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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Self-Explaining Agents in Virtual Training</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Maaike Harbers</string-name>
          <email>maaike@cs.uu.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Karel van den Bosch</string-name>
          <email>karel.vandenbosch@tno.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>John-Jules Meyer</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>TNO</institution>
          ,
          <addr-line>Kampweg 5, 3796 DE Soesterberg</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Utrecht University</institution>
          ,
          <addr-line>P.O.Box 80.089, 3508 TB Utrecht</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Virtual training systems are increasingly used for the training of complex, dynamic tasks. To give trainees the opportunity to train autonomously, intelligent agents are used to generate the behavior of the virtual players in the training scenario. For e ective training however, trainees should be supported in the re ection phase of the training as well. Therefore, we propose to use self-explaining agents, which are able to generate and explain their own behavior. The explanations aim to give a trainee insight into other players' perspectives, such as their perception of the world and the motivations for their actions, and thus facilitate learning. Our project investigates the possibilities of self-explaining agents in virtual training systems, and the e ects on learning.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Virtual training is used to train people for complex, dynamic tasks in which fast
decision making is required, e.g. crisis management, military missions or
reghting. In typical virtual training, a trainee has to accomplish a given mission
and therefore he has to interact with other virtual players, e.g. team-members,
opponents, or neutral participants. Currently, in most virtual training these are
controlled by other trainees or instructors. However, using intelligent agents
instead of humans gives trainees more exibility to train where and whenever
they want, and it reduces costs. Fire- ghters could for example train during a
night shift, when they spend most of their time waiting for an alarm.</p>
      <p>
        Intelligent agents can only (partly) replace humans if they are able to
generate believable behavior, which might be complex. Moreover, trainees should be
supported to re ect on the training because that promotes learning [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Re
ection could be provoked by providing (the possibility to request for) explanations
about the virtual players' behavior, which can give a trainee insight into their
perspectives. Such a facility requires intelligent agents that are able to explain
their actions, so called self-explaining agents.
      </p>
      <p>In this paper, we present a PhD project issuing the topic of self-explaining
agents in virtual training. In section 2, we discuss some related work, and in
section 3 we give a formulation of our research question. Then, we provide a
more detailed discussion on our approach and the results achieved so far in
section 4. We end the paper with a conclusion and an outline of future research
in section 5.</p>
    </sec>
    <sec id="sec-2">
      <title>Related work</title>
      <p>
        A lot of research has been done on intelligent tutoring systems (ITS) [
        <xref ref-type="bibr" rid="ref10 ref11">11, 10</xref>
        ],
which is a topic closely related to self-explaining agents. ITSs teach students
how to solve a problem or execute a task by giving explanations during and
after task execution. ITSs have been successfully designed for the training of
well-structured skills and tasks such as programming or mathematics. In
contrast, tasks that are being trained in virtual training systems are usually real
world, complex and dynamic. The space of possible actions of a trainee is large,
and often there is no single 'right' way to accomplish a task. So instead of
explanations that give hints and recipes of what is to be done as provided by
ITSs, explanations in virtual training should give insight into the processes in
the training scenarios. Trainees can use these to make sense of the situation and
construct a picture of what is going on themselves, and thus re ect on their own
performances.
      </p>
      <p>
        A few proposals for self-explaining agents in virtual training systems have
been made. The rst called Debrief [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], which has been implemented as part of
a ghter pilot simulation and allows trainees to ask an explanation about any of
the arti cial ghter pilot's actions. To generate an answer, Debrief modi es the
recalled situation repeatedly and systematically, and observes the e ects on the
agent's decisions. With the observations, Debrief determines what factors were
responsible for 'causing' the decisions. However, Debrief derives what must have
been the agent's underlying beliefs for an action, but sometimes an action has
several possible explanations. If (some of) the agent's reasoning steps would be
made explicit instead of derived from observable behavior, the actual reasons for
executing an action could be given.
      </p>
      <p>
        A more recently developed account of self-explaining agents is the XAI
explanation component [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. The XAI system has been incorporated into a
simulationbased training for commanding a light infantry company. After a training session,
trainees can select a time and an entity, and ask questions about the entity's
state. However, the questions involve the entity's physical state, e.g. its location
or health, but not its mental state.
      </p>
      <p>
        A second version of the XAI system [
        <xref ref-type="bibr" rid="ref1 ref4">4, 1</xref>
        ] was developed to overcome the
shortcomings of the rst; it claims to support domain independency, modularity,
and the ability to explain the motivations behind entities' actions. This second
XAI system is applicable to di erent simulation-based training systems, and for
the generation of explanations it depends on information that is made available
by the simulation. Most simulations however do not represent agents' goals, and
preconditions and e ects of actions, and thus still no explanations of agents'
reasons can be given.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Research question</title>
      <p>The previous section showed that ITSs usually support the learning of
wellstructured tasks, in which it is clear what actions are right and wrong. In the
virtual training systems we focus on however, training tasks can be achieved in
many di erent ways and require another type of feedback than provided by ITSs.
Self-explaining agents might be a good alternative, but we believe that the
existing accounts lack some crucial aspects. They either just give explanations about
the agent's physical state, or they derive information about the agent's mental
state from its behavior or the simulation. We believe that an agent's behavior can
best be explained by its actual underlying motivations, i.e. information about
its mental state, and that the explanation component thus should have direct
access to this information and not on their e ects. To solve the shortcomings
in the current solutions, the PhD project presented in this paper addresses the
following research question:
How can we develop self-explaining agents and how can they be applied in virtual
systems to support training?
The question is two-fold, the rst part is a technical question, and the
second part focuses more on educational aspects. In the remainder of this paper we
discuss our methodology, and the results achieved so far.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Our approach</title>
      <p>
        To obtain direct access to an agent's reasons for executing an action, we believe
that behavior explanation should be connected to the generation of behavior.
The deliberation steps that are taken to generate an action can also be best
used to explain that action, and when these deliberation steps are
understandable, the explanations should be as well. To obtain understandable deliberation
steps, the agent's reasoning elements should have some level of abstraction. For
instance, the description "an agent is opening a door" is more useful for
understanding its behavior than "an agent is moving object x from position (x1,y1,z1)
to (x2,y2,z2)". We have chosen to use a BDI-based (beliefs desires intentions)
approach [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], so that our agents reason with concepts such as beliefs, desires
and plans, and also provide explanations in these terms.
      </p>
      <p>
        We have chosen for the BDI approach because it matches the way humans
give explanations. Humans adopt a certain 'stance' or 'mode of construal' for
explaining and predicting phenomena, and di erent stances are chosen to explain
di erent phenomena [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Dennett for example distinguishes the mechanical, the
design, and the intentional stance [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The intentional stance considers entities
as having beliefs, desires and other mental contents, and ts most natural to
explain the behavior of humans or virtual characters that behave like humans. To
understand the behavior of agents, it only matters whether they behave as if they
had beliefs and desires. However, agents that have to generate understandable
explanations based on their deliberation should also have actual beliefs and
desires and reason with them.
      </p>
      <p>
        The BDI approach de nes an agent's reasoning elements, but it does not tell
how actions can be generated from an agent's goals and beliefs, i.e. how planning
works. For an account of planning, we have looked at the GPGP (generalized
partial global planning) approach [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The GPGP approach is a framework for
the coordination of small teams of agents and makes use of task structures.
TAEMS (task analysis, environment modeling and simulation) is the language
used to represent these task structures. The underlying model of the GPGP
approach can be represented conceptually as an extended AND/OR goal tree
in which task are decomposed into subtasks which in turn are decomposed, etc.
The leaves of the tree are primitive (non-decomposable) actions.
      </p>
      <p>Conform the GPGP approach, we structure the possible goals, plan and
actions of an agent in a task hierarchy. The task at the top of the hierarchy
is an agent's goal, the subtasks possible plans for reaching that goal, and the
leaves are the agent's actions. Consequently, for each of the agent's goals, a task
hierarchy is de ned. The actions that an agent executes to achieve a goal depend
on three aspects (explained in the next paragraph): its beliefs, the nature of the
task-subtask relation, and its preferences.</p>
      <p>First, the GPGP model is designed for a team of agents, but we take a single
agent perspective. Therefore, in our model the beliefs of a single agent can be
added to the task hierarchy, to form the conditions that determine which tasks
can possibly be executed. Second, three task-subtask relations can be
distinguished. A task can be executed when:
{ All subtasks are executed
{ One subtask is executed
{ All subtasks are executed in a speci c Order
Third, the agent's preferences determine the order in which subtasks are executed
in an All-relation, and which subtask is executed in an One-condition.</p>
      <p>Figure 1 shows a the model of a simple re- ghting agent. The agents main
goal is to handle the incident, and it has several plans available to achieve this
goal. Its current beliefs determine how the agent 'walks through' the hierarchy.
The rst step is to choose between saving a victim (if the agent beliefs that there
is an actual victim), or extinguishing a re (if the agent beliefs that there is a
re and no victim because saving victims is preferred over extinguishing res).
For saving a victim, it rst has to search the victim and then carry it away.
For extinguishing a re it can either use water or foam, dependent on its beliefs
about the availability of water and foam.</p>
      <p>The same agent model can also be used for the generation of explanations
about the agent's actions. The actions that are the result of an agent's
deliberation process can be explained by the beliefs, goals and reasoning steps that were
in involved in the process. For instance, extinguishing a re with foam could be
explained as follows.</p>
      <p>
        I wanted to handle the incident,
and I believed there was a fire and no victim,
therefore I wanted to extinguish the fire,
and I believed there was foam and no water,
therefore I used foam
Such explanations can become quite long, which is not desired [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Therefore,
the most informative elements in the explanations have to be selected, e.g. 'I
used foam because there was no water'.
      </p>
      <p>
        For the implementation of our agent model it is required that the agent's
reasoning elements and its deliberation steps can be explicitly represented in
the programming language. Second, an agent needs to have access to this
information. We have chosen to implement our model in the agent programming
language 2APL [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. 2APL is a BDI-based programming language, so the goals,
plans and beliefs of an agent can explicitly be represented. Moreover, a 2APL
agent is capable of introspection into its own beliefs and goals. For more details
on the agent model and its implementation see [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ].
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>We argued that virtual training of complex and dynamic tasks requires intelligent
agents that can provide explanations for their behavior in such a fashion that
it helps trainees to improve their understanding. So far, we have developed an
agent model capable of the generation and explanation of behavior, and we have
made an implementation of the model.</p>
      <p>We are currently reviewing literature on cognitive behavior research to
determine which information people nd most useful in explanations. Based on the
outcome of this study we want to develop lters which select the most useful
information out of longer explanations. Furthermore, we want to extend the agent
model with factors like emotions, personality or social contracts, which may also
in uence an agent's behavior. Explanations referring to these properties may
help trainees to become more sensitive and understanding to them. The next
step will be to connect the self-explaining agent to an existing virtual training
system, and perform user experiments.</p>
      <p>We believe that our approach can create a learning tool that is currently not
existing, and which ful lls the requirements of autonomous training of complex
and dynamic training tasks. Our goal in this project is to demonstrate that the
self-explaining agents we are developing deliver appropriate and useful
explanations, leading to improved learning.</p>
      <p>Acknowledgements This research has been supported by the GATE project,
funded by the Netherlands Organization for Scienti c Research (NWO) and the
Netherlands ICT Research and Innovation Authority (ICT Regie).</p>
    </sec>
  </body>
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