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							<persName><forename type="first">Stefania</forename><surname>Costantini</surname></persName>
							<email>stefania.costantini@univaq.it</email>
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								<orgName type="department">Department of Information Engineering, Computer Science and Mathematics</orgName>
								<orgName type="institution">University of L&apos;Aquila</orgName>
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									<settlement>L&apos;Aquila</settlement>
									<country key="IT">Italy</country>
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								<orgName type="institution">Gruppo Nazionale per il Calcolo Scientifico -INdAM</orgName>
								<address>
									<settlement>Roma</settlement>
									<country key="IT">Italy</country>
								</address>
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							<persName><forename type="first">Pierangelo</forename><surname>Dell'acqua</surname></persName>
							<email>pierangelo.dellacqua@liu.se</email>
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								<orgName type="department">Department of Science and Technology</orgName>
								<orgName type="institution">Linköping University</orgName>
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									<settlement>Linköping</settlement>
									<country key="SE">Sweden</country>
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							<persName><forename type="first">Giovanni</forename><surname>De Gasperis</surname></persName>
							<email>giovanni.degasperis@univaq.it</email>
							<affiliation key="aff0">
								<orgName type="department">Department of Information Engineering, Computer Science and Mathematics</orgName>
								<orgName type="institution">University of L&apos;Aquila</orgName>
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									<settlement>L&apos;Aquila</settlement>
									<country key="IT">Italy</country>
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							<persName><forename type="first">Francesco</forename><surname>Gullo</surname></persName>
							<email>francesco.gullo@univaq.it</email>
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								<orgName type="department">Department of Information Engineering, Computer Science and Mathematics</orgName>
								<orgName type="institution">University of L&apos;Aquila</orgName>
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									<settlement>L&apos;Aquila</settlement>
									<country key="IT">Italy</country>
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							<persName><forename type="first">Andrea</forename><surname>Rafanelli</surname></persName>
							<email>andrea.rafanelli@phd.unipi.it</email>
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								<orgName type="department">Department of Computer Science</orgName>
								<orgName type="institution">University of Pisa</orgName>
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									<country key="IT">Italy</country>
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								<orgName type="department" key="dep1">Human-AI Teaming</orgName>
								<orgName type="department" key="dep2">Responsible AI</orgName>
								<orgName type="laboratory">Human-AI Interaction</orgName>
								<orgName type="institution">Trustworthy AI</orgName>
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<div xmlns="http://www.tei-c.org/ns/1.0"><p>In this work, we describe an agent to be employed in Human-AI Teaming in various, even critical, domains, based upon affective computing, empathy, and Theory of Mind, and a description of the user profile and of the operational, professional, and ethical requirements of the domain in which the agent operates. The architecture of the proposed agent encompasses a Knowledge Graph, a Neural component and a Behaviour Tree. We briefly discuss a case study.</p></div>
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<div xmlns="http://www.tei-c.org/ns/1.0"><head n="1.">Introduction</head><p>One recent focus in Artificial Intelligence (AI) is building intelligent systems where humans and AI systems form teams. This with the aim of exploiting the potentially synergistic relationships between human and automation, thus devising "hybrid" systems where the partners should cooperate to perform complex tasks, possibly involving a high degree of risk. As a simple example, in an AI-supported self-driving or assisted-driving vehicle, the AI component can be expected to evaluate and co-manage situations and risks, where the driver can provide the AI component with useful information on practical driving in all conditions and can self-manage the risks in the case this should be required by the circumstances. Humanautomation interaction is, in fact, one of the main themes of Human-centered AI. This issue also falls in the realm of Trustworthy AI, whose requirements include respect for human autonomy, prevention of harm, fairness, and explainability, and of Responsible AI, whose goal is to employ AI in a safe, trustworthy and ethical fashion. AI and humans, if working together in Human-AI Teaming (HAIT), can produce results exceeding what either can achieve alone, whereas they can control and improve each other. For instance, a human driver might train to cope with previously unseen situations through co-driving automation via a cooperative task shared between the human driver and the AI-based system installed on the vehicle. At the same time, AI helps drivers in case of difficulties and immediate risks. In this synergistic relationship, humans may improve automation efficacy and capabilities. At the same time, automation may enhance human performance in a task and compensate for human inadequacies, catching and correcting possible misbehaviors, possibly also due to physically or emotionally impaired states, and providing valuable suggestions.</p><p>For the tasks of adopting AI agents in crucial tasks such as, e.g., improving caregiving in medicine and teaching and constructing effective human-AI teams, agents should be endowed with an emotion recognition and management module, capable of empathy, and modelling aspects of the Theory of Mind (ToM), in the sense of being able to reconstruct what someone is thinking or feeling. Modelling a Theory of Mind is often based on forms of "Affective Computing", which is a set of techniques aimed at eliciting a human's emotional condition from physical signs, to enable the system to respond intelligently to human emotional feedback.</p><p>In this work, we describe an agent to be employed in HAIT, based upon affective computing, empathy, and Theory of Mind, and a description of the user profile and of the operational, professional and ethical requirements of the domain in which the agent operates. The architecture of the proposed agent encompasses a Knowledge Graph, a Neural component and a Behavior Tree.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2.">Background</head></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2.1.">Behavior Trees</head><p>Behaviour Trees (BTs) were introduced as a tool to enable modular AI in computer games. A behavior tree is essentially a mathematical model of plan execution, where each element (task and action) of a plan is associated with a node in the tree. Their strength comes from their ability to create complex tasks composed of simple tasks without worrying about how the simple functions are implemented. For a comprehensive survey of BTs in Artificial Intelligence and Robotic applications, see <ref type="bibr" target="#b0">[1,</ref><ref type="bibr" target="#b1">2]</ref>. A BT is a directed acyclic graph consisting of different types of nodes, each one associated with executable code (where such code enacts an element composing a plan). In most cases, a BT is tree-shaped, hence the name. However, unlike a traditional tree, a node in a BT can have multiple parents, allowing the reuse of that part of the tree. The traversal of a behavior tree starts at the top node. When a node is traversed, the associated code is executed, returning one of the three states: success, failure, or running.</p><p>The critical nodes in a BT include leaf nodes and inner nodes. An action is a leaf node representing a behavior that the character can perform. The action returns success or failure when it completes its execution, depending on the outcome. An action is depicted as a white circle. A condition is a leaf node that checks an internal or external state. It returns either success or failure. A condition is represented as a grey rounded rectangle. A sequence selector is an inner node that typically has several child nodes that are executed sequentially. Once a child node completes its execution successfully, the sequence selector continues executing the next child node. If every child node returns success, then the sequence selector returns success. If one of the child nodes return failure, the sequence selector immediately returns failure. A sequence selector is depicted as a grey square with an arrow across the links to its child nodes. A priority selector is an inner node. It has a list of child nodes that it tries to execute one at a time until one of the child nodes returns success. If none of the child nodes executes successfully, the priority selector returns failure. A priority selector is represented with a grey circle with a question mark.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2.2.">Neural Empathy-Aware Behavior Trees</head><p>To consider empathy and mimic human decision-making, in <ref type="bibr" target="#b2">[3]</ref> we introduced neural empathy-aware behavior trees (NEABTs) by introducing a selector node called emotional selector, an empathy node, and a neural node.</p><p>The emotional selector is a node that orders its child nodes based on the agent's current affective state. The agent elaborates on the affective state during repeated interactions with the user and then tune its reaction accordingly. Once the ordering has been established, the emotional selector behaves as a priority selector. A white circle with the character E represents an emotional selector. In contrast, an empathy node provides an emotional evaluation of its single child node. An empathy node can only be a child of an emotional selector. Its child can be a leaf or an inner node. A dashed circle line with the name of the empathy emotion represents an empathy node.</p><p>To enable the integration of deep learning models for emotion recognition and symbolic models for planning and decision-making within emotional behavior trees, we introduced neural nodes. A neural node takes the current state of the environment and agent as input and, using a deep learning model, makes inferences about the emotional state. It contains a model, such as an emotion recognition system, that estimates the emotional state. These estimates are then mapped into the agent's affective state variables that parameterize the emotional selector. The neural node continually updates the agent's internal emotional state, allowing the dynamic adaptation of behavior trees to the emotional context.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2.3.">Knowledge Graphs</head><p>Knowledge Graphs (KGs) <ref type="bibr" target="#b3">[4,</ref><ref type="bibr" target="#b4">5]</ref> is a particular type of knowledge base <ref type="bibr" target="#b5">[6]</ref> where knowledge is organized in a graph-like structure, i.e., with triples that define relationships (edges) among entities (nodes) of interest. KGs are also known as information graphs <ref type="bibr" target="#b6">[7]</ref>, or heterogeneous information networks <ref type="bibr" target="#b7">[8]</ref>.</p><p>KGs have been extensively used in a plethora of application scenarios, including knowledge completion <ref type="bibr" target="#b8">[9]</ref>, head/tail prediction <ref type="bibr" target="#b9">[10]</ref>, rule mining <ref type="bibr" target="#b10">[11]</ref>, query answering <ref type="bibr" target="#b11">[12]</ref>, and entity alignment <ref type="bibr" target="#b12">[13,</ref><ref type="bibr" target="#b13">14,</ref><ref type="bibr" target="#b14">15]</ref>. KGs have also recently recently emerged as supporting tools for Retrieval-Augmented Generation (RAG) for Large Language Models (LLMs) <ref type="bibr" target="#b15">[16,</ref><ref type="bibr" target="#b16">17,</ref><ref type="bibr" target="#b17">18,</ref><ref type="bibr" target="#b18">19]</ref>.</p><p>A well-established technique that is commonly exploited for tasks on KGs is Knowledge graph embeddings (KGEs) <ref type="bibr" target="#b19">[20,</ref><ref type="bibr" target="#b9">10]</ref>. KGEs generate numerical vector representations for entities and relationships of a KG, thus making them amenable to be processed in downstream tasks where a numerical representation is required (e.g., neural network-based machine-learning tasks). Although KGEs can differ (significantly) from one another in their definition, a shared key aspect of all KGEs is that they are typically defined based on a so-called embedding scoring function or simply embedding score. This function quantifies how likely a triple exists in the KG based on the embeddings of the entities and the relationship of that triple. Several KGEs have appeared in the last few years. The distinctive features among embeddings are the score </p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Agent Action</head><p>Sensor  <ref type="bibr" target="#b20">[21]</ref> family and the recent PairRE <ref type="bibr" target="#b21">[22]</ref> assumes that the relationship of a triple performs a translation between the entities of that triple. Semantic embeddings, such as DistMult <ref type="bibr" target="#b10">[11]</ref> or HolE <ref type="bibr" target="#b22">[23]</ref>, interpret the relationship as a multiplicative operator. Complex embeddings, such as RotatE <ref type="bibr" target="#b23">[24]</ref> and ComplEx <ref type="bibr" target="#b24">[25]</ref>, use complex-valued vectors and operations in the complex plane. Neural-network embeddings, such as ConvE <ref type="bibr" target="#b25">[26]</ref>, perform sequences of nonlinear operations.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3.">Framework</head><p>The architecture of the proposed agent is illustrated in Figure <ref type="figure" target="#fig_0">1</ref>. The main components of the architecture are the User, the Environment, a Knowledge Graph (KG), and a Behavior Tree (BT). The overall interaction between such components is described next.</p><p>The BT is fed with signals from Environment, User, and KG. Such signals are exploited by the BT to perform its computation and to output (𝑖) an action to be suggested to the User, (𝑖𝑖) an action actually performed by the agent (e.g., an empathetic action), and (𝑖𝑖𝑖) User's emotion detected by its neural node ('N', see below). Threefold BT's output passes through an "Aggregator", responsible for suitably aggregating and presenting three BT's outputs to the User. The Aggregator may perform something either very simple (e.g., just derive a textual representation of the three outputs and concatenate them) or more sophisticated (e.g., exploit a large language model (LLM)). BT's outputs and User's feedback are used to update back the KG. This way, we have a loop-back mechanism in which the KG is exploited by the BT for its internals, and the BT is exploited to update the KG properly.</p><p>Next, we describe the User, Environment, KG, and NEABT components in more detail.</p><p>User. The User performs reactions and actions based on the signals provided by the NEABT. The user's sensory data flow into the NEABT through a sensor, which represents them in some proper numerical format. Also, the User's feedback-e.g., whether (or to which extent) the User has adopted the Agent's suggested action-is sent back to the KG. User's reactions/actions are assumed to be determined by all three types of BT's output. In particular, the User's emotion detected by the BT at the previous iteration is important for establishing the emotional conditions that most influence the user.</p><p>Environment. Signals from the surrounding environment are detected by a sensor, representing them in some numerical format, and are thus ready to be processed by the NEABT (along with the KG representation).</p><p>KG. The KG contains information about domain knowl-edge and user profile. KG's information is provided to the NEABT in a twofold form. It is first encoded in some proper numerical format and passed to BT's neural node (see below). The encoding is performed by a KG encoder component, which can be implemented, e.g., with a KGE (see Section 2.3). KG's encoded information is then decoded into a format suitable for processing by the internal nodes of the BT. A KG-to-BT decoder performs KG's information decoding. This can be implemented, e.g., as a neural network component whose training can be performed on a ground truth defined through either manual annotation or the agent's historical data. The KG is fed BT's output and user feedback. Such data in input to the KG are represented in a format suitable for updating the KG, e.g., a set of KG triples should be added and a set of KG triples removed. Such a translation from BT's and User's signals to KG updating signal is performed by a further encoder-decoder component. Again, such an encoder-decoder can be implemented as a neural network and trained with a ground truth defined manually or through historical data.</p><p>NEABT. The NEMO framework deploys a NEABT as a behavior tree. The BT's neural node receives the KG's information and the user's sensory data and makes inferences about the user's emotional state. These estimates are mapped into the user affective state variables that parametrize the neural node child, the emotional selector. In turn, the emotional state selector passes the values of the affective state variables to its child nodes, empathy nodes. Each child empathy node provides an empathic evaluation of its subtree. In Figure <ref type="figure" target="#fig_0">1</ref>, every subtree has a root node that is a sequence selector with a condition node as a child and several action nodes. The condition child node returns success/failure by performing a test condition upon the input pair (KG', Env). The corresponding action child nodes are executed if the condition node returns success. By doing so, the NEABT can execute actions over the environment. Some of these action nodes define the BT threefold output.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="4.">Case Study: Driver Co-Pilot</head><p>Here, we envision a case study that involves developing an intelligent agent that actively functions as a "companion" (co-driver) and support system for drivers. The agent will assist drivers by providing interventions in risky situations that may arise due to external circumstances and/or the driver's health condition and emotional state, taking into account emotional aspects that could impact driving performance.</p><p>The intelligent agent will also be trained through interaction with the human user following the recent "Human-AI teaming" paradigm. A human driver could cooperatively train the agent by collaboratively performing vari-ous driving-related tasks, even under challenging scenarios. In this synergistic relationship during the training phase, humans enhance the effectiveness of automation (capabilities and performance). At the same time, the agent installed in each vehicle improves human efficiency and compensates for human inadequacies by intercepting and correcting potential erroneous behaviours, possibly resulting from compromised physical or emotional states.</p><p>Potential intervention modes for the agent to assist a struggling driver could include automatically activating (semi-)autonomous driving mode (if available) so the driver can momentarily divert their attention. Alternatively, the agent could more actively engage with the driver to regain attentiveness, such as by recommending stimulating music on a dedicated radio station. In case of health issues, the agent could recommend pulling over to rest or take medication (e.g., for hypertension) or, in critical cases, seek emergency assistance by contacting emergency services.</p></div><figure xmlns="http://www.tei-c.org/ns/1.0" xml:id="fig_0"><head>Figure 1 :</head><label>1</label><figDesc>Figure 1: The NEMO co-pilot framework</figDesc></figure>
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<div xmlns="http://www.tei-c.org/ns/1.0"><p>(A. Rafanelli) http://www.di.univaq.it/stefcost (S. Costantini); https://dellacqua.se/ (P. Dell'Acqua); https://fgullo.github.io/ (F. Gullo) 0000-0002-5686-6124 (S. Costantini); 0000-0003-3780-0389 (P. Dell'Acqua); 0000-0001-9521-471 (G. D. Gasperis); 0000-0002-7052-1114 (F. Gullo); 0000-0001-8626-2121 (A. Rafanelli)</p></div>
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