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A Social Robot as a Card Game Player


Abstract This paper describes a social robotic game player that is able to successfully play a team card game called Sueca. The ques- tion 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 in- formation game, whose time constraint is the average human decision time. To accomplish this requirement, the Perfect In- formation 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. Ad- ditionally, 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 frame- work (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 re- sponds 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).
Year 2017
Keywords Social Robotic Companions;Intelligent Virtual Agents;
Authors Filipa Correia, Patrícia Alves-Oliveira, Tiago Ribeiro, Francisco S. Melo, Ana Paiva
Booktitle Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17)
Series AIIDE
Publisher AAAI Press
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@inproceedings { correia17, abstract = {This paper describes a social robotic game player that is able to successfully play a team card game called Sueca. The ques- tion 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 in- formation game, whose time constraint is the average human decision time. To accomplish this requirement, the Perfect In- formation 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. Ad- ditionally, 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 frame- work (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 re- sponds 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).}, booktitle = {Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17)}, keywords = {Social Robotic Companions;Intelligent Virtual Agents;}, publisher = {AAAI Press}, series = {AIIDE}, title = {A Social Robot as a Card Game Player}, year = {2017}, author = {Filipa Correia and Patrícia Alves-Oliveira and Tiago Ribeiro and Francisco S. Melo and Ana Paiva} }

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