Deciding Like Humans Do

Deciding Like Humans Do

Proceedings of the Twenty-Sixth International Florida Artificial Intelligence Research Society Conference DecidingL ike Humans Do Jens Hoefinghoff and Laura Hoffmann and Nicole Kraemer and Josef Pauli Fakultaet fuer Ingenieurwissenschaften, Universitaet Duisburg-Essen 47057, Duisburg, Germany jens.hoefi[email protected]; [email protected]; [email protected]; [email protected] Abstract a humanlike communication (71%) with the robot, while a humanlike behaviour is only preferred by 36%. However, With the objective of building robots that accompany humans in daily life, it might be favourable that such even when the appreciation of humanlike behaviour is not robots act humanlike so that humans are able to predict as high as of humanlike communication it can be assumed their behaviour without effort. Decision making is one that some human abilities exist, such as learning aptitude, crucial aspect of daily life. As Damasio demonstrated, which are preferable in terms of robot companions. In ad- human decisions are often based on emotions. Earlier dition, most of the subjects have stated that the robot’s be- work thus developed a decision making framework for haviour should be predictable (90%) and controllable (71%), artificial intelligent systems based on Damasio’s So- which makes the robot’s decision making to an essential part matic Marker Hypothesis and revealed that overall, the to design robot companions. Based on these results it can decisions made by an artificial agent resemble those of be assumed that humanlike fast adaption of behaviour may human players. This paper enhances this work in so be preferred but that in terms of predictability some human far that a detailed evaluation of the first 30 decisions made by the modelled agent during this gambling task characteristics like defiance are predominantly undesired. In was done by human subjects. Therefore 26 human par- order to create reliable systems an increasing number of de- ticipants were recruited who had to evaluate different cision making approaches based on different psychological graphical outputs that visualized the course of the Iowa models of the human decision making process have been de- Gambling Task played by either a modelled agent or veloped (Hoefinghoff and Pauli 2012) (Hoogendoorn et al. a human. The results revealed that participants tend to 2009) (Rolls 2008). categorize the course of the game as human, even if it was from the modelled agent. Furthermore, the evalu- A popular theory concerning the human decision making ation of the different courses showed that participants process has been presented by Damasio (Damasio 1994), were not able to differentiate between modelled and hu- which emphasizes emotions as decisive determinants in man output, but they were able to differentiate these the human decision making process. The so-called Somatic from random courses of the game. Marker Hypothesis stated that an emotional preselection of actions happens when a decision has to be made. This fil- Introduction tering process is based on somatic markers, which represent an emotional memory. Damasio distinguishes between emo- Since robots are assumed to enter our daily life in the (near) tions and feelings: while emotions are described as changes future one major question is the way they should act. It can of the bodily state (e.g. increasing heart beat), feelings are be discussed whether a humanlike behaviour is the desired defined as the perception of these changes. In addition, goal for every application. In terms of e.g. cleaning robots a Damasio divided emotions into primary emotions and sec- pre-wired behaviour may be sufficient, as the field of appli- ondary emotions. Primary emotions are inbred (e.g. fear of cation is clearly defined. With regard to robot companions, huge animals) and trigger precast behaviour patterns like the applications are numerous and the different behaviours running away. Secondary emotions are created out of ex- a robot should perform are manifold. In addition, the de- periences and can therefore be very idiosyncratic. Somatic sired behaviour may depend on the owner or the social envi- markers are images of emotions in the memory which can ronment. A study concerning the role, behaviour and accep- be used for decision making without awaiting a bodily re- tance of robot companions is presented by Dautenhahn in sponse. This is what Damasio called the as-if loop because (Dautenhahn et al. 2005). The results show that nearly 40% the decision making process proceeds as if there had been an of the subjects would like to have a robot companion and emotion (changing in the body state). In case that there are that some roles, such as the friend role, are less desirable no experiences, the so-called body-loop is triggered which (≈ 20%), while other roles, like assistant, find higher accep- leads to real changes in the bodily state. These changes will tance (≈ 95%). Most of the subjects stated that they prefer be memorized in the form of a somatic marker and can be Copyright c 2013, Association for the Advancement of Artificial used for decision making when the same stimulus is recog- Intelligence (www.aaai.org). All rights reserved. nized again. 557 1 The current work aims to test whether the implementation w of Damasio’s Somatic Marker Hypothesis (SMH) (Hoefin- 0.8 New ghoff and Pauli 2012) into an artificial agent leads to results 0.6 Collected comparable to human decisions. As the results just include a 0.4 comparison of the overall results of human subjects and the Weighting 0.2 wˆ artificial agent, a further evaluation that includes how hu- 0 mans perceive each decision made by the artificial agent, is -c 0 c presented here. The subjects have to categorize if the pre- κ sented decisions have been made by a human or by an arti- ficial intelligence. Therefore a testing environment was nec- Figure 1: Weighting of new and collected knowledge in depen- essary to gather test data of human and modelled subjects. dency of the reliability κ. For evaluation purposes the Iowa Gambling Task (IGT) was chosen, which is explained in detail in the next section. the reinforcement learning methods except that the design, computations and especially the output of the algorithm is Iowa Gambling Task inspired by the SMH. The algorithm uses a high abstraction The Iowa Gambling Task (IGT) has been created by Bechara level for emotions and only distinguishes between positive (Bechara et al. 1994) to validate the SMH. In the task each and negative emotions but with different degrees of inten- subject receives an amount of $2000 and has to choose be- sity. This decision has been made to ensure that the algo- tween four decks of cards. For every card the subject gains rithm can quickly be adapted to different applications and is a defined benefit but some cards also lead to a penalty. The therefore generally usable for any kind of stimulus response dedicated goal is to increase the given amount as much as learning. Other approaches with a more detailed resolution possible. The experiment ends after 100 choices, what is un- of emotions may reflect the human decision making process known to the subjects. An example configuration according more accurately. However, the adaption for different appli- to the rules can look like the following: cations often includes the implementation of a lot of prior • Deck A: Every card gives a benefit of $100 and five out of knowledge for every situation, such as when to trigger anger ten cards additionally have a penalty of -$250 or sadness. Basically Damasio divided the human decision making • Deck B: Every card gives a benefit of $100 and one out of process into two main steps. The first step is a filtering pro- ten cards additionally has a penalty of -$1250 cess which is based on the emotional memory that is formed • Deck C: Every card gives a benefit of $50 and five out of by the somatic markers to highlight some options. The sec- ten cards additionally have a penalty of -$50 ond step consists of a further rational analysis to choose an action out of the remaining possibilities. The focus of the • Deck D: Every card gives a benefit of $50 and one out of presented approach is on the emotional selection whose out- ten cards additionally has a penalty of -$250 put is a set A0 ⊆ A that contains all remaining actions out With this configuration deck A and B are disadvantageous of all actions A. It is assured that A0 =6 . After the emo- and deck C and D are advantageous. Ten drawn cards from tional selection a further rational analysis could take place 0 a disadvantageous deck lead to a net loss of $250, while ten to choose one action aj from the subset A if it contains drawn cards from an advantageous deck lead to a net gain of more than one element. For now a random action is chosen $250. The difference within the advantageous and disadvan- at this point. The framework mainly includes two parts: the tageous decks is the number of penalties. In this version of modelling of somatic markers and the thereon based deci- the game the placements of the penalties are equal for each sion making algorithm. subject. As the subjects are not allowed to take notes dur- ing the task, they are not able to calculate the net gains or Modelling of Somatic Markers losses from each deck. Accordingly they have to rely on an Basically a decision has to be made when a stimulus si oc- emotional decision making process, based on somatic mark- curs which calls for a reaction in form of executing an action. ers, to create an estimation which decks are risky and which After the execution the outcome can be recognized which profitable.

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