=Paper=
{{Paper
|id=Vol-3153/paper2
|storemode=property
|title=What if gamified software is fully proactive? Towards autonomy-related design principles
|pdfUrl=https://ceur-ws.org/Vol-3153/paper2.pdf
|volume=Vol-3153
|authors=Esteban Guerrero,Tero Vartiainen,Panu Kalmi
|dblpUrl=https://dblp.org/rec/conf/persuasive/GuerreroVK22
}}
==What if gamified software is fully proactive? Towards autonomy-related design principles==
What if gamified software is fully proactive? Towards autonomy-related design principles ⋆ Esteban Guerrero1[0000−0002−6035−800X] , Tero Vartiainen1[0000−0003−3843−8561] , and Panu Kalmi2[0000−0002−1359−5109] 1 School of Technology and Innovations, University of Vaasa, Finland 2 School of Accounting and Finance, Economics, University of Vaasa, Finland {esteban.guerrero, tero.vartiainen, panu.kalmi}@uwasa.fi Abstract. Computational agents are a type of software architectures designed to be autonomous and social, meaning that they can make de- cisions proactively, reacting also to stimuli from the environment. The use of such architectures is not common in the gamification field area, instead, gamified software has traditionally reactive characteristics, re- sponding to user actions disregarding the possibility of proactive be- havior. In this paper, we propose four formal principles for designing autonomous gamified systems, to ensure traceability of gamified outputs, internal consistency of gamification attempts, coherent agent-user in- teraction, and formal conditions to assess user actions from a rational perspective. We present our initial work on these general principles, high- lighting our empirical future work. · · · · · Keywords: Persuasive technology Gamification Software agents Principles Formal approaches Argumentation dialogues. 1 Motivation In the artificial intelligence (AI) field, the sense of “autonomy” is not precise, but the term is taken to mean that software agents’ activities do not require constant human guidance or intervention [19]. An object is an agent (e.g. a software agent) if it serves a useful purpose either to a different agent, or to itself, in which case the agent is called autonomous [12]. Being those purposes the state of affairs to be achieved, in other words, the goals of an agent. To exemplify this notion, let us suppose that a person wants to increase her monthly savings by counting the accumulated expenses using a financial app. That software is her agent that keeps her savings count, “adopting” her goal to motivate herself for saving money. Note that the app has a transient agency, if the user does no longer needs to save money (e.g. she wins the lottery), such an agent becomes a simple object with no ascribed agency. © ⋆ Persuasive 2022, Adjunct Proceedings of the 17th International Conference on Per- suasive Technology. Copyright 2022 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). 2 Esteban Guerrero, Tero Vartiainen, and Panu Kalmi An autonomous agent is not dependent on the goals of others, it possesses goals that are generated from within rather than adopted [20]. For example, an autonomous version of that financial app, could change its goal (proactively) and help her to visualize different philanthropic goals, without any guidance or intervention. A high-level question directing this research connects the aforementioned autonomous agents and gamification field, what if a gamified software became fully autonomous?. Empirical answers to this question from a gamification per- spective are scarce, and theoretical frameworks of gamification dealing with this issue are practically non-existent (see reviews [6,11]). From the AI perspective, “human oversight” is one of the requirements being put forward as a means to support human autonomy and agency [13], where theoretical (we will use the term formal ) guidelines have been proposed, aiming to delineate autonomous behavior of agents considering responsible and transparent mechanisms [2]. In fact, high-level principles and guidelines [8,14,16] are commonly used in gamifica- tion, but most of them are not aligned with autonomous software characteristics, nor serve as grounded specifications for developing actual software. In this con- text, our ongoing research proposes four principles for designing autonomous gamification technology considering: traceability as a mechanism for meaningful human control, coherence and consistency during the interaction autonomous agent-human, and rationality of the decisions that a proactive agent makes. In summary, the proposed principles are: Principle 1 : Traceability of gamified outputs. Establishes that gamified affor- dances (outputs) need to provide a transparent and identifiable explanation of the persuasive attempt. Principle 2 : Internal consistency of a gamification attempt. Defines formal requirements of the informational elements (e.g. content, visualization, etc.) of a persuasive attempt. Principle 3 : Coherent gamified interaction. Characterizes the type of interac- tion that a persuasive agent should (or should not) make. Principle 4 : Rational persuasive gamification: Determine the formal condi- tions that an agent needs to consider if a user action can be considered as rational. We formalize these principles in propositional logic to be used by designers of formal mechanisms of decision-making for software agents (e.g. [4] among others). 2 Methods We use a formal method (framework) based on argumentation-based games [17] for describing the agent-user interaction. In this paper, a user model is a tuple: U = ⟨B, I, Be, PI , PB , ⪯B , ⪯I ⟩. In which the probability distributions PI and PB relate the subjective probability of intentions and beliefs, and hierarchies of beliefs and intentions are given by ⪯B , ⪯I . Autonomous gamification 3 Option 1: User Ag take a loan selection 𝜮gf g-move Gamified story-scenario Option 1: 𝜮gm take a loan Option 2: modest consumption Fig. 1: The user-agent gamified interaction used in this paper. In this paper, we consider gamification mechanisms (gm) e.g. avatars, stories and leader boards, and gamification feedback (gf ), which are visual affordances presented to a user e.g. rewards, feedback messages, etc. This classification of gamification affordances follows a taxonomy presented in [5]. We assume that the agent has two databases Σgm and Σgf , containing gm and gf affordances. We also consider preferences among affordances gm and gf , which is a pre-order function ⪯gm and ⪯gf , we assume a preexisting order. In this context, a user and an agent exchange information regarding a particular topic T , e.g. about financial literacy. We use propositional logic with ¬ to express logical negation, x denoting un- certainty (w.r.t. a true, false valuation), ⊢ deductive inference, and ⊢s semantic interpretation, and ≡, ≡s for syntactic and semantic equivalence. We also use a handy function for updating information UPD(old, new). Agent Ag, as a gamified persuasive technology is oriented to generate as output a gamified assert(p,Persuader ) move (gmove), which is a tuple ⟨sa, cont, vis⟩ formed by: 1) a speech act (sa) that is the assert(q,User) assert(r,User) intended action of the agent within the per- assert(q1,Persuader ) suasive exchange as a dialogue, 2) a persua- … sive content (cont) that is the underlying mes- assert(q2,User) assert(q3,User) sage to be transmitted to a user, and 3) a vi- … sual cue (vis). sa are predefined actions such … as accept, assert, question, reject, ignore (see Fig. 2: Protocol of gamified per- technical details in [5]). We use the nota- suasive interaction tion gmoveAg→U ti to express that a gmove was made from Ag to U at ti , which is omitted if time and move direction is evident or unnecessary. We also use three handy functions CONT(gmove) = {content}, VIS(gmove) = {visual} and SA(gmove) = { speech act } to return the content and the visualization of a given gmove. An agent Ag uses as input the aforemen- tioned three databases ΣT , Σgf and Σgm , and a model of the user U ∗ (where U ∗ ⊆ U, denoting that it may have not perfect information). 4 Esteban Guerrero, Tero Vartiainen, and Panu Kalmi 3 Results - Principles for autonomous gamified systems We define these principles considering three assumptions: 1) a user establishes a communication with the agent using gamified affordances, 2) the agent has information about beliefs, intentions, and preferences of the user, and 3) the user follows some protocols of communication with the agent. Principle 1 (Traceable gamified output) A persuader agent should be able to provide traceable explanations for every gamified output. Formally, if S ⊢s gmoveAg→U is the gamified move output, and S is the knowledge source of the move, the following criteria should be fulfilled: Formalism Explanation A gamified output of an agent should be the S ⊆ (Σgf ∪ Σgm ∪ U ∗ ) consequence of an inference process based on a set of gamified mechanisms and the user model. Determinants of a gamified move should be S ̸= ∅ identifiable. This first principle relies on the traceability of the semantic inference (⊢s ). In the AI literature, violations of these formalisms have been investigated to avoid black-box -style algorithms [18], and handcrafted processes with no back-track inference mechanism. Focusing on the internal definition of the gamified output, the following set of principles establishes basic conditions of consistency of such output. Principle 2 (Internal consistency of a gamification move) A gamification move is consistent if the following holds: Formalism Explanation CONT(gmoveAg→U ) ≡s The content and the visualization of a gamified VIS(gmoveAg→U ) move should be semantically coherent. The content of a gamified move should be CONT(gmoveAg→U ) ⊆ T within the agreed persuasive topic. VIS(gmoveAg→U ) ∈ ⪯gm The visualization should be part of an agreed ∪ ⪯gf set of gamified affordances. Principle 2 can be seen close as a design principle for visual and content aspects of a gamification process, in which the information carried by a gamified affordance has to be consistent with its visualization. The next set of principles is related to the gamified interaction between agent and user, specifically, these formalisms try to avoid design practices against engagement and commitment of the agent to the users’ goals. Principle 3 (Coherent gamified interaction) A gamified persuasive inter- action between U and Ag is coherent if the following conditions hold: Autonomous gamification 5 Formalism Explanation A gamified persuasive output should not be gmoveti ̸= gmoveti+1 repetitive regardless of the state of U ∀ gmoveU ti →Ag , A persuasive agent should not ignore SA(gmoveU →Ag ti+1 ) \ {ignore} petitions from a user. When a user ignores a gamification move, SA(gmoveU →Ag ) = {ignore}, then the agent must update the gamification then UPD(⪯gf , ⪯gf ) feedback preferences. U →Ag When a user rejects a gamification move, the SA(gmove ) = {reject}, then agent must update the gamification feedback UPD(⪯gf , ⪯gf ), UPD(U) preferences and the beliefs of the user model. The set of principles defined as coherent gamified interactions establishes a guideline checklist of what an agent should do when a user communicates directly through gamified moves. A last set of principles establishes conditions to assess the rational actions of a user. In the agents’ literature, the user’s intention to X (e.g. X = walk) provides the agent with support to believe that s/he will do X, i.e. beliefs and intentions are in the same “direction” [3]. The following formalisms capture the notion of rationality considering an alignment between beliefs, intentions, and actions. Principle 4 (Rational persuasive gamification) An agent Ag persuasive gam- ification can be considered rational, incomplete or irrational if the following holds: Formalism Explanation U →Ag A move is rational if it contains a belief that If CONT(gmove ) ∈ B and is in the agent’s user model, and it is part of ⪯I , then such move is rational the hierarchy of preferred intentions. U →Ag The model of a user is If CONT(gmove ) ∈⪯I and intention-belief-incomplete if a move is CONT(gmoveU →Ag ) ∈ B, then U ∗ inline with the preferred intentions but is intention-belief-incomplete contrary to the belief model. If CONT(gmoveU →Ag ) ∈⪯I and A move is irrational if the move content is part ¬(CONT(gmoveU →Ag )) ∈ B, then of the hierarchy of preferred intentions but at such move is irrational the same time is against the set of beliefs. 4 Discussion and future work Current gamification literature (see reviews [10,11]) shows five main trends: 1) the popularity of a limited number of affordances such as leader-boards, rewarded points, and textual or visual feedback; 2) goal-orientation of the theoretical gam- ification foundation; 3) the extended use of competitiveness and cooperativeness mechanisms for gamification, and 4) a gradual generalization of tailoring gami- fied persuasion. However, most of these approaches do not consider the notion of autonomy or proactiveness of the gamified software. 6 Esteban Guerrero, Tero Vartiainen, and Panu Kalmi On the AI-side, persuasion is a well-established research track, especially in the argumentation theory [9]. Computational persuasion is a highly regulated process that leads to the design of argumentation-based dialogue games, which is a protocol -based exchange of information between two agents. Shortcomings of these dialogues are well-identified (see [9]), such as the harnessing of finding optimal decisions (moves) at every game stage, and the use of only exocentric persuasion [7] disregarding context information or mental states of a user. We introduced a set of rules aiming to promote transparency of persuasive attempts (Principle 1), which are in line with the current joint effort that the European Union and other leading AI countries to develop guidelines for trust- worthy AI 3 . In the human-computer interaction field, trustworthiness was high- lighted to be a fundamental principle for system credibility [16], explainable and persuasive interfaces [15]. Consistency between visual and content aspects is rel- evant for most of the gamification used in persuasive attempts. Principle 2 is linked with the work presented in [14], where Nemery et al. have highlighted the importance of visual consistency, introduced a set of principles for persua- sive interfaces. The third set of formalisms, Principle 3, establishes a minimum set of rules for coherent interaction between an agent and a user. We acknowl- edge that the type of interactions are linked to argumentation-based dialogues, which limits the type of potential interactions that other gamification mech- anisms can produce. Nevertheless, Principle 3 is a generalization of different proactive gamification mechanisms that have been investigated in the literature (see [5]). Finally, our set of principles for evaluating rational inputs from the user (Principle 4), which are based on the well-established theory of practical reason of Bratman in [1], establishes a guide for evaluating if the user’s actions are aligned with the information that an agent possesses about the user. A key limitation of this work is the lack of empirical validation. Our im- mediate future work will be to evaluate empirically these principles using a real- world scenario. Currently, we are designing the following version of the gamified platform (omitted details for blind review) to support financial decisions. We also want to further establish an axiomatization of those principles, considering different types of gamification affordances and different types of software agents (e.g. [5]). References 1. Bratman, M.: Intention, plans, and practical reason. Harvard University Press (1987) 2. 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