@article { correia17, 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).}, keywords = {Social Robotic Companions;}, pages = {23-29}, publisher = {AAAI}, title = {A Social Robot as a Card Game Player}, year = {2017}, author = {F. Correia and P. Alves-Oliveira and T. Ribeiro and F. S. Melo and A. Paiva} }