Swarm play:一群纳米四轴飞行器与人类进行一字棋棋盘游戏

E. Karmanova, Valerii Serpiva, S. Perminov, R. Ibrahimov, A. Fedoseev, D. Tsetserukou
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引用次数: 1

摘要

我们提出了一种新的游戏模式,即swarm play,其中每个游戏组件都由一个独立的无人机呈现,该无人机具有自己的机动性和群体智能,可以战胜人类玩家。这项研究背后的动机是让带有机器的游戏具有可操作性和互动性。虽然已经有一些关于棋盘游戏(如象棋)的机器人玩家的研究,但swarm play技术有潜力提供更多的参与和与人类的互动,因为它提出了一个多代理群体,而不是一个单一的互动机器人。该系统由机器人群、工作站、计算机视觉(CV)和基于博弈论的算法组成。开发了一种新颖的游戏算法,为用户提供自然的游戏体验。初步的用户研究显示,参与者对无人机游戏的参与度很高(69%的人在李克特量表上给出了最高分),并且发现与常规的基于计算机的系统(77%的人给出了最高分)相比,无人机游戏不那么人为。分析并讨论了结果对用户游戏感知的影响。用户研究显示,SwarmPlay有潜力在更广泛的游戏中实施,显著改善人类与无人机的互动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SwarmPlay: A Swarm of Nano-Quadcopters Playing Tic-tac-toe Board Game against a Human
We present a new paradigm of games, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. The motivation behind the research is to make the games with machines tangible and interactive. Although some research on the robotic players for board games already exists, e.g., chess, the SwarmPlay technology has the potential to offer much more engagement and interaction with a human as it proposes a multi-agent swarm instead of a single interactive robot. The proposed system consists of a robotic swarm, a workstation, a computer vision (CV), and Game Theory-based algorithms. A novel game algorithm was developed to provide a natural game experience to the user. The preliminary user study revealed that participants were highly engaged in the game with drones (69% put a maximum score on the Likert scale) and found it less artificial compared to the regular computer-based systems (77% put maximum score). The affection of the user’s game perception from its outcome was analyzed and put under discussion. User study revealed that SwarmPlay has the potential to be implemented in a wider range of games, significantly improving human-drone interactivity.
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