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| models_of_social_intelligence [2009-01-19 11:37] – davegriffiths | models_of_social_intelligence [2009-01-19 11:59] (current) – davegriffiths | ||
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| ======Models of Social Intelligence====== | ======Models of Social Intelligence====== | ||
| - | Part of [[Project Lirec]]: Notes (and bits pasted) from Deliverable 5.1 (needs tidying up) | + | Part of [[Project Lirec]]: Notes (and bits pasted) from Deliverable 5.1 |
| An understanding of social intelligence is needed for creating agents capable of long term companionship with humans. | An understanding of social intelligence is needed for creating agents capable of long term companionship with humans. | ||
| Line 117: | Line 117: | ||
| http:// | http:// | ||
| - | =======Social Robots====== | + | =====Social Robots===== |
| Sociable physical robots | Sociable physical robots | ||
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| ======Emotions and personality in Social Agents====== | ======Emotions and personality in Social Agents====== | ||
| + | |||
| + | Theoretical foundations start with Darwin' | ||
| + | [[wp> | ||
| + | |||
| + | =====Appraisal Theories===== | ||
| + | |||
| + | State that emotions are the result of evaluating an event or situation. | ||
| + | |||
| + | - Primary appraisal: Is this relevant to me? | ||
| + | - Secondary appraisal: How should I cope with it? | ||
| + | |||
| + | =====Emotions to personalities===== | ||
| + | |||
| + | ^ Emotions ^ Moods ^ Personality Traits ^ | ||
| + | | Seconds/ | ||
| (Moffat, 1997) states, “personality is the name we give to (an agent’s) reactions tendencies that are consistent over situations and time”. | (Moffat, 1997) states, “personality is the name we give to (an agent’s) reactions tendencies that are consistent over situations and time”. | ||
| - | =====Computational | + | |
| + | ======Examples of computational | ||
| **EMA**: http:// | **EMA**: http:// | ||
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| * Mood also affects emotions | * Mood also affects emotions | ||
| + | Personality is a combination of: | ||
| * Emotional threshold - characters resistence to an emotion type | * Emotional threshold - characters resistence to an emotion type | ||
| * Decay rate - How fast an emotion disappears | * Decay rate - How fast an emotion disappears | ||
| - | = personality | ||
| * Event or action -> Knowledge base update | * Event or action -> Knowledge base update | ||