基于博弈的機器人認知情感交互模型
doi: 10.11999/JEIT180867
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重慶郵電大學通信與信息工程學院 重慶 400065
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重慶市通信軟件工程技術(shù)研究中心 重慶 400065
Cognitive Emotion Interaction Model of Robot Based on Game Theory
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School of Communication and Information Engineering, Chongqing University of Posts and Telecommunications, Chongqing 400065, China
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Chongqing Engineering Research Center of Communication Software, Chongqing 400065, China
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摘要: 針對現(xiàn)有的人機交互系統(tǒng)普遍存在情感缺失、參與人參與度不高的問題,該文依據(jù)PAD情感空間提出一種基于博弈的機器人認知情感交互模型。首先,對參與人的交互輸入情感進行評估并分析當前人機交互關(guān)系,提取友好度和共鳴度2個影響因素。其次,模擬人際交往的心理博弈過程對參與人和機器人的情感生成過程進行建模,將嵌入博弈的子博弈完美均衡策略作為機器人的最優(yōu)情感選擇策略;最后,根據(jù)最優(yōu)情感策略更新機器人的情感狀態(tài)轉(zhuǎn)移概率,并以6種基本情感的空間坐標為標簽,得出受到情感刺激后機器人情感狀態(tài)的空間坐標。實驗結(jié)果表明,與其它認知交互模型相比,該文模型能夠減少機器人對外界情感刺激的依賴并有效引導(dǎo)參與人參與人機交互,為機器人的情感認知建模提供了新的方法和思路。Abstract: To solve the problems of the existing in the process of human-computer interaction system, such as lack of emotion and low participation, a cognitive emotion interaction model based on game theory in PAD emotion space is proposed. Firstly, the interactive input emotion of participant is evaluated and some influence factors such as friendship and resonance are extracted to analyze the current human-computer interaction relationship. Secondly, modeling the emotional generation process of participants and robots by simulating the psychological game process in interpersonal communication, and the optimal emotional strategy of the robot is obtained by using the sub-game perfection equilibrium of the embedded game. Finally, the emotional state transition probability of the robot is updated according the optimal emotional strategy. The spatial coordinates of the six basic emotional states are used as labels to obtain the PAD spatial coordinate of the robot emotional state after emotional stimulate, The results of experiment show that compared with the others emotional interaction model, the proposed model can reduce the dependence of robots on external emotional stimuli and effective guide participants to participate in human-computer interaction, which provides some ideas for the emotion cognition model of robot in human-computer interaction.
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表 1 基于博弈的機器人認知情感交互模型構(gòu)建
輸入:$k{{ - 1}}$次會話后友好度更新值$F(k - 1)$和機器人的情感狀態(tài)轉(zhuǎn)移概率${{\text{P}}_{\rm{R}}}(k - 1)$, $k$次會話參與人的交互輸入情感${\text{E}}_{{\rm{HR}}}^k$; 輸出:$k + 1$次會話時機器人的情感值${\text{E}}_{{\rm{RH}}}^{k{{ + 1}}}$; Repeat: 參與人輸入交互情感${\text{E}}_{{\rm{HR}}}^k$; 根據(jù)式(1)—式(3)將${\text{E}}_{{\rm{HR}}}^k$評估轉(zhuǎn)化為強度值向量${\text{P}}({\text{E}}_{{\rm{HR}}}^k)$; 根據(jù)式(8)—式(11)計算針對$k + 1$次會話機器人每種情感策略選擇,預(yù)測$k + 2$次會話參與人每種情感策略選擇,$k + 3$次會話機器人每種情
感策略下參與人和機器人的效用值;根據(jù)式(12),式(13)求解機器人的情感選擇策略$s$; 通過最優(yōu)情感策略$s$對機器人的情感狀態(tài)轉(zhuǎn)移概率進行更新,對機器人情感的空間坐標進行標定; 更新人機交互友好度,并令$k = k + 2$; Until 參與人停止輸入交互情感; 人機交互會話結(jié)束。 下載: 導(dǎo)出CSV
表 2 不同認知模型的自動評價結(jié)果
模型 MRR MAP Seq2Seq 0.3836 0.4015 ChatterBot 0.4623 0.4923 MECs 0.5903 0.6091 GCRs 0.6269 0.6435 本文 0.6507 0.6756 下載: 導(dǎo)出CSV
表 3 參與人與不同認知模型作用下的機器人交互的次數(shù)與時間統(tǒng)計
機器人的認知模型 平均交互輪數(shù)(輪) 平均交互時間(s) Seq2Seq 9 98.32 ChatterBot 6 60.69 MECs 7 88.16 GCRs 10 110.38 本文 12 130.51 下載: 導(dǎo)出CSV
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