Page 30 - Designing Sociable Robots
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                       The Vision of Sociable Robots                                         11





                       interact with these digital pets within their virtual world via keyboard, mouse, buttons, etc.
                       Although still quite limited, the behavior and expression of these digital pets is produced by
                       a combination of pre-animated segments and internal states that determine which of these
                       segments should be displayed. Generally speaking, the observed behavior is familiar and
                       appealing to people if an intuitive relationship is maintained for how these states change
                       with time, how the human can influence them, and how they are subsequently expressed
                       through animation. If done well, people find these artifacts to be interesting and engaging
                       and tend to form simple relationships with them.

                       Socially Situated Learning
                       For a robot, many social pressures demand that it continuously learn about itself, those
                       it interacts with, and its environment. For instance, new experiences would continually
                       shape the robot’s personal history and influence its relationship with others. New skills
                       and competencies could be acquired from others, either humans or other agents (robotic
                       or otherwise). Hence, as with humans, robots must also be able to learn throughout their
                       lifetime. Much of the inspiration behind Kismet’s design comes from the socially situated
                       learning and social development of human infants.
                         Many different learning strategies are observed in other social species, such as learning
                       by imitation, goal emulation, mimicry, or observational conditioning (Galef, 1988). Some
                       of these forms of social learning have been explored in robotic and software agents. For
                       instance, learning by imitation or mimicry is a popular strategy being explored in humanoid
                       robotics to transfer new skills to a robot through human demonstration (Schaal, 1997) or to
                       acquire a simple proto-language (Billard & Dautenhahn, 2000). Others have explored social-
                       learning scenarios where a robot learns about its environment by following around another
                       robot (the model) that is already familiar with the environment. Billard and Dautenhahn
                       (1998) show how robots can be used in this scenario to acquire a proto-language to describe
                       significant terrain features.
                         In a more human-style manner, a robot could learn through tutelage from a human instruc-
                       tor. In general, it would be advantageous for a robot to learn from people in a manner that is
                       natural for people to instruct. People use many different social cues and skills to help others
                       learn. Ideally, a robot could leverage these same cues to foster its learning. In the next chap-
                       ter, I explore in depth the question of learning from people as applied to humanoid robots.


                       1.4 Book Overview

                       This section offers a road map to the rest of the book, wherein I present the inspiration, the
                       design issues, the framework, and the implementation of Kismet. In keeping with the infant-
                       caregiver metaphor, Kismet’s interaction with humans is dynamic, physical, expressive, and
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