Emotional Intelligence Engine for Serious Game
Hooman Aghaebrahimi Samani (PhD Student)
Mixed Reality lab,
NUS Graduate School for Integrative Science and Engineering,
National University of Singapore
Doros Polydorou (PhD Student)
Mixed Reality lab, National University of Singapore
Tim Marsh (Assistant Professor)
Mixed Reality lab,
Communication and New Media, Faculty of Arts and Social Sciences,
National University of Singapore
Adrian David Cheok (Associate Professor)
Mixed Reality lab, National University of Singapore
and Keio University
Keywords: Serious Game, Games for Learning, Emotional Intelligence, Artificial Intelligence,
Affective Computing
Abstract
To improve the learning factor of serious games, we introduce an affection layer which
improves the emotional intelligence of a game character. As the components of that layer
we propose modules which can be integrated in a game engine in order to enhance the
verisimilitude of the virtual world. The proposed architecture can be integrated in several
games to improve their emotional abilities which can lead to developing believable
characters in the game environment. We believe that such ability increase the motivation
for the user to learn since possibilities and situations would be much pragmatic.
Introduction
One of the main purposes of serious games is learning. In this paper, we propose a
layer in game engines that could provide more realistic behavior in the serious game
environment which can influence the improvement of learning directly.
There are many (serious) games which deal with social issues which try to promote
empathy in a player. Social interactive games such as Sims(2000) and Marriage(2006)
let players interact with virtual characters Davies, M. (2007). Games in the market
are now becoming more and more emotionally mature aiming at connecting with the
player. Bosser, A.(2007), Thawonmas R. (2007), Ma, L. (2007), Salem, B. (2007),
Winn. B. (2009) and Levy, D. (2007). The new trend in games is to try and inject
emotions into games. Freeman, D. (2003)
The lack of emotional attachment in gaming is a notion widely accepted. Few games,
if any, manage to make the player feel empathy for the character that they are
controlling or sympathy for the characters around him. Even though that can be
accounted to a number of reasons, a big setback is the fact that virtual worlds do not
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Emotional Intelligence Engine for Serious Game
feel real. The characters which share this world with the player are lifeless, with
prefixed static behaviors and actions. An experienced player knows and has grown
accustomed to expect just that. NPC’s are there either to provide support,
information, give guests or sell items. For example, no matter how many times you
ask them the same thing or how badly you treat them; they will still be there to do
their assigned task. This expectation automatically lowers the believability of the
characters and the world, making the player less concerned about the consequences
of his/her behavior, thus subsequently not caring about the players they are meant
to feel empathy and sympathy for. In order for games to be taken seriously and used
as a tool for education, this problem must be remedied. Salen, K. (2004), define play
as the navigation of a suite of choices (i.e. decisions), where each decision leads to
an action that has a discernable outcome. Currently, the choices that a player makes
in a virtual world are reflected in results which are non realistic but limited by the
Artificial Intelligence of the game. This kind of suspension of disbelief might be
acceptable for commercial games but not for serious games, especially if their
creators aim to get them approved as a successful learning medium. Creating a world
where the people in it have feelings and act according to them can motivate and
relate to their emotional Intelligence. Salovey, P. (1990) defined Emotional
Intelligence as “the ability to monitor one's own and others' feelings and emotions, to
discriminate among them and to use this information to guide one's thinking and
actions.” This paper argues that Emotional Intelligence can have a significant
influence on how successful serious games can be as a learning tool.
Implementation of Emotional Intelligence in Serious Games
The emotional intelligence platform is a system that aims to make a virtual world
more believable by simulating human emotions and applying them to NPC’s. Looking
specifically at Serious Games, the platform can be applied as a base in the creation
of a virtual environment. Emotions will play an integral part of how the world
functions and offer a great sense of unpredictability to it. This will make the virtual
worlds more believable for the player, offer more accurate simulated results and
even oppose the general misconception that games are just for fun and can offer
nothing more than that.
Each NPC is assigned with certain random characteristics and an area of influence. As
the player explores the world and interacts with the NPC’s these characteristics
change according to the actions of the player, whenever he/she is in their area of
influence. Furthermore when that NPC whose characteristics changed enters the area
of influence of another NPC those player influences are transferred over to second
NPC as well. To make things easier to understand, let’s take a simple example. Let’s
imagine a game that aims to teach the culture of a country. The player is free to
roam in a city market and enters a shop. In the shop there are two NPCs, a female
and the shop owner. The player chats politely with the shop owner. The female NPC
is in the vicinity of the conversation, therefore because the player was polite, her
likability towards the player increased as well. The female NPC then moves away
from the shop, entering a second shop. Since she will enter the area of influence of
the shop owner of the second shop, the likability influences towards the player are
transferred to the second shop owner as well. If the player now enters the second
shop, since the shop owner already “heard” positive comments from the female NPC
about him, he can offer him a small discount or different dialogue options. We are of
course making the assumption here, that the second shop owner has the character
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Emotional Intelligence Engine for Serious Game
trait of trusting people easily and the female NPC has the tendency to talk openly to
everyone. Since in the beginning all these character traits were distributed randomly
nobody can predict how the situation will play out. Depending on how the player
treats the NPCs, there will be a different reaction. The player by realizing that, will
no longer treat the people in the world with contempt and will start thinking about
their feelings as well. This way the player can learn the importance of good behavior
and politeness.
Continuing on the example of the cultural game, let us now assume that we want to
use the same platform for a different country. In this country the people are less
open and more private with their lives. By adjusting some basic values, we can easily
control the original random character trait assignment to reflect the change.
Therefore now the engine will be more conservative on the values it will assign to
each NPC.
The aim of this system is to enhance the verisimilitude of the virtual world. Crucial
game play objectives which are vital for the continuation of the story will of course
not be left at random. They will still be scripted in the world by the game designer.
Compared to older systems the Emotional Intelligence Platform can also offer new
creative perspectives without the need of scripting everything. For example let us
imagine that the objective of the player is to get inside a locked door. The guard
standing outside has the keys and in order to let the player in he must have a high
trust value towards the player. In order for that trust to be raised, the guard asks the
player to perform a task for him. If however, the player did something influential to
an NPC who has access to the guard, then the trust level towards the player might
already be high, thus offering to the player another way in without having to
complete the task. Since the influences platform is already set up, the game designer
will only have to script the behavior of the guard when the trust level is high enough,
saving valuable time from having to script the event from the beginning.
Furthermore, this platform can educate players on the importance of honesty, trust
and friendship and show that every action can have an effect on the world around
you.
Development of Emotional Intelligence
Our proposal is that a character in a game should be equipped with an intelligent
emotional module which controls the affective behavior of character in the game.
Emotional properties are mathematically modeled to generate a platform for overall
feelings in characters. That model would control the affective state of the character.
In this section we describe the 3D emotional space and the mechanism for transition
in that system. We also explain the possibility of involving artificial endocrine system
in that emotional module.
We consider interaction area around each agent within the game engine. When two
agents locate in the interactive zone, emotional expression values of each agent
would be transferred to the corresponding agent.
Emotional Modelling in the Game Engine
The internal emotional property of a character in a game can be modeled as an
affective state system. In this section we describe an affective state model and
propose a systematic method for handling changes in such model.
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Emotional Intelligence Engine for Serious Game
Affective State module
Besides realizing the emotional expressions of the interaction, the system may
develop the internal state of the character to handle the overall emotional situation.
Different methodologies have been used for dealing with the internal state.
Nourbakhsh, I. (1999) introduced a fuzzy state machine based system which was
developed through a series of formative evaluation and design cycles. Schulte, J.
(1999) explains the design of a simple state machine that produces four basic moods.
Kim, J. ( 2008) has proposed a multi-objective evolutionary generation process for
artificial creatures specific personalities (MOEGPP), where the dimension of the
personality model is defined as that of optimization objectives. Hashimoto, H. (1998)
used the finger blood pulse fluctuations for developing the online system to estimate
a driver’s internal state.
A large number of studies employed the OCC model proposed by Ortony, A. (1988) as
the fundamental model of emotion. For example, C. Bartneck. . (2002) has
integrated that platform for modeling the emotions in the embodied character. The
model in C. Breazeal. (2003) focuses on the role of emotion and expressive behavior
in regulating social interaction between humans and expressive anthropomorphic
robots. Velasquez J. (1997) presents a distributed and computational model which
offers an alternative approach to model the dynamic nature of different affective
phenomena, such as emotions, moods and temperaments, and provides a flexible
way of modeling their influence on the behavior of synthetic autonomous agents.
Picard, R. (2001) proposes that machine intelligence needs to include emotional
intelligence and demonstrates results toward the goal: developing a machine’s ability
to recognize the human affective state given four physiological signals and compares
multiple algorithms for feature-based recognition of emotional state from this data.
TAME is framework for affective robotic behavior that deals with an exploratory
experimental study to identify relevant affective phenomena to include in the
framework in order to increase ease and pleasantness of human-robot interaction.
Moshkina, L.(2005), Moshkina, L.(2003) and Arkin, R. (2005)
We present the affective state model in the three dimensional space and then
describe a systematic method to demonstrate the changes in affective states of the
agent. That comprehensive model provides a complete platform for the emotional
state of the character by considering all mixed emotions. Furthermore, a realistic
transition system is proposed to control changes in internal affective states which
have not been investigated in previous emotional models.
Tension and energy are believed as two principle parameters for representing the
mood of human being in psychological studies. Russell, J.(1980), Thayer, R. (1989)
and Thayer, R. (1996). We have considered these two dimensions as Activation (act)
and Motivation (mot) axes in the 2D affective state plane in order to categorize
affects in a methodical manner.
Fundamental affective states can be considered as a fragment which is represented
by an area in the affective state coordinate system. It should be noticed that these
areas might have overlaps and could not be separated as pure states. Each of the
fundamental affective states fragments can be segmented into more detailed
affects.
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Emotional Intelligence Engine for Serious Game
Mentioned affective state areas can be modeled by bean-shaped curves of genus zero
with a single singularity with an ordinary triple point at the origin to illustrate their
coverage in the affective coordinate system:
(x2+y2)2=x3+y3+a(x2+x−y)
(1)
which gives a crooked egg curve when a is zero, and a bean curve when a is one.
State areas can be modeled by transecting the origin for plotting the above closed
curve as Xi=xi−xact , Yi=yi−ymot in the Activation-Motivation plane. So any affective
i
i
states can be identified according to its transferred origin as equation 2.
Os= Xi=xi−xactiYi=yi−ymotiZi;j=zSubi;jwhere
1≤i≤25
1≤j≤10
(2)
where i represents state and j shows the sub-state number.
By having the position of the origins, Equation 1 could utilize in order to specify
affective state areas.
Any of the main affective states include several sub-states which represent more
details internal state. Sub-states can be represented as the third dimension of the
affective state coordinate.
During interaction between two agents in serious game platform different emotions
could be transferred amongst them. Such emotional transit can be modeled by
considering each emotion as combination of 6 basic emotional values over time:
happiness, sadness, disgust, surprise, anger, and fear. Furthermore, the agent itself
is in one of the internal states over time. The affective state of the agent at any
time depends on its initial state plus the interaction result caused by the interaction
input and that result should be affected by the extra parameters which push the
resulted state toward the certain point in the affective space. To model the system
to link interaction and affective state, the transition in the affective state space has
formulated as following:
St
Act−Mot−Sub
= St−h+ηΦ+βΓΔ
(3)
where St is the affective state of the agent in the affective space at time t and St-h
is affective state in time t-h, where h is the processing time gap as discrete system;
F is the vector field over the states which converges to the certain point in affective
state coordinate system. F can be considered as the gravitational field of a point
mass due to a point mass c located at point P0 having position r0 as:
Φ=
−kc
( r− r0)
| r− r0|
(4)
c>0 is a constant, Φ points toward the point r0 and has magnitude|Φ|=
kc
| r− r0|2
;
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Emotional Intelligence Engine for Serious Game
η is the adjusting parameter for converge vector field;
β is the affective state coefficient which represents the personality of the agent that
controls the rate of change in the mood. Larger β means that the state would change
faster which makes the agent more moody;
Γ is the learning rate. The change in state is different when agent has more
interaction and this parameter helps to have more realistic changes in affective
state;
Δ = ΔAct−Mot−Sub is the 3D normal vector to transfers the state over time in
affective state space based on the emotional input according to the interactions.
First two components are in the Activation - Motivation plane which are driven from
emotional input:
6
ΔAct−Mot=
6
∑ eMot Mot(i)+ ∑ eAct Act(j)
m=1 m
m=1 m
(5)
where Mot and Act are Motivation and Activation axes and eis are 6 values of
happiness, sadness, disgust, surprise, anger, and fear in Activation and Motivation
directions.
The third component of Δ represents the movement in sub-state direction which
obtained from the rate of the first two components:
ΔSub=|
d
Δ
|(k)
dt Act−Mot
(6)
In this way the vector kΓΔ finds its direction to reach the next affective state.
Artificial Endocrine module
Natural endocrine system is viewed as a network of glands that works with the
nervous system to secrete hormones directly into the blood so as to control the
activity of internal organs and coordinate the long range response to external
stimuli. Purves, W. (1983) Hormones which are chemicals released by components of
the endocrine system affect other parts of the body and play a significant role in the
endocrine system so as to preserve homeostasis. Here, we will introduce the relation
of hormones with human emotion and behavior which can be implemented into the
emotional layer of the agent in the game.
Virtual biological systems considered as research field of biological inspired
computing. Artificial Neural Network (ANN) is one of the well known tools in
computational intelligence techniques. In the same way, the endocrine system could
also be a very useful tool, but there was not any interest in that apart from some
basic systems like Timmis, J. (2004) and Vargas, P. (2005).
This paper focuses on the hormones which are related to emotions Morrison, M.
(2000) and Pfaff, D. (2004) and biological qualities Norman, A. (1997). For emotionrelated hormones, we consider four hormones namely Dopamine, Serotonin,
Endorphin and Oxytocin, The level of these hormones is related to the emotional
situation of the human being as it is presented in Table 1.
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Emotional Intelligence Engine for Serious Game
Table 1: Emotional Hormones
Furthermore, the affective state and behavior of the agent should be affected by the
physiological parameters, such as blood pressure, blood glucose and heart rate.
These parameters are influenced by hormones as well. Hence, we introduce a group
of hormones which are closely related to the physiological parameters of humans.
The effect of these 8 biological hormones is explained in more details in Table 2.
Table 2: Biological Hormones
Proposed artificial endocrine system can be implanted into the affection system of
the agents in the game, so that their affective states and behavior would be affected
by a variation of hormone levels.
Based on the internal states of agent and external stimulations, the agent will signal
the glands to generate the required amount of hormones. Hence, the agent will
experience change in the emotional state and biological need.
In our system all hormones are considered to be secreted by two parameters:
•
The activation function which can be presented by employing the logistic
function and
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Emotional Intelligence Engine for Serious Game
•
The gland bustle that should be considered through all the stimuli channels.
So the glands secretion can be modelled as equation 7:
m×n
1
Λq =
∑ ρiΘq
1+exp(−aq)
q=1
(7)
Above representing shows that the gland secretion, Λ, is the product of the each
gland bustle, Θq, by considering ρq as the stimuli weight, which can be activated
1
. The gland bustle should be
1+exp(−aq)
considered over m emotional values. n is number of different agents in the game
environment that considered agent has interaction with them. The coefficient a in
the activation function depends on the current volume of the hormone in the system.
In this way, each agent in the game environment can be equipped with basic
emotional hormones to control affective situations like being happy, talkative and
energetic; also it will have basic biological needs like feeling hungry, sleepy and sick.
That capability makes it possible to see dynamic and realistic behavior from the
agent.
through the nonlinear activation function
Experimental Results
We have developed a simulator and applied the mentioned theories to that virtual
environment. We designed the emotional layer for that system. The overall platform
of this simulator is presented in Figure 1.
Figure 1: The Game simulator environment
At the beginning of the game, 10 agents are placed in random positions in the
environment. For each of them, random interaction area is considered as well.
Agents generate random emotional values in their interaction area. The user can
start the game by navigating through the environment using mouse clicks. When
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Emotional Intelligence Engine for Serious Game
interaction areas of two agents meet, the emotional values are transferring between
those agents and according to mentioned theories, the affective state of each one
changes. The levels of hormones also change by time base on situations and
interaction.
We focus on affective properties of the character in the game and introduce the
systematic method in order to generate such affection. The affective state system
also developed as it has described in the previous sections. Figure 2 presents the
affective state space which includes affective sates that are generated according to
the equation 1, by using bean shape closed curves. Each of affective sub-states are
demonstrated by volume in the 3D space and, as illustrated, several affective states
overlap and share the subspace in the affective system which demonstrates the
mixture of the emotional states. The state of the agent can be considered as one
point inside this space. If the position of that point confined inside any of these
volumes, then the internal state of the agent belongs to that category of affective
state.
Figure 2: Affective states are modeled as volumes in the 3D affective coordinate
system
The game is programmed in Matlab R2008b environment as it gives lots of
possibilities for modeling using mathematical formulas.
Conclusion
We have introduced an intelligent emotional layer for serious games in this paper.
We believe that such a module can be employed in several serious game platforms in
order to benefit learning aspects. A comprehensive emotional model which considers
affective state has been presented for the agent. We also presented the system for
an artificial endocrine system in order to improve the affective power of the agent.
By implementing such emotional agent in a simulator, we have developed the system
with realistic emotional behaviors. We believe that such platform could be added to
several games in order to improve realistic behavior.
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Emotional Intelligence Engine for Serious Game
Author information
Hooman Aghaebrahimi Samani is a PhD scholar of NUS Graduate School of Integrative
Science and Engineering, pursuing his postgraduate degree at Mixed Reality Lab in
the Department of Electrical and Computer Engineering, National University of
Singapore. Before commencing of his PhD in Singapore, he studied different fields of
Robotics in UK, Netherlands, Germany and Iran. He has participated in several
Robocup competitions and won world prizes in this regard.
Robotics and specifically Artificial Intelligence is his main research interest.
Doros Polydorou is a PhD scholar of Brunel University, UK, currently on internship in
NUS Graduate School of Integrative Science and Engineering. His background is an
MSc in Computer Animation and a BSc in Multimedia Design and Technology, both
from the University of Kent, UK. He is currently in his final year of PhD concentrating
on how game design theories and methodologies can be applied to other disciplines,
especially art installations and performance.
Tim Marsh is an Assistant Professor in the Communications and New Media
Department, Faculty of Arts and Social Sciences at the National University of
Singapore (NUS). He is also a faculty member in the Mixed Reality Lab (MXR) and the
Keio-NUS CUTE Centre, Interactive and Digital Media Institute (IDMI). Before joining
NUS he worked in the Integrated Media Systems Center (IMSC) and InfoLab at the
University of Southern California (USC), Los Angeles, CA, USA. He has a Ph.D in
Computer Science specializing in Human-Computer Interaction (HCI) from the HCI
Group, Department of Computer Science, University of York, UK. At NUS, he teaches
graduate modules in Serious Games and Learning Media, and Human-Computer
Interaction. His research interests are in design, development and analysis of serious,
computer and experimental games, and virtual and mixed reality environments. Over
the last ten years he has worked on various virtual and game-based learning research
projects funded by the UK EPSRC and US NSF and he is currently principle
investigator (PI) on a two-year Singapore-MIT GAMBIT Games Lab research project on
serious games funded by the Media Development Authority (MDA).
Adrian David Cheok is Director of the Mixed Reality Lab, National University of
Singapore. He is Associate Professor in the Department of Electrical and Computer
Engineering. He became Full Professor in Keio University, Graduate School of Media
Design from April 2008.
He is Editor/Associate Editor of the following academic journals: Transactions on
Edutainment (Springer), ACM Computers in Entertainment, Advances in Human
Computer Interaction, International Journal of Arts and Technology (IJART), Journal
of Recent Patents on Computer Science, The Open Electrical and Electronic
Engineering Journal, International Journal of Entertainment Technology and
Management (IJEntTM), Virtual Reality (Springer-Verlag), International Journal of
Virtual Reality, and The Journal of Virtual Reality and Broadcasting.
Adrian David Cheok, who was born and raised in Adelaide Australia, graduated from
the University of Adelaide with a Bachelor of Engineering (Electrical and Electronic)
with First Class Honors in 1992 and an Engineering PhD in 1998.
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Emotional Intelligence Engine for Serious Game
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