Improving the Survival Time of Multiagents in Social Dilemmas through Neurotransmitter-Based Deep Q-Learning Model of Emotions
Bibliographic record
Abstract
In multiagent systems, social dilemmas often arise whenever there is a competition over the limited resources. The major challenge is to establish cooperation among intelligent virtual agents for solving the situations of social dilemmas. In humans, personality and emotions are the primary factors that lead them toward a cooperative environment. To make agents cooperate, they have to become more like humans, that is, believable. Therefore, we hypothesize that emotions according to the personality give birth to believability, and if believability is introduced into agents through emotions, it improves their survival rate in social dilemma situations. The existing researches have introduced different computational models to introduce emotions in virtual agents, but they lack emotions through neurotransmitters. We have proposed a neurotransmitters-based deep Q-learning computational model in multiagents that is a suitable choice for emotion modeling and, hence, believability. The proposed model regulates the agents' emotions by controlling the virtual neurotransmitters (dopamine and oxytocin) according to the agent's personality. The personality of the agent is introduced using OCEAN model. To evaluate the proposed system, we simulated a survival scenario with limited food resources in different experiments. These experiments vary the number of selfish agents (higher neuroticism personality trait) and the selfless agents (higher agreeableness personality trait). Experimental results show that by adding the selfless agents in the scenario, the agents develop cooperation, and their collective survival time increases. Thus, to resolve the social dilemma problems in virtual agents, we can make agents believable through the proposed neurotransmitter-based emotional model. This proposed work may help in developing nonplayer characters (NPCs) in games.
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How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.001 | 0.003 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.001 | 0.000 |
| Bibliometrics | 0.000 | 0.000 |
| Science and technology studies | 0.000 | 0.001 |
| Scholarly communication | 0.001 | 0.001 |
| Open science | 0.001 | 0.001 |
| Research integrity | 0.001 | 0.001 |
| Insufficient payload (model declined to judge) | 0.002 | 0.000 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".