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Modelling the Affective Power of Locutions in a Persuasive Dialogue Game

  • Magdalena KacprzakEmail author
  • Anna Sawicka
  • Andrzej Zbrzezny
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10842)

Abstract

One of the most important contemporary directions of development in the field of artificial intelligence is to equip AI systems with emotional intelligence. This work is part of this trend. The paper presents a mathematical model that allows us to describe changes in players’ emotional states as a response to dialogue actions. To this end, we use the paradigm of dialogue games and propose a method of rating locutions. The method is inspired by the affective rating system SAM which uses Mehrabian’s PAD space which distinguishes emotions because of three attributes: Pleasantness (valence) (P), Arousal (A), and Dominance (D). Emotions that are analyzed are taken from Ekman’s model with five universally accepted labels: fear, disgust, anger, sadness, and joy. In addition, we describe the emerging tool for the realization of dialogue games with emotional reasoning. This tool is the basis for designing a system for verifying the properties of dialog protocols.

Keywords

Dialogue game Emotions Locutions Protocol 

Notes

Acknowledgment

The research by Kacprzak have been carried out within the framework of the work S/W/1/2014 and funded by Ministry of Science and Higher Education. The images use icons from Project Icons by Mihaiciuc Bogdan (http://bogo-d.deviantart.com).

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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Magdalena Kacprzak
    • 1
    Email author
  • Anna Sawicka
    • 2
  • Andrzej Zbrzezny
    • 3
  1. 1.Bialystok University of TechnologyBialystokPoland
  2. 2.Polish-Japanese Academy of Information TechnologyWarsawPoland
  3. 3.IMCSJan Długosz University in CzęstochowaCzęstochowaPoland

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