Robotics and Autonomous Systems 60 (2012) 941–961

Contents lists available at SciVerse ScienceDirect

Robotics and Autonomous Systems journal homepage: www.elsevier.com/locate/robot

Evolutionary algorithm for a genetic robot’s personality based on the Myers–Briggs Type Indicator Kang-Hee Lee a , Younggeun Choi b,∗ , Daniel J. Stonier c a

Global School of Media, Soongsil University, 511 Sando-dong, Dongjak-gu, Seoul, 156-743, Republic of Korea

b

Department of Applied Computer Engineering, Dankook University, 152 Jukjeon-ro, Suji-gu, Yongin-si, Gyeonggi-do, 448-701, Republic of Korea

c

Yujin Robot Co., Ltd., Namsung-Plaza, 345-30 Gasan-dong, Guemcheon-gu, Seoul, 153-802, Republic of Korea

article

info

Article history: Received 12 December 2009 Received in revised form 3 August 2011 Accepted 17 January 2012 Available online 9 April 2012 Keywords: Genetic robot Artificial creature Artificial chromosome Robot genome Robot personality MBTI Neural network Evolutionary algorithm Mobile phone

abstract The genetic robot has many configurable genes that contribute to defining the robot’s personality. The large number of genes allows for a highly complex system, however it becomes increasingly difficult and time-consuming to ensure reliability, variability and consistency for the robot’s personality while manually initializing values for the individual genes. To overcome this difficulty, this paper proposes MBTI-EAGRP. It is a fully autonomic gene-generative algorithm for a genetic robot’s personality in a mobile phone. After grasping the user preferences through MBTI assessment using the neural network algorithm, the evolutionary algorithm generates and evolves a gene pool that customizes the robot’s genome so that it closely matches a simplified set of personality features preferred by the user. Finally, an evaluation procedure for individuals is carried out in a virtual environment using tailored perception scenarios and real MBTI measurements. © 2012 Elsevier B.V. All rights reserved.

1. Introduction This paper defines the genetic robot as a robot which has its own genetic code and so aims to autonomically generate the genetic code that can reliably reflect the emotional personality which a user prefers. To achieve this, a user has only to measure his/her psychological preferences through the Myers–Briggs Type Indicator (MBTI) assessment. After grasping the user types, the MBTI-based evolutionary algorithm generates and evolves a gene pool that customizes the genetic code so that it closely matches a simplified set of preferred personality features. 1.1. Research background Gene on a robot is a very powerful entity with its implicit goals and the way it functions [1,2]. As we and other animals are machines created by our genes [3,4], genetic encoding and algorithms for modularity and reusability can serve economically as an engine for consistency and coherence [1]. Namely, the genetic



Corresponding author. E-mail addresses: [email protected] (K.-H. Lee), [email protected] (Y. Choi), [email protected] (D.J. Stonier). 0921-8890/$ – see front matter © 2012 Elsevier B.V. All rights reserved. doi:10.1016/j.robot.2012.01.007

code has the main functions of reproduction or reusability, and evolution. Thus the genes are considered as key components in defining a creature’s personality and the essence of this research should be on the genomes of various types of artificial creatures, such as pet-type, humanoid-type, or head-type, which can be implemented in either a real hardware robot or a simulated software robot (sobot) [5–10]. Personality is the engine of behavior [11]. Considering the user interactions, its personality is crucial in building a believable emotional robot. Having a diverse personality is important because it can be encoded as an inherited trait, which decides the behavior based on an internal state in response to the stimulus. A trait is characterized by the Big Five personality dimensions [12,13]. This allows for the creation of diverse personalities for the agent, e.g., allowing it to express highly extroverted and at the other end of the scale, highly introverted characteristics. The large number of genes allows for a highly complex system [14]. However it becomes increasingly difficult and timeconsuming to ensure reliability, variability and consistency for the robot’s personality while manually initializing and tuning values for the individual genes [11,15]. To overcome this difficulty, MBTI can grasp the personality types of genetic robot users [16] and provide us with the standard to which types of genetic robots should be made: one is to make a genetic robot that has similar

942

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

(a) Pet-type and robot-type.

(b) Robot genome. Fig. 1. Genetic robot, AnyRobot.

personal characteristics to the user (related to dominant and auxiliary processes in the MBTI result), the other is to make a genetic robot that has the opposite personal characteristics to the user (related to the third and inferior processes).

2. Genetic robot This section introduces a software robot, AnyRobot [17–20], and the novel concepts of the artificial chromosome, the robot genome and the genetic robot are proposed through AnyRobot.

1.2. Research objectives and outlines 2.1. Software robot, AnyRobot An MBTI-based-Evolutionary Algorithm for a Genetic Robot’s Personality (MBTI-EAGRP) is proposed. MBTI-EAGRP is a novel algorithm to identify the generative mechanism that characterizes a variety of internal states and their concomitant behaviors by simply measuring a user preference through the MBTI assessment. MBTI-EAGRP consists of two phases to generates the robot genome. The first phase, SOMMBTI, is to measure a user feature through the MBTI assessment, to make the user feature map by the self-organizing feature map (SOM) using the neural network algorithm, and to establish the required robot personality preference based on SOM. The second phase, EAGRP, is to evolve a gene pool that customizes the robot’s genome so that it closely matches a simplified set of preferences generated by the first phase. The evaluation procedure for individuals is carried out in a virtual environment using tailored perception scenarios. The genetic robot is validated by implanting the robot genome generated by MBTI-EAGRP into a virtual creature, AnyRobot in a mobile phone. The remaining structure of this paper is outlined as follows: Section 2 briefly introduces an artificial creature, AnyRobot, as a genetic robot and its internal architecture. Section 3 proposes SOMMBTI to establish the user preference gain. Section 4 describes the structure of EAGRP from a theoretical viewpoint. Experiments are carried out to demonstrate the performance of MBTI-EAGRP in Section 5. Then empirical and theoretical analyses follow to investigate its characteristics. Concluding remarks follow in Section 6.

A software robot is defined as an agent which behaves autonomously, driven by its own motivations and emotions. It must also be able to interact with humans and its environment in real time. AnyRobot is designed to fulfill the requirements for an artificial creature or a software robot (sobot). It represents itself visually on the screen as a dog or a robot and may interact with real humans based on stimuli via keypads on the mobile phone. The internal architecture is composed of four primary modules: the perception module, internal state module, behavior selection module and motor module [19]. All the modules are embodied in AnyRobot. It is developed in a mobile S/W development platform WIPI 2.0 and works well on a mobile phone, SPH-B3600 or above, made by Samsung Electronics. Fig. 1(a) is a photograph of mobile phones showing two types of AnyRobot in a real mobile 3D environment. Perception module The perception module can recognize and assess the environment and subsequently send information to the internal state module. AnyRobot has several virtual sensors for light, sound, temperature, touch, vision, gyro and time. Internal state module The internal state module defines the creature’s internal state with the motivation unit, the homeostasis unit and the emotion unit. In AnyRobot, motivation is composed of six states: curiosity, intimacy, monotony, avoidance, greed and the desire to control. Homeostasis includes three states: fatigue, hunger and drowsiness. Emotion includes five states: happiness, sadness, anger, fear and

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

943

neutral. In general, the number of internal states depends on an artificial creature’s architecture. Each internal state is updated by its own weights, which connect the stimulus vector to itself and are also represented as a vector. For instance, the motivation vector M is defined as

on selecting a behavior because the emotion masking matrix Qe (e) is equal to the behavioral weight matrix connecting emotion to behaviors, DE . 3. The selection probability p(bk ) of a behavior, bk , k = 1, 2, . . . , z, is calculated from the voting values as follows:

MT (t ) = [m1 (t ), m2 (t ), . . . , m6 (t )],

 z (vr ). p(bk ) = vk

(1)

where mk (t ), is the kth state in the internal state module and the number of states in the motivation vector is 6. Each motivation state is updated by

(7)

r =1

(2)

4. By using a proportional selection mechanism based on the probability, the behavior selector can show diverse behaviors, including five facial expressions such as happiness, sadness, anger, fear and neutral.

where S is the stimulus vector, WM k is a weight matrix connecting S to the kth state in the internal state module, mk is the mean value of the kth state, and λk is the kth state gain. The following update equations are defined similarly for the homeostasis unit, using the state vector H(t ) and weight matrix WH k , and also the emotion unit, using the state vector E(t ) and weight matrix WEk , respectively:

Learning module To enable the artificial creature to be intelligent and interact with both human beings and its environment, a learning module is incorporated into the architecture. The learning module in AnyRobot is composed of two distinct units, the preference and voice learning units. Using these, AnyRobot may be trained in the same manner as a real pet would be trained [19].

hk (t + 1) = hk (t ) + {λk (hk − hk (t )) + ST · WH k (t )}, k = 7, 8, 9

(3)

ek (t + 1) = ek (t ) + {λk (ek − ek (t )) + ST · WEk (t )}, k = 10, 11, . . . , 14.

Motor module The motor module incorporates virtual actuators to execute the selected behavior.

(4)

2.2. Artificial chromosome and robot genome

mk (t + 1) = mk (t ) + {λk (mk − mk (t )) + ST · WM k (t )}, k = 1, 2, . . . , 6

Behavior selection module The behavior selection module is used to choose a proper behavior based on AnyRobot’s internal state and indirectly on the stimulus vector. When there is no command input from a user, various behaviors can be selected probabilistically by introducing a voting mechanism where each behavior has its own voting value. The procedure of the algorithm is as follows: 1. Determine the temporal voting vector, Vt using M and H. 2. Calculate the voting vector V by masking Vt using attention, command and emotion masks. 3. Calculate a behavior selection probability, p(b), using V. 4. Select a proper behavior b with p(b) among various behaviors.

A genetic robot is defined as a software robot or a hardware robot which has its own robot genome. The concept of the genetic robot is verified by implanting the robot into AnyRobot. Given a set of artificial chromosomes Ck , k = 1, . . . , c, where Ck consists of three gene vectors: the F-gene vector, xFk , the I-gene vector, xIk , and the B-gene vector, xBk , where F-genes are fundamental ones, and I-genes and B-genes are related to internal states and behaviors, respectively. Each vector is defined with length w, y and z accordingly. The composition of the chromosome Ck is given by Ck = xFk ,

xIk ,



xBk

T

.

(8)

Each step is described in the following. 1. For AnyRobot, there are 6 motivation states and 3 homeostasis states and the temporal voting vector is calculated as follows:

A robot genome, G, represents an artificial chromosomal set with genetic codes determining a robot’s personality, and is defined as

VTt = MT DM + HT DH = [vt1 , vt2 , . . . , vtz ],

G = C1





(5)

where z represents the number of behaviors. vtr , r = 1, . . . , z, is the temporal voting value, and the 6 × z matrix DM and 3 × z matrix DH are the behavioral weight matrices connecting motivation and homeostasis to behaviors, respectively. 2. Three masking matrices assist AnyRobot in selecting more appropriate behaviors based on plausible internal states by masking the most unusual behaviors [19]. (For example, AnyRobot must not select the behavior ‘tremble’ with the high ‘happiness’ emotion.) An attention masking matrix Qa (a) is obtained by the attention stimulus, a. Each attention stimulus has its own masking value and the matrix is defined as a diagonal matrix with diagonal entries qa1 (a), . . . , qaz (a) where z is the number of behaviors, qar (·), r = 1, . . . , z, is the masking value, and 0 ≤ qar (·) ≤ 1. Command and emotion masking matrices, Qv (c ) and Qe (e), where c is the voice command and e is the dominant emotion, are defined in the same way. From these three masking matrices and the temporal voting vector, the behavior selector obtains a final voting vector as follows: VT = VTt Qa (a)Qv (c )Qe (e) = [v1 , v2 , . . . , vz ]

(6)

where vr , r = 1, 2, . . . , z, is the rth behavior’s voting value. By using masking matrices, emotion can be taken into consideration



|

C2

|

···

|

Cc ,



(9)

where c is the number of artificial chromosomes in the robot genome. AnyRobot has fourteen artificial chromosomes through which its traits may be passed on to its offspring. Fig. 2 shows the 14 chromosomes, where the first six C1 –C6 are related to motivation: curiosity (C1 ), intimacy (C2 ), monotony (C3 ), avoidance (C4 ), greed (C5 ), and desire to control (C6 ), the next three C7 –C9 to homeostasis: fatigue (C7 ), drowsiness (C8 ), and hunger (C9 ), and the remainder C10 –C14 to emotion: happiness (C10 ), sadness (C11 ), anger (C12 ), fear (C13 ), and neutral (C14 ). The genes in Fig. 2 are originally represented by real numbers: values of F-genes range from 1 to 500, I-genes from −500 to 500, and B-genes from 1 to 1000. These genes are normalized to brightness values from 0 to 255, which are expressed as black-andwhite rectangles. The darker the color is, the higher its value is. In addition to the positive normalization, I-genes may have negative values and be normalized as red-and-black rectangles in the same manner. Each chromosome has 5 F-genes, 47 I-genes and 77 B-genes. In total, AnyRobot has 1806 genes. F-genes represent the fundamental characteristics of AnyRobot, including genetic information such as volatility, initial values, mean values: mk in (2), hk in (3) and

944

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961 C1

C2

C3

C4

C5

C6

C7

C8

C9

C 10

C 11

C 12

C 13

C 14

F-GENES F-GENE S

I-GENES I-GENES

Fig. 3. The 16 types as located on the type table. B-GENES B-GENES

Fig. 2. Robot genome of AnyRobot.

ek in (4), and the decay rate of each internal state. Volatility determines whether the internal state is volatile or non-volatile since its operating point in time. mk , hk and ek are the values to which the internal states, mk (t ), hk (t ) and ek (t ) converge without any stimuli. A high value means a high desire to enhance the corresponding internal state. F-genes can also include inherent informations on sex, life span, color and so on to define its fundamental nature. I-genes includes genetic codes representing its internal preference H E by setting the weights of WM k (t ) in (2), Wk (t ) in (3) and Wk (t ) in (4). These genes shape the variation of the internal state affected by stimuli and contain information of whether the stimulus satisfies, amplifies, or has nothing to do with the internal state. B-genes includes genetic codes related to output behavior by setting the weights of DM and DH in (5), and Qe in (6). These genes are responsible for behavior selection, its frequency, and its activation level based on the internal state. They also include masking information which prevents AnyRobot from exhibiting unnecessary emotional expression and behaviors. 3. Self-organizing feature map for the MBTI (SOMMBTI) The Myers–Briggs Type Indicator (MBTI) assessment [21] is briefly summarized in Section 3.1. The 3-D SOM of the user’s feature through the MBTI is represented and expanded from the original version of the 2-D SOM by using self-organizing feature map (SOM) (refer to Section 3.2). In consequence, Section 3.3 proposes a method to establish the required personality preference based on SOM. After grasping the user preferences, two types of genetic robot’s personality can be made, having similar or opposite personal characteristics to those of the user. 3.1. What is the MBTI assessment? The MBTI assessment is based on Jung’s ideas on perception and judgment, and the attitudes in which these are used in different types of people. The aim of the MBTI is to identify, from selfreport of easily recognized reactions, the basic preferences of people in regard to perception and judgment, so that the effects of each preference, singly and in combination, can be established by research and put into practical use. According to the Center for Applications of Psychological Type, the MBTI is ‘‘the most widely used personality inventory in history’’. Approximately 2,000,000 people a year take the MBTI [22].

MBTI is an assessment for measuring a person’s preferences, using four basic indices with opposite poles. The four indices are: (1) Extraversion/Introversion, (2) Sensate/iNtuitive, (3) Thinking/Feeling, and (4) Judging/Perceiving. Between EI, Extraversion or Introversion affects choices as to whether to direct perception judgment mainly on the outer world (E) or mainly on the inner world (I) of ideas. Between SN, Sensing perception or iNtuitive perception affects choices as to which kind of perception is preferred when one needs or wishes to perceive. Between TF, Thinking judgment or Feeling judgment affects choices as to which kind of judgment to trust when one needs or wishes to make a decision. Between JP, Judgment or Perception affects choices as to whether to deal with the outer world with a judging (J) attitude (using T or F) or with a perceptive (P) attitude (using S or N). According to theory, by definition, one pole of each of the four preferences is preferred over the other pole for each of the sixteen MBTI assessment types. The preferences on each index are independent of the preferences for the other three indices, so that the four indices yield sixteen possible combinations called ‘‘types’’, denoted by the four letters of the preferences (e.g., ESTJ, INFP) as shown in Fig. 3. For example, the INTJ (Introversion, iNtuition with Thinking and Judging) is frequently

• • • • • • •

insightful, conceptual, and creative rational, detached, and objectively critical likely to have a clear vision of future possibilities apt to enjoy complex challenges likely to value knowledge and competence apt to apply high standards to themselves and others independent, trusting their own judgments and perceptions more than those of others • seen by others as reserved and hard to know. 3.2. Self-organizing feature map for the MBTI assessment: SOMMBTI This section uses Kohonen’s self-organizing feature map (SOM) for pattern recognition [23]. The feature of user type from MBTI is modified to a 3D SOM from the original 2D SOM. This is the very first attempt to express the 16 types of personality of MBTI. 2D MBTI types are generally expanded to 3D, thus a variety of characteristic analysis is adequately achievable for the same type of human without the help of experts. In addition, it provides a block diagram of a genetic robot’s personality, which will be stated in the next section. A Kohonen network differs from the generic NN architecture in several ways. First, application of an input vector to the network will cause activation in all output neurons: the neuron with the highest value represents the classification. Second, the network is trained via a non-supervised learning technique. As the training is done with no target vector, it is impossible to tell a priori which output neuron will be associated with a given class of input

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

945

Fig. 4. Procedure self-organizing feature map for MBTI.

vectors. Once training is completed, however, this mapping can easily be done by testing the network with the input vectors. Fig. 4 illustrates the algorithm that SOMMBTI uses to generate the self-organized feature map for a user’s personality through MBTI assessment. The overall structure of SOMMBTI can be explained in the following manner: (i) Construct the input vectors by using the MBTI assessment result of a user. To do so, two factors are considered a priori. One is the eight types of input vector molds and the other is the number of the user’s answers corresponding to eight preferences from the MBTI results. Based on the type table of the MBTI assessment, as shown in Fig. 6, eight types of input vector molds for each preference are defined as follows:

• • • • • • • •

E-mold: (1, 1), (2, 1), (3, 1), (4, 1), (1, 2), (2, 2), (3, 2), (4, 2) I-mold: (1, 3), (2, 3), (3, 3), (4, 3), (1, 4), (2, 4), (3, 4), (4, 4) S-mold: (1, 1), (1, 2), (1, 3), (1, 4), (2, 1), (2, 2), (2, 3), (2, 4) N-mold: (3, 1), (3, 2), (3, 3), (3, 4), (4, 1), (4, 2), (4, 3), (4, 4) T-mold: (1, 1), (1, 2), (1, 3), (1, 4), (4, 1), (4, 2), (4, 3), (4, 4) F-mold: (2, 1), (2, 2), (2, 3), (2, 4), (3, 1), (3, 2), (3, 3), (3, 4) J-mold: (1, 1), (2, 1), (3, 1), (4, 1), (1, 4), (2, 4), (3, 4), (4, 4) P-mold: (1, 2), (2, 2), (3, 2), (4, 2), (1, 3), (2, 3), (3, 3), (4, 3).

The MBTI assessment result of a user’s personality shows his/her eight types of preference. The MBTI assessment has several forms of method. For example, ‘Form K’, ‘Form G’ and so on. According to its form, the number of questions varies. But all the forms are sure to include scores related to above eight different preferences as shown Fig. 5. Here each is defined as ‘X-type scores’ where X is one of eight preferences. In the MBTI result, assume that there are es E-type scores, is I-type scores, ss S-type scores, ns

N-type scores, ts T-type scores, fs F-type scores, js J-type scores, and ps P-type scores. From both a variety of input vector molds and each type’s scores, eight types of input vector for SOMMBTI are generated as the number in which the number of X-types of input vector molds is multiplied by the ‘X-type scores’. For example, if there are es E-type scores, the number of the necessary input vector is 8 × es , where es multiplied by 8 is equal to the number of input vectors in  the E-mold. In total, the number of the necessary input vectors is 8 × (es + is + ss + ns + ts + fs + js + ps ). (ii) The connection weights wij (t ) between the ith input xi , i = 1, 2, . . . , N in the kth input vector xk (t), k = 1, 2, . . . , K , and the jth output neuron j, j = 1, 2, . . . , M, are initialized with random values, where K is the number of the input vectors, N the number of the input neurons, and M the number of the output neurons. Then the values are normalized to make the vector of unit length in weight space. The input vectors in the training set are likewise normalized. (iii) Step (vi) at each epoch t is repeated until the termination condition is reached. This thesis uses the maximum epoch as the termination condition. (vi) The Kohonen network is trained for K input vectors through Steps (v)–(viii). (v) Apply an input vector x(t) to the network. x(t) is composed of N inputs which are xi , i = 1, 2, . . . , N at each epoch t. (vi) Calculate the distance dj between input vectors and the weight vectors wj (t ) of each neuron by the Eq. (10). dj =

N −1  (xi (t ) − wij (t ))2 . i=0

(10)

946

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

Fig. 5. ESFJ type of a user.

(vii) Select the winning output neuron j∗ which has the minimum distance dj∗ . (viii) Train the wij (t )s, i = 0, 1, . . . , N − 1 for all output neurons js within dj∗ of j∗ by Eq. (11).

wij = wij + α(xi (t ) − wij (t )), (11) where α is the gain term ranging from 0 to 1 and decreases as the iteration number t increases. (ix) Evaluate the user type by applying all the input vectors to the trained network. For each input vector, the closest unit in a competitive layer outputs ‘1’ and its win-count increases by 1, because the philosophy of the Kohonen network is ‘winner-takeall’. (x) Make SOMMBTI using the trained wij and the win-count result in (ix). In 3 dimensional SOMMBTI, the x axis means w1 js from the first input neuron, the y axis w2 js from the second input neuron, and the z axis the win-counts of the winning neurons in (ix). 3.3. Self-organizing feature map for genetic robot’s personality: SOMGRP By utilizing SOMMBTI from the previous section and the theory of [24], a method to set up a preference gain of the genetic robot’s

(a) Extroverted/Introverted and Sensing/iNtuitive input vector molds.

personality is proposed, as shown in Table 6. Thus two types of MBTI research must be considered first. One is specific dynamic relationships between the preferences. As shown in Table 1, MBTI assessment postulates specific dynamic relationships between the preferences. For each type, one process is the leading or dominant process and the second process serves as an auxiliary. Each type has its own pattern of dominant and auxiliary processes and the attitudes (E or I) in which these are habitually used. The characteristics of each type follow from the dynamic interplay of these processes and attitudes. The other is the MBTI Form K-Expanded Interpretive Report (K-EIR) [16]. The MBTI gives a user’s individual personality type, while this MBTI Form K-EIR analysis gives us a detailed indication of the unique way in which they express each main preference. The MBTI Form K-EIR is composed of 20 subscales, as described in Table 2, which shows the correlated genetic robot’s personality. P-group means the correlation between indicated perception groups in Table 3 for each subscale and B-group means the correlation between behavior groups and each subscale. I-gene and B-gene mean describe the tendencies both I-genes and B-genes should have toward the genetic robot’s personality: Because extroversion affects perception judgment mainly on the outer world, overall I-genes have high values compared to introversion. Because an extrovert personality gains energy through interacting with users and doing things, the genetic robot prefers ‘positive response to user’ behaviors and is proud of high movements such as ‘dance’, ‘run’, and so on. Because the Sensing personality notices and trust facts, details, and present realities, long-term memory should be considered important as compared to the future-directed iNtuitive personality in designing the genetic robot’s personality. Because physical wellbeing and stability is preferred, the response to ‘posture’ perception group should be considered importantly; Thinking/Feeling is mainly related to making a decision. Because high valued B-genes increase the selection probability of the behavior, these preferences are related to B-genes; Judging is related to Thinking/Feeling and its B-genes have overall similarly low values. Perceiving is related to Sensing/iNtutive and its I-genes have overall high values. 4. MBTI-based evolutionary algorithm for a genetic robot’s personality (MBTI-EAGRP) MBTI-EAGRP uses a novel representation of the robot genome for the individual that was introduced in the previous Section 2.2. The algorithm uses its own evolutionary techniques for generating a desired genetic robot’s personality.

(b) Thinking/Feeling and Judging/Perceiving input vector molds.

Fig. 6. 8 types of input vector molds for each preference.

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

947

Table 1 Specific dynamic relationships between the preferences for each type in the MBTI. ISTJ 1. Dominant 2. Auxiliary 3. Third 4. Inferior

ISFJ (I) (E) (E) (E)

T S N F

(I) (E) (E) (E)

1. Dominant 2. Auxiliary 3. Third 4. Inferior

S T F N

(E) (I) (I) (I)

1. Dominant 2. Auxiliary 3. Third 4. Inferior

T S N F

(E) (I) (I) (I)

1. Dominant 2. Auxiliary 3. Third 4. Inferior

ISTP 1. Dominant 2. Auxiliary 3. Third 4. Inferior

S F T N

(I) (E) (E) (E)

F S N T

(I) (E) (E) (E)

S F T N

(E) (I) (I) (I)

F S N T

(E) (I) (I) (I)

1. Dominant 2. Auxiliary 3. Third 4. Inferior

INTJ N F T S

(I) (E) (E) (E)

1. Dominant 2. Auxiliary 3. Third 4. Inferior

F N S T

(I) (E) (E) (E)

1. Dominant 2. Auxiliary 3. Third 4. Inferior

N F T S

(E) (I) (I) (I)

F N S T

(E) (I) (I) (I)

INFP

ESFP

ESTJ 1. Dominant 2. Auxiliary 3. Third 4. Inferior

1. Dominant 2. Auxiliary 3. Third 4. Inferior ISFP

ESTP 1. Dominant 2. Auxiliary 3. Third 4. Inferior

INFJ

S T F N

1. Dominant 2. Auxiliary 3. Third 4. Inferior

ESFJ

T N S F

(I) (E) (E) (E)

N T F S

(E) (I) (I) (I)

T N S F

(E) (I) (I) (I)

ENTP

ENFJ 1. Dominant 2. Auxiliary 3. Third 4. Inferior

(I) (E) (E) (E)

INTP

ENFP 1. Dominant 2. Auxiliary 3. Third 4. Inferior

N T F S

1. Dominant 2. Auxiliary 3. Third 4. Inferior ENTJ 1. Dominant 2. Auxiliary 3. Third 4. Inferior

Fig. 7. Procedure MBTI-EA for Genetic Robot’s Personality.

4.1. Basic structure of MBTI-EAGRP MBTI-EAGRP is an evolutionary probabilistic algorithm which maintains a population of robot genomes (individuals) with the form of a two-dimensional matrix, P (t ) = {Gt1 , Gt2 , . . . , Gtn } at generation t, where n is the size of the population. Fig. 7 illustrates the overall structure of MBTI-EAGRP in the following manner: (i) The robot genomes and EA gains are initialized with the assistance of the SOMMBTI (Section 4.3). (ii) and (viii) Each robot genome Gti is masked by I-masking and B-masking in order to generate plausible internal states and external behaviors. Masked robot genomes replace the original robot genomes (Section 4.4).

(iii) and (ix) Each robot genome Gti is evaluated for its fitness (Sections 4.5 and 4.6). (iv) and (x) The best solution is then selected among the solutions in P (t ), and stored in b(t ), which is the best solution for generation t. (v) Steps (vi)–(x) are repeated until the termination condition is reached. This paper uses the maximum generation as a termination condition. (vi) In the while loop, a new population (iteration t + 1) is formed by selecting the fittest robot genomes in that generation. (vii) Some members of the new population undergo transformations by means of the crossover operators, 2Fχ , 2Iχ and 2Bχ ,

Low posture Dependent on long-term memory

Low movement High learning

Casual Open ended Pressure prompted Spontaneous Emergent

Systematic Planful Early start Scheduled Methodical Overall low B-genes

Perceiving

Judging

High greed High desire to control

Empathetic Compassionate Accommodating Accepting Tender

Logical Reasonable Questioning Critical Tough High neutral

Feeling

Thinking

Abstract Imaginative Inferential Theoretical Original

Low curiosity

Concrete Realistic Pragmatic Experimential Traditional

Contained Intimate Reflective Quiet iNtuitive

Positive to user High movement

Subscale

Sensing

Expressive Gregarious Participative Enthusiastic

High anger High intimacy

B-group

Receiving

Overall high I-genes

B-gene

Initiating

I-gene Introverted

P-group

Extroverted

Subscale

Table 2 Twenty subscales in MBTI Form K-EIR and their correlated genetic robot’s personality.

Futuristic estimation

P-group

High avoidance High intimacy, curiosity

Overall high I-genes

High curiosity

Overall high I-genes

I-gene

Low neutral High fear High intimacy High happiness

Low monotony

High avoidance High neutral High fatigue

B-gene

When no perception, random behavior

Fear

Low movement

B-group

948 K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

949

Table 3 List of perception groups and perceptions. Group

Perception

Group

Perception

Group

Perception

Group

Perception

Posture (Apo )

POWER_ON

Brightness/temperature (Ab t )

SUDDEN_BRIGHTNESS

Pat/hit (Ap h )

HEAD_PATTED

Object/face (Ao f )

OBJECT1_DETECTED

Obstacle (Aob )

SHAKEN DANDLED SHOCKED LIFTED

SUDDEN_DARKNESS GLARING NORMAL DARK

HEAD_HIT BODY_PATTED BODY_HIT SOUND_NOISY

OBJECT1_CLOSE OBJECT2_DETECTED OBJECT2_CLOSE OBJECT3_DETECTED

FALLEN CORRECT_POSTURE OBSTACLE_EXIST

VERY_DARK MILD HOT

SOUND_NORMAL SOUND_CALM SUDDEN_LOUD

OBJECT3_CLOSE FACE_DETECTED FACE_CLOSE

DISTANCE_NEAR DISTANCE_MID DISTANCE_FAR SUDDEN_APPEAR SUDDEN_DISAPPEAR CLIFF

COLD

SUDDEN_CALM Battery (Aba ) VOICE VOICE_GOOD VOICE_BAD VOICE_HELLO_OR_BYE

BATTERY_LOW BATTERY_NORMAL BATTERY_FULL

and the mutation operators 2Fµ , 2Iµ and 2Bµ , to form new solutions (Section 4.7). 4.2. Individual representation As mentioned earlier in Section 2, MBTI-EAGRP uses a new individual representation, called a robot genome, codifying the internal architecture of a genetic robot. Given a population of robot genomes P (t ) = {Gt1 , Gt2 , . . . , Gtn } at generation t , Gti is defined as follows:

 Gti =



Cti1

Cti2

···

Ctic

xFt i

xBt i xFt i1

xFt i2

···

xFt ic

 =  xIti1

xIti2

···

xItic 

xBt i1

xBt i2

···

xBt ic

xFt i1

xFt i2

···

xFt ic

 It =  xi1

xIti2

···

xItic  

xBt i1

xBt i2

···

xBt ic





 

 

(12)

where w, y, and z are the total number of F-genes, I-genes, and B-genes in an artificial chromosome. 4.3. Initialization according to the preference of SOMMBTI B0 In the step ‘initialize P (t )’, xFpk0 , xI0 qk , xrk , p = 1, 2, . . . , w, q =

1, 2, . . . , y, r = 1, 2, . . . , z , k = 1, 2, . . . , c, of all G0i = Gti |t =0 , i = 1, 2, . . . , n, where P (0) = {G01 , G02 , . . . , G0n } at generation t = 0, are initialized according to a user’s preference gains, 9, obtained via the SOMMBTI in Section 3. 9 consists of gains of I-genes and B-genes, as

 9=

ψ1I

ψ2I

···

ψcI

ψ1B

ψ2B

···

ψcB

xF1k0 , xF2k0 , xF3k0 , xF4k0 , and xF5k0 represents volatility for genes inheritance, initial value, mean value, decay rate, and operating time for homeostasis in order. In particular xF2k0 , xF3k0 ∈ U [0, Fmax ] (uniformly distributed random variables on [0, Fmax ]), where Fmax is the upper bound for the F-genes. In contrast, the decay rate must for practical purposes be scaled differently. For AnyRobot, xF4k0 ∈ U [10, 0.1Fmax ], where 100 < Fmax ≤ 500. This is to ensure the decay rate is never zero, as this would make divergence of internal states. 4.4. Gene masking for plausibility



 It   =  xi 



Sound (Aso )

 (13)

where ψkI is defined as the gain of I-genes of the kth artificial chromosome, and ψkB is defined similarly for the B-genes. A population of genomes is randomly initialized in the following ranges: I-genes [−500, 500] and B-genes [1, 1000]. Each F-gene, xFw0k , of all G0i = Gti |t =0 is initialized individually, since the format and the scale of genes are distinctly different from each other.

Given a genetic robot with its own robot genome, masking is required for the robot genome in order to generate plausible internal states and external behaviors [11,25]. Then the robot genome should be for an appropriate personality for its context related to society, culture and history. The masking process is divided into F-masking for the fundamental characteristics, Imasking for the internal state module and B-masking for the behavior selection module. For AnyRobot, I-masking and Bmasking values can be adjusted using a GUI depending on a user’s desire in each perception group. In addition, these values can be modified separately by accessing the perception group. F-masking is required so that MBTI-EAGRP may focus on target traits consistently by fixing unimportant characteristics to zero, since a genetic robot’s traits are highly correlated with all the F-genes. I-masking is required so that all kinds of perception-based internal state values may increase or decrease appropriately for its genome. Given I-masking matrices mIk and I-gene vectors xIk , the I-masking process 2Im (xI ) for the masking of the I-genes in a robot genome is defined as

2Im (xI ) = mI1 abs(xI1 )



mI2 abs(xI2 )

···

mIc abs(xIc )



(14)

where abs(xIk ) is the resultant vector after the absolute value of each element is taken. By I-masking process, all the I-genes xI in a robot genome are replaced by their masked equivalents for the MBTI-EAGRP. Each entry in the I-masking vector has one of three masking values −1, 0, or +1, which represent negative masking, zero masking, and positive masking, respectively. Positive masking increases the value of the perceived event, while negative masking decreases the value of the relevant internal state. Zero masking prevents the value of the relevant internal state from changing. B-masking is required so that a genetic robot may select more appropriate behaviors given a specified internal state and perceived event. Given B-masking matrices mBk consisting of

950

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

Fig. 8. An example of a perception scenario.

B-masking vectors and B-gene vectors xBk , the B-masking process 2Bm (xB ) for masking of the B-genes in a robot genome is defined as

2Bm (xB ) = mB1 xB1



mB2 xB2

···

mBc xBc .



(15)

In the same manner as I-genes, all B-genes are replaced by their masked equivalents for MBTI-EAGRP. Elements of the B-masking vector take values 0 or 1, zero masking and positive masking. Given a perceived event, positive masking increases the voting value of the behavior relevant to the perceived event. Zero masking prevents the behavior from being selected. 4.5. Perception scenario A perception scenario (PS) is used to evaluate the robot genome at every step. A PS is designed using a stimulus from its environment to observe the creature’s internal states and external behavior. This manner in which the stimuli may be applied is customizable and is formalized as follows: each step in the PS is characterized by an event. For the user, the event represents a stimulus applied to the artificial creature. For the creature, it is a perceived event. Based on this formalization, given an artificial creature, a perception scenario is defined as the permutation of its perceivable information with the perception time. Each event is characterized by the parameters

(A, Γ , V, rmin , rmax , ts , tp , Ts , tr ),

(16)

where A = {A1 , A2 , . . . , An } is the set of all groups representing similar perceived events and n is the number of perception groups. Γ (A) = {AF 1 , AF 2 , . . . , AFm } for m ≤ n is a restricted subset of the groups in A. This is used in a scenario for which a user does not wish to or cannot feasibly expose the robot to a complete set of stimuli. V = {VF 1 , VF 2 , . . . , VFm } are the set of voting values used to prioritize the random occurrence of events associated with each AFi ∈ Γ (A). Events occur at discrete time intervals with variable time step, ts ∈ [rmin , rmax ]. tp is the current time, Ts is the duration length of the scenario, which is called the perception scenario time and tr is the reset time to initialize all the variables of a genetic robot in a simulation. To avoid aliasing, the sampling frequency, 1/1T , should be at least twice the highest frequency, (1/rmin ), contained in the perception scenario by Nyquist sampling theorem. AnyRobot can perceive 47 perceptions and a set of all the perception groups in Table 3 is A = {Apo , Aob , Abt , Aph , Aso , Aof , Aba }, where Apo is the perception group related to posture, Aob obstacle, Abt brightness/temperature, Aph pat/hit, Aso sound, and Aof object/face, and Aba battery. Fig. 8 shows a perception scenario. ts ∈ [0.1 s, 10 s] and Ts = 150 s were used in each piece of scenario. Γ (A) = {Apo } and V = {0.5}, were used from 0.0 to 38.2 s, Γ (A) = {Aob } and V = {0.5} from 46.0 to 87.4 s, and Γ (A) = {Aso , Ao f } and V = {0.7, 0.3} from 89.6 to 150 s. tr s were 42.4 s and 89.4 s.

4.6. Evaluation function consisting of I-fitness and B-fitness The procedure of ‘evaluation’ has four steps as follows. Step 1: a robot genome equal to an individual is imported to a genetic robot, Step 2: perception scenarios apply a variety of random stimuli in a finite time to the genetic robot in a virtual environment, Step 3: the genetic robot’s internal states and relevant behaviors vary in response to stimuli in a perception scenario based on the robot genome, and Step 4: a fitness function is evaluated, which is composed of the genetic robot’s internal and external outputs. The genetic robot AnyRobot can have a variety of fitness functions. Possible candidates for the fitness function in MBTIEAGRP are classified into two categories: one is related to internal states and the other is related to external behaviors. I-fitness evaluating internal states Given c internal states, IT (t , G) = [α1 (t , G), . . . , αc (t , G)], the I-fitness evaluates the percentage of possession of each internal state in a perception scenario. The percentage of possession of I the kth internal state in a perception scenario Φpk (j1T , G), is defined as I Φpk

(j1T , G) =

Ts/1T 

 αk (j1T , G) /ΦpI (j1T , G),

(17)

j=1

with the sums of the percentages of possession of all internal states Ts/1T

ΦpI (j1T , G) =

c  j =1

αk (j1T , G)

(18)

k=1

I where Φpk (t , G) is the percentage of possession of the kth internal state of a genetic robot depending on the value k, Ts the duration of a perception scenario, j the sampling index, 1T the sampling time of a perception scenario for each k = 1, . . . , c. For AnyRobot, MT (t , G) = [m1 (t , G), . . . , m6 (t , G)] = [α1 (t , G), . . . , α6 (t , G)] in (1), HT (t , G) = [h7 (t , G), . . . , h9 (t , G)] = [α7 (t , G), . . . , α9 (t , G)], and ET (t , G) = [e10 (t , G), . . . , e14 (t , G)] = [α10 (t , G), . . . , α14 (t , G)].

B-fitness evaluating behaviors Given a set of behaviors BT = [b1 , b2 , . . . , bz ], the B-fitness examines the frequency of each behavior group. Then, given a set of behavior groups BTg = [β1 , β2 , . . . , βg ], the percentage of the frequency of the kth behavior group in Bg in a perception scenario is defined as

ΦfkBG (j1T , G) = fkBG (j1T , G)/nBG (j1T , G), (19) g BG where the data set consists of nBG = k=1 Φfk (j1T , G) observaBG tions, with the behavior group βk appearing fk (j1T , G) times for each for k = 1, 2, . . . , g. As shown in Table 5, the behavior groups

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

are classified on the basis of how each behavior group is closely related to each internal state, where each behavior has the advantage of good consistency with each internal state. Finally, the evaluation function consisting of I-fitness and Bfitness is defined as

Φ (j1T , G) = N − ρ

 14 

I (1/ϕkI )|ϕkI − Φpk (j1T , g)|

951

5. Experiments This section defines the parameters for the genetic robot and employs the MBTI results that a user obtained, as shown in Fig. 5. The experimental results verify the feasibility of MBTI-EAGRP. 5.1. Parameter setting

k=1

 14  + (1/ϕkB )|ϕkB − ΦfkBG (j1T , G)|

(20)

k=1

with the normalized gain ϕkI of ψkI and the normalized gain ϕkB of ψ B , defined by

ϕkI = ψkI

 14

ψlI ,

ϕkB = ψkB

 14

l =1

ψlB ,

(21)

l =1

I where Φpk (j1T , G) is the percentage of possession of the kth

internal state of a genetic robot in (17), ΦfkBG (j1T , G) is the percentage of the frequency of the kth behavior group in Bg in (19). N is a positive constant and ρ the scaling factor for percentage. (1/ϕkI ) is the kth I-penalty weight for boosting the convergence I rate of Φpk on ϕkI . (1/ϕkB ) is the kth B-penalty weight for boosting the convergence rate of ΦfkBG on ϕkB .

4.7. Crossover and mutation MBTI-EAGRP uses a two-dimensional chromosomal set, G, with genetic codes determining a robot’s personality as shown in Fig. 2. Of course, there have already been some kinds of existing twodimensional crossover methods in other fields. Cohoon and Paris proposed a two-dimensional rectangular crossover method for the design of the VLSI circuit placement [21]. Anderson used a block uniform crossover for the Ising problem [22], Bui extended it into N-dimensional crossover [23], and Kahng improved its low schema generation rate by using a multi-dimensional geographic crossover [24]. However, the MBTI-EAGRP presents a novel genetic operating way to enable human-style evolution. The human genome is estimated to contain 20,000–25,000 genes located on 46 chromosomes [16]. Each chromosome evolves differently at its own crossover rate and velocity, and has a different evolutionary convergence rate depending on the order of chromosomes in a genome [25]. Inspired by these biological facts, the MBTI-EAGRP employs the novel two-dimensional crossover and mutation methods using multiple evolutionary rates for artificial creatures. The crossover operator 2χ is divided into the F-crossover operator, 2Fχ , I-crossover operator, 2Iχ , and B-crossover operator,

2Bχ . These operators are performed only between parental genes

of the same kind, length, and chromosomal order. For example, there are two parental robot genomes Gt1 and Gt2 . In case of 2Fχ , xFt 1k

can crossover only via xFt 2k of the same F-genes with the length of 5 genes. Based on this philosophy, two kinds of crossover method are possible. In the first method, 2Fχ , 2Iχ and 2Bχ operate together between two arbitrary parents at crossover rate pχ , where two offspring are generated from two parents (one-point crossover was used in this paper). In the second method, 2Fχ , 2Iχ and 2Bχ operate independently between two arbitrary parents at three different kinds of gene-dependent crossover rates pFχ , pIχ and pBχ . Consequently two offspring are generated from six parents. In addition, each chromosome can have a different evolutionary convergence rate depending on the order of chromosomes in a genome. In the same manner, the mutation operator 2µ is divided into operators 2Fµ , 2Iµ , and 2Bµ and one of the two methods outlined above may be applied.

The personalities of both an ESFJ and an INTP genetic robot are engineered to demonstrate the feasibility of the MBTI-EAGRP. By comparing the performance of two contrasting personalities, an evaluation can be directly made concerning its ability to provide consistent (the ability to exhibit reliably expectant behaviors) and uniquely distinct personalities. The procedure MBTI-EAGRP is applied in the following manner: First, perception scenarios for MBTI-EAGRP are prepared, as shown in Fig. 9. One PS in Fig. 9(a) is for MBTI-EAGRP and the other PS in Fig. 9(b) is for testing Robot Genome (RG)s generated by MBTI-EAGRP. The parameters, rmin = 0.1 s, rmax = 10 s, Ts = 500 s, 1T = 0.05 s, Γ (A) = {Apo , Aob , Abt , Aph , Aso , Aof , Aba } and V = {0.5, 0.5, 0.5, 0.7, 0.5, 0.7, 0.5} were used. The perception scenarios at the top of the figure represent the indexes of 47 types of perceptions for Ts . The histograms represent the frequencies of each perception. The pie charts represent the percentages in which each perception group is used. Second, the MBTI-EAGRP automatically sets the gains ψkI of each internal state and ψkB of relevant behavior for the genetic robot’s personality by the SOMMBTI (refer to (13) and Table 6), where each gain varies between 0 and 100. Fig. 10 shows the GUI of MBTIEAGRP, developed in Visual C++ 6.0. It is possible to automatically set the gains by the SOMMBTI and SOMGRP or to manually control each gain between 0 and 100 by using slider buttons. Third, the parameter settings of MBTI-EAGRP are applied equally in the cases of both ESFJ and INTP personalities. The number of I-genes or perceptions, y = 47, the number of B-genes or behaviors, z = 77, and k = 1, 2, . . . , 14. The population size was 10 and the generation number was 1000. The crossover and mutation rates for the I- and B-genes were set to (0.1, 0.05) and (0.2, 0.05), respectively. F-crossover and F-mutation rates were set to 0.0, for the 3rd gene, mean value and the 4th gene, the decay values are the critical factors in F-genes that influence the evolved personality. Namely, either remarkably small decay value or large mean values makes the corresponding internal state divergent in a PS during MBTI-EAGRP process. If F-genes undergo F-crossover and F-mutation repeatedly, the corresponding RGs will get the smallest decay value but lose consistency, variability, and intensity of the preferred personality. 5.2. Measurement of a user preferences by SOMMBTI Hereafter, the MBTI result of ESFJ type of a user in Fig. 5 is engineered to demonstrate the feasibility of the SOMMBTI. Fig. 5 shows that enum = 8, inum = 2, snum = 17, nnum = 3, tnum = 1, fnum = 19, jnum = 17 and pnum = 3. Fig. 11 shows the generated SOMMBTI for the ESFJ type. Fig. 12(b) shows the SOMMBTI of INTP, which is the exact opposite type of ESFJ. That is, enum = 2, inum = 8, snum = 3, nnum = 17, tnum = 19, fnum = 1, jnum = 3 and pnum = 17. As training proceeds, the values of dj∗ are gradually reduced. dj∗ can start as large as the greatest distance between neurons and reduce to a single neuron. Furthermore, the number of training cycles should be approximately 500 times the number of output neurons to ensure statistical accuracy. Because the input and weight vectors are normalized they can be viewed as points on the surface of a unit hypersphere. The training algorithm therefore adjusts the weight vectors surrounding the winning neuron to be more like the

952

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

(a) Scenario 1 for generating RGs by EAGRP.

(b) Scenario 2 for testing generated RGs.

Fig. 9. Perception scenarios of MBTI-EAGRP.

Fig. 10. GUI window for setting the preference values of each internal state. If one clicks either ‘I-mask’ or ‘B-mask’ button, the gene mask values can also be changed by user preference.

input vector. In other words, the algorithm tends to cluster weight vectors around the input vector. Based on the first dominant/auxiliary theory and the proposed second correlation table, two types of genetic robot personality preferences can be generated as to ESFJ type in Fig. 5. Because the dominant/auxiliary process is FS and its auxiliary attitude is extroverted, therefore ESFJ is concluded as having the personality preferences (refer to Table 6) as follows:

• Dominant process—Feeling: low neutral, high fear, high intimacy, high happiness, (Fear behavior).

• Auxiliary process—Sensing: low curiosity, (low posture), (dependent on long-term memory).

• Dominant attitude—Extroversion: overall high I-genes, high anger, high intimacy, (positive to user), (high movement). The SOMMBTI assigns ‘high’, ‘mid’, and ‘low’ preferences to 60, 40, and 20 respectively. Using Table 2 and the winning neuron personality type, these preference gains are initially allocated.

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

953

Weight Vectors 5

Weight Vectors 5

4 4

16 16

22 22

3

62 62

6 6

W(i,2)

W(i,2)

3

64 64

32 32

60 60 20 4 4 20

2

2

58 58 57 57

1

1

0

1 1

0

1

2

3

4

0

5

0

1

17 17

49 49

2

3

W( i,1)

4

5

W(i,1)

(a) 0 epoch.

(b) 1 epoch.

Weight Vectors Weight Vectors

5

5

4

32

48

4

64

48

24

8

3

62

46

22

6

2

60

36

20

4

1

57

41

17

1

62 60 59

3

16

30

2

7

28

1

4

10

17

2

3

W(i,2)

W( i,2)

45

0

35

50

33

0 0

1

4

5

0

1

2

3

4

5

W( i,1)

W( i,1)

(c) 5 epoch.

(d) 500 epoch. Fig. 11. Training of SOMMBTI for ESFJ personality.

As shown in Fig. 13, the winning neurons, 10th (ESFJ: 60), 12th (ISFJ: 54), 9th (ESFP: 52), and 11th (ISFP: 45), rank high. Based on these top 4 winning neurons, the number of total extroversion tendency is 112 (= ESFJ: 50 + ESFP: 52), and the number of total introversion tendency is 99 (= ISFJ: 54 + ISFP: 45). The proportion of extroversion to introversion is 112:99. This proportion, 112/99 (about 1.13), is multiplied by the initial preference gains, ‘high’ and ‘mid’ except ‘low’. Because ESFJ has overall high I-genes, 10 is added to each I-preference gain. The final gains for the ESFJ personality are shown in Table 6. The same process is applied to the INTP personality (see Fig. 14).

This resulted in chromosomes for intimacy, happiness, and fear with high I-genes and B-genes while chromosomes for avoidance, greed, desire to control, and anger have weak B-genes. Despite providing an intuitive starting point, these settings didn’t always guarantee a viable set of emotive responses for an agreeable personality in a complex test environment. They do however, provide an invaluable starting point for optimizing the robot genome for a more consistent personality with MBTI-EAGRP. 5.4. Implantation of robot genomes into genetic robot

5.3. Generation of robot genomes by MBTI-EAGRP

This section verifies the concept of genetic robot by implanting the RG ESFJ and the RG INTP generated by MBTI-EAGRP into two genetic robots, AnyRobots ESFJ and INTP.

Fig. 15(a) illustrates the evolutionary process of generating a robot genome of the ESFJ type of personality, RG ESFJ, where a steady improvement in performance is quantitatively demonstrated. With robot genome initialized using the SOMMBTI, Fig. 15(b) illustrates the robot genome after MBTI-EAGRP, indicating significant changes to the robot genome’s structure.

Verification related to internal states Based on above MBTI-EAGRP, the generated RG ESFJ and its experimental results are shown in Figs. 15 and 16, and 18(a). Manifestation between a proper occupancy rate of each internal state and related behavior can be ensured with balance. Moerover, third and inferior processes can be developed by the same method.

954

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961 Weight Vector s

Weight Vectors

5

5

64

48

24

8

4

57

59

61

64

3

62

46

22

6

3

33

35

37

40

2

60

36

20

4

2

17

19

22

24

1

57

41

17

1

1

1

3

5

8

1

2

W(i,2)

W(i,2)

4

0

0 0

1

2

3

4

5

0

W( i,1)

3

4

5

W( i,1)

(a) ESFJ.

(b) INTP. Fig. 12. SOMMBTIs for ESFJ and INTP personalities after 500 epochs.

5

4

16

12

8

3

15

11

7

4

2

14

1

13

9

6

10

5

3

12

60 Win-count

W( i, 2)

80

2

8 4

40

11

9 7

16

20

15

14

0

1

2

3

4

5

2 1

W(i, 2)

(a) 2D SOMMBTI of winner neurons.

1

3

2

W(i, 1)

2

4

3 0

5

13

0 4

1

10 6 3

1

W(i, 1)

(b) Basic-type 3D SOMMBTI.

70 60

Win-count

50 40 30 20 10 0 0

5

10

15

20

Winner neuron

(c) Surf-type 3D SOMMBTI.

(d) Histogram of 3D SOMMBTI. Fig. 13. SOMMBTI for ESFJ personality after 500 epochs.

Fig. 16 shows the results related to percentages of internal states in the simulations to which the agreeable RG A and the antagonistic RG B generated by MBTI-EAGRP are applied. Fig. 16(a) shows that intimacy and avoidance states have a wider distribution than curiosity, greed, and monotony in motivation for the PS time, 500 s. Fig. 16(c) shows that the happiness state

has the widest distribution among emotions. Fig. 16(d) shows the percentages of internal stats. The horizontal axis represents the index of 14 internal states and the vertical axis represents the percentages of possession of internal states, which are calculated individually by motivation and emotion. The 2nd, 4th, and 10th internal states have high percentages of possession which indicate

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

955

5

4

13

14

15

16

3

9

10

11

12

5

2

6

2

1

1

7

8

3

16

4

8

15 40

13

9

20

14

11

0

1

2

3

5

3

6

0 4

4

1 2 2

W(i, 2)

W(i, 1)

4 3

2

5

(a) 2D SOMMBTI of winner neurons.

4

7

10

3 0

12

60 Win-count

W( i, 2)

80

1

W(i, 1)

1

(b) Basic-type 3D SOMMBTI.

70 60

Win-count

50 40 30 20 10 0

0

5

10

15

20

Winner neuron

(c) Surf-type 3D SOMMBTI.

(d) Histogram of 3D SOMMBTI. Fig. 14. SOMMBTI for INTP personality after 500 epochs. C1

3.4

C2

C3

C4

C5

C6

C7 C8

C9 C10 C11 C12 C13 C14

5 x 10 Best Average

3.3 3.2 3.1

Fitness

3 2.9 2.8 2.7 2.6 2.5 2.4

0

100

200

300

400

500

600

700

800

900

1000

Generation

(a) Best fitness and average fitness of MBTI-EAGRP for ESFJ type of personality. The population sizes are 10 and the generation number is 1000.

(b) RG ESFJ after MBTI-EAGRP. ck represents the kth chromosome.

Fig. 15. Evolutionary process and robot genome of the ESFJ type of personality.

strong intimacy and avoidance in motivation and happiness in emotion, while the 1st, 3rd, 5th, 11th and 13th internal states have respectively low percentages of possession which indicate weak curiosity, monotony, and greed in motivation, and sadness and fear in emotion. Win-count results at the bottom of the figure

show similar tendency, which validates this possibility as a fitness suitable for MBTI-EAGRP. Verification related to external behaviors Fig. 18 shows the results related to facial expressions, genetic robot’s movements, and behaviors in the simulations to which the

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961 1000 500

15 50

100

150

200

250

300

350

400

450

500 Fatigue

0 0 1000 500 0 400

0

50

100

150

200

250

300

350

400

450

500

5 0

50

100

150

200

250

300

350

400

450

500

0

50

100

150

200

250

300

350

400

450

500

0

50

100

150

200

250

300

350

400

450

500

50

100

150

200

250

300

350

400

450

500

50

100

150

200

250

300

350

400

450

500

500 0

0 1000

Drowsiness siness

60

0 0 1000

40 20 0 20

500 0 0 1000

50

100

150

200

250

300

350

400

450

500

50

100

150

200

250

300

350

400

450

500

500 0

10

0

200

0

Hungerr

Control

onotony Intimacy Curiosity Greed Avoidance Monotony

956

10

0

Time (sec)

Time (sec)

(b) Homeostasis.

1000 500 0 1000

50

100

150

200

250

300

350

400

450

500

500 0 0 1000

50

100

150

200

250

300

350

400

450

Percentage

Motivati on

0

Homeostasis Homeostasi

50

1

2

3

4

5

6

7

8

9

10

11

12

13

14

13

14

Internal state

500 0 0 1000

50

100

150

200

250

300

350

400

450

0 0 1000

50

100

150

200

250

300

350

400

450

Motivation

500

500 500

500 0

Emotion motion

100

0

500

Homeostasis

Emotion

5000

Win-count

Neutral

Fear

Anger

Sadness Happiness

(a) Motivation.

4000 3000 2000 1000

0

50

100

150

200

250

300

350

400

450

500

Time (sec) (c) Emotion.

0

1

2

3

4

5

6

7

8

9

10

11

12

Internal st state e

(d) Percentage of each internal state. Fig. 16. Internal states of the ESFJ type of genetic robot with the RG ESFJ.

Table 4 List of behavior groups and behaviors by grouping method 1. Index

Group

Behavior

1 2 3 4 5 6 7 8 9 10 11 12 13 14

Stop Move Happiness Anger Sadness Fear Shame Monotony Positive response to user Physiology Search With target Control objects Information

stop, sit, crouch, lie walk_forward, run_forward, walk_left, run_left, turn_left, walk_right, run_right, turn_right hurrah, dance_with_arms, mouth_open, shake_arms, head_up shake_head, hit_head, roar, turn_and_ignore, look_away hit_ground, head_down move_backward, resist, hide_head, flinch, cover_eyes scratch_head, hide_face, shamble shake_arm_and_leg once_again, hello, pardon, cover_head, refuse, approve, handshake, eyecontact, glad, complain_for_food stretch, sleep, snooze, yawn, rest, rumble, recharge, belch, hiccup, fart, piss, cough, tremble, be_ill, faint look_around, search_looking_around, search_wandering ride, mate, chase, approach, kick, touch, observe, photography, record, collect, move give_me_ball, hug_me, show_me_face show_PDA, show_message

RG ESFJ generated by MBTI-EAGRP are applied. Fig. 18(a) shows the indexes of behaviors and facial expressions of the genetic robot ESFJ for the PS time. Behaviors are indexed sequentially based on Table 4. The indexes of 5 facial expressions, neutral, happiness, sorrow, anger, and fear are set to 0, 1, 2, 3, and 4. In Fig. 18(a), there are much more facial expressions of happiness than other kinds

of facial expressions. Some anger expressions are shown. These results reflect the extroversion of the ESFJ personality. Fig. 18(b) shows the trajectories of a face, objects 1, 2, 3, and the genetic robot ESFJ for the PS time. If the genetic robot ESFJ is in front of a user’s face, objects 1, 2, or 3, it reacts to them and moves by taking various behaviors as shown in Tables 4 and 5.

500 50

100

150

200

250

300

350

400

450

500 0

0 200

1

500

Fatigue

0 0 1000

50

100

150

200

250

300

350

400

450

0

500

-1

100

0

50

100

150

200

250

300

350

400

450

500

0

50

100

150

200

250

300

350

400

450

500

0

50

100

150

200 250 300 Time (sec)

350

400

450

500

Motivation Motivati

Homeostasis

0 1000

50

100

150

200

250

300

350

400

450

500

50

100

150

200

250

300

350

400

450

500

500 0

0 1000

Drowsiness

30

0

20 10 0

500

1

0 0 1000

50

100

150

200

250

300

350

400

450

500

500 0

0

50

100

150

200

250

300

350

400

450

0

-1

500

Time (sec)

(b) Homeostasis.

1000

0

0 1000

50

100

150

200

250

300

350

400

450

500

500 0 0 1000

50

100

150

200

250

300

350

400

450

500

50

100

150

200

250

300

350

400

450

500

Percentage ge

500 100

E Emotion

50

0

1

2

3

4

5

6 7 8 9 Internal st ate

10

11

12

13

14

13

14

500 0 0 1000 500 0

0 1000

50

100

150

200

250

300

350

400

450

500

Emotion E

4000 3000 2000 1000

500 0

Homeostasis

Motivati on

5000 Win-count

Fear

Anger

Sadness Happiness

(a) Motivation.

Neutral

957

1000

Hunger

Control

Greed Avoidance Monotony Intimacy Curiosity

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

0

0

50

100

150

200

250

300

350

400

450

500

1

2

3

4

5

6

Time (sec)

(c) Emotion.

7

8

9

10

11

12

Internal st ate

(d) Percentage of each internal state. Fig. 17. Internal states of the INTP type of genetic robot with the RG INTP.

Those reactions can be considered together in Fig. 18(c), which shows the frequencies of individual behaviors, group behaviors by grouping method 1 in Table 4, and group behaviors by grouping method 2 in Table 5. The behaviors at the top of the figure are matched directly to the behavior groups by method 1 at the middle. The behavior groups by method 2 at the bottom are indexed sequentially by Table 5. The graph at the middle represents that the frequencies of the behaviors belonging to the groups such as ‘4: anger’, ‘5: sadness’, ‘6: fear’, and ‘13: desire to control’ are manifested compared to ’3: Happiness’, which shows the fear behavior and low posture of the dominant process of the ESFJ personality. High frequencies of the group ‘2: move’, and ‘9: positive to user’, represent that the genetic robot ESFJ has a very extroverted attitude with a user (the dominant attitude of ESFJ personality) and high frequencies of the group ‘11: search’ and ‘12: with target’ represent that the genetic robot ESFJ took actions for a face and objects 1 and 2 with strong intimacy, as shown in Fig. 18(b). The graph at the bottom represents that the frequencies of the behaviors belonging to the groups such as ‘1: Motivationcuriosity’, ‘intimacy’, ‘avoidance’, ‘possession’, ‘4: Objects-Like’, are high but the remainder are equally distributed. Consequently, the analysis based on these two grouping methods shows that the generated RG ESFJ reflects the ESFJ personality well. Moreover, the

INTP personality can be analyzed by the same method, as shown in Figs. 17 and 19. For both ESFJ and INTP personalities, plausible representations were observed for all behaviors and all internal states simultaneously in the prescribed perception scenarios. Also they defined a consistent and distinct pair of personalities for the robot. Manifestation between a proper occupancy rate of each internal state and related behavior can be ensured with balance. Verification related to heterogeneous types of real genetic robots Fig. 20 shows the implementation results, in which the robot genomes generated by MBTI-EAGRP were applied to a real mobile phone. These experimental results verify the effectiveness, modifiability and expansibility of MBTI-EAGRP as a fully autonomic gene-generative mechanism for optimally tuning the personality. The genome structure provides the ideal platform for storing a robot’s personality in a virtual environment from where it can be implanted on a real robot to imbue it with life when desired. The third image in Fig. 21 shows the synchronization of the robot-type software robot, Alonge-S, and the real hardware robot, Alonge-H, with the same robot genome. It demonstrates that a robot’s personality and its hardware can exist as two separate entities.

958

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961 80 30

Behavior

60

Face Object1 Object2 Object3 Sobot

40 20

20 0

10

0

50

100

150

200

250

300

350

400

450

500

Time ( sec) sec y

0

Facial expression

4 3

-10

2 -20

1 0 0

50

100

150

200

250

300

350

400

450

-30 -40

500

-30

-20

-10

Time ( sec)

0

10

20

30

x

(a) Behavior and facial expression.

(b) Trajectories of a face, objects 1, 2, 3, and the genetic robot ESFJ (Sobot ESFJ).

50

Frequency

40 30 20 10 0

0

10

2. Move

20

30

40 Behavior

4. Anger 6. Fear 8. Monotony 3. Happiness 5. Sadness 7. Shame 9. Positive to user

1. Stop

50

60

10. Physiology

200

70

80

12. With target 14. Information 11. Search 13. Control

Frequency

150 100 50 0

0

10

20

30

40

50

60

70

80

Behavior group 1. Motivation

2. Homeostasi Homeostasis

3. Emotion

4. Objects

5. Sobots

6. User

200

Frequency

150 100 50 0

0

5

10

15 Behavior group

20

25

30

(c) Frequencies of individual behaviors, group behaviors by the grouping method 1 in Table 4, and group behaviors by the grouping method 2 in Table 5. Fig. 18. External behaviors of the ESFJ type of genetic robot with the RG ESFJ.

6. Concluding remarks This paper devised a genetic robot with a personality and its genes. The MBTI-EAGRP was proposed as its gene-generative algorithm using the MBTI assessment, the neural network algorithm, and the evolutionary algorithm. The most difficult step in this procedure was in generating an artificial life form with a personality that was both complex and feature-rich, but still

plausible by human standards for an emotional life form. This was demonstrably achieved via the MBTI-EAGRP mechanism and its feasibility was verified by the implanting the generated genes into heterogeneous types of robots. It will be necessary for gene-generative algorithms such as that presented here to be more robust and diverse in order for them to be applicable in a wide variety of situations. Especially, to make a humanoid-type genetic robot’s personality which holds one of 16

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961

959

80

40 Face Object1 Object2 Object3 Sobot

Behavior

60

30

40 20

20 0

50

100

150

200 250 300 Time ( sec)

350

400

450

500

10 y

0

Facial expression

4

0

3

-10 2

-20

1 0 0

50

100

150

200

250

300

350

400

450

-30 -30

500

-20

-10

0 x

Time ( sec)

(a) Behavior and facial expression.

10

20

30

(b) Trajectories of a face, objects 1, 2, 3, and the genetic robot INTP (Sobot INTP).

50

Frequency

40 30 20 10 0 0

10

2. Move 1. Stop

20

30

40 Behavior

50

4. Anger 6. Fear 8. Monotony 3. Happiness 5. Sadness 7. Shame 9. Positive to user

60

10. Physiology

Frequency

200

70

80

12. With target 14. Information 11. Search 13. Control

150 100 50 0 0

10

20

30

40

50

60

70

80

Behavior group 1. Motivation

2. Homeostasi Homeostasis

3. Emotion

5. Sobots

4. Objects

6. User

200

Frequency

150 100 50 0 0

5

10

15

20

25

30

Behavior group

(c) Frequencies of individual behaviors, group behaviors by the grouping method 1 in Table 4, and group behaviors by the grouping method 2 in Table 5. Fig. 19. External behaviors of the INTP type of genetic robot with the RG INTP.

personality types, the process of thinking must be included with emotion. In addition, it should be a universal architecture which controls a human’s life. A variety of types of life, including growth period, stimulus, and actions must be revealed. In other words the simulation environment, which is stated above, must be prepared earlier to apply MBTI-EAGRP. Thus this will be left as future works.

Acknowledgments This research was supported by the Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education, Science and Technology (grant number: 2011-0015064).

960

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961 Table 5 List of behavior groups and behaviors by grouping method 2. Related internal state

Group

Behavior

1 2 3 4 5 6

Curiosity Intimacy Monotony Avoidance Greed Control

approach, eyecontact, observe, touch touch, approach, show_me_face, hug_me, lean shake_arm_and_leg, snooze, look_around, stretch turn_and_ignore, look_away, move_backward, cover_eyes, kick, roar look_around, search_looking_around, search_wandering, collect, piss, roar, chase show_me_face, hug_me, give_me_ball, once_again, complain_for_food

Homeostasis

7 8 9 10 11

Fatigue Drowsiness Hunger Physiology Illness

refuse, rest, crouch, recharge, faint, head_down yawn, sleep, snooze, lie, rest complain_for_food, rumble, search_wandering belch, hiccup, fart, piss, cough cough, tremble, be_ill, faint, lie

Emotion

12 13 14 15 16 17

Happiness Sadness Anger Fear Shame Surprise

hurrah, dance_with_arms, mouth_open, shake_arms, shake_head hit_ground, head_down, be_ill, hug_me, weep shake_head, hit_head, roar, turn_and_ignore, look_away resist, hide_head, tremble, faint, move_backward scratch_head, hide_face, shamble flinch, faint, hiccup

Target

Group

Behavior

Objects (3 balls)

18 19 20

Like Neutral Dislike

kick, touch, chase, jump_to_object observe, touch, move look_away, turn_and_ignore, get_rid_of_it

Sobots

21 22 23

Like Neutral Dislike

glad, mate, handshake, hurrah observe, eyecontact, hello hit_head, turn_and_ignore, roar, fight

User

24 25 26 27 28 29

FriendlyNeutral FriendlyHit FriendlyPat UnfriendlyNeutral UnfriendlyHit UnfriendlyPat

show_me_face, hug_me, give_me_ball, complain_for_food cover_head, head_down once_again, rub, shake_arms, head_up complain_for_food, give_me_ball, watch_out, laugh_at cover_head, roar, hit_ground stop, flinch, head_up

Motivation

Index

Happiness Current Behavior Debug

Curiosity Intimacy

Sadness Anger

Drowsiness

Fear

Hunger

Internal state

Current Behavior INTP sobot: snooze

ESFJ sobot: show_me_face Menu

Fig. 20. Two types of genetic robots mounted on the SPH-B3600: ESFJ pet-type AnyRobot and INTP pet-type AnyRobot. Software robot : Baduki

Software robot : Alonge

Curiosity Intimacy Drowsiness Hunger

Current Command

Look_around

Internal state

11. Call 12. Sit down 13. No 14. Good 15. Let us go 16. Pat

Hardware robot : Alonge Happiness Sadness Anger Fear

Current Behavior Command

Hurrah 61. 62. 63. 64. 65.

Shake Tab Surprise Lift Hit

Fig. 21. Heterogeneous types of genetic robots with the same RG mounted on the SPH-B3600 and the real hardware robot: a pet-type software robot, a robot-type software robot, and a real hardware robot.

K.-H. Lee et al. / Robotics and Autonomous Systems 60 (2012) 941–961 Table 6 Preference gains for ESFJ and INTP personalities based on SOMMBTI and SOMGRP. Internal state Upper

Lower

Motivation

Curiosity Intimacy Monotony Avoidance Greed Control

Fatigue Homeostasis Drowsiness Hunger

Emotion

Happiness Sadness Anger Fear Neutral

ESFJ personality

INTP personality

ψkI

ψkB

ψkI

ψkB

1 2 3 4 5 6

30 78 55 30 55 55

20 68 45 20 45 45

57 30 10 57 57 57

67 40 20 67 67 67

7 8 9

30 30 30

20 20 20

57 35 35

67 45 45

10 11 12 13 14

78 55 78 78 30

68 45 68 68 20

35 35 35 35 57

45 45 45 45 67

k

References [1] A. Sloman, Designing emotions for activity selection in autonomous agents, in: Emotions in Humans and Artifacts, MIT Press, Cambridge, MA, 2002, pp. 145–146 (Chapter). [2] E. Roll, A theory of emotion, its functions, and its adaptive value, in: Emotions in Humans and Artifacts, MIT Press, Cambridge, MA, 2002, pp. 17–23 (Chapter). [3] R. Dawkins, The Selfish Gene, Publication Press, The Oxford, 1976. [4] R. Dawkins, The Blind Watchmaker, Longman, Harlow, 1986. [5] B.M. Blumberg, Old tricks, new dog: ethology and interactive creatures, Ph.D. Dissertation, MIT, Cambridge, MA, 1996. [6] R. Arkin, M. Fujita, T. Takagi, R. Hasekawa, An ethological and emotional basis for human–robot interaction, Robotics and Autonomous Systems 42 (2003) 191–201. [7] H. Miwa, T. Umetsu, A. Takanishi, H. Takanobu, Robot personality based on the equation of emotion defined in the 3D mental space, in: Proc. of the IEEE International Conference on Robotics and Automation, 2001, vol. 3, pp. 2602–2607. [8] C. Breazeal, Designing Sociable Robots, MIT Press, Cambridge, MA, 2002. [9] C. Elliott, J. Brzezinski, Autonomous agents as synthetic characters, AI Magazine 19 (2) (1998) 13–30. [10] J.-H. Kim, K.-H. Lee, Y.-D. Kim, The origin of artificial species: genetic robot, International Journal of Control, Automation and Systems 3 (4) (2005) 564–570. [11] A. Ortony, On making believable emotional agents believable, in: Emotions in Humans and Artifacts, MIT Press, Cambridge, MA, 2002, pp. 189–203 (Chapter). [12] P.T. Costa, R.R. McCrae, The NEO Personality Inventory Manual, Psychological Assessment Resources, Odessa, FL, 1985. [13] R.R. McCrae, P.T. Costa, Validation of a five-factor model of personality across instruments and observers, Journal of Personality and Social Psychology 52 (1987) 81–90. [14] C. Breazeal, Function meets style: insights from emotion theory applied to HRI, IEEE Transactions on Systems, Man, and Cybernetics—Part C 34 (2004) 187–194. [15] L.D. Cañamero, Designing emotions for activity selection in aunomous agnets, in: Emotions in Humans and Artifacts, MIT Press, Cambridge, MA, 2002, pp. 132–139 (Chapter). [16] Naomi L. Quenk, M. Kummerow, MBTI Step II: Expanded Interpretive Report, Consulting Psychologists Press, Palo Alto, CA, 1996. [17] K.-H. Lee, K.-C. Kim, H.-S. Shim, J.-K. Kim, J.-C. Lee, Ubiquitous robot S/W platform: anyrobot studio 1.0, in: The Workshop on Ubiquitous Robotic Space Design and Applications, Proc. of the IEEE International Conference on Intelligent Robots and Systems, San Diego, USA, November 2007.

961

[18] K.-H. Lee, H.-S. Shim, W.-S. Han, K.-C. Kim, K.-C. Park, Ubiquitous robot S/W platform and its application: Anyrobot studio and Anykids service, in: Proc. of the 17 IEEE International Symposium on Robot and Human Interactive Communication, Munich, Germany, August 2008. [19] Y.-D. Kim, Y.-J. Kim, J.-H. Kim, Behavior selection and learning for synthetic character, in: Proc. of the IEEE Congress on Evolutionary Computation, 2004, pp. 898–903. [20] K.-H. Lee, Ubiquitous robotic game incorporating hardware and software, The Journal of Future Game Technology 1 (1) (2011) 35–42. [21] The Skeptics’s dictionary, Robert Todd Carroll. Available at: http://skepdic.com/myersb.html. [22] Center for applications of psychological type. Available at: http://www.capt.org/. [23] T. Kohonen, Self-organized formation of topologically corect feature maps, Biological Cybernetics 43 (1982) 54–69. [24] J.A. Provost, Work, Play, and Type: Achieving Balance in Your Life, Consulting Psychologists Press, Palo Alto, CA, 1990. [25] A. Stern, Creating emotional relationships with virtual characters, in: Emotions in Humans and Artifacts, MIT Press, Cambridge, MA, 2002, p. 353. (Chapter).

Kang-Hee Lee received B.S., M.S., and Ph.D.degrees in electrical engineering and computer science from Korea Advanced Institute of Science and Technology (KAIST), Daejeon, Korea, in 1999, 2001, and 2006, respectively. Since 2006, he has been a Senior Engineer in Digital Media & Communication Research Center, Samsung Electronics Company, Ltd., Korea. Since moving to Soongsil University in 2009, he is currently an Assistant Professor in the Global School of Media, Soongsil University, Seoul, Republic of Korea. His current research interests include the areas of ubiquitous robotics, evolutionary robotics, emotional robotics, educational robotics, and media robotics.

Younggeun Choi received a B.S. degree in aerospace engineering and electrical engineering in 1998 from the Korea Advanced Institute of Science and Technology (KAIST), Daejon, Korea, a M.S. degree in computer science in 2005 and a Ph.D. degree in computer science in 2010 from the University of Southern California, Los Angeles. He is currently an Assistant Professor in the Department of Applied Computer Engineering, Dankook University, Republic of Korea. His current research interests include the design and control of rehabilitation robots, haptics, neuroscience, and machine-learning-based modeling.

Daniel J. Stonier has received degrees in electrical engineering and mathematics from the University of Queensland, Australia. He also went on to complete a Ph.D. in mathematics in 2002. His previous work history began with teaching in mathematics, before switching to engineering when he moved to Korea for a postdoctoral period at KAIST. Looking to obtain more practical experience, he moved to Yujin Robot, where he has since worked as a developer and lead for the control group. His current research interest is in the field of monocular based slam, however the scope of work at Yujin is extremely varied and subsequently other interests closely align with the field of endeavor there. This includes slam, arm manipulation, motor control, 3-D sensing and software frameworks at a higher level for simplifying the robotic development process (working in and around RoS).

Briggs Type Indicator

implemented in either a real hardware robot or a simulated software robot (sobot) ... It must also be able to interact with humans and its environment in real time. AnyRobot is designed to ...... The pie charts represent the percentages in which.

4MB Sizes 1 Downloads 227 Views

Recommend Documents

Myers-Briggs Type Indicator: A Cultural and Ethical ...
values of Spanish-speaking cultures, the instrument was formally translated ...... Apples?" Scientific American Apr. 1991: 154-156. Casas, Eduardo. "Exploring ...

The Myers-Briggs Type Indicator (MBTI).pdf
(b) just "whenever" (b) abstract ideas. 7) Do you tend to choose: 25) Are you inclined to be more: (a) rather carefully (a) cool headed. (b) somewhat impulsively ...

patricia briggs cry wolf pdf
Page 1 of 1. patricia briggs cry wolf pdf. patricia briggs cry wolf pdf. Open. Extract. Open with. Sign In. Main menu. Displaying patricia briggs cry wolf pdf.

Indicator 10 Pneumoconiosis Mortality.pdf
There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. Indicator 10 ...

Financial Health Indicator Explainer.pdf
There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. Financial Health ...

Algebra 1 Performance Indicator Rubric.pdf
I can describe the solution set of a. non-linear system. Page 4 of 4. Algebra 1 Performance Indicator Rubric.pdf. Algebra 1 Performance Indicator Rubric.pdf.

Indicator 2 Work-Related Hospitalizations.pdf
Source: Colorado Health and Hospital Association hospital discharge data analyzed by the Health Statistics. Section, Colorado Department of Public Health and ...

Indicator 9 Pneumoconiosis Hospitalizations.pdf
Sign in. Loading… Whoops! There was a problem loading more pages. Retrying... Whoops! There was a problem previewing this document. Retrying.

man-6\briggs-stratton-5500-watt-generator.pdf
man-6\briggs-stratton-5500-watt-generator.pdf. man-6\briggs-stratton-5500-watt-generator.pdf. Open. Extract. Open with. Sign In. Main menu. Displaying ...

man-54\instal-magnetron-ignition-system-module-briggs-and ...
man-54\instal-magnetron-ignition-system-module-briggs-and-stratton.pdf. man-54\instal-magnetron-ignition-system-module-briggs-and-stratton.pdf. Open.

man-62\briggs-stratton-650-series-parts.pdf
man-62\briggs-stratton-650-series-parts.pdf. man-62\briggs-stratton-650-series-parts.pdf. Open. Extract. Open with. Sign In. Main menu. Displaying ...

on the prowl patricia briggs pdf
There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. on the prowl ...

Are Categorical Periodograms and Indicator ...
May 20, 2006 - Department of Computer Science, University of Kerala, India – 695 581 ... bioinformatics to transform the categorical series data to numerical data so that they are made amenable ..... Technical report, Dept. of EE, Columbia.

Indicator 9_Hospital Pnuemo_2016.pdf
There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. Indicator ...

Indicator Fix 2 - Tweak Kit.pdf
Page 1 of 1. Page 1 of 1. Indicator Fix 2 - Tweak Kit.pdf. Indicator Fix 2 - Tweak Kit.pdf. Open. Extract. Open with. Sign In. Main menu. Displaying Indicator Fix 2 - Tweak Kit.pdf. Page 1 of 1.

belkhayate timing indicator free.pdf
There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. belkhayate ...

LOCAL INDICATOR #3.pdf
RATE OF PARTICIPATION, 2013-2014 School Year. ATHLETICS. Page 2 of 2. LOCAL INDICATOR #3.pdf. LOCAL INDICATOR #3.pdf. Open. Extract. Open with.

Indicator 19 Workers' Compensation Benefits.pdf
Whoops! There was a problem loading more pages. Retrying... Whoops! There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. Indicator 19 Workers' Compensation Benef

man-117\briggs-stratton-450-series-148cc-manual.pdf
man-117\briggs-stratton-450-series-148cc-manual.pdf. man-117\briggs-stratton-450-series-148cc-manual.pdf. Open. Extract. Open with. Sign In. Main menu.

man-82\21-horse-briggs-stratton-engine.pdf
man-82\21-horse-briggs-stratton-engine.pdf. man-82\21-horse-briggs-stratton-engine.pdf. Open. Extract. Open with. Sign In. Main menu. Displaying ...