Romance Of The Three Kingdoms - University Of Texas At

2y ago
22 Views
4 Downloads
1.22 MB
23 Pages
Last View : 1m ago
Last Download : 3m ago
Upload by : Audrey Hope
Transcription

Romance of theThree KingdomsFinal HRI Project PresentationAkanksha SaranBenjamin ChoiRonald LaiWentao Liu

Contents Project RecapExperimental SetupResults and DiscussionConclusion

Project Recap Find if humans trust robots or other humansmore .via a 3-player game. Robot, a human confederate, and the participant. Two game policies : trustworthy and untrustworthy. Robot and confederate always follow opposinggameplay policies.

Experimental Setup Conference room inGates 20 participants, mostlytechnical majors andfriends of ours. Data collection : Logs of in-game behaviors. Post-game survey (Google Form)

Video Time!

Chat Interface

Results

Participant Pool 20 participants, ages 18-23 yrs. 15 males, 5 females 14 pet-owners,6 non-pet ownersPolicy 1 - Untrustworthy Robot, Trustworthy ConfederatePolicy 2 - Trustworthy Robot, Untrustworthy Human

ResultsIn-game behaviors

Results : Probability of Attacking Robot Overall, participants aremore likely to attack robotthan human confederate Also, probability to attackrobot is higher when robotis running untrustworthypolicy. In the first round, 75% ofparticipants attack therobot.Probability ofattacking robotUntrustworthypolicy (n 10)Trustworthypolicy (n 10)

Results : Probability of Attacking RobotExamining attacks in the 8th (final) round of each game.Not as expected, the trustworthyrobot was attacked more often in thefinal round.Two possible explanations:1) Either participants didn’t gaugethe right policy due to therandomness in the game2) Participants were playing to winand flipping the attacks tomaximize their own scores(n 10)(n 10)

Betrayal Untrustworthyrobots andconfederates aremore likely to bebackstabbed Untrustworthyrobots mostlikely to bebackstabbed

ResultsSurvey responses

Results: Trust in confederate correlatedwith policyAvg. reportedtrust in humanplant (1-7) Participant reported more trustin confederate whenconfederate is followingtrustworthy policy. However, the same is not truefor reported trust in robot (weakstatistical correlation betweenreported trust and policy ofrobot)Plant trustworthyPlant untrustworthy

Results: Trust in confederate correlatedwith probability of attacking robot

Pet-owners v/s Non-pet owners No significant difference in comforts with robots or willingness to play againPet-owners trust in the robot moderately higher than non-pet ownersPet owners like the robot significantly moreLiking the robot

Introverts v/s Extroverts Extroverts showed more willingness to interact again with the robot14 introverts2 extrovertsothers didn’t revealLiking the robot

Willingness to play again* More willingness to play again with a robot than human player Excitement and interest towards the robot ?*Open-endedquestion : 19/20participants answered‘Yes/Sure’ or ‘No’

Conclusions & Limitations People tend to be more comfortable attacking the robot than theplant.a. Interested in figuring out the robot opponent’s strategy? “How does robot play?” “.I'd like to know more about how the robot decided toattack.”b. More willing to ‘offend’ robot than person Conduct more rounds per player to see if this effect persists?

Conclusions & Limitations Limitations of our point system. People seemed to be flipping their decisions towards the endin the end. Attempting to ‘even out’ the score? Participants were playing to win, overshadowing the trustfactor Concept of “fairness”? Participant feel bad attacking thesame player throughout the game?

Conclusions & Limitations Differences observed between 2 sets of policies not significant The robot might have not allied with the player enough to give him/hera sense of its policy Inherently chaotic situation in each game may have resulted inundesired randomness Policies could have been more extreme to reduce the inherentrandomness in the game.

Conclusions & Limitations Participants tended to look at the screen throughout the game, very littleattention given to physical robot despite its embodiment Screen as the primary means (and hence focus) of engagement Embodiment of robot and means of interacting with robot areseparated to some degree. Perceived differentiation between human and robot opponents isreduced. Modifications to game to force embodied interaction?

Thanks!

Romance of the Three Kingdoms Akanksha Saran Benjamin

Related Documents:

May 02, 2018 · D. Program Evaluation ͟The organization has provided a description of the framework for how each program will be evaluated. The framework should include all the elements below: ͟The evaluation methods are cost-effective for the organization ͟Quantitative and qualitative data is being collected (at Basics tier, data collection must have begun)

Silat is a combative art of self-defense and survival rooted from Matay archipelago. It was traced at thé early of Langkasuka Kingdom (2nd century CE) till thé reign of Melaka (Malaysia) Sultanate era (13th century). Silat has now evolved to become part of social culture and tradition with thé appearance of a fine physical and spiritual .

On an exceptional basis, Member States may request UNESCO to provide thé candidates with access to thé platform so they can complète thé form by themselves. Thèse requests must be addressed to esd rize unesco. or by 15 A ril 2021 UNESCO will provide thé nomineewith accessto thé platform via their émail address.

̶The leading indicator of employee engagement is based on the quality of the relationship between employee and supervisor Empower your managers! ̶Help them understand the impact on the organization ̶Share important changes, plan options, tasks, and deadlines ̶Provide key messages and talking points ̶Prepare them to answer employee questions

Dr. Sunita Bharatwal** Dr. Pawan Garga*** Abstract Customer satisfaction is derived from thè functionalities and values, a product or Service can provide. The current study aims to segregate thè dimensions of ordine Service quality and gather insights on its impact on web shopping. The trends of purchases have

Romance of the Three Kingdoms 14th c. novel. Liu Bei. Cao Pi. Romance of the Three Kingdoms. 14. th. century novel. Beijing Opera. Cao Cao "Romance of the Three Kingdoms" video game. Xiongnu. Xianbei. Nomadic groups during the Han Period. E. Jin Dynasty (South) and Sixteen

Six Kingdoms System Monera or Prokaryotae were divided into two kingdoms: Eubacteria Archaea Eight Kingdoms System Two Empires and eight Kingdoms. Empire Bacteria: Eubacteria & Archaea. Empire Eukaryota: Six eukaryotic Kingdoms. Two new Kingdoms: Archezoa: Un

Three Kingdoms (also known as Romance of the Three Kingdoms, or Tale of the Three Kingdoms) is a historical novel, written by Luó Guànzhōng in the 14th century CE, with a dramatic setting in the 3rd century CE. The era in which the story of the novel is set includes the end of the Han Dynasty (202 BCE – 220 CE), and the beginning of the ThreeFile Size: 685KB