emotion representation for
affective agents depending on the environment in
which the agent will be located. This method allows
to adapt the emotional model to the language and cul-
ture of the humans that will be interacting with the
affective agent. From these results we can easily ap-
proximate the regions where emotions are most likely
to occur in the emotional model. Therefore, these
results can be easily used to create a computational
model that represents emotions using their levels of
pleasure and arousal. Moreover, the results can also
be used to train a model to classify emotions accord-
ing to the levels of pleasure and arousal. This model
can be useful to map emotions onto the pleasure and
arousal dimensions using sentiment analysis or facial
expressions.
6 CONCLUSIONS AND FUTURE
WORK
Most of the models proposed to create affective agents
are approximations of psychological theories. In gen-
eral, these models use emotions as simple labels.
Having a dimensional representation of emotions can
help to understand and develop the emotional behav-
ior of affective agents. This allows to design emo-
tional processes such as the continuous process to
evolve one agent from one emotional state to other,
or the affect decay rate process.
In this paper we have shown the preliminary re-
Angry
Pleasure
Arousal
0.5 1.00.0-0.5-1.0
-1.0 0.5 0.0 0.5 1.0
Fear
Disgust
Sad
Bored
Sleepy
Calm
Surprise
Excited
Happy
(a) Results obtained for the 10 emotions trans-
lated into Spanish.
Pleasure
Arousal
Angry
Sad
Bored
Sleepy
Calm
Excited
Happy
(b) Results obtained by Russell.
Figure 3: Comparison between the results obtained by our
experiment (emotions expressed in European Spanish) and
the Russell’s experiment (emotions expressed in British En-
glish).
sults of a method to create a model of emotions for a
multi-agent system adapted to a specific language and
cultural area. The results demonstrate the importance
of performing this type of emotional analysis to adapt
affective psychological models to the environment in
which the emotional agent will be located. We have
shown how emotions can be interpreted in a very dif-
ferent way depending on the language used. From the
obtained data we can deduce the values of pleasure
and arousal associated to the different emotions. This
association can be used by agents to determine what
emotion must be shown according to the level of plea-
sure and arousal detected.
Using the experiment results, we can determine
the levels of pleasure and arousal corresponding to
each emotion. Therefore, given a pair of values for
pleasure and arousal, the agent can deduce the ex-
pressed emotion. On the other hand, when an emo-
tion is detected, the emotion can be represented in the
Towards a Computational Approach to Emotion Elicitation in Affective Agents
279
pleasure and arousal space. Using the same represen-
tation for agent and human emotions, we facilitate the
development of affective abilities such as emotional
contagion or empathy.
Currently we are implementing an emotional ap-
praisal model based on the results shown in this arti-
cle. This model will use a dimensional representation
of emotions based on the pleasure and arousal vari-
ables. In addition, our appraisal model will take into
consideration the influence of personality and mood
when selecting the emotion (Taverner et al., 2018b).
As part of our future work, this model will be incor-
porated into the affective agent architecture GenIA
3
(Taverner et al., 2016). The incorporation of this emo-
tion representation into GenIA
3
will facilitate emotion
recognition, empathy, or emotional contagion.
ACKNOWLEDGEMENTS
This work is partially supported by the FPI
grant ACIF/2017/085, Spanish Government project
TIN2017-89156-R, and GVA-CEICE project PROM-
ETEO/2018/002.
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