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Featured researches published by Jeff Orkin.


human robot interaction | 2013

Crowdsourcing human-robot interaction: new methods and system evaluation in a public environment

Cynthia Breazeal; Nick DePalma; Jeff Orkin; Sonia Chernova; Malte Jung

Supporting a wide variety of interaction styles across a diverse set of people is a significant challenge in human-robot interaction (HRI). In this work, we explore a data-driven approach that relies on crowdsourcing as a rich source of interactions that cover a wide repertoire of human behavior. We first develop an online game that requires two players to collaborate to solve a task. One player takes the role of a robot avatar and the other a human avatar, each with a different set of capabilities that must be coordinated to overcome challenges and complete the task. Leveraging the interaction data recorded in the online game, we present a novel technique for data-driven behavior generation using case-based planning for a real robot. We compare the resulting autonomous robot behavior against a Wizard of Oz base case condition in a real-world reproduction of the online game that was conducted at the Boston Museum of Science. Results of a post-study survey of participants indicate that the autonomous robot behavior matched the performance of the human-operated robot in several important measures. We examined video recordings of the real-world game to draw additional insights as to how the novice participants attempted to interact with the robot in a loosely structured collaborative task. We discovered that many of the collaborative interactions were generated in the moment and were driven by interpersonal dynamics, not necessarily by the task design. We explored using bids analysis as a meaningful construct to tap into affective qualities of HRI. An important lesson from this work is that in loosely structured collaborative tasks, robots need to be skillful in handling these in-the-moment interpersonal dynamics, as these dynamics have an important impact on the affective quality of the interaction for people. How such interactions dovetail with more task-oriented policies is an important area for future work, as we anticipate such interactions becoming commonplace in situations where personal robots perform loosely structured tasks in interaction with people in human living spaces.


Agents for games and simulations II | 2011

Semi-automated dialogue act classification for situated social agents in games

Jeff Orkin; Deb Roy

As a step toward simulating dynamic dialogue between agents and humans in virtual environments, we describe learning a model of social behavior composed of interleaved utterances and physical actions. In our model, utterances are abstracted as {speech act, propositional content, referent} triples. After training a classifier on 100 gameplay logs from The Restaurant Game annotated with dialogue act triples, we have automatically classified utterances in an additional 5,000 logs. A quantitative evaluation of statistical models learned from the gameplay logs demonstrates that semiautomatically classified dialogue acts yield significantly more predictive power than automatically clustered utterances, and serve as a better common currency for modeling interleaved actions and utterances.


Interpretation | 2010

Semi-automatic task recognition for interactive narratives with EAT & RUN

Jeff Orkin; Tynan Smith; Hilke Reckman; Deb Roy

Mining data from online games provides a potential alternative to programming behavior and dialogue for characters in interactive narratives by hand. Human annotation of course-grained tasks can provide explanations that make the data more useful to an AI system, however human labor is expensive. We describe a semi-automatic methodology for recognizing tasks in gameplay traces, including an annotation tool for non-experts, and a runtime algorithm. Our results show that this methodology works well with a large corpus from one game, and suggests the possibility of refactoring the development process for interactive narratives.


Archive | 2007

The Restaurant Game: Learning Social Behavior and Language from Thousands of Players Online

Jeff Orkin; Deb Roy


Archive | 2008

Applying Goal-Oriented Action Planning to Games

Jeff Orkin


national conference on artificial intelligence | 2005

Agent architecture considerations for real-time planning in games

Jeff Orkin


adaptive agents and multi-agents systems | 2009

Automatic learning and generation of social behavior from collective human gameplay

Jeff Orkin; Deb Roy


Archive | 2006

Three States and a Plan: The A.I. of F.E.A.R.

Jeff Orkin


Archive | 2004

Symbolic Representation of Game World State: Toward Real-Time Planning in Games

Jeff Orkin


national conference on artificial intelligence | 2010

Crowdsourcing HRI through Online Multiplayer Games

Sonia Chernova; Jeff Orkin; Cynthia Breazeal

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Deb Roy

Massachusetts Institute of Technology

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Hilke Reckman

Massachusetts Institute of Technology

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Cynthia Breazeal

Massachusetts Institute of Technology

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Sonia Chernova

Georgia Institute of Technology

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Tynan Smith

Massachusetts Institute of Technology

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Nick DePalma

Massachusetts Institute of Technology

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Phillip Wright

North Carolina State University

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