Abstract
There is a strong correlation between the number of appropriate behaviors an interactive robot can produce and its perceived intelligence. We propose a robot architecture for implementing a large number of behaviors and a visualizing tool for understanding the developed complex system. Behaviors are designed by using knowledge obtained through cognitive experiments and implemented by using situated recognition. By representing relationships between behaviors, episode rules help to guide the robot in communicating with people in a consistent manner. We have implemented over 100 behaviors and 800 episode rules in a humanoid robot. As a result, the robot could entice people to relate to it interpersonally. An Episode Editor is a tool to support the development of episode rules and to visualize the complex relationships among the behaviors. We consider the visualization is to be necessary for the constructive approach.
Original language | English |
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Pages | 1265-1270 |
Number of pages | 6 |
Publication status | Published - 2002 Jan 1 |
Event | 2002 IEEE/RSJ International Conference on Intelligent Robots and Systems - Lausanne, Switzerland Duration: 2002 Sept 30 → 2002 Oct 4 |
Other
Other | 2002 IEEE/RSJ International Conference on Intelligent Robots and Systems |
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Country/Territory | Switzerland |
City | Lausanne |
Period | 02/9/30 → 02/10/4 |
ASJC Scopus subject areas
- Control and Systems Engineering
- Software
- Computer Vision and Pattern Recognition
- Computer Science Applications