Page 142 - Designing Sociable Robots
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                       The Motivation System                                                123





                         At time step t = 215, the plot shows what happens if a human continues to interact
                       with the robot despite its “fatigued” state. The robot cannot “fall asleep” as long as the
                       play-with-toy behavior wins the competition and inhibits the sleep behavior. If the
                       fatigue-drive exceeds threshold and the robot cannot fall asleep, the robot begins to
                       show signs of frustration. Eventually the robot’s “frustration” increases until the robot
                       achieves anger (at t = 1800). Still the human persists with the interaction. Eventually the
                       robot’s fatigue-level reaches near maximum, and the sleep behavior wins out.
                         These experiments illustrate a few of the emotive responses of table 8.1 that arise when
                       engaging a human. It demonstrates how the robot’s emotive cues can be used to regulate
                       the nature and intensity of the interaction, and how the nature of the interaction influences
                       the robot’s behavior. (Additional video demonstrations can be viewed on the included
                       CD-ROM.) The result is an ongoing “dance” between robot and human aimed at main-
                       taining the robot’s drives within homeostatic bounds and maintaining a good affective
                       state. If the robot and human are good partners, the robot remains “interested” most of
                       the time. These expressions indicate that the interaction is of appropriate intensity for the
                       robot.


                       8.5  Limitations and Extensions

                       Kismet’s motivation system appears adequate for generating infant-like social exchanges
                       with a human caregiver. To incorporate social learning, or to explore socio-emotional de-
                       velopment, a number of extensions could be made.
                       Extension to drives To support social learning, new drives could be incorporated into
                       the system. For instance, a self-stimulation drive could motivate the robot to play by itself,
                       perhaps modulating its vocalizations to learn how to control its voice to achieve specific
                       auditory effects. A mastery/curiosity drive might motivate the robot to balance exploration
                       versus exploitation when learning new skills. This would correlate to the amount of novelty
                       the robot experiences over time. If its environment is too predictable, this drive could bias
                       the robot to prefer novel situations. If the environment is highly unpredictable for the robot,
                       it could show distress, which would encourage the caregiver to slow down.
                         Ultimately, the drives should provide the robot with a reinforcement signal as Blumberg
                       (1996) has done. This could be used to motivate the robot to learn communication skills that
                       satisfy its drives. For instance, the robot may discover that making a particular vocalization
                       results in having a toy appear. This has the additional effect that the stimulation-drive
                       becomes satiated. Over time, through repeated games with the caregiver, the caregiver
                       could treat that particular vocalization as a request for a specific toy. Given enough of these
                       consistent, contingent interactions during play, the robot may learn to utter that vocalization
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