感觉,计划,三级跳远

Daniel J. Brooks, E. McCann, Jordan Allspaw, M. Medvedev, H. Yanco
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引用次数: 0

摘要

在人机交互领域,协作和/或对抗性的游戏玩法可以用作评估理论和假设的测试平台,例如解决与另一个代理的工作和轮流礼仪的问题。通常情况下,这种相互作用受到允许机器人发挥功能的限制。这可能会影响互动,阻碍参与者将他们与机器人的互动推广到他们之前与人的互动中。我们提出了一个跳棋游戏系统,在最小的限制下,可以与人类下跳棋,甚至通过在适当的跳棋上放置棋子来为人类的国王加冕。我们的棋盘和棋子都是在网上购买的,只需要在棋子上加上彩色的贴纸,与棋盘形成对比。本文描述了我们的系统设计,并通过与12名人类玩家进行游戏来评估其性能和准确性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Sense, plan, triple jump
In the field of human-robot interaction, collaborative and/or adversarial game play can be used as a testbed to evaluate theories and hypotheses in areas such as resolving problems with another agent's work and turn-taking etiquette. It is often the case that such interactions are encumbered by constraints made to allow the robot to function. This may affect interactions by impeding a participant's generalization of their interaction with the robot to similar previous interactions they have had with people. We present a checkers playing system that, with minimal constraints, can play checkers with a human, even crowning the human's kings by placing a piece atop the appropriate checker. Our board and pieces were purchased online, and only required the addition of colored stickers on the checkers to contrast them with the board. This paper describes our system design and evaluates its performance and accuracy by playing games with twelve human players.
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