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“Sorry, I Can’t Do That”: Developing Mechanisms to Appropriately Reject Directives in Human-Robot Interactions
Briggs, Gordon Michael (Tufts University) | Scheutz, Matthias (Tufts University)
An ongoing goal at the intersection of artificial intelligence In this paper, we briefly present initial work that has (AI), robotics, and human-robot interaction (HRI) is to create been done in the DIARC/ADE cognitive robotic architecture autonomous agents that can assist and interact with human (Schermerhorn et al. 2006; Kramer and Scheutz 2006) to enable teammates in natural and humanlike ways. This is a such a rejection and explanation mechanism. First we multifaceted challenge, involving both the development of discuss the theoretical considerations behind this challenge, an ever-expanding set of capabilities (both physical and algorithmic) specifically the conditions that must be met for a directive to such that robotic agents can autonomously engage be appropriately accepted. Next, we briefly present some of in a variety of useful tasks, as well as the development the explicit reasoning mechanisms developed in order to facilitate of interaction mechanisms (e.g.
Towards Robot Adaptability in New Situations
Boteanu, Adrian (Worcester Polytechnic Institute) | Kent, David (Worcester Polytechnic Institute) | Mohseni-Kabir, Anahita (Worcester Polytechnic Institute) | Rich, Charles (Worcester Polytechnic Institute) | Chernova, Sonia (Worcester Polytechnic Institute)
We present a system that integrates robot task execution with user input and feedback at multiple abstraction levels in order to achieve greater adaptability in new environments. The user can specify a hierarchical task, with the system interactively proposing logical action groupings within the task. During execution, if tasks fail because objects specified in the initial task description are not found in the environment, the robot proposes substitutions autonomously in order to repair the plan and resume execution. The user can assist the robot by reviewing substitutions. Finally, the user can train the robot to recognize and manipulate novel objects, either during training or during execution. In addition to this single-user scenario, we propose extensions that leverage crowdsourced input to reduce the need for direct user feedback.
Expressive Lights for Revealing Mobile Service Robot State
Baraka, Kim (Carnegie Mellon University) | Paiva, Ana (Instituto Superior Tecnico) | Veloso, Manuela (Carnegie Mellon University)
Autonomous mobile service robots move in our buildings, carrying out different tasks and traversing multiple floors. While moving and performing their tasks, these robots find themselves in a variety of states. Although speech is often used for communicating the robot’s state to humans, such communication can often be ineffective, due to the transient nature of speech. In this paper, we investigate the use of lights as a persistent visualization of the robot’s state in relation to both tasks and environmental factors. Programmable lights offer a large degree of choices in terms of animation pattern, color and speed. We present this space of choices and introduce different animation profiles that we consider to animate a set of programmable lights on the robot. We conduct experiments to query about suitable animations for three representative scenarios of an autonomous symbiotic service robot, CoBot. Our work enables CoBot to make its states persistently visible to the humans it interacts with.
"It's Amazing, We Are All Feeling It!" — Emotional Climate as a Group-Level Emotional Expression in HRI
Alves-Oliveira, Patrícia (INESC-ID and Universidade de Lisboa) | Sequeira, Pedro (INESC-ID and Universidade de Lisboa) | Tullio, Eugenio Di (INESC-ID and Universidade de Lisboa) | Petisca, Sofia (INESC-ID and Universidade de Lisboa) | Guerra, Carla (INESC-ID and Universidade de Lisboa) | Melo, Francisco S. (INESC-ID and Universidade de Lisboa) | Paiva, Ana (INESC-ID and Universidade de Lisboa)
Emotions are a key element in all human interactions. It is well documented that individual- and group-level interactions have different emotional expressions and humans are by nature extremely competent in perceiving, adapting and reacting to them. However, when developing social robots, emotions are not so easy to cope with. In this paper we introduce the concept of emotional climate applied to human-robot interaction (HRI) to define a group-level emotional expression at a given time. By doing so, we move one step further in developing a new tool that deals with group emotions within HRI.
Minecraft as an Experimental World for AI in Robotics
Aluru, Krishna Chaitanya (Brown University) | Tellex, Stefanie (Brown University) | Oberlin, John (Brown University) | MacGlashan, James (Brown University)
Performing experimental research on robotic platforms involves numerous practical complications, while studying collaborative interactions and efficiently collecting data from humans benefit from real time response. Roboticists can circumvent some complications by using simulators like Gazebo to test algorithms and building games like the Mars Escape game to collect data. Making use of existing resources for simulation and game creation requires the development of assets and algorithms along with the recruitment and training of users. We have created a Minecraft mod called BurlapCraft which enables the use of the reinforcement learning and planning library BURLAP to model and solve different tasks within Minecraft. BurlapCraft makes AI-HRI development easier in three core ways: the underlying Minecraft environment makes the construction of experiments simple for the developer and so allows the rapid prototyping of experimental setup; BURLAP contributes a wide variety of extensible algorithms for learning and planning, allowing easy iteration and development of task models and algorithms; and the familiarity and ubiquity of Minecraft trivializes the recruitment and training of users. To validate BurlapCraft as a platform for AI development, we demonstrate the execution of A*, BFS, RMax, language understanding, and learning language groundings from user demonstrations in five Minecraft "dungeons."
Robot Nonverbal Communication as an AI Problem (and Solution)
Admoni, Henny (Yale University) | Scassellati, Brian (Yale University)
In typical human interactions, nonverbal behaviors such as eye gazes and gestures serve to augment and reinforce spoken communication. To use similar nonverbal behaviors in human-robot interactions, researchers can apply artificial intelligence techniques such as machine learning, cognitive modeling, and computer vision. But knowledge of nonverbal behavior can also benefit artificial intelligence: because nonverbal communication can reveal human mental states, these behaviors provide additional input to artificial intelligence problems such as learning from demonstration, natural language processing, and motion planning. This article describes how nonverbal communication in HRI can benefit from AI techniques as well as how AI problems can use nonverbal communication in their solutions.
A Factor-Based Exploration of Player's Continuation Desire in Free-to-Play Mobile Games
Stankevicius, Deividas (Aalborg University Copenhagen) | Jady, Hawraa Amira (Aalborg University Copenhagen) | Drachen, Anders (Aalborg University Copenhagen) | Schoenau-Fog, Henrik (Aalborg University Copenhagen)
This paper explores the concept of Continuation Desire further by investigating the behavioral intent of players’ desire to keep playing. User experience is a complex, multifaceted topic, which is commonly studied through different aspects namely engagement, continuation desire, immersion, flow experience, motivation and enjoyment — yet it is difficult to measure. These concepts were conceptualized into different factors and thereby it was identified which of them are related. This resulted in a synthesized model that was based on the Theory of Planned Behavior model. This model takes into account the perceived user experience factors relevant for Continuation Desire and then attempts to predict players’ intention to continue playing. Structural Equation Modeling analysis was performed to validate the model and to predict the intention of continuation desire. At the same time, exploring why people continue playing, based on experiments using Candy Crush Saga, one of the most popular Free-to-Play mobile games worldwide. The findings indicate that motivation is an important factor of Continuation Desire in Free-to-Play mobile games, with engagement, enjoyment and flow being less important. This paper contributes an early work of a factor-based exploration of measuring user experience and their continuation desire.
Modeling Leadership Behavior of Players in Virtual Worlds
Shaikh, Samira (State University of New York at Albany) | Strzalkowski, Tomek (State University of New York at Albany) | Stromer-Galley, Jennifer (Syracuse University) | Broadwell, George Aaron (State University of New York at Albany) | Liu, Ting (State University of New York at Albany) | Martey, Rosa Mikeal (Colorado State University)
In this article, we describe our method of modeling sociolinguistic behaviors of players in massively multi-player online games. The focus of this paper is leadership, as it is manifested by the participants engaged in discussion, and the automated modeling of this complex behavior in virtual worlds. We first approach the research question of modeling from a social science perspective, and ground our models in theories from human communication literature. We then adapt a two-tiered algorithmic model that derives certain mid-level sociolinguistic behaviors--such as Task Control, Topic Control and Disagreement from discourse linguistic indicators--and combines these in a weighted model to reveal the complex role of Leadership. The algorithm is evaluated by comparing its prediction of leaders against ground truth – the participants’ own ratings of leadership of themselves and their conversation peers. We find the algorithm performance to be considerably better than baseline.
Comparing Clustering Approaches for Modeling Players' Values through Avatar Construction
Lim, Chong-U (Massachusetts Institute of Technology) | Harrell, D. Fox (Massachusetts Institute of Technology)
Videogame avatars provide an expressive avenue for players to represent themselves virtually. Research has shown that these avatars, while virtual, can reveal aspects of players' identities, along with physical, social, and cultural values of the real-world. In this paper, we present an approach for modeling player values through their avatars using artificial intelligence (AI) clustering techniques. In a study with 191 participants who created avatars using our system, we provide a thorough comparison of the techniques across numerical, textual, and visual data. Our findings showed that these data structures can effectively reveal players' values and preferences, such as conforming to stereotypes of character roles using statistical attributes, modeling nuances in text descriptions of avatars, and identifying "best-example" (prototypical) avatar appearances that players can be quantitatively shown to conform to. Our findings suggest that AI clustering approaches can be used to model players to yield insight into implicitly held values in a data-driven manner through virtual avatars.