Assessing the validity of appraisal - Institute for Creative Technologies
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Assessing the validity of appraisal - Institute for Creative Technologies
Assessing the validity of appraisalbased models of emotion Jonathan Gratch, Stacy Marsella, Ning Wang, Brooke Stankovic Institute for Creative Technologies University of Southern California The projects or efforts depicted were or are sponsored by the U.S. Army Research, Development, and Engineering Command (RDECOM). The content or information presented does not necessarily reflect the position or the policy of the Government, and no official endorsement should be inferred. Computational models of human emotion Goal: Build accurate models of cognitive antecedents and consequences of emotion – To enhance predictive power of human decision-making models (Loewenstein & Lerner, 2003; Frank 1988; Busemeyer 2007) – To simulating human interpersonal behavior For training (Swartout et al; Aylett et al; Paiva et al) – For user modeling (Conati) – Methodological tools for improving theories of emotion (Sanders&Scherer) 2 Theoretical Framework: Appraisal Theory (Arnold, Lazarus, Frijda, Scherer, Ortony et al.) Desirability Environment Goals/Beliefs/ Intentions Expectedness Controlability Causal Attribution Action Tendencies Problem-Focused (act on world) 3 Emotion “Affect” Coping Strategy Physiological Response Emotion-Focused (act on beliefs) Computational Appraisal Models TABASCO Appraisal Theories Frijda OCC Staller&Petta ActAffAct FLAME ACRES WILL El Nasr Swagerman Moffat EMILE AR EM Gratch Elliott Neal Reilly Lazarus Rank ParleE Bui THESPIAN Si et al. EMA FearNot! Gratch/Marsella Dias CBI PEACTIDM Marsella Marinier Scherer 4 ALMA WASABI Gebhard Becker-Asano Many models, which is best? Few efforts have systematically evaluated model validity No efforts have directly compared models – Models typically tested in context of application or – Models appeal to empirical support of appraisal theory BUT don’t assess design choices in realizing theory FURTHER, Models make many conflicting design choices and thus are difficult to directly compare Our approach: break models into constituent design choices and evaluate these separately 5 A component model view of appraisal models Affect Derivation Model Appraisal Derivation Model Affect Intensity Model Personenvironment Relationship Appraisal variables Emotion/ Affect Affect Consequent Model Behavioral Cognitive Question for today’s talk – What is mathematical relationship between appraisal and intensity of emotional response? 6 Alternative intensity models Models make different predictions as events change over time Winning Probability Expected Utility: hope determined by amount of certainty (EMA, FearNot!) Expectation Change: hope determined by change in certainty (EM, PEACTIDM) ∆Prob(T1,T2) ∆Prob(T0,T1) T0 T1 T2 Expected Utility principle: hope increases over time Expectation change principle: hope decreases over time 7 Alternative Intensity Models Additive Threshold Expectation Change Winning Probability Expected Utility Expectation Change Model T0 8 Model emotion intensity as proportional to probability and utility of goal attainment U x ∆Prob(T1,T2) U x ∆Prob(T0,T1) T1 T2 Emotion Intensity Hypotheses Hope Joy Fear Sadness ΔExpect Model EM. PEACTIDM ParleE, PEACTIDM EM, PEACTIDM ParleE, PEACTIDM Expected Utility EMA, Silverman, FearNot! EMA Silverman EMA, EM Threshold Model EMA, EM Additive Model Cathexis. FLAME Cathexis, FLAME Cathexis, FLAME Cathexis, FLAME Hybrid Model Price et al85 Price et al85 Silverman Price et al85 Price et al85 Silverman 9 Empirical investigation desiderata Assess behavioral fidelity of competing models consistent with human emotional responses in naturalistic settings? – Focus on appraisal variables of goal probability and utility As these most commonly implicated But explore other common variables – Generate data on appraisals and emotional intensity – Identify paradigm where emotion arises from task In contrast to mood induction studies – Identify task where emotions unfold over time As most models are intended to be dynamic But most empirical findings in psychology focus on non-dynamic tasks 10 Study Competitive Turn-based strategy game – Partial Observability – Dynamic: situation shifts over time OBJECTIVE: examine dynamics of appraisal & coping responses as goal of WINNING facilitated or threatened Q1: How do appraisals relate to intensity of emotional response over time Q2: How do people cope with the emotions wining or losing gives rise to? Q3: Do appraisals uniquely determine emotional response? Do results corroborate EMA model predictions? 11 Modeling game play Probability Sad Play Game p=.5 Lose $10 p=.5 Win $10 Joy Fear Utility Hope Manipulate Incentives (Utility) Kahneman, D., & Tversky, A. (1979). Potential Loss Sad Play Game Play Game p=.5 Lose $10 p=.5 Win Nothing p=.5 Lose Nothing p=.5 Win $10 Joy Potential Gain Fear Hope Manipulate Outcomes (Probability) Lose Sad Play Game Play Game p= 1 p=.5 Lose Payoff p= 0 p=.5 Win Payoff p= 0 p=.5 Lose Payoff p= 1 p=.5 Win Payoff Joy Win Manipulate Probability of Winning over TIME Start Losing Lost Play Game Play Game p=.5 Lose Payoff p=.5 Win Payoff p=.5 Lose Payoff p=.5 Win Payoff Start Winning Won 2 x 2 x 3 design Outcome and Incentive manipulated between subjects Time manipulated within-subjects Incentive (Gain vs Loss) Outcome (win vs. lose) Win $ Don’t win $ Don’t lose $ Lose $ Human subjects study 100 participants Time 1 Prior Expectations WINNING WON GAME Time 21 Time 3 LOSING LOST GAME Hidden Camera Prior Expectations Subject Confederate Coping Questionnaire Measures Demographic/Dispositional (start of experiment) – Age, Education, Game experience – Social value orientation: measure of cooperative/competitive Appraisals (repeated T1, T2, T3) – – – – Subjective value of winning Subjective probability of winning Subjective control over winning/losing Subjective effort (how hard am I trying) Emotion intensities (repeated T1, T2, T3) – Prospective emotions: Hope, Fear – Retrospective emotions: Joy, Sadness Presented as visual analog scales 18 Manipulation check Successfully manipulated perceived winning/losing over time Failed to manipulate value of winning/losing (incentive) – Did elicit positive and negative self-reported emotion – No significant differences in appraisals/emotions by incentive – Collapse data across incentive 19 Raw Emotion Intensity Scores Hope Joy 20 Fear Sadness What are the significant changes in intensity as a function of probability Hope 0.06 * * ** Consistent with Expected Utility Model 0.07 * Fear * ** Joy * Sad Lost 21 Consistent with Threshold Model Losing Tie Wining Won 100 JOY 80 30 FEAR 25 Model Fitting 20 60 15 40 10 20 5 0 0 0 10 20 30 40 50 60 70 80 90 100 Probability 100 HOPE 80 0 30 10 20 30 40 50 60 70 80 90 100 Probability SADNESS 25 20 60 15 40 10 20 5 0 0 0 10 20 30 40 50 60 70 80 90 100 Probability 0 10 20 30 40 50 60 70 80 90 100 Probability Quantitative Fit Joy = 1.41 Utility0.83 Probability1.54 + 2.37 Sad = 0.60 Utility0.82 (1-Probability)3.06 + 2.32 Hope = 0.02 Utility1.45 Probability1.0 + 1.45 where Probability < 1.0 Fear = 0.79 Utility0.98 (1-Probability)1.21 + 30.38 where Probability > 0.0 22 (r2 = 0.80) (r2 = 0.83) (r2 = 0.93) (r2 = 0.92) Q1: Emotion Intensity Results (nonlinear regression) Hope Realization EM. PEACTIDM Model Expected Utility Joy Fear Sadness ParleE, PEACTIDM EM, PEACTIDM ParleE, PEACTIDM EMA, Silverman, FearNot! EMA Silverman EMA, EM Threshold Model EMA, EM Additive Model Cathexis, FLAME Cathexis, FLAME Cathexis, FLAME Cathexis, FLAME Hybrid Model Price et al85 Price et al85 Silverman Price et al85 Price et al85 Silverman RESULT: Strong support EMA (and date can refine model) 23 Discussion – No effect of incentive framing Possibly did a poor job of framing as win/loss – Subjects may not have understood the manipulation Suggests people have other incentives than monetary reward – Competition with other – Fun of playing game – Social interaction Future studies will explicitly examine other goals – E.g., Use Subjective Value Inventory (SVI, Curhan 2006) 24 Discussion Granularity of representation – Our analysis assumes situation is construed by subjects as a single goal (win) and a single abstract action (play-game) Play Game p= 1 p=.5 Lose Payoff p= 0 p=.5 Win Payoff – Actually situation more complex Subgoals: sink ships, plot next shot – Would tend to skew some of the analysis E.g., Joy when Winning could reflect the joy associated with obtaining subgoals Suggests Joy, Sadness might be closer to threshold model than suggested by results 25 Discussion Other appraisal factors – Some models consider several other intensity modifiers – Probability and utility explained most of the variance in intensity – No evidence that control or effort explained variance in intensity Dynamics – Prior psychological studies show evidence for expectation change model in one-shot decision tasks (e.g., wheel of fortune) – These models define change of probability against some reference point – But this point not well defined if probability changes continuously over time – Expectation change did not well-explain our data 26 Open issues (just starting to scratch surface) Alternative explanations Decision dynamics – Explored monotonically-evolving decisions (losing vs. wining) – Should explore other trajectories does early failure impact future perceptions when circumstances improve? Individual differences – Subjects with low motivation to win show very different behavioral/coping patterns – Other appraisal/dispositional factors seem to improve predictions Social Value Orientation Personality Cultural factors? Social factors – Battleship is a competitive game (theory of mind factors) 27 Conclusion Identified that different models use different intensity fns. Constructed study to assess these against human data Evidence shows – Expected utility good model for prospective emotions (hope/fear) – Retrospective emotions (Joy, Sadness) fall between an expected utility and threshold model Results call into question the behavioral fidelity of several popular models and support some. Results particularly support EMA (Gratch and Marsella) 28