Department of Computer Science, University of Engineering and Technology, Lahore 54890, Pakistan.
Department of Computer Engineering, University of Engineering and Technology, Lahore 54890, Pakistan.
J Healthc Eng. 2022 Jan 25;2022:3449433. doi: 10.1155/2022/3449433. eCollection 2022.
In multiagent systems, social dilemmas often arise whenever there is a competition over the limited resources. The major challenge is to establish cooperation among intelligent virtual agents for solving the situations of social dilemmas. In humans, personality and emotions are the primary factors that lead them toward a cooperative environment. To make agents cooperate, they have to become more like humans, that is, believable. Therefore, we hypothesize that emotions according to the personality give birth to believability, and if believability is introduced into agents through emotions, it improves their survival rate in social dilemma situations. The existing researches have introduced different computational models to introduce emotions in virtual agents, but they lack emotions through neurotransmitters. We have proposed a neurotransmitters-based deep Q-learning computational model in multiagents that is a suitable choice for emotion modeling and, hence, believability. The proposed model regulates the agents' emotions by controlling the virtual neurotransmitters (dopamine and oxytocin) according to the agent's personality. The personality of the agent is introduced using OCEAN model. To evaluate the proposed system, we simulated a survival scenario with limited food resources in different experiments. These experiments vary the number of selfish agents (higher neuroticism personality trait) and the selfless agents (higher agreeableness personality trait). Experimental results show that by adding the selfless agents in the scenario, the agents develop cooperation, and their collective survival time increases. Thus, to resolve the social dilemma problems in virtual agents, we can make agents believable through the proposed neurotransmitter-based emotional model. This proposed work may help in developing nonplayer characters (NPCs) in games.
在多智能体系统中,当有限资源竞争时,经常会出现社会困境。主要的挑战是在智能虚拟代理之间建立合作关系,以解决社会困境的情况。在人类中,个性和情绪是导致他们走向合作环境的主要因素。为了使代理合作,他们必须变得更像人类,也就是说,更可信。因此,我们假设个性根据情绪产生可信度,如果通过情绪将可信度引入代理,它可以提高代理在社会困境情况下的生存率。现有的研究已经引入了不同的计算模型来为虚拟代理引入情绪,但它们缺乏通过神经递质引入的情绪。我们提出了一种基于神经递质的深度 Q 学习多智能体计算模型,这是一种适合情感建模和可信度的选择。所提出的模型通过根据代理的个性控制虚拟神经递质(多巴胺和催产素)来调节代理的情绪。代理的个性是通过使用 OCEAN 模型来引入的。为了评估所提出的系统,我们在不同的实验中模拟了一个有限食物资源的生存场景。这些实验改变了自私代理(更高的神经质人格特质)和无私代理(更高的宜人性人格特质)的数量。实验结果表明,通过在场景中添加无私代理,代理会发展合作,并且它们的集体生存时间会增加。因此,为了解决虚拟代理中的社会困境问题,我们可以通过所提出的基于神经递质的情感模型使代理变得可信。这项工作可以帮助开发游戏中的非玩家角色 (NPC)。