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Social Agents for Learning in
Virtual Environments
Agnese Augello1, Manuel Gentile2 , Frank Dignum3
1
ICAR - National Research Council of Italy,
2
ITD - National Research Council of Italy
3
Utrecht University, The Netherlands
Outline
Learning social and communication skills
Social skills training and SGs
The proposed solution: SALVE
Architecture
Some examples
Why social skills?
interpersonal,
social and
communicative
competences
social,
psychological
and occupational
well-being are
ensured by
academic or
professional
success are
predicted by
Social skills training theories
••Behavioral shapingSkinner
••Psychotherapy by Reciprocal
Inhibition
Wolpe
••Assertion or assertiveness
training
Wolpe &
Lazarus
••Social learning theoryBandura
A classical social skills training
procedure
Assessment
Direct Instruction and Coaching
Modeling
Role Playing
Homework assignment & Follow-up
Role Playing
to practice the desired
behaviours in a
controlled setting
problems
••difficult
••expensive
Serious games
e.g. Scripted
based design
Social and communication skills
training & SG
Behavioural
oriented Serious
Games
Behavioural
oriented Serious
Games Design
Skinner
Wolpe
Wolpe &
Lazarus
Bandura
Behavioural oriented Serious
Games Design
Pros Cons
Knowledge
design and
reuse
The organization of the
interaction facilitates the
designof the scenario
hides the knowledge at its base
Interaction
with the
virtual agent
There is a fine control of the
scenario (e.g. the conversation)
The agent behaviour are
predetermined and the
interaction becomes repetitive
after few uses.
Player
Experience
Specific user's behaviours can be
trained
Players have no freedom. The
game experience is quite
different from a real one
Role of social context in
conversation in communication
The dialogue is a joint activity
that must consider both
individual and social processes
Different communication
strategies can be used
according to the specific social
context
The same sentence can be used
with a different meaning in
different context and can raise
different social effects
“You should take a cat”
A different approach to implement
the conversational agent: SALVE
Putting social practices at the heart of
the deliberation allows for more efficient
planning (Dignum and Dignum, 2014)
Social Agents for Learning in Virtual
Environments
The social practice model
Chatbot as a possible solution?
1966 – Eliza
1988 – Jabberwacky
1992 - Dr. Sbaitso
1995 - A.L.I.C.E.
2001 - Activebuddy’s Smarterchild
2011 - Watson, Siri
2012 - Google Now
2015 - Amazon Alexa , Microsoft Cortana
2016 – More than 18.000 Bots on Im, Messanger and Facebook
Chatbot as a possible solution?
Strength
• It is possible to quickly create a
conversational agent, avoiding
natural language processing
issues
• It is easy to define the chatbot
behaviour through the design of
proper question answers
modules (Alice -> AIML
categories)
Weaknesses
• Chatbots lacks the ability to keep an
overview and a structure of the entire
conversation.
• In AIML the dialogue is managed keeping
track of the last conversation exchange
and setting conversation topics.
• It is difficult to design chatbots able to
correctly manage social
conversational practices.
<category>
<pattern>MY NAME IS *</pattern>
<that>HELLO THERE WHAT IS YOUR NAME</that>
<template>Nice to meet you <star /></template>
</category>
Architecture of the SALVE system
Architecture of the SALVE system
Using chatbot just as an
interaction interface
Extend the AIML language that
describes the chatbot rules
with ”social” tags such that it
keeps track where it is in the
social practice (towards state
based dialogue)
Architecture of the SALVE system
Integrate chatbot with a rule
based engine (DROOLS) to
keep track of the agent states
and guide it the social
practice
How “social practice” guides SG
design
How “social practice” guides SG
design
How “social practice” guides SG
design
start end
greetings
present
Get
patient
data
Determine
symptoms
Determine
treatment
Communicate!
How “social practice” guides SG
design
start end
greetings
present
Get
patient
data
Determine
symptoms
Determine
treatment
Examples of S-AIML
Example rules: Timely greetings
lead to positive emotions
rule "GreetingsReceivedInTime"
when
$startScene:EnterScene(scene.name=="greetings")
$g:GreetingsReceived(this after[0ms,20000ms] $startScene )
then
controller.print($startScene.getScene().getName());
controller.print("greeting received in the first 20 seconds after the start of the scene");
OOCHappenedEvent he=new OOCHappenedEvent();
don(he,DesirableEvent.class);
don(he,ProspectedRelevantEvent.class);
insert(he);
controller.print("greeting marked as happened desirable prospected event");
insert(new ChangeOfSceneFromGoal());
end
Example rules: Timely greetings
lead to positive emotions
rule "GreetingsReceivedInTime"
when
$startScene:EnterScene(scene.name=="greetings")
$g:GreetingsReceived(this after[0ms,20000ms] $startScene )
then
controller.print($startScene.getScene().getName());
controller.print("greeting received in the first 20 seconds after the start of the scene");
OOCHappenedEvent he=new OOCHappenedEvent();
don(he,DesirableEvent.class);
don(he,ProspectedRelevantEvent.class);
insert(he);
controller.print("greeting marked as happened desirable prospected event");
insert(new ChangeOfSceneFromGoal());
end
rule "DesirableEventHappened"
when
OOCHappenedEvent(this isA
ProspectedIrrelevantEvent,this isA DesirableEvent)
$agent:Emotion(this isA Agent)
then
controller.print("captured desirable event");
$agent.setJoy($agent.getJoy()+1);
controller.print("increase joy");
controller.setJoy($agent.getJoy());
end
Example rules: Greetings not received in
time lead to negative emotions
rule "GreetingsNotReceivedInTime"
when
$startScene:EnterScene(scene.name=="greetings")
(not(GreetingsReceived(this after[0ms,20000ms] $startScene ))
then
controller.print("greeting not received in the first 20 seconds after the start of the
scene");
OOCNotHappenedEvent nhe=new OOCNotHappenedEvent();
don(nhe,DesirableEvent.class);
don(nhe,ProspectedRelevantEvent.class);
insert(nhe);
controller.print("dummy event marked as not happened desirable prospected event");
controller.respond("why you did not say hello!");
end
Example rules: Greetings not received in
time lead to negative emotions
rule "GreetingsNotReceivedInTime"
when
$startScene:EnterScene(scene.name=="greetings")
(not(GreetingsReceived(this after[0ms,20000ms] $startScene ))
then
controller.print("greeting not received in the first 20 seconds after the start of the
scene");
OOCNotHappenedEvent nhe=new OOCNotHappenedEvent();
don(nhe,DesirableEvent.class);
don(nhe,ProspectedRelevantEvent.class);
insert(nhe);
controller.print("dummy event marked as not happened desirable prospected event");
controller.respond("why you did not say hello!");
end
rule "DesirableProspectedEventNotHappened"
when
$d:OOCNotHappenedEvent(this isA ProspectedRelevantEvent,
this isA DesirableEvent)
$agent:Emotion(this isA Agent)
then
controller.print("captured not happened desirable event");
$agent.setDisappointment($agent.getDisappointment()+1);
controller.print("increased Disappointment");
controller.setDisappointment($agent.getDisappointment());
end
Empathic opportunities are given
and can be taken or ignored
SALVE architecture
SALVE architecture
SALVE architecture
SALVE architecture
Conclusion and future work 1/2
The proposed solution:
••puts social practice at the heart of the deliberative process of
an agent;
••allows for a dynamic activation of categories, depending on the
current social practice, the pursued plan, the on-going activity,
and finally, at the lowest level the agent’s identity;
••allows for a great flexibility in the conversation while at the
same time simplifying the formalization of the chatbot KB;
••ensures to the player a greater freedom in sentences
expression, and the possibility to experiment dynamic scenarios
and different roles;
••Lets the player actively create a conversation rather than
choose moves
Conclusion and future work 2/2
Future work:
••finalize the implementation of the
serious game according to a proper
learning design approach;
••Improve the social practices
representations;
••create a tool to support the designer
••validate the proposed approach

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Social Agents for Learning in Virtual Environments - GALA2016

  • 1. Social Agents for Learning in Virtual Environments Agnese Augello1, Manuel Gentile2 , Frank Dignum3 1 ICAR - National Research Council of Italy, 2 ITD - National Research Council of Italy 3 Utrecht University, The Netherlands
  • 2. Outline Learning social and communication skills Social skills training and SGs The proposed solution: SALVE Architecture Some examples
  • 3. Why social skills? interpersonal, social and communicative competences social, psychological and occupational well-being are ensured by academic or professional success are predicted by
  • 4. Social skills training theories ••Behavioral shapingSkinner ••Psychotherapy by Reciprocal Inhibition Wolpe ••Assertion or assertiveness training Wolpe & Lazarus ••Social learning theoryBandura
  • 5. A classical social skills training procedure Assessment Direct Instruction and Coaching Modeling Role Playing Homework assignment & Follow-up
  • 6. Role Playing to practice the desired behaviours in a controlled setting problems ••difficult ••expensive Serious games
  • 7. e.g. Scripted based design Social and communication skills training & SG Behavioural oriented Serious Games Behavioural oriented Serious Games Design Skinner Wolpe Wolpe & Lazarus Bandura
  • 8. Behavioural oriented Serious Games Design Pros Cons Knowledge design and reuse The organization of the interaction facilitates the designof the scenario hides the knowledge at its base Interaction with the virtual agent There is a fine control of the scenario (e.g. the conversation) The agent behaviour are predetermined and the interaction becomes repetitive after few uses. Player Experience Specific user's behaviours can be trained Players have no freedom. The game experience is quite different from a real one
  • 9. Role of social context in conversation in communication The dialogue is a joint activity that must consider both individual and social processes Different communication strategies can be used according to the specific social context The same sentence can be used with a different meaning in different context and can raise different social effects “You should take a cat”
  • 10. A different approach to implement the conversational agent: SALVE Putting social practices at the heart of the deliberation allows for more efficient planning (Dignum and Dignum, 2014) Social Agents for Learning in Virtual Environments
  • 12. Chatbot as a possible solution? 1966 – Eliza 1988 – Jabberwacky 1992 - Dr. Sbaitso 1995 - A.L.I.C.E. 2001 - Activebuddy’s Smarterchild 2011 - Watson, Siri 2012 - Google Now 2015 - Amazon Alexa , Microsoft Cortana 2016 – More than 18.000 Bots on Im, Messanger and Facebook
  • 13. Chatbot as a possible solution? Strength • It is possible to quickly create a conversational agent, avoiding natural language processing issues • It is easy to define the chatbot behaviour through the design of proper question answers modules (Alice -> AIML categories) Weaknesses • Chatbots lacks the ability to keep an overview and a structure of the entire conversation. • In AIML the dialogue is managed keeping track of the last conversation exchange and setting conversation topics. • It is difficult to design chatbots able to correctly manage social conversational practices. <category> <pattern>MY NAME IS *</pattern> <that>HELLO THERE WHAT IS YOUR NAME</that> <template>Nice to meet you <star /></template> </category>
  • 14. Architecture of the SALVE system
  • 15. Architecture of the SALVE system Using chatbot just as an interaction interface Extend the AIML language that describes the chatbot rules with ”social” tags such that it keeps track where it is in the social practice (towards state based dialogue)
  • 16. Architecture of the SALVE system Integrate chatbot with a rule based engine (DROOLS) to keep track of the agent states and guide it the social practice
  • 17. How “social practice” guides SG design
  • 18. How “social practice” guides SG design
  • 19. How “social practice” guides SG design start end greetings present Get patient data Determine symptoms Determine treatment Communicate!
  • 20. How “social practice” guides SG design start end greetings present Get patient data Determine symptoms Determine treatment
  • 22. Example rules: Timely greetings lead to positive emotions rule "GreetingsReceivedInTime" when $startScene:EnterScene(scene.name=="greetings") $g:GreetingsReceived(this after[0ms,20000ms] $startScene ) then controller.print($startScene.getScene().getName()); controller.print("greeting received in the first 20 seconds after the start of the scene"); OOCHappenedEvent he=new OOCHappenedEvent(); don(he,DesirableEvent.class); don(he,ProspectedRelevantEvent.class); insert(he); controller.print("greeting marked as happened desirable prospected event"); insert(new ChangeOfSceneFromGoal()); end
  • 23. Example rules: Timely greetings lead to positive emotions rule "GreetingsReceivedInTime" when $startScene:EnterScene(scene.name=="greetings") $g:GreetingsReceived(this after[0ms,20000ms] $startScene ) then controller.print($startScene.getScene().getName()); controller.print("greeting received in the first 20 seconds after the start of the scene"); OOCHappenedEvent he=new OOCHappenedEvent(); don(he,DesirableEvent.class); don(he,ProspectedRelevantEvent.class); insert(he); controller.print("greeting marked as happened desirable prospected event"); insert(new ChangeOfSceneFromGoal()); end rule "DesirableEventHappened" when OOCHappenedEvent(this isA ProspectedIrrelevantEvent,this isA DesirableEvent) $agent:Emotion(this isA Agent) then controller.print("captured desirable event"); $agent.setJoy($agent.getJoy()+1); controller.print("increase joy"); controller.setJoy($agent.getJoy()); end
  • 24. Example rules: Greetings not received in time lead to negative emotions rule "GreetingsNotReceivedInTime" when $startScene:EnterScene(scene.name=="greetings") (not(GreetingsReceived(this after[0ms,20000ms] $startScene )) then controller.print("greeting not received in the first 20 seconds after the start of the scene"); OOCNotHappenedEvent nhe=new OOCNotHappenedEvent(); don(nhe,DesirableEvent.class); don(nhe,ProspectedRelevantEvent.class); insert(nhe); controller.print("dummy event marked as not happened desirable prospected event"); controller.respond("why you did not say hello!"); end
  • 25. Example rules: Greetings not received in time lead to negative emotions rule "GreetingsNotReceivedInTime" when $startScene:EnterScene(scene.name=="greetings") (not(GreetingsReceived(this after[0ms,20000ms] $startScene )) then controller.print("greeting not received in the first 20 seconds after the start of the scene"); OOCNotHappenedEvent nhe=new OOCNotHappenedEvent(); don(nhe,DesirableEvent.class); don(nhe,ProspectedRelevantEvent.class); insert(nhe); controller.print("dummy event marked as not happened desirable prospected event"); controller.respond("why you did not say hello!"); end rule "DesirableProspectedEventNotHappened" when $d:OOCNotHappenedEvent(this isA ProspectedRelevantEvent, this isA DesirableEvent) $agent:Emotion(this isA Agent) then controller.print("captured not happened desirable event"); $agent.setDisappointment($agent.getDisappointment()+1); controller.print("increased Disappointment"); controller.setDisappointment($agent.getDisappointment()); end
  • 26. Empathic opportunities are given and can be taken or ignored
  • 31. Conclusion and future work 1/2 The proposed solution: ••puts social practice at the heart of the deliberative process of an agent; ••allows for a dynamic activation of categories, depending on the current social practice, the pursued plan, the on-going activity, and finally, at the lowest level the agent’s identity; ••allows for a great flexibility in the conversation while at the same time simplifying the formalization of the chatbot KB; ••ensures to the player a greater freedom in sentences expression, and the possibility to experiment dynamic scenarios and different roles; ••Lets the player actively create a conversation rather than choose moves
  • 32. Conclusion and future work 2/2 Future work: ••finalize the implementation of the serious game according to a proper learning design approach; ••Improve the social practices representations; ••create a tool to support the designer ••validate the proposed approach