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Environmental effects on simulated emotional and moody agents

Published online by Cambridge University Press:  24 August 2017

Joe Collenette
Affiliation:
Department of Computer Science, University of Liverpool, Liverpool L69 3BX, UK e-mail: j.m.collenette@liverpool.ac.uk
Katie Atkinson
Affiliation:
Department of Computer Science, University of Liverpool, Liverpool L69 3BX, UK e-mail: j.m.collenette@liverpool.ac.uk
Daan Bloembergen
Affiliation:
Department of Computer Science, University of Liverpool, Liverpool L69 3BX, UK e-mail: j.m.collenette@liverpool.ac.uk
Karl Tuyls
Affiliation:
Department of Computer Science, University of Liverpool, Liverpool L69 3BX, UK e-mail: j.m.collenette@liverpool.ac.uk
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Abstract

Psychological models have been used to simulate emotions within agents as part of the decision-making process. The body of this work has focussed on applying the process of decision making using emotions to social dilemmas, notably the Prisoner’s Dilemma. Previous work has focussed on agents which do not move around, with an initial analysis on how mobility and the environment can affect the decisions chosen. Additionally simulated mood has been introduced to the decision-making process. Exploring simulated emotions and mood to inform the decision-making process in multi-agent systems allows us to explore in further detail how outside influences can have an effect on different strategies. We expand and clarify aspects of how agents are affected by environmental differences. We show how emotional characters settle on an outcome without deviation by providing a formal proof. We validate how the addition of mood increases cooperation, while also showing how small groups achieve this quicker than large groups. Once pure defectors are added, to test the resilience of the cooperation achieved, we see that while agents with a low starting mood achieve a payoff closest to the pure defectors, they are reduced in numbers the most by the pure defectors.

Information

Type
Adaptive and Learning Agents
Copyright
© Cambridge University Press, 2017 
Figure 0

Table 1 Payoff matrix of the Prisoner’s Dilemma

Figure 1

Table 2 Emotional characters, as used in this work and previous work (Lloyd-Kelly et al., 2012a); character names added by us

Figure 2

Figure 1 Environments used, from left to right: empty environment, regular environment, small-world environment, random environment

Figure 3

Figure 2 Graph followed by environment for the regular and small-world environments, respectively

Figure 4

Table 3 Scenarios used in the emotion experiment

Figure 5

Table 4 Number of robots that each scenario will be performed with

Figure 6

Table 5 Mood experiment scenarios with starting mood levels as a percentage

Figure 7

Table 6 Resilience experiment scenarios

Figure 8

Table 7 Total individual payoffs of initially cooperative emotional agents (columns, indicated with j) against a set of fixed strategies (rows, indicated with i)

Figure 9

Table 8 The mutual outcomes that occur between two agents i and j with differing initial actions, where Ii is mutual cooperation or defection depending on the initial action of agent i, C is mutual cooperation, D is mutual defection, and R is a repeated loop of (COOP, DEFECT) then (DEFECT, COOP)

Figure 10

Table 9 All possible interactions for emotional agents and their outcomes

Figure 11

Figure 3 Level of cooperation per scenario in the emotion experiments, the level of cooperation is related to the starting level of initial cooperation

Figure 12

Figure 4 Level of cooperation per environment, using scenario 3 showing how the environment has no direct effect

Figure 13

Figure 5 Level of cooperation per scenario in the mood experiments, the speed cooperation is achieved is related to the starting mood level

Figure 14

Figure 6 Level of cooperation for the regular environment in scenario 1 against the average level of mood, showing how the level of mood is related to the level of cooperation

Figure 15

Figure 7 Level of cooperation for each environment in the mood experiment, highlighting the small difference in the random environment

Figure 16

Figure 8 Most dominant characteristics in the emotion experiment, showing Distrustful, Stubborn, and Responsive to be the most successful

Figure 17

Table 10 Interaction distribution for each environment, highlighting how each environment affects the number of unique interactions

Figure 18

Table 11 Average payoffs (std. dev.) for an agent based on distance travelled in the emotion experiment, agents that moved the least achieved the least payoff

Figure 19

Figure 9 Most dominant characteristics in the mood experiment, highlighting how the addition of mood does not stop some emotional characteristics being dominant

Figure 20

Table 12 Average payoffs (std. dev.) for an agent based on distance in the mood experiment, agents that moved the least achieved the least payoff

Figure 21

Table 13 Average payoffs (std. dev.) for an agent based on number of robots in an environment in the emotion experiment, showing how increasing the density of agents lowers the std. dev. in payoffs

Figure 22

Table 14 Average payoff (std. dev.) of agents based on environments and distributions of admiration levels, highlighting the how average payoffs are related to the admiration level

Figure 23

Table 15 Average payoffs (std. dev.) for an agent based on number of robots in an environment for the mood experiment, showing how increasing the density increases the average payoff

Figure 24

Figure 10 Levels of cooperation in the resilience experiment based on starting mood; starting with a high level of mood shows a collapse in cooperation

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Figure 11 Levels of cooperation in the resilience experiment based on starting mood for the random environment, showing a pronounced drop in cooperation

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Figure 12 Levels of cooperation in the resilience experiment based on starting mood for the empty environment, showing a less pronounced drop in cooperation

Figure 27

Table 16 Average payoffs (std. dev.) for agents in the resilience experiment with differences between emotional agents and pure defectors; the difference is larger when the mood starts at a high level

Figure 28

Table 17 Average increase (std. dev.) in pure defectors for each mood level in the resilience experiment, low moods show the highest average increase in defectors

Figure 29

Figure 13 Dominant characteristics in the resilience experiment by environment, excluding pure defectors. The number of runs with a dominant characteristic is higher when compared to the mood scenario