Abstract

This paper discusses the creation of an agent-based simulation model for interactive robotic faces, built based on data from physical human–robot interaction experiments, to explore hypotheses around how we might create emergent robotic personality traits, rather than pre-scripted ones based on programmatic rules. If an agent/robot can visually attend and behaviorally respond to social cues in its environment, and that environment varies, then idiosyncratic behavior that forms the basis of what we call a “personality” should theoretically be emergent. Here, we evaluate the stability of behavioral learning convergence in such social environments to test this idea. We conduct over 2000 separate simulations of an agent-based model in scaled-down, abstracted forms of the environment, each one representing an “experiment”, to see how different parameters interact to affect this process. Our findings suggest that there may be systematic dynamics in the learning patterns of an agent/robot in social environments, as well as significant interaction effects between the environmental setup and agent perceptual model. Furthermore, learning from deltas (Markovian approach) was more effective than only considering the current state space. We discuss the implications for HRI research, the design of interactive robotic faces, and the development of more robust theoretical frameworks of social interaction.

Highlights

  • A primary issue with creating robots and other interactive devices for human interaction is how to create natural seeming behavior from what is otherwise pre-programmed, prescriptive computer code

  • We discuss the implications for human–robot interaction (HRI) research, the design of interactive robotic faces, and the development of more robust theoretical frameworks of social interaction

  • This paper describes the creation of an agent-based simulation model for interactive robotic faces, built based on data from real-world physical human–robot interaction experiments

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Summary

Introduction

A primary issue with creating robots and other interactive devices for human interaction is how to create natural seeming behavior from what is otherwise pre-programmed, prescriptive computer code Intelligent organisms, such as humans, do not all behave the same way. Even if not explicitly included, people still often attribute personalities to robots, making personality important from a design standpoint for robots in human spaces [16] Many of these studies have based their development of robotic personalities on the “Big 5” personality traits as defined by psychologists of what “personality” is, for example extraversion and neuroticism (see Section 1.1) [17,18,19,20,21,22,23]. A predominant method of evaluation in either case is to run human–robot interaction experiments and evaluate human perceptions of the robot based on metrics such as trust, acceptance, likeability, etc., using some instrument (e.g., the Godspeed scale [24])

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