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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using different agent personalities to obtain different agent behaviors</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Joaquin Taverner</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bexy Alfonso</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emilio Vivancos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vicente Botti</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Departamento de Sistemas Informa ́ticos y Computacio ́n Universitat Polite`cnica de Vale`ncia</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Personality defines who we are, how we think and the way we behave and relate to others. Personality is defined as a set of individual characteristics that influence motivations, behaviors, and emotions when facing a particular circumstance. However, the personality is not usually taken into account when creating affective agent architectures that simulate human behavior. In this paper we show the results we have obtained executing agents with common actions but different behaviors due to their different personalities. We have used the GenIA3 architecture for affective BDI agents that we previously modified to allow the use of personality.</p>
      </abstract>
      <kwd-group>
        <kwd>Jason</kwd>
        <kwd>personality</kwd>
        <kwd>agent</kwd>
        <kwd>behavior</kwd>
        <kwd>emotion modelling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Personality is a construct that is used in psychology to explain the individual
differences that constitute a person and allows him/her to differentiate from others.
Personality influences the way in which emotional responses to specific stimuli
occur [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. As with many abstract concepts, there is no absolute consensus on
what should be understood by personality. One of the most accepted definitions
indicates that personality is the dynamic organization, within the individual, of
the psychophysical systems responsible for their characteristic thought and
behavior [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In general, we can say that personality is a set of distinctive features
of a person that remain relatively stable over time and are invariant in different
situations that explain the way in which a person behaves. Despite the importance
of personality in human beings, it is not usually taken into account when
models of affective agent are described. There are some works that use personality
in agents, but always as a secondary affective component used to create more
realistic agents [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. However, personality can be very useful in modeling
multiagent systems since it allows different agents to show different behavior when
faced with the same situation. In this work we analyze the results obtained by
introducing the personality in the affective agents architecture GenIA3 [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>Background and supporting theories</title>
      <p>
        Personality is related to cognitive processes such as reasoning, memory [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],
attention, decision making [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], the ability to solve problems or perception among
others [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ]. For example, extraverted people tend to outperform introverted people
in reaction-based tasks, while introverts tend to outperform extraverted people in
processing and reasoning tasks. The personality also plays a very important role
in emotions elicitation, in fact the personality can make the person more or less
likely to experience certain types of emotions [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. For example, the extraversion
trait predisposes to experience a more positive affect more frequently and with
greater intensity [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. On the other hand, neuroticism predisposes to a negative
affect as well as suffering from negative emotional states such as fear, anxiety,
sadness, guilt or depression [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        There are some previous works using the personality in multi-agent systems
[
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ]. But generally these works propose personality models dependent on the
domain. We proposed a generic model of personality and we have introduced it
in the GenIA3 architecture [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. GenIA3 [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] is a general-purpose architecture for
intelligent agents based on the BDI (Believe, Desire, Intention) model currently
implemented in Jason [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. GenIA3 facilitates the design of affective agents in a
general way. Psychological and neurological theories have traditionally focused
on the description of the characteristics and processes related to emotion and
personality. Emotion-related processes are usually studied from a cognitive
perspective and can be grouped into the generation of emotion, the experience of
emotion, and the effects of emotion. The GenIA3 architecture includes the
central processes of these three groups, as well as the processes of a traditional BDI
agent architecture. Currently GenIA3 offers a default design that includes an
appraisal process based on [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and uses Jason as a base platform for multi-agent
systems, the five factor model (FFM) [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] for representing the personality, and
the Pleasure-Arousal-Dominance model (PAD) [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] for the mood. However, the
GenIA3 architecture can be easily expanded and adapted to other psychological
theories. For example, in [19] the management of expectations is incorporated
into GenIA3.
      </p>
      <p>
        In GenIA3, the selection of plans is done through two processes: The Jason plan
selection process which returns the list of possible actions sorted according to
their priority, and the selecting affective actions process which returns a list of
possible affective plans sorted by priority. A GenIA3 affective plan is any plan
including the annotation affect () in the plan’s label. This annotation is used to
determine the affective state that the agent must have to select that plan.
In [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] a general personality model using personality profiles is proposed for the
GenIA3 architecture. Personality profiles are very useful when modeling different
behaviors grouping agents with a similar personality. Therefore, personality
profiles allow the user to abstract from the different personality traits when modeling
different behaviors. To define the plans according to the personalty profiles, the
annotation for the plan label personalityProfiles is proposed. Also the GenIA3
model for mood displacement has been modified in order to consider the effect
of the personality [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] according to this formula:
personalityDisplacement =
pe
npe
e
ne
nne
n
(1)
where pe is the number of active positive emotions (i.e. the positive emotions that
have been calculated in the appraisal process), ne is the number of negative active
emotions, and npe and nne represent the total number of positive and negative
emotions respectively. Finally e and n are the levels of extraversion and
neuroticism. This formula is bounded between zero and one because the personality
traits are also bounded between zero and one.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Methodology and results</title>
      <p>We have designed an experiment where sixty agents with different personalities
played the blackjack card game. Each agent had a unique personality that made
it different from the rest of the agents. We have created two personality profiles:
Profile One consists of agents with low level of extraversion and high level of
neuroticism, while Profile Two represents agents with high level of extraversion
and low level of neuroticism:
personality profiles:</p>
      <p>Profile One(&lt; 0 : 1 &gt;; &lt; 0 : 1 &gt;; &lt; 0 : 0:5 &gt;; &lt; 0 : 1 &gt;; &lt; 0:5 : 1 &gt;).</p>
      <p>Profile Two(&lt; 0 : 1 &gt;; &lt; 0 : 1 &gt;; &lt; 0:5 : 1 &gt;; &lt; 0 : 1 &gt;; &lt; 0 : 0:5 &gt;).
Each range of values represents a personality trait. The traits follow the order:
openness, conscientiousness, extraversion, agreeableness, and neuroticism. So,
for Profile One, the agents must have between 0 and 0.5 of extraversion and
between 0.5 and 1 of neuroticism. And for Profile Two they should have between
0.5 and 1 of extraversion and between 0 and 0.5 of neuroticism. The rest of the
traits are not significant in this experiment, so we have allowed them to have any
value. There is a relationship between negative mood and risk aversion [20], and,
as we have seen in section 2, there is also a relationship between neuroticism and
negative moods and extraversion and positive moods. Keeping this in mind, we
have created two different behaviors for each personality profile, and the plans of
each profile were adapted to the risk aversion.</p>
      <p>The agents had two main actions: hit or stand. We have divided these actions into
eight plans, one for each group of action, mood (we consider two moods:
positive and negative) and personality profile. In this way the agents who are in a
certain profile will only take into consideration the actions of their profile. In this
experiment the mood is represented by the set of PAD values. In order to model
the plans we have used the plan labels presented in section 2. For example, the
following label indicates that the plan is only activated for agents whose mood is
sadness and belong to Profile One:
(sadness), personalityProfiles
(Profile One)]
To facilitate the understanding of the experiment, we have only used two
emotions: sadness and joy. Each emotion has a different effect on mood. Through the
mapping used by [21] we have determined that the theoretical point of sadness
emotion in the PAD space is [-0.63, -0.27, -0.33] and for the joy is [+0.76, +0.48,
+0.35]. To control the generation of emotions, agents played eighteen rounds:
seven have a winning result and eleven have a losing result. Winning a game
causes the joy emotion in the agent, while losing a game causes the sadness
emotion. Therefore, we have alternated the two emotions over time and checked the
mood evolution for the two different profiles. All agents start with the same mood
value: zero for the three dimensions. This decision allows to easily compare the
evolution of the mood in both personality profiles.</p>
      <p>We have run the experiment with the sixty agents and we have stored the mood for
each round. Figures 1.a and 1.b show the average evolution of the mood in each
profile. We can see that players with low levels of extraversion and high levels of
neuroticism, which correspond to Profile One, have obtained lower levels in the
three dimensions of the mood than the agents in Profile Two with high levels of
extraversion and low levels of neuroticism. It is also observed that Profile One
has a downward trend, while Profile Two shows an upward trend. Another thing
that we can appreciate, is that Profile One suffers a higher decrease when it loses
than Profile Two. This can be seen for example in Figures 1.a and 1.b, where it is
observed that from round eleven to fourteen, whose result is losing, agents with
Profile One suffer a greater decrease than agents with Profile Two.
0.6
0.4
0.2
l
ve
Le 0
-0.2
-0.4</p>
      <p>Pleasure
Arousal
Dominance
Sadness
Joy
0.6
0.4
0.2
l
ve
Le 0
-0.2
-0.4</p>
      <p>Pleasure
Arousal
Dominance
Sadness
Joy
0 5 Round1n0umber 15
(a) Mood evolution in Profile One.</p>
      <p>20</p>
      <p>0 5 Round1n0umber 15
(b) Mood evolution in Profile Two.</p>
      <p>20
30
25
20
s
it15
H
10
5
0</p>
      <p>Profile One
Profile Two
2 3 4 5 6 7 8 9Ro1u0nd1s1 12 13 14 15 16 17 18
(c) Total number of hit actions taken by
agents in each round.</p>
      <p>In the same way, it is observed that the agents that are classified in Profile Two
suffer a greater increase in their mood when a positive emotion arrives. For
example, from round six to seven, there is a greater increase in Profile Two than
in Profile One. And the same happens with negative emotions and the level of
neuroticism, as it can be seen in rounds eleven to twelve. Agents with a higher
level of neuroticism suffer a greater decrease in all dimensions than those with
a low level of extraversion. We note that when analyzing the evolution of the
mood in the two profiles, the mood does not always increase and decrease in the
same average. This is because GenIA3 soften the mood shift when the mood
approaches to the theoretical point of emotion. Another important observation is
that the final mood is different for each profile in all dimensions of the PAD. This
is consistent with the psychological theories that determine the individual
differences produced by the personality when dealing with a particular emotion.
We have also analyzed the behavior of the agents when they made the decision to
hit or to stand. Figure 1.c shows that agents in Profile One select the hit action less
times than the agents in Profile Two. This is because the mood in the Profile One
generally has a negative level. But the most important conclusion of this graph is
that there is no fixed pattern of behavior for all agents. That is, not all agents take
the same decisions in all the rounds. There are some agents who hit and others
who do not. This is because each agent has a different personality, therefore, a
different behavior and mood. Without the personality, the thirty agents of each
profile would have performed the same action in each round, since they would all
have the same mood and the same situation.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>
        Personality is a very important factor when understanding individual differences
that affect the way we perceive the environment and emotions. Personality affects
our mood and our cognitive processes. However, personality is not usually taken
into account when modeling affective agents. In this work we have analyzed the
results obtained by including the personality in a multi-agent system. We have
modified the cognitive processes of the agents allowing the personality to
influence the reasoning and decision making processes, influencing the way in which
the agents select the plans. In this way, the personality allows different
behaviors in the agents. By the use of personality, the simulation of human behavior is
improved and GenIA3 is more consistent with the psychological theories that
determine the individual differences produced by the personality when dealing with
a particular emotion [
        <xref ref-type="bibr" rid="ref9">9, 22</xref>
        ]. Further experiments must be performed to validate
these results with humans. If we want to improve the human-machine interaction
using affective characteristics, we have to take into account the personality. In this
way, there are a lot of open issues, for example, how does personality affect the
temporal dynamics of the affective state process?, how can we use the personality
in multi-agent systems to improve the quality of memory? or how can be used the
different personality traits to determine the level of empathy of the agents?
Acknowledgments. This work was partially supported by the Spanish
Government projects (TIN2017-89156-R) and Pesedia (TIN2014-55206-R) and the
Generalitat Valenciana project Humbace: Human and Social Behavior Models
for Agent-Based Computational Economics (PROMETEOII /2013/019).
19. Taverner, J., Alfonso, B., Vivancos, E., Botti, V.J.: Integrating expectations
into Jason for appraisal in emotion modeling. In: Proc. of the 8th
International Joint Conference on Computational Intelligence, IJCCI 2016, Volume
1: ECTA. (2016) 231–238
20. Ditto, P.H., Pizarro, D.A., Epstein, E.B., Jacobson, J.A., MacDonald, T.K.:
Visceral influences on risk-taking behavior. Journal of Behavioral Decision
Making 19(2) (2006) 99–113
21. Gebhard, P.: Alma: a layered model of affect. In: Proc. of the fourth
international joint conference on Autonomous agents and multiagent systems.
(2005) 29–36
22. Tong, E.M.: Personality influences in appraisal–emotion relationships: The
role of neuroticism. Journal of Personality 78(2) (2010) 393–417
      </p>
    </sec>
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