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Artificial Emotion

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Title: Artificial Emotion


1
Artificial Emotion
  • Characters that display emotion are critical to a
    rich and believable simulated environment.
  • Emotion is the essential ingredient that creates
    the difference between
  • Robotic behavior
  • Lifelike engaging behavior
  • Traditionally, animators painstakingly created
    these behaviors for pre-rendered animations
  • But, truly interactive characters must generate
    their behavior autonomously through techniques
    based upon artificial emotions
  • Must possess their own personalities and moods

2
Emotion AI Engine
  • Ian Wilson
  • www.artificial-emotion.com
  • Engine simulates personality, age, gender and the
    low level emotional behavior that drives most of
    our actions.
  • From this simulation gestures and low level
    actions are generated.
  • Behaviors can be mapped to application specific
    elements, i.e. characters, robots, cell phone
    agents, etc
  • Behavior of real users can be simulated to
    predict
  • what type of action that user might take
  • preferences
  • how a unique individuals mood changes while using
    your product
  • how to adjust that behavior to ideally reward
    each individual

3
Engine Features
Simulates millions of unique personalitites
Simulates ages from 5 to 105 Simulates gender
from very femenine to very masculine Simulates
core brain systems responsible for emotion level
processing Generates facial gestures using
muscle simulation, MPEG4 FAPs and FACS action
units Generates eye saccade, eye movement
speed/range/frequency control, blink Generates
head position movement, pitch and yaw
Generates upper body gestures (spine, shoulders,
neck) with walk cycle due to follow soon
Generates low level actions such as movement
speed / range / frequency, search patterns,
approach, avoid Input can be as simple as a
single integer to drive the whole system
Output is a continuous stream of integer values
Output is not tied to a specific application
for maximum flexibility
4
Facial Action Coding System (FACS)
  • Ekman, P., Friesen, W.V., Hager, J.C. (2002).
  • An anatomically oriented coding system, based on
    the definition of "action units" (AUs) of a face
    that cause facial movements.
  • Each AU may correspond to several muscles that
    together generate a certain facial action.
  • As some muscles give rise to more than one action
    unit, correspondence between action units and
    muscle units is only approximate.
  • 46 AUs were considered responsible for expression
    control and 12 for gaze direction and
    orientation.
  • The FACS model has been used to synthesize images
    of facial expressions exploration of its use in
    analysis problems has been a topic of continuous
    research.

5
MPEG-4
  • MPEG-4 is the latest compression standard
    developed by the Moving Picture Experts Group
    (MPEG) of the ISO, the same group that brought us
    MPEG-1 and MPEG-2. MPEG-4 builds on the proven
    success of three fields
  • Digital Television
  • Interactive graphics applications (synthetic
    content)
  • Interactive multimedia (World Wide Web,
    distribution of and access to content)

6
MPEG-4 Facial Animation and Definition Paramters
  • Inspired by FACS
  • Facial Definition Parameter set (FDP) and the
    Facial Animation Parameter set (FAP) were
    designed to allow the definition of a facial
    shape and texture, as well as the animation of
    faces reproducing expressions, emotions and
    speech pronunciation.

7
Facial Animation Parameters
  • The FAPs are based on the study of minimal facial
    actions and are closely related to muscle
    actions.
  • They represent a complete set of basic facial
    actions, such as squeeze or raise eyebrows, open
    or close eyelids, and therefore allow the
    representation of most natural facial
    expressions.
  • All FAPs involving translational movement are
    expressed in terms of the Facial Animation
    Parameter Units (FAPU).
  • FAPUs aim at allowing interpretation of FAPs on
    any facial model in a consistent way, producing
    reasonable results in terms of expression and
    speech pronunciation.

8
Facial Animation Parameters
9
JOY a la FAP
open_jaw (F3), lower_t_midlip (F4),
raise_b_midlip (F5), stretch_l_cornerlip
(F6), stretch_r_cornerlip (F7), raise_l_cornerlip
(F12), raise_r_cornerlip (F13), close_t_l_eyelid
(F19), close_t_r_eyelid (F20) , close_b_l_eyelid
(F21), close_b_r_eyelid (F22), raise_l_m_eyebrow
(F33), raise_r_m_eyebrow (F34), lift_l_cheek
(F41), lift_r_cheek (F42), stretch_l_cornerlip_o
(F53), stretch_r_cornerlip_o (F54)
10
Facial Definition Parameters
  • FDPs on the other hand are used to customise a
    given face model to a particular face.
  • The FDP set contains a 3D mesh (with texture
    coordinates if texture is used), 3D feature
    points, and optionally texture and other
    characteristics such as hair, glasses, age,
    gender.

11
Facial Definition Parameters
12
FAP Engines
  • IBM Java Toolkit for MPEG-4
  • Facial Animation Engine (FAE) (University of
    Genova, Digital and Signal Processing Lab.)
  • Miraface MPEG-4 FAP Player (MIRALab, University
    of Geneva)
  • XFace (Cognitive and Communicative Technologies,
    ITC-irst)
  • Visage Technologies

13
AE Approach
  • Emotions comprise three layers of behavior
  • Top level momentary emotions
  • Behaviors that we display briefly in reaction to
    events
  • Next level moods
  • Prolonged emotional states caused by the
    cumulative effect of momentary emotions
  • Underlying level personality
  • Behavior that we generally display when no
    momentary emotion or mood overrides
  • Levels have an order of priority
  • Momentary emotions over mood
  • Mood over personality

14
Layer Prominence
  • Momentary emotions are brief reactions to events
    that assume the highest priority when we select
    out behavior
  • Behaviors are short lived and decay quickly
  • Moods are produced by momentary emotions
  • Usually by the cumulative affects of a series of
    momentary emotions
  • Can gradually increase in prominence
  • Even after the momentary emotions have subsided
  • Development depends on whether momentary emotions
    are positive or negative
  • If a character were to receive a stream of
    negative momentary emotions, then the mood would
    obviously be bad and would decay slowly
  • Personality level is always present and has a
    consistent level of prominence

15
Behavior Selection
  • The behavior that a character displays depends
    upon each emotional layers prominence
  • The more prominent the layer, the higher the
    probability of that behavior being selected

16
Uses of AE
  • Autonomous AE of any depth is rarely seen in
    commercial interactive entertainment
  • Some exceptions are P.F. Magics Catz and Dogz
    series, Fujitsus fin fin, and Cyberlifes
    Creatures series

17
Uses of AE
  • IE is currently dominated by genres that require
    the user to either conquer and/or kill everything
    in his or her path
  • Little emotion is required
  • Emotion primarily serves a social function in IE.
  • Emotional responses are used to make characters
    believable and engaging
  • If we walk into a virtual bar and the characters
    had distinct personalities, the scene would be an
    immersive and believable simulation
  • If characters show no emotion
  • Our suspension of disbelief would be immediately
    broken
  • We would be immediately reminded that we were in
    a computer generated simulation

18
Uses of AE
  • Using human characters necessarily implies that
    their behavior is deep and complex
  • Unfortunately, we are most attuned to recognizing
    human emotion
  • And therefore recognizing flawed human emotion.
  • Which could easily break the illusion of an
    otherwise well constructed simulated environment
  • One way to attack this problem is to use nonhuman
    characters
  • Cats, dogs, and Norns all show engaging levels of
    interactive emotional behavior that maintains the
    illusion of life
  • Without having or needing the complexity of human
    emotional response.

19
AE Output
  • AE produces two fundamental components as output
  • Actions
  • General category dependent on the context of the
    situation in which the character exists
  • A simulations movement system uses AE to select
    and/or modify an action
  • AE indicates what actions are appropriate to the
    characters personality and current mood
  • A timid character is unlikely to do anything
    aggressive
  • An outgoing, extroverted character might perform
    an action enthusiastically
  • which would probably not be the case for an
    extreme introvert

20
AE Output
  • Gestures
  • Hand, body and facial
  • Way to communicate our emotions to the outside
    world
  • AE-driven gestures are tied directly to our
    characters personalities and moods and follow
    definite patterns.
  • E.g., a sad looking fellow, shoulders hunched
    over, arms hanging limply and walking slowly as
    he makes his way through our environment
  • Might compel a player to ask Why does he look so
    sad. What is his story? Should I go and ask
    him?
  • The kinds of questions that occur to the viewer
    of a truly interactive experience would be
    irrelevant without AE.

21
What is Personality?
  • The genetic and environmental differences in the
    brain structures of individuals.
  • As a species, our brains are almost identical
  • This gives rise to our common sets of behaviors.
  • But, we are all genetically and environmentally
    unique.
  • It is the differences that give us our unique
    behavioral variations of common behavior patterns
  • i.e., our personality

22
Personality Model
  • An area in a 3-D space.
  • The axes of the space are Extroversion, Fear and
    Agression (EFA Space)
  • Personality traits are represented by points
    within this space
  • Positioned according to the amount with which
    they are correlated with the each axis.
  • E.g., the trait of anxiety is positioned at
  • (E -30, F 70, A -10)
  • Associated -30 with Extroversion, 70 with Fear,
    and -10 with Aggression

23
EFA Space
24
EFA Space
  • The position of the center of the personality
    area (P) represents by how much each of those
    axes (central traits) define the overall
    personality
  • P is the center of a sphere
  • Contains the set of personality traits that make
    up the aggregate personality
  • The set of traits available to the character

25
Three Dimensions of Personality
  • Based on the idea that the brain might have 3
    central systems that mediate behavior
  • Approach System
  • Associated with Extroversion
  • Behavioral Inhibition System
  • Associated with Fear
  • Flight/Fight System
  • Associated with Aggression

26
Three Dimensions of Personality
  • The behavior that we display at any time is
    controlled by these 3 systems
  • And the genetic prominence of each system
  • E.g., for an anxious personality
  • Behavioral Inhibition System is very prominent
  • Personality would have a very high Fear component
  • Person generally fearful and cautious

27
Mood
  • Determined by perceived signal of punishments and
    rewards
  • Inputs for most elements of the system
  • Modulated by the characters personality
  • The position of the personality in EFA space
    affects the
  • Range of positive moods
  • Maximum level of positive moods increases with E
  • Range of negative moods
  • Maximum level of negative moods increases with F
  • Rate of change of moods
  • Speed at which moods build up and decay increases
    with A

28
Mood Example
  • Personality with high E, high F and high A
  • Moods would have large negative and large
    positive values
  • Moods would build up and decay rapidly
  • Character would be very moody with large mood
    swings

29
Engine Architecture
  • Nine modules
  • Six of these represent conceptual neural systems
  • Emotional reactions
  • Personality
  • Punishment and reward
  • Mood
  • Memory
  • Motivations
  • Two of these are the engine interfaces (API)
  • Input
  • Output
  • The Self State module is the central data
    repository for the engine
  • Represents the characters general emotional state
    at any time

30
Engine Architecture
31
Punishment and Reward
  • Basic types of input
  • Takes incoming signals of raw, sensed punishment
    and reward (p/r) and translates into perceived
    signals of p/r
  • Perceived p/r depends on
  • Characters previous history of received p/r
  • Personality

32
Punishment and Reward
  • Use of habituation
  • The more the character receives, in succession, a
    signal of one type
  • The lower effect the signal has
  • Use of novelty
  • The longer the character goes without receiving
    one type of signal
  • The greater the effect of that signal when it is
    received

33
Punishment and Reward
  • Characters personality determines how
    susceptible it is to punishment or reward
  • E.g., a psychopath is
  • Highly susceptible to reward
  • Highly unsusceptible to punishment
  • Makes them go after thrills without regard for
    the consequences

34
Motiviations
  • Arranged into a 4-layer hierarchy of needs
  • Physiological layer is always bottom
  • Relative positions of the remaining 3 layers in
    the hierarchy are determined by personality
  • Safety
  • Affiliation
  • Esteem
  • E.g., for the psychopath, Esteem is prioritized
    higher than Affiliation (friendship and kinship)

35
Memory
  • Used to facilitate non-cognitive social
    processing
  • Used in conjunction with the affiliation and
    esteem needs to provide enhanced social behavior
  • Keeps track of how much a particular character is
    liked based on several factors
  • Including social preferences of our family and
    friends
  • Used by the reactive emotion module

36
Reactive Emotions
  • Innate emotional reactions that have not involved
    any deep cognitive processing
  • Represent stimulus response reactions of the kind
    hard wired into our neural circuits
  • Joy
  • Sadness
  • Fear
  • Anger
  • Surprise
  • Disgust
  • Reactions are modulated by personality
  • Our psychopath would show very little fear in his
    reactions
  • But may show a great deal of anger
  • Triggered by p/r signals when they exceed
    thresholds derived from levels of motivational
    needs

37
API Input
  • All input is in the form of integer streams
  • p/r signals for each of the physiological and
    safety needs (8 in total)
  • Input representing signals received by the five
    senses for emotional reactions
  • Some needs remain constant if not changed
  • Assume we are sheltered unless we are informed
    otherwise
  • Some needs change unless information is received
    to the contrary
  • Hunger will increase unless we receive a reward
    signal for the hunger need
  • The engine is updated with input at each
    developer-determined time step

38
3 API Output Formats
  • Positional information required to produce
    emotional body and facial gestures
  • For a character whose body joints are being
    driven by an inverse kenmatics system
  • Output is the joint deviations from a plain
    vanilla movement to make the movement emotional
  • For a timid character, the spine might be curved
    backwards, the shoulders hunched forwards, and
    the head down
  • Determines characters movement speed, style, and
    smoothness
  • A neurotic character would move quickly in short
    bursts and in a very staccato, jerky fashion

39
3 API Output Formats
  • Semantic action plan
  • Determined by the characters motivational needs
  • Determines both what to do and how to do it
  • How is taken from current mood and selected
    personality trait
  • Character has been out in the cold rain a while
  • Warmth need receiving a constant stream of
    punishment
  • Results in making the mood level highly negative
    and the warmth need a high priority
  • For a character with a timid personality the
    resulting semantic output would be
  • Increase warmth very anxiously
  • increase warmth comes from motivational need
    for warmth
  • very comes from importance of need and mood
    level
  • anxiously is a trait that this particular
    character possesses and is appropriate to a
    negative mood

40
3 API Output Formats
  • Raw emotional state
  • Gives the developer the flexibility to use the
    emotional state in ways not handled by the first
    two modes

41
Example Scenario
  • Jane is a 38-year old mother of two playing an
    office simulation
  • She is the boss and she has to manage the well
    being of her office co-workers
  • In this game, the tasks that the team has to
    perform are secondary to their interactions.
  • Different team members respond differently to the
    same situation
  • She has to make them all work well together and
    keep them happy (goal of the game)

42
Example Scenario
  • Jane begins by taking a personality test and
    passes the result to the Engine
  • Engine displays behaviors similar to hers
  • She then decides the personalities of her 5
    coworkers
  • Extrovert
  • Introvert
  • Neurotic
  • Psychopath
  • A character with a personality similar to hers

43
Example Scenario
  • Day One Janes alter ego arrives at work
  • Her character is greeted warmly by the extrovert
  • The introvert sits at his desk, continues typing
    hardly acknowledging her presence
  • The neurotic looks mildly panicked, she does not
    like change, her shoulders slump forward, she
    curls up looking submissive
  • The psychopath sticks out his chest, shoulders
    back and fixes Janes character with a steely
    gaze as he marches, quickly and firmly, over to
    her to make his presence known
  • The character similar to Janess looks unsure.
    He is unable to decide if the new boss is good or
    bad for him. Jane, knowing his personality, can
    empathize with him so she makes the first move to
    smile and greet him.
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