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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A multi-agent game for sentiment analysis</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Davide Catta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Aniello Murano</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mimmo Parente</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Silvia Stranieri</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Naples Federico II</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>The scientific literature provides substantial evidence that a considerable part of face-to-face communication depends on non-verbal cues. The emergence of Online Social Networks has altered the way individuals interact, promoting Computer-Mediated Communication (CMC). However, it is important to note that CMC does not completely capture the richness of in-person conversations. This is a major issue, especially when users engage in communication through instant messaging platforms. In this work, we conceptualize this kind of communication as a multi-agent game in which the winning conditions are expressed by means of ATL formulas. These winning conditions may express diferent conversational objectives, such as the group wanting a particular agent to reach a certain emotional state.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Sentiment Analysis</kwd>
        <kwd>Strategic Reasoning</kwd>
        <kwd>Multi-agent systems</kwd>
        <kwd>ATL</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The advent of Online Social Networks [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] (OSNs) has brought about a profound transformation in
the way we communicate, fundamentally reshaping the social landscape. These digital platforms,
such as Facebook, Twitter, Instagram, LinkedIn, and many others have redefined interpersonal
interactions and the dissemination of information. One of the most notable changes is the
shift from primarily face-to-face and phone-based communication to a predominant text and
image-based format. People nowadays share their thoughts, emotions, and experiences through
status updates, photos, videos, and short messages, favoring a culture of instant gratification
and constant connection. Moreover, OSNs have transcended geographical barriers, enabling
global conversations and connections that were previously unimaginable. Friendships can be
maintained across continents, and individuals can participate in global discussions, breaking
down cultural and linguistic boundaries.
      </p>
      <p>
        On the other hand, this digital revolution has also introduced challenges, such as privacy
concerns, the spread of misinformation, and the potential for addiction. Additionally, the brevity
and informality of online communication took the place of deep and meaningful exchanges.
Indeed, we are in the Computer-mediated communication [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] (CMC) era, that has revolutionized
the way we connect and share information. However, it is important to recognize that CMC
has limitations when it comes to conveying emotions efectively.
      </p>
      <p>Unlike face-to-face interactions, where non-verbal cues like facial expressions, tone of voice,
and body language play a significant role in expressing and interpreting emotions, helping
us discern between sarcasm and sincerity, empathy and indiference, excitement and apathy,
CMC relies predominantly on text-based messages, emojis, and gifs. While these tools can help
share some emotional aspects, they often fall short in capturing the full spectrum of human
feelings. Written words alone may lack the context and the precision needed to accurately bring
emotions. As a result, messages can be misread or misjudged, leading to misunderstandings
and conflict. In instant messaging platforms, that enable us to connect with friends, family, and
colleagues from anywhere in the world at the touch of a button, emojis, and emoticons attempt
to bridge this emotional gap by providing users with a set of visual symbols to express their
feelings. However, people have diferent interpretations of them, and this lack of standardized
emotional expression can lead to miscommunication and even conflict in online interactions.</p>
      <p>
        There are several existent techniques to obtain information about user’s emotions, from
machine learning approaches to lexicon-based ones, but still not enough has been done on
employing these emotions to improve the quality of the services ofered by instant messaging
platforms. This work constitutes an important step forward in this direction, since it allows
reasoning on strategic aspects of instant messaging framework formally. Indeed, we do not just
observe the user’s feelings, but we modify them to reach some goal, relying on the expressive
power of the Alternate-Time Temporal Logic [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] (ATL). ATL is one of the most used logics
introduced for formal strategic reasoning, that allows establishing if a coalition of agents has a
winning strategy with respect to a goal. ATL has been largely studied in several directions and
applications [
        <xref ref-type="bibr" rid="ref5 ref6 ref7 ref8">5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15</xref>
        ]. In this work, we model the message exchanging
as a multi-agent game, where emotions are discretized through the Plutchik’s wheel, and we
express winning conditions by ATL formulas, with the goal of establishing if there exists a
strategy for a coalition of agents to change how another agent feels.
      </p>
      <p>Related Work Social networks and strategic reasoning have been already used in literature,
among the others [16, 17, 18]. We here present the state of the art on sentiment analysis,
in particular on solutions using logic approaches, as we do. The authors of [19] propose an
abstract model of the communication scenario in OSN containing a Virtual Counselor to help
the interpretation of the messages and of the emotional state, by providing an implementation
of it in [20].</p>
      <p>In [21], the authors used a fuzzy-rough sets based sentiment analysis classifier for analyzing
political Twitter data, while in [22] the authors provide a fuzzy natural logic for sentiment
analysis to evaluate linguistic expressions.</p>
      <p>theauthors of [23], instead, propose a new semantic and fuzzy aware content recommendation
system for retrieving the suitable content for the users, while in [24] the authors present two
models of opinion difusion on a network, where the agents try to achieve their individual goals
by deciding to enforce or not their opinions over the agents they can influence.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Sentiment Analysis</title>
      <p>Sentiment analysis [25] is a natural language processing technique used to determine the
emotional tone or sentiment expressed in a piece of text, such as a tweet, review, comment,
or article. Its primary goal is to understand and classify the sentiment of the text as positive,
negative, or neutral emotions like joy, anger, sadness. It has three main approaches:[25]:
• Lexicon Based Approach [26, 27]: it typically does not require training data and it relies
on predefined dictionaries associated with specific sentiments (positive, negative, neutral).
Each word or phrase in the text is assigned to a sentiment score. This approach can be
computationally eficient but may struggle with handling sarcasm, context, or new words
not present in the lexicon.
• Machine Learning Approach [28, 29]: it involves training a model on labeled data to
learn patterns and relationships between words and sentiment labels. Common machine
learning algorithms used for sentiment analysis include Support Vector Machines (SVM),
Naive Bayes, Random Forests, and more recently, deep learning models like Recurrent
Neural Networks (RNNs). These models can capture complex linguistic and contextual
information and adapt to diferent domains and languages with suficient training data.
• Hybrid Approach: it combines both lexicon-based and machine learning-based techniques
to leverage their respective strengths. It can be more robust and flexible in handling
diverse text sources but may require more computational resources.</p>
      <p>There are also biometrics approaches based on wearable devices, such as EmotiBit, that do not
rely on words analysis, but rather it can wirelessly stream and locally record data from a
multimodal constellation of sensors, including electrodermal activity, a medical-grade temperature
sensor, and a growing list of derivative metrics [30].</p>
      <p>Without lack of generality, in this work we get rid of the way emotions are discovered, and
we assume that, by applying one of the existent approaches, it is possible to know how users
feel.</p>
    </sec>
    <sec id="sec-3">
      <title>3. A game-based setting</title>
      <p>
        In this section, we demonstrate how a (very simple) example of communicative interaction
among multiple agents, in which they traverse diferent emotional states, can be modeled using
Concurrent Game Structures[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Intuitively, a Concurrent Game Structure is a labeled directed
graph that represents the possible evolution of a given Multi-Agent System with respect to
simultaneous choices of actions of a group of (autonomous) agents. Both states and edges are
labeled by members of two disjoints alphabets. States are labeled by atomic propositions. These
atomic propositions represent the properties that are true at a given state. Each edge is labeled
by a tuple, and each member of a given tuple represents an action that is available for a given
agent at the source state of the edge. The formal definition follows.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. The Game Structure</title>
      <p>
        Definition 1 (Concurrent Game Structure [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]). Given a countable set of atomic proposition
(or atoms) Ap and a finite non-empty set Ag of agents, a Concurrent Game Structure (CGS for
short) over Ap and Ag is a tuple  = ∐︀ ,  , , , , ℒ ̃︀ where:
•  is a non-empty finite set of states and  is a distinguished state dubbed initial state;
•  is a finite non-empty set of actions. We let  denote the set of functions from Ag to ,
we call elements of this set joint actions, and we use bold small case letters a, b, c, . . . to
range over them;
•  ∶  × Ag → (2 ∖ ∅) is the protocol function, assigning to each pair ∐︀ , ̃︀ composed of
one state and one agent a non-empty set of actions. These represent the action available to
the agent  at the state .
•  ∶  ×  →  is the (partial) transition function. Such a function associates to any state 
and joint action a such that a() ∈  (, ) for all  ∈ Ag, a state ′ =  (, a).
• Finally, ℒ ∶  → 2Ap is the labeling function, which assign to any state  a (possibly empty)
subset of Ap.
      </p>
      <p>Given a CGS  a path is an infinite sequence of states of the CGS,  =  1,  2, . . . for which
the following holds: for any  ∈ N+ there is a joint action a ∈  such that  +1 =  ( , a). We
will denote paths by the letters , ,  , and  . If  is a path, then  ≤ denotes the finite prefix
of  ,  ≤ =  1, . . . ,  ≤. A finite sequence of states ℎ is a history if there is a path  such that
ℎ =  ≤ for some positive natural number . We will denote by  the set of all histories over a
given model  , and if ℎ is a history, then (ℎ) denotes its last element. Given a state  of
the model  , we denote by  () the set of joint actions that defines a transition from , that is
 () = {a ∈  ⋃︀  (, a) = ′ for some ′ ∈ }. If  is a coalition, (a subset of agents) a -action
available at  is a function  ∶  →  such that  () ∈  (, ) for each  ∈ . If  and 
are actions available at  for the coalitions  and  we say that  extends  , if  ⊆  and
 () = () for each  ∈ . We write  ⪯  if  extends  .  (, ) denotes the set of -actions
available at  and  (,  ) is ⋃∈  (, ).</p>
      <p>Definition 2 (Strategy). Given a CGS  and a coalition , a strategy for  (or simply
strategy) is a function Σ ∶  →  that maps each history ℎ to an -action  such that
 ∈  (, (ℎ)). An -strategy Σ is memoryless if ℎ = ℎ′ implies Σ (ℎ) = Σ (ℎ′) for every
pair of histories ℎ and ℎ′.</p>
      <p>As usual, we can see a memoryless strategy for an agent as a function whose domain is the set
of states of the CGS and whose co-domain is the set of agents actions. A path  is compatible
with A-strategy Σ for the coalition  (Σ compatible for short) if for every  ≥ 1, we have that
 +1 =  ( , a) implies Σ ( ≤) ⪯ a. We denote with Out(Σ , ) the set of all Σ -compatible
paths whose first state is .</p>
      <sec id="sec-4-1">
        <title>4.1. The Game Model</title>
        <p>To define our multi-agent game, we need to represent emotions as discrete values. To this aim,
we mention the Plutchik’s Model [31], that consists of eight primary emotions, arranged in a
circular pattern, and various combinations and intensities of these primary emotions result in
a wide range of complex emotion. For this work, it is enough to consider the set of the eight
primary emotions, namely: Joy Sadness, Anger, Fear, Trust, Disgust, Surprise, Anticipation. To
simplify our model we assume that for each of the participant  of our game, there is an atomic
proposition  for each primitive emotion considered. The intended meaning of  is “the agent
 feels the emotion ". More formally, if  is the set of emotions and Ag is the set of agents, then
Ap
= ⋃
∈Ag</p>
        <p>{ ⋃︀  ∈ }</p>
        <p>We here define our Game Model as a CGS over Ap and Ag having the following
characteristics.</p>
        <p>︀⋃ ⋃︀ = ⋃︀  ⋃︀ Ag⋃︀</p>
        <p>︀⋃
player.</p>
        <p>States : A state of our model will be a description of the emotions that each of the agents feels
at a given moment of a conversational exchange. More precisely, a state will be identified
with a set of atomic propositions containing exactly one atomic proposition  for each
agent . Thus, if ⋃︀ ︀⋃ is the cardinality of the set of emotions and ⋃︀ Ag⋃︀ is those of Ag, then
Actions : An action will be identified with a message that one of the player can send to another
Labeling : the labeling function will be simply the identity function on each state. This definition
makes sense since each state of the model is a subset of Ap .</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. A 2agents-2emotions example</title>
        <p>
          To enhance the understanding of our approach, we provide a minimal toy example. Let’s assume
that our set of agents consists solely of Bob and Alice. Furthermore, let’s assume that the set of
emotions  is { , }, and that our set of actions is {1, 2}. Let’s assume that the content
of 1 brings joy to its recipient, and conversely, let’s assume that the content of 2 makes
its recipient feel fearful. A concurrent game structure specifying a possible communication
pattern between Alice and Bob and the evolution of their emotional state is showed in Figure 1.
In the figure, in a tuple ∐︀ , ̃︀ labeling an edge from one state to another, the first component
represents the output of the joint action for Alice, while the second represent the output of the
joint action for Bob. The protocol function can be easily retrieved. The intended meaning of
dialogue state in which Alice became joyful and Bob stays joyful1.
a joint action ∐︀ ,  ̃︀ starting from a certain state  is “Alice sends the message  to Bob,
and Bob sends the message  to Alice". According to our assumption that 1 brings joy to
his (or her) receiver and that 2 makes its recipient fear fearful, if e.g., from a state  in which
Alice is fearful and Bob is joyful, both Alice and Bob send 1 to each other, they will arrive at a
5. ATL
The advantage of modeling a communicative exchange between agents through a CGS is that
we can use Alternate-timeTemporal Logic [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] to reason about the conversation goals of the
make it more understandable
1In our model, we have omitted some possible transitions, for example,  ({, }, ∐︀ 2, 1̃︀) = {, }, to
agents themselves. We briefly introduce the syntax and semantics of this logic.
        </p>
        <p>The set of ATL formulae is specified inductively by the following grammar:</p>
        <p>∶∶=  ⋃︀ ⊺ ⋃︀ ¬ ⋃︀  ∧  ⋃︀ ∐︀ ∐︀ ︀̃ ̃︀ X  ⋃︀ ∐︀ ∐︀ ︀̃ (̃︀  U  ) ⋃︀ ∐︀ ∐︀ ︀̃ (̃︀  R  )
where  is any atomic proposition and  is any subset of Ag. We define ∐︀ ∐︀ ︀̃ ̃︀ F  as︀∐ ∐︀ ︀̃ (̃︀ ⊺ U  )
and ∐︀ ∐︀ ︀̃ ̃︀ G  as ∐︀ ∐︀ ︀̃ (̃︀ ¬⊺ R  ).</p>
        <p>The satisfaction relation  ,  ⊧  is inductively defined on the structure of  by the following
clauses:
•  ,  ⊧  if  ∈ ℒ ()
•  ,  ⊧ ∐︀ ∐︀ ︀̃ ̃︀ X  1 if there is an A-strategy Σ such that  ,  2 ⊧  1 for each  ∈ Out(Σ , );
•  ,  ⊧ ∐︀ ∐︀ ︀̃ (̃︀  1 U  2) if there is an A-strategy Σ such that for every  ∈ Out(Σ , ) there
is a  ≥ 1 such that  ,   ⊧  2 and  ,   ⊧  1 for each 1 ≤  &lt; ;
•  ,  ⊧ ∐︀ ∐︀ ︀̃ (̃︀  1 R  2) if there is an A-strategy Σ such that for every  ∈ Out(Σ , ) either
there is a  ≥ 1 such that  ,   ⊧  1 and  ,   ⊧  2 for each 1 ≤  ≤  or  ,   ⊧  2 for
every  ≥ 1.</p>
        <p>The clauses for the boolean connectives are immediate and thus omitted.</p>
        <p>Using ATL formulas, we can reason about the objectives of the agents in our communication
games. For instance, In the example of Figure 1, we can express the fact that, by cooperating,
Alice and Bob can reach a state in which Alice is joyful i.e., ∐︀ {∐︀ , }̃︀ ̃︀ F  or that Bob
can always keep Alice in a state of fear ∐︀ {∐︀ }̃︀ ̃︀ G .</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>6. Conclusion</title>
      <p>In this paper, we have defined a conversational game between multiple agents in which their
emotional state evolves according to message exchange among them.</p>
      <p>Our modeling is basic and relies on strong assumptions. For instance, we assume precise
knowledge of an agent’s emotional state and treat emotions as binary. These assumptions can
be relaxed for a more realistic approach. We could consider emotions as fuzzy and message
exchanges as probabilistic, leading to a variant of ATL logic. This variant could address questions
like, “Can coalition A, with a probability exceeding X, reach a state where player Y is at happiness
level Z?". This work provides an overview of a long-term project, whose main characters are
sentiment analysis and strategic reasoning. Indeed, we plan to keep following this research line,
by relaxing the assumption made in this work, and by letting the model more realistic with the
introduction of fuzziness aspects.
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