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Architecture/Design for Affective Behavior

March 2016, Linas Vepstas

Below follows an explicit proposal of how to implement affects and behaviors within the Eva behavior infrastructure. This includes a learning component, through which Eva could expand her emotional and social repertoire.

The core ideas are inspired by work from Donald Nathanson and his book "Pride and Shame". This book names nine basic affects. These form a substrate to emotional experience. The book is reviewed by Richard Ostrofsky ["Affect Theory, Shame and the Logic of Personality"] (http://www.secthoughts.com/Misc%20Essays/Shame%20and%20Personality.pdf) (January, 2003)

TLDR; Executive Summary

The proposal is to make triggers of behavior searchable. Instead of writing behavior rules as "if condition X holds then perform behavior Y", one should instead build a library of statements such as "behavior Y can be appropriate when condition X holds". This library can hold several possibilities for Y, such as Y1, Y2, ... which might be also be preference weighted. 

This library can be searched by the regular pattern-matcher or by the fuzzy matcher to retreive the set of candidate behaviors, given condition X.

If no exact answer is found for X, and several fuzzy answers are available, then a random genetic cross-over or MOSES-style knob-turn of the candidates can be attempted (maybe can we use the "conceptual blending" code??).  If the result is good, we memorize it for next time. If the result is bad, we add it to our "don't do this next time" list.

Its a good idea because:

  1. Learning by conceptual blending.
  2. Not hard to implement.
  3. Modularizes the set of behaviors into classes that make them easier to write/review.

Basic Terminology

  • "Affect is biology, emotion is biography."
  • "Affects are sensed."
  • "A feeling is one or more affects that attain consciousness."
  • "An emotion is a bundle of feelings, given a (cultural) label."
  • "Affects are transient, feelings may linger."
  • "A mood is a set of chronically triggered feelings." (mood is to feeling what climate is to weather)
  • "A drive is body-specific need (e.g.) oxygen, water, food, sex."
  • "Personality is a collection of behavior-scripts in response to affects."

The Nine Affects

The below is a very short summary, focusing almost entirely on the associated facial expressions. What to do with these is given in a later section.

The affects are:

  • Interest-excitement (Brow creases. Eyes focus narrowly and track. Mouth may open. Head may turn to listen. Body posture is rapt attention.)

  • Enjoyment-joy/contentment (Opposite and complementary to interest affect. Relief or release from tension. Satisfaction.)

  • Surprise-startle (Eyebrows lift; eyes open wide and blink; mouth opens. Rapid in-breath, out-breath with lips protruded, vocal exclamation.)

  • Distress-anguish (Crying infant: loud bawl or rhythmic sobbing, arched or knit eyebrows, mouth slightly open , tears)

  • Anger-rage (Red face, narrowed eyes, muscle groups of the jaw, face and body in isometric tension, quivering with anger, deep, rapid breathing)

  • Fear-terror (Fixed stare with eyes frozen open, a face that is pale, cold and sweaty, and hairs standing up. Fear was evolved to punish self for getting into trouble, prompting retreat to safety, dissuading self from trying that again.)

  • Dis-smell (something smells bad, is not edible) (Upper lip wrinkles, head is pulled back, whole body withdraws, head thrust forward, ready to vomit.)

  • Disgust, disdain, contempt (similar to dis-smell) (Head tilted back, upper lip wrinkled, squinting down the nose.)

  • Shame-humiliation (variants: shy, bashful, inhibited, embarrassed, humbled, humiliated, chagrined, disgraced, dishonored, mortified) "any time desire outruns fulfilment" (Eyes and face averted and downcast, eyelids lower, loss of muscle tone in the face and neck.) All other negative affects are turned outside, this one turns in.

Affect Processing Outline

Quote Ostrofsky: "Affect gives charge of significance to each situation, directing attention to it and making it salient, noticeable, and requiring of classification. Second, affect discriminates and classifies like and unlike situations, since those that trigger differing affects will be experienced as significantly different. Finally, affect can be triggered by memory, and so it can modify memories retroactively."

Affect processing phases:

  1. The trigger, the affect itself, the physiological response.
  2. Association to precedent (search through script library)
  3. Choice of script for present situation (or creation of random variant by splicing several older scripts)
  4. Current emotion, activity patterned by the selected script.
  5. Check for success or failure, log resulting new script.
  6. Analyze scripts for rigidity, harmfulness, inappropriateness. Deconstruct, criticize, reconstruct. (employ psychotherapy).

Step 5 provides the needed learning mechanism.

Step 6 is performed off-line, via analytic reasoning.

Affect Processing, in detail

Below are the same steps, but laid out in greater detail.

  1. The trigger, the affect itself, the physiological response. This is triggered via external stimulus, just like today, in the behavior tree: something is heard via audio or STT or seen via vision processing; some behavior-tree snippet plays out, generating an animation.

  2. Association to precedent (search through script library). Step (1) only played a brief reactive animation, lasting a few seconds, maybe five at most. But what to do for the next few minutes? There's a library of previously learned/authored "scripts" to guide behavior. The library is indexed according to the triggering stimulus and current situation. We search to find one or more scripts that fit. Currently, this library consists of a bunch of hand-authored scripts, here: [behavior.scm] (https://github.com/opencog/ros-behavior-scripting/blob/master/src/behavior.scm) -- this would need to be expanded, and made more flexible. The coupling of "current situation" to "script" needs to be revamped/redesigned. We also need either better SQL management tools, or some way of managing(dumping) AtomSpace contents into a file.

  3. Choice of script for present situation (or creation of random variant by splicing several older scripts) If step (2) returns multiple scripts, we could try to randomly mash them up. OpenCog has a "concept blending" component, created by prior GSOC student(s), but I have a feeling its too broken to use. Maybe not. We also have experience doing genetic crossover in MOSES. At any rate, we need to either splice together scripts, or randomize parts of them. We've done this before in opencog, we've got some scripts, some tech for this; it needs to be dusted off and made working again.

  4. Current emotion, activity patterned by the selected script. i.e. run that script. Currently, we only have two such scripts: talking, and listening. These two differ primarily in the number of eye-blinks, the breathing rate, and the facial expression choices and strengths. (These two modes were originally created by David DeMaris.) The proposal here is that there would be more modes, besides talking/listening, and that some of these modes are randomly cobbled together from steps 2-3 above.

  5. Check for success or failure, log resulting new script. So, some 3-5 minutes later, the mode has been running for a while. How are things going? Is there feedback for our chosen behaviors? How do we get feedback? Some ideas: get an audio-power envelope, add it as time-stamped data to the AtomSpace. I am thinking this can be used to check for room ambient noise, e.g. rapt attention, or general restlessness, loud talking, silence (rapt attention? Empty room?). Gasps! Laughter! Applause! Whistles! Loud bang!

    Video feedback might show rapid movement or slow movement or empty room. We need a "video chaos" indicator to indicate the general excitement level in the room.

    How to convert this into a positive/negative signal is unclear ... but ...doable, and ideally, even learn-able. We can get positive/negative affect from the text analysis, and also partly audio analysis. Learning algo needs to stitch together perceptions (audio volume, pitch, noise, video chaos, number of people in room, history of chat affect).

  6. Analyze scripts for rigidity, harmfulness, inappropriateness. Deconstruct, criticize, reconstruct. (employ psychotherapy). Yes, this sounds like a doozey, but this is actually almost doable. I'm still in the very early stages of hooking up language to perception, but she's now got at least a basic self-model, and has some language attached to it. I plan to expand this in the coming weeks/months, if I am not derailed. Eddie's working on a variant of this. I don't see, right now, any particular hurdles preventing introspective chat. Perhaps I'm deluding myself: much of it would be quasi-hard-wired, and there might be a combinatoric explosion. However, the fuzzy matcher isn't all that bad, and it can certainly gloss over parts that are mis-understood or can't be matched up. She may be confused, but ... at least something could/should work.

Prognosis

I'm excited. All this is doable. Its a fairly large project, but we've already got all the pieces and parts in place; we don't really have to invent any kind of new or magic technology; we just have to clean up various parts and hook them together.

Design issues

The relationship to OpenPsi is completely unclear. OpenPsi has "drives" as one of its input-concepts, and Ostrofsky kind of takes apart the idea of "drives" as an out-moded, out-dated psychological idea, clashing or inconsistent with "affects". This clash needs resolution, from Ben or Amen to figure out if there is a clash, and/or how affects fit into OpenPsi, and also, how the above algo fits into OpenPsi.

One option is to partly/mostly or completely bypass OpenPsi, and instead integrate the affect mechanism directly into the existing behavior tree, as described above.

Task list

To recap: the core requirements/tasks are these:

A. Get audio-power-envelope and other audio signals (voice frequency fundamental, rising/falling tone, excitement, pause/silence intervals, ambient background noise level) into the AtomSpace. Time-stamped. Get video-"chaos" power into AtomSpace.

B. Add timestamps to the audio/video data, and the affect percepts. Dust off the TimeServer code. Perform memory management, deleting stale data.

C. Extend list of animations/poses/gestures (?) to match what's needed for the affects. Perhaps we have almost everything we need here? Need to try this out. See also the README-animation.md file.

D. Hand-author additional behavior snippets, to bring them more in line with Ostrovsky's description. These would form a core-set of expressive animations to work from.

E. Clearly delineate behavior-script triggers from the behaviors themselves. Currently, they are lumped into one "if someone entered room, do xyz". This needs to be converted into a library: "when someone enters the room, here is a choice of scripts that could be performed. You can refine your search for scripts by specifying additional state. Each script is tagged with state." We can use either the crisp pattern matcher to query these, or the fuzzy matcher. Or both. The tagging need not be crisp.

(This requires refactoring [behavior.scm] (https://github.com/opencog/ros-behavior-scripting/blob/master/src/behavior.scm) in this directory.)

F. Attach language descriptors to the behaviors as well. The idea: if someone says "Eva, please quiet down and listen!", we could fuzzy-match on the word "listen", and put her into the listen-mode. This is an extension of the current verbal commands, which associate verb+object to a single blender animation ("look afraid"), and instead associate verb or verb-phrase with a behavior tree snippet/script, the same script library as in task (E), steps (2)-(3) above. (The current verbal subsystem is located in the [opencog nlp subsystem] (https://github.com/opencog/opencog/tree/master/opencog/nlp/chatbot-eva) mostly in the imperative.scm, knowledge.scm, imperative-rules.scm files.

G. Dust off the concept blending code, or redesign it from scratch, to work more like the MOSES genetic cross-over and "knob-turning" steps. The "knob-turning" and crossover is needed to generate new behaviors, when the existing stock is inadequate, when the current situation is not understood, and more generally, to power learning of new behaviors.

H. Provide a maintainer-friendly database infrastructure, so that Eva's memory of learned behaviors can be saved/restored. This might be doable via either the AtomSpace SQL subsystem, enhanced with some friendly tools, or could be a raw (scheme) dump of selected contents of the AtomSpace. Maybe both.

Status

Work has not started.