Page 252 - Designing Sociable Robots
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breazeal-79017  book  March 18, 2002  14:24





                       Grand Challenges of Building Sociable Robots                         233





                       I conceptualized Kismet’s behavior to be the product of interactions within and between
                       four separate levels.
                       Believable behavior Kismet exhibits compelling and life-like behavior. To promote this
                       quality of behavior, the issues of audience perception and of biasing the robot’s design
                       towards believability, simplicity, and caricature over forced realism were addressed. A set of
                       proto-social responses that are synthetic analogs of those believed to play an important role
                       in launching infants into social exchanges with their caregivers have been implemented.
                         From video recordings of subjects interacting with Kismet, people do appear to treat
                       Kismet as a very young, socially aware creature. They seem to treat the robot’s expressive
                       behaviors and vocalizations as meaningful responses to their own attempts at communi-
                       cation. The robot’s prosody has enough variability that they answer Kismet’s “questions,”
                       comment on Kismet’s “statements,” and react to Kismet’s “exclamations.” They ask Kismet
                       about its thoughts and feelings, how its day is going, and they share their own personal
                       experiences with the robot. These kinds of interactions are important to foster the social
                       development of human infants. They could also play an important role in Kismet’s social
                       development as well.


                       13.2  Infrastructure for Socially Situated Learning

                       In the above discussion, I have taken care to relate these issues to socially situated learning.
                       In previous work, my colleagues and I have posed these issues with respect to building
                       humanoid robots that can imitate people (Breazeal & Scassellati, 2002). I quickly recap
                       these issues below.
                       Knowing what’s important  Determining what the robot should attend to is largely ad-
                       dressed by the design of the attention system. It is easy for people to direct Kismet’s
                       attention, as well as to confirm when the robot’s attention has been successfully mani-
                       pulated. People can also use their voice to arouse the robot through attentional bids. More
                       work needs to be done, but this provides a solid foundation.

                       Recognizing progress  The robot is designed to have both internal mechanisms as well
                       as external mechanisms for recognizing progress. The change in Kismet’s internal state
                       (the satiation of its drives, or the return to a slightly positive affective state) could be
                       used as internal reinforcement signals for the robot. Other systems have used signals of
                       this type for operant as well as classical conditioning of robotic or animated characters
                       (Velasquez, 1998; Blumberg et al., 1996; Yoon et al., 2000). Kismet also has the ability
                       to extract progress measures from the environment, through socially communicated praise,
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