Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Robot's play: interactive games with sociable machines
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Captology: the study of computers as persuasive technologies
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
Digital game design for elderly users
Future Play '07 Proceedings of the 2007 conference on Future Play
Enjoyment intention to use and actual use of a conversational robot by elderly people
Proceedings of the 3rd ACM/IEEE international conference on Human robot interaction
Real-time strategy gaines: a new AI research challenge
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Pose estimation and adaptive robot behaviour for human-robot interaction
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
Learning to win: case-based plan selection in a real-time strategy game
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
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Robot games have been proposed as a way to motivate people to do physical exercises while playing. Although this area is very new, both commercial and scientific robot games have been developed mainly based on interaction with a single user and a robot. The goal of this paper is to describe a generic software framework which can be used to create games where multiple players can play against a mobile robot. The paper shows how an adaptive AI system (D2) developed for real-time strategy (RTS) computer games can be successfully applied in a robotics context using the robotics control framework Player/Stage. D2 is based on Case-Based Planning which learns from demonstration. Using the proposed framework, the paper shows how a robot learns a strategy for an implementation of a simple game.