A Social Robot as a Card Game Player

Filipa Correia, Patrícia Alves-Oliveira, T. Ribeiro, Francisco S. Melo, A. Paiva
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引用次数: 29

Abstract

This paper describes a social robotic game player that is able to successfully play a team card game called Sueca. The question we will address in this paper is: how can we build a social robot player that is able to balance its ability to play the card game with natural and social behaviours towards its partner and its opponents. The first challenge we faced concerned the development of a competent artificial player for a hidden information game, whose time constraint is the average human decision time. To accomplish this requirement, the Perfect Information Monte Carlo (PIMC) algorithm was used. Further, we have performed an analysis of this algorithm's possible parametrizations for games trees that cannot be fully explored in a reasonable amount of time with a MinMax search. Additionally, given the nature of the Sueca game, such robotic player must master the social interactions both as a partner and as an opponent. To do that, an emotional agent framework (FAtiMA) was used to build the emotional and social behaviours of the robot. At each moment, the robot not only plays competitively but also appraises the situation and responds emotionally in a natural manner. To test the approach, we conducted a user study and compared the levels of trust participants attributed to the robots and to human partners. Results have shown that the robot team exhibited a winning rate of 60%. Concerning the social aspects, the results also showed that human players increased their trust in the robot as their game partners (similar to the way to the trust levels change towards human partners).
作为纸牌游戏玩家的社交机器人
本文描述了一个社交机器人游戏玩家,它能够成功地玩一款名为Sueca的团队纸牌游戏。我们将在本文中解决的问题是:我们如何创建一个社交机器人玩家,能够平衡其玩纸牌游戏的能力与对其合作伙伴和对手的自然和社交行为。我们面临的第一个挑战是为隐藏信息游戏开发一个有能力的人工玩家,其时间限制是人类的平均决策时间。为了实现这一要求,使用了完美信息蒙特卡罗(PIMC)算法。此外,我们还对游戏树的可能参数化算法进行了分析,这些游戏树无法在合理的时间内通过最小最大搜索进行充分探索。此外,考虑到《Sueca》游戏的性质,这种机器人玩家必须掌握作为合作伙伴和对手的社交互动。为此,使用了一个情感代理框架(FAtiMA)来构建机器人的情感和社会行为。在每一个时刻,机器人不仅进行竞争,而且还以自然的方式评估情况并做出情感反应。为了测试这种方法,我们进行了一项用户研究,比较了参与者对机器人和人类伴侣的信任程度。结果显示,机器人队的胜率为60%。在社交方面,结果还表明,人类玩家对机器人作为游戏伙伴的信任程度有所提高(类似于对人类伙伴的信任程度变化)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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