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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Formal Modeling of A ective Agents in a BDI Architecture</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bexy Alfonso</string-name>
          <email>balfonso@dsic.upv.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emilio Vivancos</string-name>
          <email>vivancos@dsic.upv.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vicente Botti</string-name>
          <email>vbotti@dsic.upv.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universitat Politecnica de Valencia, Departamento de Sistemas Informaticos y Computacion</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>When designing agents to simulate human behavior, the incorporation of personality, emotions and mood into the agent reasoning process provides the agent with a closer to human behavior. We have designed an Open A ective Agent Architecture (O3A) based on widely accepted psychological theories. O3A o ers a exible way of integrating the a ective characteristics of agents into their logic. We extend the operational semantic of the BDI agent language AgentSpeak modifying the traditional BDI reasoning cycle to incorporate a ective components. This informal semantic description allows an agent to have a representation of not only the current state of the environment, but also of the agent a ective state.</p>
      </abstract>
      <kwd-group>
        <kwd>Agents</kwd>
        <kwd>Emotions</kwd>
        <kwd>Semantic</kwd>
        <kwd>Formalization</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Researches on multi-agent systems have traditionally focused on the search of
rational solutions that maximize the quality or utility of the result. However, when
an agent needs to simulate humans behavior, this kind of approaches is not the
most appropriate. Human decisions are in uenced, at greater or lesser extent,
by a ective characteristics such as the personality, the emotions or the current
mood of the individual. In environments where agents must act like humans, the
incorporation of emotions into the agent-based reasoning process provides the
agent with a closer to human behavior. Many representations and formalizations
of a ective agents are based on the cognitive perspective of emotions. These
formalizations model the appraisal process, the emotions dynamics, or the in uence
of a ective traits on the cognitive processes. However a global formalization of
the interrelation between the cognitive and the a ective reasoning process is still
required.</p>
      <p>
        We have designed O3A, an Open A ective Agent Architecture, which is based
on widely accepted psychological and neurological theories. An informal
presentation of the main components of O3A can be found in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. O3A is built over a
traditional BDI architecture and o ers components to represent a ective traits
like personality, emotions and mood. The interaction of the architecture
components with the cognitive processes of the agent, produces behavior biased by
the agent mood. Our nal aim is to to o er a feasible and comprehensive way of
building a ective agents using the O3A features. We also extend the reasoning
cycle of AgentSpeak [
        <xref ref-type="bibr" rid="ref4">4, 24</xref>
        ], with new steps to facilitate emotional-based
reasoning. The new components that we are proposing are exible enough to be
adapted to any particular requirement of the agent emotional processing.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        Several authors have proposed mechanisms to incorporate a ective components
into intelligent agents [
        <xref ref-type="bibr" rid="ref3 ref8">3, 8</xref>
        ]. For example in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] Dias et al. propose FAtiMA, a BDI
architecture that uses emotions and personality to in uence agents' behavior. In
contrast to O3A, FAtiMA does not have an explicit model to address personality.
The agent's personality is implicitly represented in di erent agent processes and
internal structures. In O3A the setting and tting of the agent personality can
be performed in a centralized way according to the widely accepted model of
personality FFM (Five Factor Model) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. A more detailed comparisons of O3A
with other similar approaches can be found in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        On the other hand, some works have proposed to incorporate a ective traits
into agent-based systems in a formal way. Some leading works [16, 19] are
considered the base for further approaches that have modeled and formalized the
emotion logics. Oatley &amp; Jenkins' model of emotions [16] has inspired works
like [22], and [23]. These works extend the KARO framework [
        <xref ref-type="bibr" rid="ref14">14, 15</xref>
        ] in order to
use this formalism to give a logical account of emotional agents. In [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] Meyer
models the dynamics of emotions and the in uence of emotions on how an agent
deals with its goals and plans. This paper distinguishes four emotions:
happiness, sadness, anger and fear. These four emotions are also analyzed in [22],
where the authors formally specify the emotion in uence on behavior following
the OCC model [17]. In [21] Steunebrink et al. make a qualitative
formalization of the OCC model o ering a method for calculating emotions intensities.
Other KARO based model is the one proposed in [23]. Steunebrink et al.
formalize the triggers conditions for some of the OCC emotions in BDI agents with
achievement goals, speci cally the appraisal part of OCC.
      </p>
      <p>Rao and George 's BDICT L logic [19] has been the starting point for some
works like [18]. Pereira et al. present an improved version of their EBDI logic
to model the role of fear, anxiety, and self-con dence in a emotional BDI agent.</p>
      <p>
        Other authors have focused on modeling the eliciting conditions for a subset
of emotions, or on the emotions in uence on the agent cognitive process. Our
aim is to reach a formalization of a ective agents at a higher level, o ering a
exible approach where the processing of the emotions can be easily adapted to
the speci c emotional characteristics of the problem to be solved. Therefore, the
formalization of our architecture uses general components in order to integrate
the a ective components with the BDI agent cognitive process. Mood represents
the agent emotional state at every moment, and this representation is based
on a dimensional theory. The agent has also a personality and emotions that
are automatically generated as a result of the agent internal reasoning process
and the agent interaction with the environment. In this article we present an
ongoing work to extend the operational semantics used in Jason [
        <xref ref-type="bibr" rid="ref4">4, 24</xref>
        ], a well
know agent-oriented programming language grounded in a logical computable
language (AgentSpeak)[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
3
3.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>Extension of the Jason operational semantics</title>
      <sec id="sec-3-1">
        <title>Considerations to formalize the O3A architecture</title>
        <p>
          Psychological and neurological theories try to explain the in uence of emotions
in human decisions. Our proposal considers two kind of emotions: primary and
secondary. Primary emotions are \infant like" fast reactions easily deductible,
while secondary emotions are the result of a more complex reasoning based on
expectations or previous experiences [
          <xref ref-type="bibr" rid="ref6">6, 17</xref>
          ]. The O3A architecture proposes a set
of new components to be included into a traditional BDI architecture with the
ultimate goal of o ering a computational model of these psychological concepts.
        </p>
        <p>
          O3A is based on some of the most relevant theories of emotions and
personality [
          <xref ref-type="bibr" rid="ref5 ref6">5, 6, 17, 20</xref>
          ]. These theories helped to build a formal speci cation of O3A
from a cognitive perspective based on the appraisal theory, where the emotional
state of an agent responds to a dimensional approach of the mood.
        </p>
        <p>
          O3A uses Primary and Secondary Emotions. Lets start de ning how these
primary and secondary emotions are derived. We assume that percepts from
the environment are labeled with the most common reactive emotions that
individuals can experience. This assumption is based on the idea that an event
often cause similar emotions in di erent individuals. For example, when facing
a hurricane, people generally will feel fear. The emotion reactive component of
O3A is responsible of deriving these primary emotions from percepts. On the
other hand, secondary emotions are the result of a more complex and
internal reasoning. In our approach, secondary emotions can emerge when events of
any nature (internal or external) appear. The emotion deliberative component of
O3A considers some variables: desirability, likelihood, expectedness, causal
attribution, and controllability1[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. These variables produce an appraisal pattern
that is used to derive secondary emotions. While primary emotions are reactive
and fast responses, secondary emotions are the result of a \though process" and
a more complex reasoning process that considers expectation and experience
[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. We are currently considering that both primary and secondary emotions
belong to the same set of possible emotions: the OCC model, but a more detailed
study is required to select the set of primary emotions and the set of secondary
emotions to be considered for any speci c domain of application.
        </p>
        <p>
          In our approach the mood is represented in a three-dimensional space where
three values describe the agent mood: Pleasure, Arousal and Dominance (PAD)
[
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. We map each emotion of the OCC model to three values representing a
point in the PAD space according to [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. These three-dimensional points can be
synthesized in a tuple which represents the mood. In our approach this `synthesis'
1 A more detailed explanation of their meaning can be found in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]
is made by averaging the values of all the points corresponding to the appraised
emotions. Then the calculated mood and the previous mood are merged following
the proposal of [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. When the calculated mood is similar to the previous one, the
intensity of the new mood will be increased. Although this change doesn't depend
on other processes, we assume that the mood update will occur in each reasoning
cycle of the agent. We also propose a function that modi es the value of the
mood according to the current mood and the agent personality. The personality
is represented in O3A using the Five Factor Model [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] which describes quite
accurately individual traits through ve dimensions: openness, conscientiousness,
extraversion, agreeableness, and neuroticism. The initial mood of an agent is
calculated using the personality. The mapping from the agent ve dimensions
of personality to the three dimensions of the PAD space is done according to
Mehrabian's work [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>
          In O3A the calculated mood in uences the agent behavior. Mood helps to
prioritize the agent intentions to a ront a given internal or external change.
According to [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] the trait Dominance of the PAD representation is a good indicator
of how much risk can be taken in order to achieve a goal. If an O3A agent has
more than one option to respond to an event, the option selected will be that
whose value of risk2 is closer to the value of the agent dominance.
        </p>
        <p>
          O3A has a function to determine when and how beliefs are a ected by the
agent current mood. As a result of that function, a belief will be evaluated
depending on the current agent mood and knowledge. From this evaluation the
belief can be considered for example positive or negative. This evaluation is
implicit when percepts are labeled with the most common emotions categories
experienced after this percept. For instance, the emotion \joy" could indicate a
\positive" percept according to agent interests. Nevertheless, if the percept has
not emotional category labels, the current state of the agent and the mood will
be used to assign primary emotions to this percept. For example the percept
human shadow normally wouldn't produce any speci c reaction, nevertheless, if
the agent is very scared, this percept may produce the primary emotion \fear",
and consequently a reaction to this fear. In [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] we show examples of O3A agents
where emotions are used to improve the solution to some classical problems in
behavioral economics.
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Extension of the BDI reasoning cycle</title>
        <p>
          In order to o er an integral description of a emotional BDI agent, we have
extended the operational semantic of Jason [
          <xref ref-type="bibr" rid="ref4">4, 24</xref>
          ] with a ective traits. The agent
con guration is de ned by a tuple hag; C; M; T; M o; P; si where ag is the agent
program, which contains a set of beliefs (bs) and a set of plans (ps). C, M , T ,
and s represent respectively the agent circumstance, communication
parameters, temporary information for a reasoning cycle, and the label of the current
step in the reasoning cycle . In order to include the a ective state in the agent
con guration, two elements have been added to the agent con guration tuple:
2 The risk value is a property of plans and it is set by the programmer.
the agent current mood (M o) and the agent personality (P ). In each reasoning
cycle the agent current mood can be modi ed. Mood (M o) is de ned by a tuple
hmP; mA; mDi according to the dimensional theory of A. Mehrabian [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. We
represent the agent personality (P ) using a tuple hpO; pC; pE; pA; pN i, following
the Five Factor Model of personality [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. The initial agent mood is determined
by the agent personality (following the mapping o ered in [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]). The personality
is also used to de ne a \equilibrium mood" of the agent.
        </p>
        <p>Primary and secondary emotions change in each cycle of the BDI algorithm,
so we have added two new components to the tuple that represents the
temporary information (T ). The temporary information (T ) is represented by the tuple
hR; Ap; ; "; ; P EM; SEM i, where R and Ap are the sets of relevant and
applicable plans respectively3. , ", and are used to record a particular intention,
event, and applicable plan. P EM and SEM represent primary and secondary
emotions. Both sets of emotions can contain any emotion de ned in the OCC
model. We have also added to the O3A architecture the \surprise" emotion that
can be derived as a primary or secondary emotion.</p>
        <p>O3A has added new steps to the Jason reasoning cycle and thus the
corresponding transitions rules. The resulting reasoning cycle is shown in gure 1.
New steps are colored while new and modi ed transitions are represented by
arrows with dashed lines. Although the Jason formalization considers that an
agent can perceive new information from the environment, to the best of our
knowledge, there is no explicit step in the reasoning cycle for this task. We have
decided to make this step explicit as a initial step (Perceive). The next step is
DerivePEM step, in charge of deriving primary emotions. It is also a task of the
DerivePEM step to endow beliefs (derived from percepts) of reactive emotions
associated to the agent emotional and cognitive state (the function of the
Beliefs component of the O3A architecture). The next two steps are DeriveSEM,
in charge of deriving secondary emotions, and UpMood which updates the mood
based on the new appraised emotions. DeriveSEM follows RelPl (which
determines the relevant plans), since the derivation of secondary emotions considers
the relevant plans for a triggering event. The current mood is updated using the
new primary and secondary emotions. If no new emotions are apprised, the O3A
reasoning cycle goes on with the ApplPl step, which determines the applicable
plans. In O3A the agent current mood is also used to select the next
applicable plan a ecting the SelAppl step. Finally the MoodDecay step determines the
mood tendency to return to its equilibrium state.</p>
        <p>
          In the operational semantic of Jason [
          <xref ref-type="bibr" rid="ref4">4, 24</xref>
          ] the elements denoted by TR, TAp,
T , T", and T are used to represent the current set of relevant plans TR, the
current set of applicable plans TAp, the current intention T , event T", and
applicable plan T . We have added to this notation the TP EM and TSEM elements
which indicates the P EM (primary emotions) and SEM (secundary emotions)
components of the of temporary information tuple (T ).
3 In Jason the relevant plans are those that are candidate to be executed as a
consequence of the activation of an event, while applicable plans are those relevant plans
whose condition regarding the state of the world is satis ed.
        </p>
        <p>Perceive</p>
        <p>DerivePEM</p>
        <p>RelPl</p>
        <p>DeriveSEM</p>
        <p>UpMood
MoodDecay</p>
        <p>ProcMsg</p>
        <p>SelEv</p>
        <p>ApplPl
ClrInt</p>
        <p>ExecInt</p>
        <p>SelInt</p>
        <p>AddIM</p>
        <p>SelAppl</p>
        <p>We have also de ned new functions that are used by the agent interpreter
on some steps of the reasoning cycle. These functions can be customized by
the agent programmer: IniM ood (P ) that is used to determine the agent
\equilibrium mood"; SEM Der (agbs; T"; TR) is used to derive secondary emotions;
U pM o(M o; TP EM ; TSEM ) used to update the current mood; M oodDc(M o; P; )
determines how mood will decay in each reasoning cycle; N ewP (P ercSet; agbs)
determines new percepts; and RemP (P ercSet; agbs), which determines what
percepts are not longer detected in the environment.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Transitions between the steps of the O3A reasoning cycle</title>
        <p>In this section we present the description of the new and updated steps added
to the Jason operational semantics. Note that, as described in the previous
section, the initial state of the O3A reasoning cycle is denoted by the tuple
hag; C; M; T; M o; P; Perceivei. The mood M o has a initial value (and a
\equilibrium mood") determined by the function IniM ood (P ), that rerceives the
agent personality as a parameter. To the best of our knowledge the operational
semantics for the perception process has not been de ned yet, so we carefully
provide a transition rule to this end.</p>
        <p>Perception: This is the initial step (Perceive in Fig. 1). The agent checks
the environment and updates its belief base. The function N ewP (P ercSet; agbs)
is used to add the new perceived beliefs. When removing those percepts that are
not longer detected in the environment, O3A uses the function RemP (P ercSet; agbs).
These functions start from a set of percepts (P ercSet) that are detected in the
environment where the agent is situated. In the \perceptions update rule", if no
new percepts are acquired, then the reasoning cycle goes directly to the ProcMsg
step without deriving primary emotions.</p>
        <p>Derivation of primary emotions (DerivePEM): Primary emotions are
the result of reactive emotional responses to the agent perceptions. These
reactive responses are similar for most individuals, and therefore O3A assumes that
percepts are labeled with the most common categories for reactive emotions that
people usually experience. The structure as well as what should be these labels is
up to the programmer. Primary emotions can also be inferred given the percepts'
nature and the current mood of the agent. The function P EM Der (agbs; M o)
performs the task of deriving primary emotions. In this O3A rst approach only
explicit labels for emotion categories are considered.</p>
        <p>Relevant Plans (RelPl): In the original Jason reasoning cycle there were
two transitions starting from the step RelPl because there were two cases: when
there are relevant plans for the selected event, and when there aren't. In O3A
there is only one transition since secondary emotions can be derived even if there
are no relevant plans (which is the next step).</p>
        <p>Derivation of Secondary Emotions (DeriveSEM): In this step
secondary emotions are derived using the function SEM Der (agbs; T"; TR). There
are three possible transitions from this step. The cycle can move towards UpMood
if primary or secondary emotions were appraised ( rst condition). If no emotions
were appraised but there are relevant plans (second condition), the cycle goes
on with the ApplPl step. If none of these two previous conditions hold, then
the next step will be SelEv. Although this is not an optional step in the BDI
reasoning cycle, it is up to the programmer to decide when and how secondary
emotions should be derived.</p>
        <p>Update Mood (UpMood): After primary and secondary emotions are
appraised, the current mood is updated. The function U pM o(M o; TP EM ; TSEM )
represents this task.</p>
        <p>Selection of an Applicable Plan (SelAppl): This transformation rule
is similar to its Jason counterpart, except the SAp function (which selects one
applicable plan) has an additional parameter: the current mood (M o). The agent
current mood in uences the process of selecting the action to respond to one
event or to reach a goal. This function can be customized by the programmer.</p>
        <p>Mood Decay (MoodDecay): This step determines how mood decays.
Information related to the agent personality is used by O3A in a function represented
by M oodDc(M o; P; ), where is the decay rate that determines how mood will
decay in each reasoning cycle.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p>In this work we o er an informal semantic description of O3A, an Open A ective
Agent Architecture. This formalization integrates the a ective characteristics of
an O3A agent into the BDI reasoning cycle. We have extended the operational
semantic used in Jason. Our architecture has its grounds on widely studied
psychological and neurological theories, and it can be easily adapted to the
particular emotional requirements of the problem to be solved. Agents that are created
according to the proposed reasoning cycle will be able to have a representation
of the current state of the world as well as of its own a ective state. Therefore
the O3A decision making process will be in uenced by emotions, mood and
personality. Di erent implementations of each of the proposed functions will modify
the way in which the a ective changes occur in the agent, so, although we o er
a default implementation for the functions, they can also be tted to particular
requirements or theories.</p>
      <p>
        This is a work in progress, and we are currently engaged in completing this
formalization. Our immediate aim is to evaluate the O3A architecture and its
formalization by enriching previous experiments [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] in order to reach agents'
behaviors closer to humans behavior.
      </p>
      <p>Acknowledgments. This work was supported by the Spanish government
grant MINECO/FEDER TIN2012-36586-C03-01 and HUMBACE (Human and
Social Behavior Models for Agent-Based Computational Economics) project.
Thanks also to the Research and Development Support Programme of the
Universidad Politecnica de Valencia PAID-06-11 Project.
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17. A. Ortony, G. L. Clore, and A. Collins. The Cognitive Structure of Emotions.</p>
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18. D. Pereira, E. Oliveira, and N. Moreira. Formal Modelling of Emotions in BDI
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