Home

Developing Co-operation Through Simulated Emotional

image

Contents

1. B Algoe and J Haidt Witnessing excellence in action the other praising emotions of elevation gratitude and admiration The Journal of Positive Psychol ogy 4 2 105 127 2009 R Axelrod The Evolution Of Cooperation Basic Books Inc 1984 R F Baumeister C N DeWall K D Vohs and J L Alquist Does Emo tion Cause Behavior Apart from Making People Do Stupid Destructive Things chapter 7 pages 119 136 Oxford University Press 2009 R F Baumeister K D Vohs C N DeWall and L Zhang How emotion shapes behavior Feedback anticipation and reflection rather than direct causation Per sonality and Social Psychology Review 11 167 203 2007 R A Brooks Intelligence without representation Artificial Intelligence 47 139 159 1991 N H Frijda The Emotions Cambridge University Press 1987 J Heinrich and F J Gil White The evolution of prestige Freely conferred defer ence as a mechanism for enhancing the benefits of cultural transmission Evolution amp Human Behavior 22 165 196 2001 W James What is an emotion Mind 9 188 205 1884 H Jiang J M Vidal and M N Huhns EBDI An architecture for emotional agents In Proceedings of the 6th Internationl Joint Conference on Autonomous Agents and Multi Agent Systems AAMAS 07 pages 38 40 ACM Press 2007 D Keltner and J J Gross Functional accounts of emotions Cognition and Emotion 13 5 467 480 1999 M L
2. co operating agent to defect Similarly co operation will excite gratitude and cause a defecting agent to co operate when sufficiently grateful The intensity of anger and the intensity of gratitude required to affect behaviour can be varied and we say that an agent is more tolerant if a greater degree of anger is needed before defection occurs and more responsive if less gratitude is required to induce co operation We use three degrees of tolerance responsiveness and these are independent giving rise to nine different emotional characters for our agents a description of each character will be provided later in the paper The effects of gratitude and anger when played against notable strategies submitted to Axelrod s tournament in the context of an iterated Prisoner s Dilemma game were reported in 11 However in this paper we extend our work by investigating the effects of the emotion admiration as defined by the OCC model and 15 After a round of interactions agents compare their performance with their neighbouring peer group At this point admiration can be evoked with respect to one of these peers which may be sufficient to cause the admiring agent to modify its emotional character to imitate the admired agent In this way success ful strategies will spread through the population so that we have a mechanism by which an initial population can develop particular characteristics as a result of agents comparing their performance with
3. with up to 7 different emotional characters Therefore by altering the player set used we may fur ther ascertain how un successful certain characters are as they have to compete against a broader variety of opponents It should also be noted that an agent may co operate with one agent in its player set and defect towards another i e behaviour towards different opponents is distinct As described in section 2 the decision to co operate or defect is dependent upon the agent s character and its current intensity of gratitude anger towards its opponent An agent s char acter is set randomly but the proportion and distribution of character types within the initial population is kept equal this ensures that no character has an unfair advantage with regards to propagation throughout the population a character is only propagated if it is successful not because it is more prevalent in the initial population or there is a small concentration of characters which can never be broken down An agent s character type can be set to 1 9 as pre viously explained an agent s character determines how quick or slow the agent is to reward gratitude or punish anger The slower an agent is to anger the more tolerant it is the quicker it is to show gratitude the more responsive it is Thus an emotional agent of character 1 our least tolerant and most respon sive agent only requires one defection co operation for its anger gratitude to become sufficie
4. 6 9 4 Moderately Responsive 6 he Characters 2 5 8 Frequency of placing 1 3 w tee mee Highly Responsive Characters A tes 1 4 7 o Sa ae 1 2 3 4 5 Scenario Number Fig 3 Frequency of placing in positions 1 3 for responsive character groups in scenarios focused upon initial numbers of co operators defectors We now turn to questions about the speed at which admiration leads to a change of character as explored in scenarios 6 14 Figure 4 shows that while tolerance is generally a feature of success the effect is less pronounced than in figure 2 In general we found that as admiration became less immediate in its effect the effect of tolerance was more pronounced with moderately tolerant characters thriving at high admiration levels We explain this by the fact that where admiration acts quickly characters change to allow co operation to be easier to establish and as with the defectors the harder co operation is to establish the greater the premium on tolerance LessTolerant Characters 1 2 10 Moderately Tolerant Characters 4 5 6 seee Highly Tolerant Characters 7 LessTolerant Characters Trendline Frequency of placing 1 3 w Moderately Tolerant Characters Trendline 2N ttseenee Highly Tolerant Characters Sool all Trendline Scenario Number Fig 4 Frequency of placing in positions 1 3 for tolerant character groups in scenarios focused upon initial num
5. Developing Co operation Through Simulated Emotional Behaviour Martyn Lloyd Kelly Katie Atkinson and Trevor Bench Capon The University of Liverpool Department of Computer Science Ashton Street Liverpool L69 3BX United Kingdom m1k5060 liverpool ac uk Abstract The emergence and maintenance of co operation in a society of agents is an important issue Hitherto it has largely been investigated in the framework of game theory but we have previously explored the role that can be played by a functional model of emotions 11 For example we have shown that the emotions of gratitude and anger can be used to produce co operative behaviour from agents acting solely in accordance with their current emotional state The effectiveness of these emotions in producing co operation however depends on the emotional volatility of the agents which determines the strength of these emotions required to alter behaviour In this paper we explore the role of the emotion of admiration in spreading the characteristics required to further co operation throughout a society of agents The research is conducted using simulations of a range of scenarios on a test bed based on the Prisoner s Dilemma game Our results show how tolerance and responsiveness affect the utility of the system as a whole and how this varies according to the proportion of initially co operative agents 1 Introduction In this paper we describe some experiments we have carried out to inv
6. at egy one of these rules states that strategies should not be overly complex This rule provides us with a basis for distinguishing between emotional and rational agents The agents in Axelrod s tournament rationally condition their behaviour by taking into account their past present and future payoffs In contrast our emotional agents make no use of the concept of payoffs they are simply reactive agents inspired by the notions outlined in 5 Essentially the emotional agent s behaviour is a product of its character and its current emotional state which is determined by its past experience and character with the layer of rationality as sociated with consideration of future and past payoffs stripped away Thus while history determines the current state the details of that history are discarded and behaviour is a simple response The decision to model and implement admiration in a multi agent system in order to spread successful characteristics was inspired by the occurrence of admi ration in both the OCC model and 15 and the observation that in both human and non human societies there are individuals who possess status or prestige and act as role models As suggested by 7 prestigious individuals are the subject of infocopying defined as a collection of direct social learning by others Such social learning mechanisms are investigated further by 12 and 13 who con clude that familiar prestigious individuals with valued skills elic
7. ave presented a mechanism for agents that simulates the emo tions of gratitude and anger to drive the emergence of co operation Furthermore we have presented a functional implementation of the emotion admiration and investigated how this emotion spreads characteristics through a population that enable success under various conditions We have also identified the conditions under which the most desirable emotional characteristics high tolerance and high responsiveness become prevalent and how these characteristics have a beneficial effect on the total score of a system population A key point is that these behaviours typically produced by agents using rational decision making that depends on the expected payoffs of various actions can equally be explained as a simple response to the emotional states produced by the preceding actions In future work we will undertake further analysis of the effect of player and comparator sets upon character prevalence since we found no real trend to this in these experiments We also wish to functionally model the emotion of contempt which will act in the opposite way to admiration and we will analyse how this affects both character prevalence and total system scores We will then simulate the additional emotion greed by which agents will periodically defect when co operation is established in an attempt to secure an advantage References 1 aD 10 11 12 13 14 15 16 17 S
8. bers of co operators defectors Figure 5 explores the effect of admiration on responsiveness Although the results are broadly similar with high responsiveness being increasingly favoured as the effect of admiration takes longer to elicit we note that here moderately responsive characters do relatively well at all levels of admiration whereas un responsive characters rarely thrive at any level of admiration This again shows that where co operative characters spread quickly it is more important to be responsive to co operative behaviour than to punish defectors LessResponsive Characters 3 6 9 2 a 10 Moderately Responsive Characters 2 5 8 a Sp nn Highly Responsive Characters 1 4 7 2 8 6 Linear Less Responsive E Characters 3 6 9 4 ai 3 se Moderately Responsive a Seta Seienn Sisoap e Characters Trendline 2 YE a Highly Responsive Characters a Trendline 6 Scenario Number Fig 5 Frequency of placing in positions 1 3 for responsive character groups in scenarios focused upon initial numbers of co operators defectors We also considered whether we could detect any significant effects or trends as a result of altering the numbers of players or comparators in the various sub scenarios We were unable to observe any striking patterns in this data but may explore this issue further in future 4 1 Discussion With regards to research questions 1 and 2 we found that when the initial proporti
9. estigate the emergence of co operation in populations of agents with varying emotional characteristics While many agent simulations use agents that reason explicitly about their goals and the effects of their actions we wish to explore the possi bility of describing behaviours in terms of an emotional response to the agents situation We therefore characterise our agents in terms of a limited set of emo tions capturing certain functional aspects of emotions in so far as they affect decisions we are not creating emotional agents as such and pay no attention to issues such as the physiological effects of emotions In our simulations we have agents that interact with one another Inspired by Axelrod s investigation of the emergence of co operation 2 these interactions take the form of an iterated Prisoner s Dilemma game Agents play against sets of their neighbours but their choice between co operation and defection will take no account of payoffs or history Rather after using a default for the first round their emotional attitude towards the other agents involved will determine their choice Our model of emotions is based on the Ortony Collins and Clore model 14 henceforth referred to as the OCC model as interpreted by Steunebrink et al 15 16 and from the twenty two emotions available we model two gratitude and anger In short defection from an opponent excites anger towards that agent and sufficient anger will cause a
10. it inspiration in those evaluating the individual The elicitation of inspiration therefore appears to be the product of comparison with a model example however how can such inspiration be elicited in agents In humans 1 proposes that inspiration is the motivational output of ad miration that results in the individual copying the valued traits possessed by the prestigious individual The study makes a number of important findings that provide us with the motivation for using admiration in the way that we do firstly participants that experienced admiration were more likely to try to emulate the prestigious individuals actions and secondly participants that ex perienced admiration reported a unique feeling of wanting to achieve success themselves Therefore we have used such empirical evidence of the effects of admiration as the basis of our functionality Taking inspiration from 9 we decided to use Netlogo 17 to create an implementation of an iterated Prisoner s Dilemma game The next section details the Emotional Population simulation test bed the agent architecture used our research questions and the experiments constructed and run to provide answers to these questions 3 Test Bed Implementation Our Emotional Population test bed is a multi agent simulation created using the Netlogo programming language and inspired by the Prisoner s Dilemma game The test bed consists of 338 agents all capable of emotional responses A
11. loyd Kelly K Atkinson and T Bench Capon Emotion as an enabler of co operation In 4th International Conference on Agents and Artificial Intelligence ICAART 2012 volume 2 pages 164 169 2012 P Lockwood and Z Kunda Superstars and me predicting the impact of role models on the self Journal of Personality and Social Psychology 73 1 91 103 1997 P Lockwood and Z Kunda Increasing the salience of one s best selves can un dermine inspiration by outstanding role models Journal of Personality and Social Psychology 76 2 214 228 1999 A Ortony G L Clore and A Collins The Cognitive Structure of Emotions Cambridge University Press 1988 B R Steunebrink M Dastani and J J C Meyer A logic of emotions for intel ligent agents In 22nd Conference on Artificial Intelligence pages 142 147 AAAI Press 2007 B R Steunebrink M Dastani and J J C Meyer A formal model of emotions Integrating qualitative and quantitative aspects In European Conference on Arti ficial Intelligence volume 178 pages 256 260 IOS Press 2008 U Wilensky Netlogo http ccl northwestern edu netlogo 1999 Date Ac cessed 23 6 2010
12. mmary and describes our current and future work 2 Background In 8 emotions are terms ascribed to a collection of bodily responses felt in reaction to some stimuli This stance is expanded by 6 and 10 where it is argued that emotions are functions that serve to directly mediate behaviour However the authors of 4 argue that emotions are key components in feedback loops whereby emotions are used to determine behaviour in a reoccurring sit uation based on past experience Both views of emotions described are taken into account by 3 which argues that both interpretations are likely to co exist We adopt the view that posits emotions as functional mediators of behaviour Whilst we agree that physiological factors and the notion of feedback loops are important in any comprehensive account we do not consider such aspects here We use Axelrod s tournament 2 as a way to both test the effectiveness of using emotions functionally as behavioural modifiers to enable and spread co operation throughout a population and as a way of distinguishing between rational and emotional agents Axelrod pitted rational strategies against each other in a number of iterated Prisoner s Dilemma games to determine which is the most successful i e strategies which maximise their own score whilst max imising the total score of the system The tournament led to the identification of four general rules that should be adhered to in order to create a successful str
13. nst others and if an agent deems itself the most successful its character will not change An agent s level of admiration can be set to any of the following values High an agent s neighbour or itself needs to achieve the highest score once before this agent s character is copied Moderate an agent s neighbour or itself needs to achieve the highest score twice before this agent s character is copied Low an agent s neighbour or itself needs to achieve the highest score three times before this agent s character is copied 3 1 Research Questions To give focus to the question of how co operative behaviour can be described in terms of emotional response we have identified specific research questions that the implemented test bed aims to answer These questions are presented below along with information that we will extract from the system that we deem to be relevant to each question 1 Do any initial conditions enable highly moderately less tolerant emotional characters to become prevalent and if so why 2 Do any initial conditions enable highly moderately less responsive emo tional characters to become prevalent and if so why 3 Does the prevalence of a particular character have an effect on the total system score and if so why With respect to questions 1 and 2 we aim to analyse the frequency at which each group of characters places first in each scenario those that do can be considered more pre
14. nt to change its behaviour to defection co operation Conversely an emotional agent of character 9 our most tolerant and least responsive char acter requires three non consecutive defections co operations before the agent feels sufficient gratitude anger to change its behaviour Table 2 details all 9 characters for reference An initial disposition for each agent is set to either co operate or defect this value is used to determine the behaviour of an agent on the initial round of every game The proportion of initial co operators defectors is user defined but the determination of which agents are co operators defectors is left to the program as we are not interested in analysing how the proximity of co operators defectors influences the results obtained Table 2 Emotional agent character Ch descriptions If def co ops to co op 1 2 3 If co op Ch 1 Ch 2 Ch 3 def to 2 Ch 4 Ch 5 Ch 6 def 3 Ch 7 Ch 8 Ch 9 After 5 rounds have been played each agent compares its current score against each agent in the agent s comparator set An agent s comparator set variable may be set to either parallel orthogonal diagonal or octagonal as for the player set Related to this is the agent s admiration level which determines how successful a neighbour must be before the agent changes its character to match that neighbour An agent considers its own success when comparing itself agai
15. on of defectors in the population was high the most successful characters are those that embody high tolerance and high responsiveness This remained true unless initial co operators were in the majority As co operation becomes increasingly widespread the benefits of being less tolerant and less responsive emerge With a very large proportion of initial co operators the most successful characters were those that embodied intolerance resulting in a reduced chance of exploitation by the rare defectors and moderate responsiveness a characteristic that enables co operation to be established without being over exploited Similar although less pronounced observations were made when the speed with which admiration took effect was varied The point here is that the quicker admiration is to be elicited the easier co operation is to establish so moderately responsive characters do relatively well when a greater percentage of the population is easy to elicit admiration from However due to the fact that there is never a high proportion of initial co operators in the scenario where admiration was varied characters from the least tolerant group never have a chance to flourish With regards to research question 3 we found that the highest system scores were always achieved when the most tolerant characters become prevalent In addition the most prevalent character that emerged was also highly responsive i e character 7 5 Conclusion In this paper we h
16. qually prevalent characters and 0 25 for four was counted This clearly indicates that a high degree of tolerance is more effective until the initial proportion of co operators becomes high The reasoning is similar to that provided in the discussion of the total system score Success depends on establishing co operation and where co operation is initially widespread there is less of a requirement for tolerance to establish co operation with an unresponsive partner Figure 2 also shows that intolerance has benefits when co operation is widespread since where defections are rare there is more value in not being exploited than in having the patience to win the defector over LessTolerant Characters 1 2 Moderately Tolerant Characters 4 5 6 Frequency of placing 1 3 w e Highly Tolerant Characters 7 Scenario Number Fig 2 Prevalence frequency of tolerant character groups in scenarios focused upon initial numbers of co operators defectors The effect of the proportion of defectors on responsiveness is shown in figure 3 Like tolerance responsiveness is important when defection is frequent but of less importance when defections are rare Here however when co operation is frequent moderately responsive characters thrive This is because such char acters benefit from establishing co operation without allowing themselves to be over exploited by infrequent defections LessResponsive Characters 3
17. racter that was represented by the most agents in the final population of the sub scenario As figure 1 shows this was almost always character 7 the most tolerant and responsive of our characters The exceptions are scenarios 4 and 5 in which the majority of the initial population are co operators and where characters 4 in scenario 4 and 8 in scenario 5 become the prevalent characters This is explained by the fact that since co operation cycles are easier to achieve in these scenarios a moderate degree of responsiveness is enough to establish co operation Moreover where as in scenario 4 there is still a significant amount of initial defection the moderately tolerant character succeeds more because it avoids exploitation This also explains why scenario 5 has the highest overall system score and scenario 4 which has a majority of co operators in the initial population the second highest 4500000 4000000 3500000 Sam Dominant 8 2500000 character E 2000000 mch amp 1500000 a ch7 8 1000000 500000 o 1 2345 6 7 8 9 1011121314 Maximum normalised average total Scenario Fig 1 Maximum normalised average total system scores and emerged prevalent char acter for each scenario Figure 2 shows the effect of different proportions of initial defectors on the character that emerges as most prevalent Where two or more characters were equally prevalent in a sub scenario an appropriate fraction e g 0 5 for two e
18. that of others The experiments reported here will focus on what kind of emotional character in terms of tol erance and responsiveness is conducive to individual success what characters are conducive to system success measured in terms of several criteria and how character affects the emergence of co operation Our contribution is threefold firstly we model the emotions of anger grati tude and admiration so that they are able to play a functional role in determining how agents behave in a simulated environment Secondly we propose that ad miration is a functionally valid mechanism capable of driving the spread of the most successful character traits which are we will show high tolerance and high responsiveness through a population Thirdly we illustrate the effects of employing different intensities of admiration and initial co operators defectors on both individuals and the system and on the emergence of the most prevalent character To achieve this we have implemented a novel test bed inspired by 2 Section 2 will provide some background support for the idea that emotions are an important factor in determining behaviour and provide more details of the OCC model and the use we make of it Section 3 will describe our test environment the research questions we address in this paper and the scenarios used in our experiments Section 4 reports the results of these experiments and offers some discussion Finally section 5 gives a su
19. typical round in an Emotional Population game proceeds as described below A complete game entails 500 of these rounds being played 1 Agents and a mediator are placed in the environment 2 Agents consult current emotional state before co operating defecting with against opponents their decisions are also sent to the mediator 3 Agent s emotional state is updated by reacting to the opponent s play in the last round and payoffs are distributed by the mediator as per payoff distribution in Prisoner s Dilemma see Table 1 The payoff matrix is used by the simulation system to determine the effect of the agent s actions It is not used by the agents themselves and we need not assume any awareness of this matrix on the part of the agents Table 1 Prisoner s Dilemma payoff matrix Co operate Defect Co operate 3 3 04 5 Defect 5i 0 Li lj The determination of an agent s opponents is achieved by setting the player set variable to one of the following values Parallel opponents are located east and west of the agent Orthogonal opponents are located north south east and west of the agent Diagonal opponents are located north east north west south east and south west of the agent Octagonal combination of orthogonal and diagonal sets Increasing the number of players in an agent s player set places a character under more rigorous testing as it may have to compete
20. ub scenarios are concerned with the player comparator set configurations details of these sub scenarios can be found in Table 4 Table 4 Sub scenario details Comparator Set Parallel Orthogonal Diagonal Octagonal Player Parallel Sc 1 Sc 2 Sc 3 Sc 4 Set Orthogonal Sc 5 Sc 6 Sc 7 Sc 8 Diagonal Sc 9 Sc 10 Sc 11 Sc 12 Octagonal Sc 13 Sc 14 Sc 15 Sc 16 4 Results Simulating the behaviour for 10 runs of the sixteen sub scenarios of the 14 scenar ios produced a wealth of detailed information Here we provide some summaries that establish the key points with regard to the research questions posed in the previous section Our nine characters were divided into three groups to reflect their tolerance and responsiveness As an example characters 1 2 3 have low tolerance and characters 3 6 and 9 have low responsiveness These groupings are shown in Table 5 below Table 5 Emotional characters and their group allocation according to degree of tol erance responsiveness Level Low Moderate High 4 5 6 7 8 9 2 5 8 1 4 7 Tolerance 1 Responsiveness 3 SN Oj w To investigate system score we identified for each scenario the maximum average system score across the sixteen sub scenarios normalised to take account of the different number of encounters in the sub scenarios and the character that emerged as most prevalent in the sub scenario in question i e the cha
21. valent The scenarios under which these characters become prevalent may then be analysed to determine why the prevalence of this character emerges Question 3 may be answered by simply analysing the prevalence of characters and average total system scores of sub scenarios The total system score is the sum of all individual agents scores on the final round of the current game Average total system scores may then be calculated and ordered so that the highest sub scenario scores for a scenario can be analysed From this we can see if there is any relation between high average total system scores and character prevalence 3 2 Experiment Scenarios In order to answer the research questions detailed in section 3 1 we have run a number of experiments We tested 14 different scenarios as listed in Table 3 Table 3 Scenario details proportions of each variable Admiration Level oe Initial Scenario Initial Co High Mod Low Defectors operators 1 90 10 34 34 32 2 70 30 34 34 32 3 50 50 34 34 32 4 30 70 34 34 32 5 10 90 34 34 32 6 50 50 50 25 25 7 50 50 70 15 15 8 50 50 90 5 5 9 50 50 25 50 25 10 50 50 15 70 15 11 50 50 5 90 5 12 50 50 25 25 50 13 50 50 15 15 70 14 50 50 5 5 90 For each scenario there were 16 sub scenarios run each of which was repeated 10 times in order to harvest a data set large enough for us to construct a reli able analysis These s

Download Pdf Manuals

image

Related Search

Related Contents

ITW  HP Tablet Accessory 651176-002 User's Manual  16/24-Port 10/100/1000Mbps 802.3at PoE+ Ethernet Switch GSW  elan - seagullhc.it  12” – 15” – 17” – 19” user`s manual  

Copyright © All rights reserved.
Failed to retrieve file