人机交互中自主选择和个性化娱乐活动的偏好学习系统

Marcos Maroto-Gómez, Sara Marques-Villarroya, M. Malfaz, Álvaro Castro González, J. C. Castillo, M. Salichs
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引用次数: 0

摘要

在过去的几年里,社交机器人在认知刺激疗法、身体康复或娱乐活动中得到了广泛的关注。在这些活动中,用户可能会提出不同的功能和需求,因此个性化是必不可少的。本文提出了一种用于社交机器人的偏好学习系统,以实现娱乐活动中人机交互的个性化。我们的系统集成在Mini中,Mini是一个社交机器人,致力于研究广泛的娱乐活动,如游戏,显示多媒体内容或讲故事。我们提出的学习模式包括四个阶段。首先,机器人通过交互获取用户的定义特征,从而创建用户的独特轮廓。其次,偏好学习算法利用用户的特征和其他用户的特征和偏好数据库来预测用户最喜欢的娱乐活动。第三,在娱乐活动进行时使用强化学习进行预测。最后,机器人通过自主选择用户喜欢的活动,实现人机交互的个性化。因此,机器人的目标是促进更持久的互动和持续的参与。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Preference Learning System for the Autonomous Selection and Personalization of Entertainment Activities during Human-Robot Interaction
Social robots assisting in cognitive stimulation therapies, physical rehabilitation, or entertainment sessions have gained visibility in the last years. In these activities, users may present different features and needs, so personalization is essential. This manuscript presents a Preference Learning System for social robots to personalize Human-Robot Interaction during entertainment activities. Our system is integrated into Mini, a social robot dedicated to research with a wide repertoire of entertainment activities like games, displaying multimedia content, or storytelling. The learning model we propose consists of four stages. First, the robot creates a unique profile of its users by obtaining their defining features using interaction. Secondly, a Preference Learning algorithm predicts the users’ favorite entertainment activities using their features and a database with the features and preferences of other users. Third, the prediction is adapted using Reinforcement Learning while entertainment sessions occur. Finally, the robot personalizes Human-Robot Interaction by autonomously selecting the users’ favorite activities. Thus, the robot aims at promoting longer-lasting interactions and sustaining engagement.
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