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2021-09-07
Franco, Muriel Figueredo, Rodrigues, Bruno, Scheid, Eder John, Jacobs, Arthur, Killer, Christian, Granville, Lisandro Zambenedetti, Stiller, Burkhard.  2020.  SecBot: a Business-Driven Conversational Agent for Cybersecurity Planning and Management. 2020 16th International Conference on Network and Service Management (CNSM). :1–7.
Businesses were moving during the past decades to-ward full digital models, which made companies face new threats and cyberattacks affecting their services and, consequently, their profits. To avoid negative impacts, companies' investments in cybersecurity are increasing considerably. However, Small and Medium-sized Enterprises (SMEs) operate on small budgets, minimal technical expertise, and few personnel to address cybersecurity threats. In order to address such challenges, it is essential to promote novel approaches that can intuitively present cybersecurity-related technical information.This paper introduces SecBot, a cybersecurity-driven conversational agent (i.e., chatbot) for the support of cybersecurity planning and management. SecBot applies concepts of neural networks and Natural Language Processing (NLP), to interact and extract information from a conversation. SecBot can (a) identify cyberattacks based on related symptoms, (b) indicate solutions and configurations according to business demands, and (c) provide insightful information for the decision on cybersecurity investments and risks. A formal description had been developed to describe states, transitions, a language, and a Proof-of-Concept (PoC) implementation. A case study and a performance evaluation were conducted to provide evidence of the proposed solution's feasibility and accuracy.
2021-02-16
Khoury, J., Nassar, M..  2020.  A Hybrid Game Theory and Reinforcement Learning Approach for Cyber-Physical Systems Security. NOMS 2020 - 2020 IEEE/IFIP Network Operations and Management Symposium. :1—9.
Cyber-Physical Systems (CPS) are monitored and controlled by Supervisory Control and Data Acquisition (SCADA) systems that use advanced computing, sensors, control systems, and communication networks. At first, CPS and SCADA systems were protected and secured by isolation. However, with recent industrial technology advances, the increased connectivity of CPSs and SCADA systems to enterprise networks has uncovered them to new cybersecurity threats and made them a primary target for cyber-attacks with the potential of causing catastrophic economic, social, and environmental damage. Recent research focuses on new methodologies for risk modeling and assessment using game theory and reinforcement learning. This paperwork proposes to frame CPS security on two different levels, strategic and battlefield, by meeting ideas from game theory and Multi-Agent Reinforcement Learning (MARL). The strategic level is modeled as imperfect information, extensive form game. Here, the human administrator and the malware author decide on the strategies of defense and attack, respectively. At the battlefield level, strategies are implemented by machine learning agents that derive optimal policies for run-time decisions. The outcomes of these policies manifest as the utility at a higher level, where we aim to reach a Nash Equilibrium (NE) in favor of the defender. We simulate the scenario of a virus spreading in the context of a CPS network. We present experiments using the MiniCPS simulator and the OpenAI Gym toolkit and discuss the results.
Navabi, S., Nayyar, A..  2020.  A Dynamic Mechanism for Security Management in Multi-Agent Networked Systems. IEEE INFOCOM 2020 - IEEE Conference on Computer Communications. :1628—1637.
We study the problem of designing a dynamic mechanism for security management in an interconnected multi-agent system with N strategic agents and one coordinator. The system is modeled as a network of N vertices. Each agent resides in one of the vertices of the network and has a privately known security state that describes its safety level at each time. The evolution of an agent's security state depends on its own state, the states of its neighbors in the network and on actions taken by a network coordinator. Each agent's utility at time instant t depends on its own state, the states of its neighbors in the network and on actions taken by a network coordinator. The objective of the network coordinator is to take security actions in order to maximize the long-term expected social surplus. Since agents are strategic and their security states are private information, the coordinator needs to incentivize agents to reveal their information. This results in a dynamic mechanism design problem for the coordinator. We leverage the inter-temporal correlations between the agents' security states to identify sufficient conditions under which an incentive compatible expected social surplus maximizing mechanism can be constructed. We then identify two special cases of our formulation and describe how the desired mechanism is constructed in these cases.
2020-02-10
Hoey, Jesse, Sheikhbahaee, Zahra, MacKinnon, Neil J..  2019.  Deliberative and Affective Reasoning: a Bayesian Dual-Process Model. 2019 8th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW). :388–394.
The presence of artificial agents in human social networks is growing. From chatbots to robots, human experience in the developed world is moving towards a socio-technical system in which agents can be technological or biological, with increasingly blurred distinctions between. Given that emotion is a key element of human interaction, enabling artificial agents with the ability to reason about affect is a key stepping stone towards a future in which technological agents and humans can work together. This paper presents work on building intelligent computational agents that integrate both emotion and cognition. These agents are grounded in the well-established social-psychological Bayesian Affect Control Theory (BayesAct). The core idea of BayesAct is that humans are motivated in their social interactions by affective alignment: they strive for their social experiences to be coherent at a deep, emotional level with their sense of identity and general world views as constructed through culturally shared symbols. This affective alignment creates cohesive bonds between group members, and is instrumental for collaborations to solidify as relational group commitments. BayesAct agents are motivated in their social interactions by a combination of affective alignment and decision theoretic reasoning, trading the two off as a function of the uncertainty or unpredictability of the situation. This paper provides a high-level view of dual process theories and advances BayesAct as a plausible, computationally tractable model based in social-psychological and sociological theory.
Schneeberger, Tanja, Scholtes, Mirella, Hilpert, Bernhard, Langer, Markus, Gebhard, Patrick.  2019.  Can Social Agents elicit Shame as Humans do? 2019 8th International Conference on Affective Computing and Intelligent Interaction (ACII). :164–170.
This paper presents a study that examines whether social agents can elicit the social emotion shame as humans do. For that, we use job interviews, which are highly evaluative situations per se. We vary the interview style (shame-eliciting vs. neutral) and the job interviewer (human vs. social agent). Our dependent variables include observational data regarding the social signals of shame and shame regulation as well as self-assessment questionnaires regarding the felt uneasiness and discomfort in the situation. Our results indicate that social agents can elicit shame to the same amount as humans. This gives insights about the impact of social agents on users and the emotional connection between them.
Zojaji, Sahba, Peters, Christopher.  2019.  Towards Virtual Agents for Supporting Appropriate Small Group Behaviors in Educational Contexts. 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). :1–2.
Verbal and non-verbal behaviors that we use in order to effectively communicate with other people are vital for our success in our daily lives. Despite the importance of social skills, creating standardized methods for training them and supporting their training is challenging. Information and Communications Technology (ICT) may have a good potential to support social and emotional learning (SEL) through virtual social demonstration games. This paper presents initial work involving the design of a pedagogical scenario to facilitate teaching of socially appropriate and inappropriate behaviors when entering and standing in a small group of people, a common occurrence in collaborative social situations. This is achieved through the use of virtual characters and, initially, virtual reality (VR) environments for supporting situated learning in multiple contexts. We describe work done thus far on the demonstrator scenario and anticipated potentials, pitfalls and challenges involved in the approach.
Barnes, Chloe M., Ekárt, Anikó, Lewis, Peter R..  2019.  Social Action in Socially Situated Agents. 2019 IEEE 13th International Conference on Self-Adaptive and Self-Organizing Systems (SASO). :97–106.
Two systems pursuing their own goals in a shared world can interact in ways that are not so explicit - such that the presence of another system alone can interfere with how one is able to achieve its own goals. Drawing inspiration from human psychology and the theory of social action, we propose the notion of employing social action in socially situated agents as a means of alleviating interference in interacting systems. Here we demonstrate that these specific issues of behavioural and evolutionary instability caused by the unintended consequences of interactions can be addressed with agents capable of a fusion of goal-rationality and traditional action, resulting in a stable society capable of achieving goals during the course of evolution.
Carneiro, Lucas R., Delgado, Carla A.D.M., da Silva, João C.P..  2019.  Social Analysis of Game Agents: How Trust and Reputation can Improve Player Experience. 2019 8th Brazilian Conference on Intelligent Systems (BRACIS). :485–490.
Video games normally use Artificial Intelligence techniques to improve Non-Player Character (NPC) behavior, creating a more realistic experience for their players. However, rational behavior in general does not consider social interactions between player and bots. Because of that, a new framework for NPCs was proposed, which uses a social bias to mix the default strategy of finding the best possible plays to win with a analysis to decide if other players should be categorized as allies or foes. Trust and reputation models were used together to implement this demeanor. In this paper we discuss an implementation of this framework inside the game Settlers of Catan. New NPC agents are created to this implementation. We also analyze the results obtained from simulations among agents and players to conclude how the use of trust and reputation in NPCs can create a better gaming experience.
Chen, Siyuan, Liu, Wei, Liu, Jiamou, Soo, Khí-Uí, Chen, Wu.  2019.  Maximizing Social Welfare in Fractional Hedonic Games using Shapley Value. 2019 IEEE International Conference on Agents (ICA). :21–26.
Fractional hedonic games (FHGs) are extensively studied in game theory and explain the formation of coalitions among individuals in a group. This paper investigates the coalition generation problem, namely, finding a coalition structure whose social welfare, i.e., the sum of the players' payoffs, is maximized. We focus on agent-based methods which set the decision rules for each player in the game. Through repeated interactions the players arrive at a coalition structure. In particular, we propose CFSV, namely, coalition formation with Shapley value-based welfare distribution scheme. To evaluate CFSV, we theoretically demonstrate that this algorithm achieves optimal coalition structure over certain standard graph classes and empirically compare the algorithm against other existing benchmarks on real-world and synthetic graphs. The results show that CFSV is able to achieve superior performance.
Salehi, Sajjad, Taghiyareh, Fattaneh.  2019.  Introspective Agents in Opinion Formation Modeling to Predict Social Market. 2019 5th International Conference on Web Research (ICWR). :28–34.
Individuals may change their opinion in effect of a wide range of factors like interaction with peer groups, governmental policies and personal intentions. Works in this area mainly focus on individuals in social network and their interactions while neglect other factors. In this paper we have introduced an opinion formation model that consider the internal tendency as a personal feature of individuals in social network. In this model agents may trust, distrust or be neutral to their neighbors. They modify their opinion based on the opinion of their neighbors, trust/distrust to them while considering the internal tendency. The results of simulation show that this model can predict the opinion of social network especially when the average of nodal degree and clustering coefficient are high enough. Since this model can predict the preferences of individuals in market, it can be used to define marketing and production strategy.
Cha, Shi-Cho, Li, Zhuo-Xun, Fan, Chuan-Yen, Tsai, Mila, Li, Je-Yu, Huang, Tzu-Chia.  2019.  On Design and Implementation a Federated Chat Service Framework in Social Network Applications. 2019 IEEE International Conference on Agents (ICA). :33–36.
As many organizations deploy their chatbots on social network applications to interact with their customers, a person may switch among different chatbots for different services. To reduce the switching cost, this study proposed the Federated Chat Service Framework. The framework maintains user profiles and historical behaviors. Instead of deploying chatbots, organizations follow the rules of the framework to provide chat services. Therefore, the framework can organize service requests with context information and responses to emulate the conversations between users and chat services. Consequently, the study can hopefully contribute to reducing the cost for a user to communicate with different chatbots.
Fedyanin, Denis, Giliazova, Albina.  2019.  Influence of Deactivated Agents in Social Networks: Switching Between French-De Groot Models and Friedkin-Johnsen Model. 2019 Twelfth International Conference "Management of large-scale system development" (MLSD). :1–5.
The paper shows the influence of deactivated agents in social networks: switching between French-De Groot models and Friedkin-Johnsen model.
2019-02-25
Cornelissen, Laurenz A., Barnett, Richard J, Schoonwinkel, Petrus, Eichstadt, Brent D., Magodla, Hluma B..  2018.  A Network Topology Approach to Bot Classification. Proceedings of the Annual Conference of the South African Institute of Computer Scientists and Information Technologists. :79-88.
Automated social agents, or bots are increasingly becoming a problem on social media platforms. There is a growing body of literature and multiple tools to aid in the detection of such agents on online social networking platforms. We propose that the social network topology of a user would be sufficient to determine whether the user is a automated agent or a human. To test this, we use a publicly available dataset containing users on Twitter labelled as either automated social agent or human. Using an unsupervised machine learning approach, we obtain a detection accuracy rate of 70%.
Hai, Wen, Jain, Nisha, Wydra, Andrzej, Thalmann, Nadia Magnenat, Thalmann, Daniel.  2018.  Increasing the Feeling of Social Presence by Incorporating Realistic Interactions in Multi-Party VR. Proceedings of the 31st International Conference on Computer Animation and Social Agents. :7-10.
Behavioral realism and realistic interactions are major criteria for improving social presence in virtual reality environments. We focus on multi-party VR applications where computer agents and avatars interact, share and collaborate with each other using objects. Our formulation employs realistic animations to simulate human-like behavioral motions of computer agents while they interact with avatars to enhance the sense of social presence in the VR environment. We exemplify our proposed model in a VR volleyball game setup. We model specific underlying interactions like gazing, collision detection and miscellaneous reactions (like how to pick a volleyball, how to transfer the ball to server) between computers players and avatars in the VR Volleyball game. We conduct a preliminary user survey to illustrate the significance of inclusion of realistic interactions for improving sense of social presence in a multi-party VR environment.
Lucas, Gale M., Krämer, Nicole, Peters, Clara, Taesch, Lisa-Sophie, Mell, Johnathan, Gratch, Jonathan.  2018.  Effects of Perceived Agency and Message Tone in Responding to a Virtual Personal Trainer. Proceedings of the 18th International Conference on Intelligent Virtual Agents. :247-254.
Research has demonstrated promising benefits of applying virtual trainers to promote physical fitness. The current study investigated the value of virtual agents in the context of personal fitness, compared to trainers with greater levels of perceived agency (avatar or live human). We also explored the possibility that the effectiveness of the virtual trainer might depend on the affective tone it uses when trying to motivate users. Accordingly, participants received either positively or negatively valenced motivational messages from a virtual human they believed to be either an agent or an avatar, or they received the messages from a human instructor via skype. Both self-report and physiological data were collected. Like in-person coaches, the live human trainer who used negatively valenced messages were well-regarded; however, when the agent or avatar used negatively valenced messages, participants responded more poorly than when they used positively valenced ones. Perceived agency also affected rapport: compared to the agent, users felt more rapport with the live human trainer or the avatar. Regardless of trainer type, they also felt more rapport - and said they put in more effort - with trainers that used positively valenced messages than those that used negatively valenced ones. However, in reality, they put in more physical effort (as measured by heart rate) when trainers employed the more negatively valenced affective tone. We discuss implications for human–computer interaction.
Cornelissen, Laurenz A., Barnett, Richard J, Kepa, Morakane A. M., Loebenberg-Novitzkas, Daniel, Jordaan, Jacques.  2018.  Deploying South African Social Honeypots on Twitter. Proceedings of the Annual Conference of the South African Institute of Computer Scientists and Information Technologists. :179-187.
Inspired by the simple, yet effective, method of tweeting gibberish to attract automated social agents (bots), we attempt to create localised honeypots in the South African political context. We produce a series of defined techniques and combine them to generate interactions from users on Twitter. The paper offers two key contributions. Conceptually, an argument is made that honeypots should not be confused for bot detection methods, but are rather methods to capture low-quality users. Secondly, we successfully generate a list of 288 local low quality users active in the political context.
Pan, Zhiying, Di, Make, Zhang, Jianhua, Ravi, Suraj.  2018.  Automatic Re-Topology and UV Remapping for 3D Scanned Objects Based on Neural Network. Proceedings of the 31st International Conference on Computer Animation and Social Agents. :48-52.
Producing an editable model texture could be a challenging problem if the model is scanned from real world or generated by multi-view reconstruction algorithm. To solve this problem, we present a novel re-topology and UV remapping method based on neural network, which transforms arbitrary models with textured coordinates to a semi-regular meshes, and keeps models texture and removes the influence of lighting information. The main innovation of this paper is to use a neural network to find the appropriate location of the starting and ending points for models in the UV maps. Then each fragmented mesh is projected to the 2D planar domain. After calculating and optimizing the orientation field, a semi-regular mesh for each patch is then generated. Those patches can be projected back to three-dimension space and be spliced to a complete mesh. Experiments show that our method can achieve satisfactory performance.
Zhang, Xiaoxi, Yin, Yong.  2018.  Design of Training Platform for Manned Submersible Vehicle Based on Virtual Reality Technology. Proceedings of the 31st International Conference on Computer Animation and Social Agents. :90-94.
Aiming at the problems of long training time, high cost and high risk existing in the deep working oceanauts, this paper, based on virtual reality technology, designed and developed the simulation system of diving and underwater operation process of Jiaolong which possesses multiple functions and good interactivity. Through the research on the motion model of A-frame swing, use Unity3D engine to develop the interactive simulation of diving and underwater operation process of Jiaolong after the 3D model of Jiaolong and mother ship was built by 3DMax. On the basis of giving full consideration to user experience, the real situation of diving and underwater operation process of Jiaolong was simulated, and the interactive manipulation function was realized.
Grynszpan, Ouriel, Mouquet, Esther, Rushworth, Matthew, Sallet, Jérôme, Khamassi, Mehdi.  2018.  Computational Model of the User's Learning Process When Cued by a Social Versus Non-Social Agent. Proceedings of the 6th International Conference on Human-Agent Interaction. :347-349.
There are ongoing debates on whether learning involves the same mechanisms when it is mediated by social skills than when it is not [1]. Gaze cues serve as a strong communicative modality that is profoundly human. They have been shown to trigger automatic attentional orienting [2]. However, arrow cues have been shown to elicit similar effects [3]. Hence, gaze and arrow cues are often compared to investigate differences between social and non-social cognitive processes [4]. The present study sought to compare cued learning when the cue is provided by a social agent versus a nonsocial agent.
Lucas, Gale M., Boberg, Jill, Traum, David, Artstein, Ron, Gratch, Jonathan, Gainer, Alesia, Johnson, Emmanuel, Leuski, Anton, Nakano, Mikio.  2018.  Culture, Errors, and Rapport-Building Dialogue in Social Agents. Proceedings of the 18th International Conference on Intelligent Virtual Agents. :51-58.
This work explores whether culture impacts the extent to which social dialogue can mitigate (or exacerbate) the loss of trust caused when agents make conversational errors. Our study uses an agent designed to persuade users to agree with its rankings on two tasks. Participants from the U.S. and Japan completed our study. We perform two manipulations: (1) The presence of conversational errors – the agent exhibited errors in the second task or not; (2) The presence of social dialogue – between the two tasks, users either engaged in a social dialogue with the agent or completed a control task. Replicating previous research, conversational errors reduce the agent's influence. However, we found that culture matters: there was a marginally significant three-way interaction with culture, presence of social dialogue, and presence of errors. The pattern of results suggests that, for American participants, social dialogue backfired if it is followed by errors, presumably because it extends the period of good performance, creating a stronger contrast effect with the subsequent errors. However, for Japanese participants, social dialogue if anything mitigates the detrimental effect of errors; the negative effect of errors is only seen in the absence of a social dialogue. Agent design should therefore take the culture of the intended users into consideration when considering use of social dialogue to bolster agents against conversational errors.
2018-05-30
Gilani, Zafar, Kochmar, Ekaterina, Crowcroft, Jon.  2017.  Classification of Twitter Accounts into Automated Agents and Human Users. Proceedings of the 2017 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining 2017. :489–496.
Online social networks (OSNs) have seen a remarkable rise in the presence of surreptitious automated accounts. Massive human user-base and business-supportive operating model of social networks (such as Twitter) facilitates the creation of automated agents. In this paper we outline a systematic methodology and train a classifier to categorise Twitter accounts into 'automated' and 'human' users. To improve classification accuracy we employ a set of novel steps. First, we divide the dataset into four popularity bands to compensate for differences in types of accounts. Second, we create a large ground truth dataset using human annotations and extract relevant features from raw tweets. To judge accuracy of the procedure we calculate agreement among human annotators as well as with a bot detection research tool. We then apply a Random Forests classifier that achieves an accuracy close to human agreement. Finally, as a concluding step we perform tests to measure the efficacy of our results.
Chaminade, Thierry.  2017.  How Do Artificial Agents Think? Proceedings of the 1st ACM SIGCHI International Workshop on Investigating Social Interactions with Artificial Agents. :1–1.
Anthropomorphic artificial agents, computed characters or humanoid robots, can be sued to investigate human cognition. They are intrinsically ambivalent. They appear and act as humans, hence we should tend to consider them as human, yet we know they are machine designed by humans, and should not consider them as humans. Reviewing a number of behavioral and neurophysiological studies provides insights into social mechanisms that are primarily influenced by the appearance of the agent, and in particular its resemblance to humans, and other mechanisms that are influenced by the knowledge we have about the artificial nature of the agent. A significant finding is that, as expected, humans don't naturally adopt an intentional stance when interacting with artificial agents.
Curry, Amanda Cercas, Hastie, Helen, Rieser, Verena.  2017.  A Review of Evaluation Techniques for Social Dialogue Systems. Proceedings of the 1st ACM SIGCHI International Workshop on Investigating Social Interactions with Artificial Agents. :25–26.

In contrast with goal-oriented dialogue, social dialogue has no clear measure of task success. Consequently, evaluation of these systems is notoriously hard. In this paper, we review current evaluation methods, focusing on automatic metrics. We conclude that turn-based metrics often ignore the context and do not account for the fact that several replies are valid, while end-of-dialogue rewards are mainly hand-crafted. Both lack grounding in human perceptions.

An, S., Zhao, Z., Zhou, H..  2017.  Research on an Agent-Based Intelligent Social Tagging Recommendation System. 2017 9th International Conference on Intelligent Human-Machine Systems and Cybernetics (IHMSC). 1:43–46.

With the repaid growth of social tagging users, it becomes very important for social tagging systems how the required resources are recommended to users rapidly and accurately. Firstly, the architecture of an agent-based intelligent social tagging system is constructed using agent technology. Secondly, the design and implementation of user interest mining, personalized recommendation and common preference group recommendation are presented. Finally, a self-adaptive recommendation strategy for social tagging and its implementation are proposed based on the analysis to the shortcoming of the personalized recommendation strategy and the common preference group recommendation strategy. The self-adaptive recommendation strategy achieves equilibrium selection between efficiency and accuracy, so that it solves the contradiction between efficiency and accuracy in the personalized recommendation model and the common preference recommendation model.

Misra, G., Such, J. M..  2017.  PACMAN: Personal Agent for Access Control in Social Media. IEEE Internet Computing. 21:18–26.

Given social media users' plethora of interactions, appropriately controlling access to such information becomes a challenging task for users. Selecting the appropriate audience, even from within their own friend network, can be fraught with difficulties. PACMAN is a potential solution for this dilemma problem. It's a personal assistant agent that recommends personalized access control decisions based on the social context of any information disclosure by incorporating communities generated from the user's network structure and utilizing information in the user's profile. PACMAN provides accurate recommendations while minimizing intrusiveness.