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82                                             Socially Intelligent Agents

                             emotion (non-angry, non-happy, etc.) was 85–92%. The important question is
                             how to combine opinions of the experts to obtain the class of a given sample.
                             A simple and natural rule is to choose the class with the expert value closest to
                             1. This rule gives a total accuracy of about 60% for the 10-neuron architecture,
                             and about 53% for the 20-neuron architecture. Another approach to rule selec-
                             tion is to use the outputs of expert recognizers as input vectors for a new neural
                             network. In this case, we give the neural network the opportunity to learn itself
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                             the most appropriate rule. The total accuracy we obtained was about 63%
                             for both 10- and 20-node architectures. The average accuracy for sadness was
                             rather high (∼76%). Unfortunately, the accuracy of expert recognizers was not
                             high enough to increase the overall accuracy of recognition.

                             4.     Development

                               The following pieces of software were developed during the second stage:
                             ERG – Emotion Recognition Game; ER – Emotion Recognition Software for
                             call centers; and SpeakSoftly – a dialog emotion recognition program. The
                             first program was mostly developed to demonstrate the results of the above re-
                             search. The second software system is a full-fledged prototype of an industrial
                             solution for computerized call centers. The third program just adds a different
                             user interface to the core of the ER system. It was developed to demonstrate
                             real-time emotion recognition. Due to space constraints, only the second soft-
                             ware will be described here.

                             4.1     ER: Emotion Recognition Software For Call Centers
                             Goal.   Our goal was to create an emotion recognition agent that can process
                             telephone quality voice messages (8 kHz/8 bit) and can be used as a part of a
                             decision support system for prioritizing voice messages and assigning a proper
                             agent to respond the message.

                             Recognizer.   It was not a surprise that anger was identified as the most im-
                             portant emotion for call centers. Taking into account the importance of anger
                             and the scarcity of data for some other emotions, we decided to create a rec-
                             ognizer that can distinguish between two states: “agitation” which includes
                             anger, happiness and fear, and “calm” which includes normal state and sad-
                             ness. To create the recognizer we used a corpus of 56 telephone messages
                             of varying length (from 15 to 90 seconds) expressing mostly normal and an-
                             gry emotions that were recorded by eighteen non-professional actors. These
                             utterances were automatically split into 1–3 second chunks, which were then
                             evaluated and labeled by people. They were used for creating recognizers 10
                             using the methodology developed in the first study.
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