learns new idea about the winning or defence for
itself or for the human. Also if a winning case of the
taught ones to the robot is performed by the robot
itself. The results at the table are indicated at the
graph, shows that the rate of winning achieved by
the robot is increased gradually, which indicates that
robot learning level is increased by the increasing
the number of interactive stages. This is a clue for
improving robot knowledge of the game strategy.
7 DISCUSSION
We will now reflect some design issues on our robot
architecture from two perspectives: component
design and communication of information between
components.
7.1 Information Generation
An important requirement is the need of building an
approach that is able to generate new valuable
information to be based and resulted from the
available information. For example, in the X-O
game, observation component is able to detect the
spatial positions of the moved game piece with
respect to the camera frame in terms of 2-D. This
coordinates information is processed by position
component and transformed into 3-D, and
transferred to knowledge-updating, allowing "Hoap-
3" to use when executing knowledge based
decisions.
7.2 Information Flow
In order to improve the overall system
responsiveness, we have found that one-to-many
information flow structure is very useful. Where, the
information is produced by one component and
published to the system, where, other components
process this information for their own purposes. For
example, during the X-O game, the human partner
performs interruptive movements to the game;
observation component detects these interruptive
events. The resultant detected information is
published to the rest of the system. Simultaneously,
the published information is handled by other
component. The decision-making process uses this
information in order to decide the proper choice of
wording of the structured interviews. Meanwhile,
the detected information in addition to the resultant
interviewing flags are used to update "Hoap-3"
knowledge.
REFERENCES
Sweller, J., 2006. Visualization and instructional design.
In3rd Australasian conference on Interactive
entertainment, Vol, 207,pp 91-95.
Bransford, J., Brown, A., & Cocking, R, 2001. How
people learn. Brain, Mind, Experience, and School.
Expanded version. National Academy Press:
Washington, DC. p. 33.
Baddeley, A. D., 1996. Human Memory: Theory and
Practice. Hove: Psychology Press.
Marois, R. 2005. Two-timing attention. Nature
Neuroscience. In Nature Neuroscience. pp 1285-1286.
Kuniyoshi. Y., Inaba M., and Inoue H. 1994. Learning by
watching: Extracting reusable task knowledge from
visual observation of human performance. In IEEE
Transactions on Robotics and Automation, vol 10
pp.:799–822.
Voyles. R and Khosla P., 1998. A multi-agent system for
programming robotic agents by human demonstration.
In Proceedings of AI and Manufacturing Research
Planning Workshop.
Reeves, B. & Nass, C. 1996. The media equation—how
people treat computers, television, and new media like
real people and places. Cambridge, UK: Cambridge
University Press.
Lockerd A., Breazeal C. 2004 Tutelage and socially
guided robot learning”. In Proceedings. International
Conference on Intelligent Robots and Systems,
IEEE/RSJ Vol. 4, pp. 3475 – 3480..
Nicolescu M. N., Mataric M. J., 2001. Learning and
interacting in human-robot domains” In Systems, Man
and Cybernetics, Part A: Systems and Humans, IEEE
Transactions on Vol. 31 No.5. ,pp. 419 – 430.
Barry Brian Werger, 2000. Ayllu: Distributed port-
arbitrated behaviour-based control. In Proc., The 5th
Intl. Symp. On Distributed Autonomous Robotic
Systems, Knoxville, TN, pp. 25–34
Maes P. and Brooks R. A. 1990. Learning to coordinate
behaviours. In Pros AAAI, Boston, MA, pp.796-802.
Mahadevan S. and Connell J., 1991. Scaling reinforcement
learning to robotics by exploiting the subsumption
architecture. In Proc. Eighth Int. Workshop Machine
Learning, pp.328-337.
Lauria S., Bugmann G., 2002 Mobile robot programming
using natural language. Robotics and Autonomous
Systems, 38(3-4):171–181.
Brian S, Gonzalez J. 2008. Discovery of High-Level
Behaviour from Observation of Human Performance
in a Strategic Game. In Systems and Humans, IEEE
Transactions on Vol. 38 No.3, pp. 855 – 874.
Mahnmoud, R. A., Ueno, A., Tatsumi S., 2008, A game
Playing robot that can learn from experience. In
HSI’08 on Human System Interactions pp. 440-445.
ICAART 2011 - 3rd International Conference on Agents and Artificial Intelligence
616