1,946 research outputs found

    Service Robots in Catering Applications: A Review and Future Challenges.

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    “Hello, I’m the TERMINATOR, and I’ll be your server today”. Diners might soon be feeling this greeting, with Optimus Prime in the kitchen and Wall-E then sending your order to C-3PO. In our daily lives, a version of that future is already showing up. Robotics companies are designing robots to handle tasks, including serving, interacting, collaborating, and helping. These service robots are intended to coexist with humans and engage in relationships that lead them to a better quality of life in our society. Their constant evolution and the arising of new challenges lead to an update of the existing systems. This update provides a generic vision of two questions: the advance of service robots, and more importantly, how these robots are applied in society (professional and personal) based on the market application. In this update, a new category is proposed: catering robotics. This proposal is based on the technological advances that generate new multidisciplinary application fields and challenges. Waiter robots is an example of the catering robotics. These robotic platforms might have social capacities to interact with the consumer and other robots, and at the same time, might have physical skills to perform complex tasks in professional environments such as restaurants. This paper explains the guidelines to develop a waiter robot, considering aspects such as architecture, interaction, planning, and executionpost-print13305 K

    Recovery of mutants impaired in pathogenicity after transposition of Impala in Fusarium oxysporum f. sp. melonis

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    The ability of transposon impala to inactivate genes involved in pathogenicity was tested in Fusarium oxysporum f. sp. melonis. Somatic excision of an impala copy inserted in the nitrate reductase-encoding niaD gene was positively selected through a phenotypic assay based on the restoration of nitrate reductase activity. Independent excision events were analyzed molecularly and shown to carry reinsertedimpala in more than 70% of the cases. Mapping of reinserted impala elements on large NotI-restriction fragments showed that impala transposes randomly. By screening 746 revertants on plants, a high proportion (3.5%) of mutants impaired in their pathogenic potential was recovered. According to the kinetics of wilt symptom development, the strains that were impaired in pathogenicity were clustered in three classes: class 1 grouped two strains that never induced Fusarium wilt symptoms on the host plant; class 2 and class 3 grouped 15 and 9 revertants which caused symptoms more than 50 and 30 days after inoculation, respectively. The first results demonstrate the efficiency of transposition in generating mutants affected in pathogenicity, which are usually difficult to obtain by classical mutagenesis, and open the possibility to clone the altered genes with impala as a tag

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Melting Pot 2.0

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    Multi-agent artificial intelligence research promises a path to develop intelligent technologies that are more human-like and more human-compatible than those produced by "solipsistic" approaches, which do not consider interactions between agents. Melting Pot is a research tool developed to facilitate work on multi-agent artificial intelligence, and provides an evaluation protocol that measures generalization to novel social partners in a set of canonical test scenarios. Each scenario pairs a physical environment (a "substrate") with a reference set of co-players (a "background population"), to create a social situation with substantial interdependence between the individuals involved. For instance, some scenarios were inspired by institutional-economics-based accounts of natural resource management and public-good-provision dilemmas. Others were inspired by considerations from evolutionary biology, game theory, and artificial life. Melting Pot aims to cover a maximally diverse set of interdependencies and incentives. It includes the commonly-studied extreme cases of perfectly-competitive (zero-sum) motivations and perfectly-cooperative (shared-reward) motivations, but does not stop with them. As in real-life, a clear majority of scenarios in Melting Pot have mixed incentives. They are neither purely competitive nor purely cooperative and thus demand successful agents be able to navigate the resulting ambiguity. Here we describe Melting Pot 2.0, which revises and expands on Melting Pot. We also introduce support for scenarios with asymmetric roles, and explain how to integrate them into the evaluation protocol. This report also contains: (1) details of all substrates and scenarios; (2) a complete description of all baseline algorithms and results. Our intention is for it to serve as a reference for researchers using Melting Pot 2.0.Comment: 59 pages, 54 figures. arXiv admin note: text overlap with arXiv:2107.0685

    Diverse Conventions for Human-AI Collaboration

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    Conventions are crucial for strong performance in cooperative multi-agent games, because they allow players to coordinate on a shared strategy without explicit communication. Unfortunately, standard multi-agent reinforcement learning techniques, such as self-play, converge to conventions that are arbitrary and non-diverse, leading to poor generalization when interacting with new partners. In this work, we present a technique for generating diverse conventions by (1) maximizing their rewards during self-play, while (2) minimizing their rewards when playing with previously discovered conventions (cross-play), stimulating conventions to be semantically different. To ensure that learned policies act in good faith despite the adversarial optimization of cross-play, we introduce \emph{mixed-play}, where an initial state is randomly generated by sampling self-play and cross-play transitions and the player learns to maximize the self-play reward from this initial state. We analyze the benefits of our technique on various multi-agent collaborative games, including Overcooked, and find that our technique can adapt to the conventions of humans, surpassing human-level performance when paired with real users.Comment: 25 pages, 9 figures, 37th Conference on Neural Information Processing Systems (NeurIPS 2023

    A Systematic Review of Adaptivity in Human-Robot Interaction

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    As the field of social robotics is growing, a consensus has been made on the design and implementation of robotic systems that are capable of adapting based on the user actions. These actions may be based on their emotions, personality or memory of past interactions. Therefore, we believe it is significant to report a review of the past research on the use of adaptive robots that have been utilised in various social environments. In this paper, we present a systematic review on the reported adaptive interactions across a number of domain areas during Human-Robot Interaction and also give future directions that can guide the design of future adaptive social robots. We conjecture that this will help towards achieving long-term applicability of robots in various social domains
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