Games Robots Play: Once More, with Feeling
In this chapter we first examine the requirements for social game-play robots in three game scenario types: robot play companions, robots and digitised games, robots and augmented reality. We consider issues relating to affect recognition, affective model
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Games Robots Play: Once More, with Feeling Ruth Aylett
Abstract In this chapter we first examine the requirements for social game-play robots in three game scenario types: robot play companions, robots and digitised games, robots and augmented reality. We consider issues relating to affect recognition, affective modelling in the robot, and robot expressive behaviour. We then discuss work in each of the three scenario types and how it has attempted to meet the requirements advanced. Finally the chapter considers key research issues for the future.
Requirements for Social Game-Playing Robots Discussion of robots in the context of digital gaming may seem a little paradoxical. After all, the major characteristic of robots is that they are part of the real physical world and not the virtual digital world. So how can they be involved in digital games? Indeed, RoboCup football is the most obvious intersection between robots and games. However this is a specialist area and as it involves robot-robot collaboration rather than human-robot interaction, it is not the topic of this chapter. Three areas of application come to mind. The first and earliest extends the definition of game into play, and involves the creation of robot play-companions for children. The second draws on new collaborative display technologies such as multi-touch surfaces. Here, a robot acts in the real world in the roles a human might otherwise occupy, from fellow-player in digitally-supported board games [33], to intelligent tutor in serious games with educational purposes [34]. Finally, if the purely digital is moved into the real world via augmented reality approaches, then one can consider a robot actor that becomes part of an overall game experience containing both real and virtual elements. All of these roles put the robot firmly into the relatively new research domain of social robotics [13]. A social robot can be defined as: “a physical entity embodied in a complex, dynamic, and social environment sufficiently empowered to behave in a manner conducive to its own goals and those of its community” [9]. Clearly
R. Aylett () MACS, Heriot-Watt University, Edinburgh, Scotland, UK e-mail: [email protected] © Springer International Publishing Switzerland 2016 K. Karpouzis, G.N. Yannakakis (eds.), Emotion in Games, Socio-Affective Computing 4, DOI 10.1007/978-3-319-41316-7_17
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affect is a fundamental human characteristic in social situations, with a particular impact on non-verbal behaviour. In the human case, the three areas just mentioned could involve for example a human player gloating about the success of their move in a collaborative board game, a child ‘telling off’ a robot doll for bad behaviour, a human player in an augmented reality scenario expressing encouragement to a robot actor in a shared scenario. It is considering these concrete scenario types that allows us to derive some generic requirements for game-playing robots. These relate to capturing user affective state, modelling the state of the user on the robot s
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