How to Design Adaptable Agents to Obtain a Consensus with Omoiyari

Yoshimiki Maekawa, Fumito Uwano, Eiki Kitajima, Keiki Takadama

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This paper focuses on Omoiyari in Japanese as consideration/thoughtfulness for others in order to promote people to obtain a consensus among them especially in Internet society where is difficult to reach a consensus due to the limited communication/interaction, and aims at exploring the preliminary agent design that can promote people to obtain a consensus by Omoiyari. For this purpose, this paper starts by designing Omoiyari as the behaviors of filling the numerical and psychological gaps (e.g., a different income as the numerical gap while a different way of thinking among people as the psychological gap), and conducts the human subjective experiment to understand what kinds of aspects should be implemented in the Omaiyari agent. In detail, we employ Barnga as a cross-cultural game which cannot determine the winner without a consensus, and analyze the behaviors of the human players in Barnga with the emotional panels expressing happy, angry, sad, and surprise, which help the players to indirectly express their feeling to the other players. The analysis of human subject experiment has derived that the emotional panels are used to express their feeling for filling the numerical and psychological gaps and derive the change of the opponent’s behaviors. In detail, we found the following implications: (1) omoiyari-based behaviors are achieved by a sequence of showing the surprise/sad panels; showing the angry panel after recognizing the feeling of others; and changing the decision of the winner to the same one selected by others; (2) the surprise panel is increasingly used as the psychological gap increases; the sad panel is increasingly used as the numerical gap increases; the angry panel is used after recognizing the surprise/sad panels and contributes to changing the opponent’s behaviors; and the happy panel is used when the numerical and psychological gaps are filled.

Original languageEnglish
Title of host publicationHuman Interface and the Management of Information. Visual Information and Knowledge Management - Thematic Area, HIMI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings
EditorsSakae Yamamoto, Hirohiko Mori
PublisherSpringer Verlag
Pages462-475
Number of pages14
ISBN (Print)9783030226596
DOIs
Publication statusPublished - 2019
Externally publishedYes
EventThematic Area on Human Interface and the Management of Information, HIMI 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019 - Orlando, United States
Duration: Jul 26 2019Jul 31 2019

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume11569 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

ConferenceThematic Area on Human Interface and the Management of Information, HIMI 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019
Country/TerritoryUnited States
CityOrlando
Period7/26/197/31/19

Keywords

  • Collective adaptation
  • Consensus
  • Emotional panel
  • Numerical and psychological gap
  • Omoiyari

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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