Related papers: I Feel I Feel You: A Theory of Mind Experiment in …
Federated learning is a setting where agents, each with access to their own data source, combine models from local data to create a global model. If agents are drawing their data from different distributions, though, federated learning…
The automation of functional testing in software has allowed developers to continuously check for negative impacts on functionality throughout the iterative phases of development. This is not the case for User eXperience (UX), which has…
Modeling personality is a challenging problem with applications spanning computer games, virtual assistants, online shopping and education. Many techniques have been tried, ranging from neural networks to computational cognitive…
The most enigmatic aspect of consciousness is the fact that it is felt, as a subjective sensation. The theory proposed here aims to explain this particular aspect. The theory encompasses both the computation that is presumably involved and…
How does empathy influence creative problem solving? We introduce a computational empathy intervention based on context-specific affective mimicry and perspective taking by a virtual agent appearing in the form of a well-dressed polar bear.…
We present an algorithm that identifies the reasoning patterns of agents in a game, by iteratively examining the graph structure of its Multi-Agent Influence Diagram (MAID) representation. If the decision of an agent participates in no…
A mathematical model for behavioral changes by pair interactions (i.e. due to direct contact) of individuals is developed. Three kinds of pair interactions can be distinguished: Imitative processes, avoidance processes, and compromising…
Game theory has been developed by scientists as a theory of strategic interaction among players who are supposed to be perfectly rational. These strategic interactions might have been presented in an auction, a business negotiation, a chess…
Reward function, as an incentive representation that recognizes humans' agency and rationalizes humans' actions, is particularly appealing for modeling human behavior in human-robot interaction. Inverse Reinforcement Learning is an…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
When engaging in conversations, dialogue agents in a virtual simulation environment may exhibit their own emotional states that are unrelated to the immediate conversational context, a phenomenon known as self-emotion. This study explores…
We seek measurable properties of AI agents that make them better or worse teammates from the subjective perspective of human collaborators. Our experiments use the cooperative card game Hanabi -- a common benchmark for AI-teaming research.…
An agent who interacts with a wide population of other agents needs to be aware that there may be variations in their understanding of the world. Furthermore, the machinery which they use to perceive may be inherently different, as is the…
Personality assessment in career guidance and personnel selection traditionally relies on self-report questionnaires, which are susceptible to response bias, fatigue, and intentional distortion. Game-based assessment offers a promising…
The paper describes BIRAFFE2 data set, which is a result of an affective computing experiment conducted between 2019 and 2020, that aimed to develop computer models for classification and recognition of emotion. Such work is important to…
As AI technology develops, trust in AI agents is becoming more important for more AI applications in human society. Possible ways to improve the trust relationship include empathy, success-failure series, and capability (performance).…
Recent advances in reinforcement learning with social agents have allowed such models to achieve human-level performance on specific interaction tasks. However, most interactive scenarios do not have a version alone as an end goal; instead,…
Most of the players have experienced the feeling of temporarily losing their character in a given gameplay situation when they cannot control the character, simply because they temporarily cannot see it. The main reasons for this feeling…
With the rapid development of robot and other intelligent and autonomous agents, how a human could be influenced by a robot's expressed mood when making decisions becomes a crucial question in human-robot interaction. In this pilot study,…
This paper explores public perceptions around the role of affective computing in the workplace. It uses a series of design fictions with 46 UK based participants, unpacking their perspectives on the advantages and disadvantages of tracking…