Abstract

We describe and experimentally validate a question-asking framework for machine-learned linguistic knowledge about human emotions. Using the Socratic method as a theoretical inspiration, we develop an experimental method and computational model for computers to learn subjective information about emotions by playing emotion twenty questions (EMO20Q), a game of twenty questions limited to words denoting emotions. Using human–human EMO20Q data we bootstrap a sequential Bayesian model that drives a generalized pushdown automaton-based dialog agent that further learns from 300 human–computer dialogs collected on Amazon Mechanical Turk. The human–human EMO20Q dialogs show the capability of humans to use a large, rich, subjective vocabulary of emotion words. Training on successive batches of human–computer EMO20Q dialogs shows that the automated agent is able to learn from subsequent human–computer interactions. Our results show that the training procedure enables the agent to learn a large set of emotion words. The fully trained agent successfully completes EMO20Q at 67% of human performance and 30% better than the bootstrapped agent. Even when the agent fails to guess the human opponent’s emotion word in the EMO20Q game, the agent’s behavior of searching for knowledge makes it appear human-like, which enables the agent to maintain user engagement and learn new, out-of-vocabulary words. These results lead us to conclude that the question-asking methodology and its implementation as a sequential Bayes pushdown automaton are a successful model for the cognitive abilities involved in learning, retrieving, and using emotion words by an automated agent in a dialog setting.

Highlights

  • Epistemology is the branch of philosophy that deals with knowledge and belief

  • The emotion words chosen by the subjects as “easy” were recognized by the agent with similar success rate and number of required turns as human–human games

  • We presented the emotion twenty questions (EMO20Q) game and showed that the level of human performance was high despite not limiting the players to any predefined emotion vocabulary

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Summary

Introduction

Epistemology is the branch of philosophy that deals with knowledge and belief. According to basic results in epistemology, knowledge is defined as true, justified belief. When processing natural language by computer, it can help to draw upon these similarities This is especially helpful in the case of affective computing, when the objects we wish to refer to, emotions, are abstract and subjective. There has been a great degree of interest in automatically analyzing emotional expression in language. Automatically analyzing the emotions expressed in an utterance or document is problematic when a speaker refers to emotions that are not his or her own current emotions. Some examples of this include quotations, storytelling/gossip, counterfactual reasoning, post facto emotional self-report, and abstract references to emotions

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