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The Memory Game: Creating a human-robot interactive scenario for ASIMO

机译:记忆游戏:为Asimo创建人员机器人交互式场景

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We present a human-robot interactive scenario consisting of a memory card game between Honda's humanoid robot ASIMO and a human player. The game features perception exclusively through ASIMO's on-board cameras and both reactive and proactive behaviors specific to different situational contexts in the memory game. ASIMO is able to build a dynamic environmental map of relevant objects in the game such as the table and card layout as well as understand activities from the player such as pointing at cards, flipping cards and removing them from the table. Our system architecture, called the Cognitive Map, treats the memory game as a multi-agent system, with modules acting independently and communicating with each other via messages through a shared blackboard system. The game behavior module can model game state and contextual information to make decisions based on different pattern recognition modules. Behavior is then sent through high-level command interfaces to be resolved into actual physical actions by the robot via a multi-modal communication module. The experience gained in modeling this interactive scenario will allow us to reuse the architecture to create new scenarios and explore new research directions in learning how to respond to new interactive situations.
机译:我们提出了由本田人形机器人asimo和人类播放器之间的存储卡游戏组成的人机互动情景。游戏专门通过ASIMO的车载摄像机以及特定于内存游戏中不同情境上下文的反应和主动行为的感知。 ASIMO能够在游戏中建立相关对象的动态环境图,例如表和卡布局以及从播放器的活动,例如指向卡,翻转卡片并从表中移除它们。我们的系统架构称为认知地图,将内存游戏视为多智能体系,模块通过共享黑板系统独立行动并通过消息互相通信。游戏行为模块可以模拟游戏状态和上下文信息,以基于不同的模式识别模块进行决策。然后通过多模态通信模块通过高级命令接口发送通过多模态通信模块来解决实际物理动作的行为。在建模此交互式场景中获得的经验将使我们能够重用架构以创建新的场景并探索新的研究方向,以学习如何回应新的互动情况。

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