<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Inside the Robot's Mind During Human-Robot Interaction</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Cristina Diliberto</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paolo Zanardi</string-name>
          <email>paolo.zanardig@community.unipa.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Chella</string-name>
          <email>antonio.chellag@unipa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>C.N.R., Istituto di Calcolo e Reti ad Alte Prestazioni</institution>
          ,
          <addr-line>Palermo</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dipartimento di Ingengneria, Universita degli Studi di Palermo</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Humans and robots collaborating and cooperating for pursuing a shared objective need to rely on the other for carrying out an e ective decision process and for updating knowledge when necessary in a dynamic environment. Robots have to behave as they were human teammates. To model the cognitive process of robots during the interaction, we developed a cognitive architecture that we implemented employing the BDI (belief, desire, intention) agent paradigm. In this paper, we focus on how to let the robot show to the human its reasoning process and how its knowledge on the work environment grows. We realized a framework whose heart is a simulator that serves the human as a window on the robot's mind.</p>
      </abstract>
      <kwd-group>
        <kwd>Cognitive Architecture</kwd>
        <kwd>Agent Reasoning Cycle</kwd>
        <kwd>Decision Process</kwd>
        <kwd>Human Robot Interaction</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Robots are increasingly present in our everyday lives. We are heading towards
and hoping for a reality in which robots cooperate and collaborate with human
beings by exhibiting autonomous behaviors as if they were human beings. In this
scenario, to enhance interaction, humans feel the need to understand and check
what robots are going to do. In other words, the need to look at the robot's
mind is spreading.</p>
      <p>For this purpose, we are working on the development of a framework,
including a simulator, for looking inside the robot's mind. The simulator's
functionalities allow having a view on (i) the robot's knowledge base which changes at
runtime and (ii) the robot's ability to generate anticipations of its own actions.
In this way, during the interaction we achieve two objectives, to give the human
the awareness of what the robot is doing and give the robot the ability to re-plan
at runtime even using plans that have not been pre-set during the design phase.</p>
      <p>The rst functionality serves because robots and humans operate in a
dynamic context and the robot cannot be provided with a representation/model of
knowledge about its environment that appears totally exhaustive. We must, in
Copyright © 2019 for this paper by its authors. Use permitted under Creative Commons License Attribution
fact, take into account that environment changes during execution. The second
functionality serves because it is necessary for the robot to be able to re-plan by
choosing from a list of useful plans to achieve the goal, shared with the human,
or a sub-goal thereof. The decision-making process and the choice are conveyed
by the ability to anticipate the scene and then to compare it with the expected
results.</p>
      <p>The framework we propose represents the implementation of a cognitive
architecture that we developed to model the computational cognitive processes of a
robot operating in unknown environments and in a team with humans. Indeed,
some challenges the Human-Robot Interaction (HRI) research eld are facing
concern (i) knowledge acquisition and representation, including memory
management; (ii) representation of the external environment; (iii) plans selection
and creation; (iv) learning. Cognitive architectures are a good means for
meeting these challenges, they allow modeling the human-robot interactions through
the classical perception-action cycle of a cognitive agent. In the literature, a
broad set of cognitive architectures exist and we took inspiration from them for
creating our one. Our cognitive architecture expands the classical
perceptionaction cycle of a cognitive agent with the modules for the representation of the
internal state of the robot and the representation of knowledge about the
internal state of the others in the world. This is a way for integrating self-modeling
and the theory of mind in team interaction and also for including the whole set
of mental states that are typical in the human, therefore emotions, levels of trust
in oneself and the others, etc.</p>
      <p>
        In this paper, we illustrate the rst prototype of the real implementation
of the cognitive architecture shown in [
        <xref ref-type="bibr" rid="ref10 ref7">7, 10</xref>
        ], which allows us creating robotic
systems interacting with humans. The cognitive architecture underpinning the
robotic systems lets the interaction happen in a human-like fashion. Moreover,
the features of the framework enrich the interaction by realizing the self-modeling
abilities of the robot and by allowing the human being aware of the robot's
behavior.
      </p>
      <p>The rest of the paper is organized as follows: in section 2 we give an overview
on our previous work mainly the cognitive architecture we developed; in section
3 we detail the proposed framework and in section 4 we give some working
example; nally in section 5 we draw some conclusions and future works.
2</p>
      <p>Cognitive Architecture and HRI: Towards a Window
on the Robot's Mind
The application scenario we consider in our work is that of robots and humans
that have to cooperate and collaborate to reach a common objective. It is like
a teamwork domain. Teams composed by humans, in whatever domain, follow
some precise, and we may say somewhat instinctive, procedures to pursue a
shared goal. Main ingredients of human-human interactions are the knowledge
each human has on the surrounding environment, on himself and on the others
and the ability to select an action to perform. Normally, an action is selected
not because someone has said what to do but because he is able to select the
right action among a known set or to generate new useful ones. Our work deals
with reporting human-human behavior in the human-robot interaction context.</p>
      <p>In this context, several challenges exist if humans and robots work in a
dynamic and partially known environment. If everything is known at design time,
that is:
{ the environment and all the objects it is composed of;
{ the common goal and its potential subdivision in sub-goals;
{ all the actions the robot can perform
{ the tight mapping between actions and sub-goals;
{ which actions to assign to human and which to the robot;
{ all the possible changes of state in the environment as a result of robot action
or of human action;
then the robot's mission may be designed in details and assigned without the
risk that something may go wrong during execution.</p>
      <p>Instead, as it often happens, if the environment is not a-priori known and
it changes as the result of the robot and the human actions on it, we need to
equip the robot with some kind of human abilities to learn, to self-adapt and to
choose the best action to perform among a set of actions. Also, the robot has to
be endowed with the ability to adopt or delegate an action to the human on the
base of its knowledge. Adoption or delegation is the result of a decision process
that in the human is triggered by knowledge on himself and the other, by some
particular mental states such as beliefs, desires, intentions and also emotions,
stress, trust and so on.</p>
      <p>To face these challenges, we decided to represent the structure of the robot's
mind by employing a cognitive architecture. Cognitive architectures are useful
means for representing the cognitive perception-action cycle, agents, and its
decision process. At the same time, we are exploring the possibility to use the
robot's self-modeling abilities and its theory of mind to trigger the decision
process.</p>
      <p>Our hypothesis is based on the observation of humans while working in a
team. Humans frequently commit a purpose if they are aware of having the
abilities (physical or not) to perform all the helpful actions for pursuing the
objective. Also, they continuously re-plan if they do not succeed in doing
something and ask other humans for acquiring new useful knowledge. They observe
and analyze themselves and the others to know what they can do, what the other
is able to do and, at the same time, is going to do. The rst part of the behavior
exploits the human's ability to create a model of self where elements such as own
capabilities and inner states (emotional state, etc.) are represented. The second
part exploits the human's theory of mind, hence the ability to attribute to the
other some mental states.</p>
      <p>
        We studied several cognitive architectures in literature, the more interesting
for implementing our hypothesis are: CLARION, SOAR, ACT-R and LIDA [
        <xref ref-type="bibr" rid="ref12 ref15 ref2 ref20">2,
12, 15, 20</xref>
        ]. In addition, we based on the standard model of the mind [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and
hypothesized a set of modules of a cognitive architecture for a robot working in a
team: the knowledge and memory module, the perception module, the
communication system and the reasoner that allows the robot to choose actions by taking
into account the recovered data. The robot's behavior is decided by the planner
module that interacts with the context in which the robot is immersed. We,
therefore, drew inspiration from the standard model to create an agent-oriented
architecture for the acquisition and the representation of the robot's knowledge
[
        <xref ref-type="bibr" rid="ref10 ref7">10, 7</xref>
        ]. We decided to employ the Belief-Desire-Intention agent paradigm [
        <xref ref-type="bibr" rid="ref13 ref17">17, 13</xref>
        ].
In our experience agents are the most e cient tool for implementing the theories
underpinning cognitive architectures into a real working implementation [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ].
      </p>
      <sec id="sec-1-1">
        <title>Action Selection</title>
      </sec>
      <sec id="sec-1-2">
        <title>Reasoning/</title>
      </sec>
      <sec id="sec-1-3">
        <title>Learning</title>
      </sec>
      <sec id="sec-1-4">
        <title>Anticipation</title>
      </sec>
      <sec id="sec-1-5">
        <title>Situation</title>
      </sec>
      <sec id="sec-1-6">
        <title>Queue</title>
      </sec>
      <sec id="sec-1-7">
        <title>Current</title>
      </sec>
      <sec id="sec-1-8">
        <title>Situation</title>
        <p>Decision Process</p>
      </sec>
      <sec id="sec-1-9">
        <title>Execution</title>
      </sec>
      <sec id="sec-1-10">
        <title>Observation/</title>
      </sec>
      <sec id="sec-1-11">
        <title>Perception</title>
      </sec>
      <sec id="sec-1-12">
        <title>Environment</title>
        <p>Motivation</p>
        <p>Goal
Declarative</p>
        <p>Mem.
y
r
o
m
e
M
Procedural</p>
        <p>Mem.</p>
        <p>
          Fig. 1 shows the theoretical cognitive architecture we proposed in [
          <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
          ] to
implement human-robot teaming interaction.
        </p>
        <p>The architecture presents a basic action-perception loop involving the
environment. The loop was enriched with some modules realizing decision
functionalities. Also, it is based on the hypothesis that the environment is not composed
of all that is out of the robot but also of its inner world. Indeed, in the Memory
module we inserted the Motivation and the Goal modules. So, the Memory
module represents all the knowledge the robot possesses on the environment, the
shared goals and itself in terms of beliefs, emotions, level of trust and so on.</p>
        <p>We claim that all these elements are the trigger elements for activating the
robot's decision process. The Observation/Perception and the Execution
are the standard modules for interacting with the environment. Reasoning
and Action Selection realize the cognitive ability to select an action after
the reasoning process, which takes inputs from Memory and the new inserted
module, the Anticipation.</p>
        <p>The Decision Process part of the architecture is centered on
Anticipation and Motivation. The robot acts after the reasoning process based on
a certain data stored in the memory, but also and mainly after evaluating the
anticipation of its actions.</p>
        <p>Anticipation allows the robot to imagine the result of its action and to
compare it with the situation desired by the post-condition of a goal. The result
of the action is given in the form of current situation and situation queue. During
the anticipation process, the current situation is generated; it represents the state
of the world corresponding to the currently selected action.</p>
        <p>The current situation is elaborated on the basis of motivations, goals and all
those elements that are in the memory thus getting the execution launched. A
queue of possible situations is also created, intended as a set of pre-conditions,
objectives and knowledge to achieve them, and post-conditions on the objectives.
The robot can draw on all these elements at any time to respond to changes and
still maintain its initial target.</p>
        <p>
          The Motivation module is the one triggering the anticipation and the action
selection. The process is similar to what we have adopted in other work with
the robot NAO for the implementation of what we called perception loop in
previous works [
          <xref ref-type="bibr" rid="ref18 ref19">19, 18</xref>
          ]. Roughly speaking, the robot is designed for carrying out
a mission. During the mission execution, in background, the robot imagines the
mission and compares its results with the prescribed one. If something di ers, it
stops the mission, acquires new knowledge and selects another action, or task,
to pursue the same objective. The Motivation module is the one triggering the
anticipation and the action selection.
        </p>
        <p>During the reasoning and decision making process, the robot continuously
interacts with the environment and the human to improve and increase the
knowledge base.</p>
        <p>A cognitive architecture shapes and represents the cognitive processes of the
robot. We are in a context of dynamic interaction in which the decision-making
process is triggered by the mental states of the robot and its model of self
and the world around. In this paper, we restrict our interest in the cognitive
processes related to (i) the representation of the knowledge of the robot and its
modi cation in the execution phase and (ii) the ability to nd independently
the plan to be pursued to achieve an objective. Hence, the anticipation (blue
colored part of Fig. 1) and the observation/perception of the environment (red
part of Fig. 1).</p>
        <p>These two parts of the cognitive architecture have been implemented through
a framework that includes a simulation software. Software runs in background
with the development of the human-robot interaction and acts as a window on
the robot. Through the simulator, the robot imagines the development of the
action it has selected and re-plans if it does not give the desired result. At the
same time, the software shows the knowledge the robot has and how it grows
over time. In the next section, we detail how we implemented these parts of the
cognitive process.</p>
        <p>
          Inside the Robot Mind: a Simulation Environment to
Access Robot's Cognitive Processes
To e ectively put in place the modules described at the end of the previous
section, the idea we propose is to develop a framework in which the
anticipation is implemented by means of a simulator and the knowledge representation
through some gaming graphic elements. Each graphic element useful for the
interaction has a direct mapping with the OWL [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] ontology used for modeling
robot's knowledge. Moreover, the robotic system is managed by a Belief Desire
Intention (BDI) [
          <xref ref-type="bibr" rid="ref13 ref21">13, 21</xref>
          ] agent system, implemented employing the J ASON [
          <xref ref-type="bibr" rid="ref4 ref5">5,
4</xref>
          ] programming language, and the Robotic Operating System (ROS) [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
        </p>
        <sec id="sec-1-12-1">
          <title>ROS Master</title>
          <p>Registration &lt;&lt;Node&gt;&gt; Registration &lt;&lt;Node&gt;&gt;
od&lt;&lt;N itregR
sa
e&gt;&gt; itno
s
e
g
a
s
s
e</p>
          <p>M
MAS</p>
          <p>Agent
Actions
Represents</p>
        </sec>
        <sec id="sec-1-12-2">
          <title>Environment</title>
        </sec>
        <sec id="sec-1-12-3">
          <title>ROS Node</title>
        </sec>
        <sec id="sec-1-12-4">
          <title>ROS Node ROS Node</title>
          <p>s
e
g
a
s
s
e</p>
          <p>M
Java NaoQI
ROS Interface
Robotic Platform
M
e
s
s
a
g
e
s
Unreal Engine</p>
          <p>Simulator</p>
          <p>We decided to use the Nao robot by Softbank Robotics but it is worth to
note that the choice of the robotic platform does not a ect the operation of the
framework.</p>
          <p>In a rst phase, the robotic system is designed and built in a standard way, it
is provided with a knowledge base on the environment in the form of an ontology
and the mission that it has to accomplish. Once running, the robot interacts
with the simulator and with the human. The robot sends all the elements to
the simulator to generate anticipation. The agent system evaluates the result of
the comparison and selects the action to be performed. The robot continuously
interacts with the human and the environment to acquire new elements in the
knowledge base that are then shown by the interface of the simulator itself.</p>
          <p>
            We use Unreal Engine (UE) [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ] for the simulator and the Robotic Operating
System (ROS) [
            <xref ref-type="bibr" rid="ref16">16</xref>
            ] for the development of robotic applications.
          </p>
          <p>The simulation process, executed by an unreal engine background process,
is merged with the cognitive reasoning cycle of our architecture using the ROS
publisher/subscriber architecture, as shown in Fig. 2. On the left branch of
the scheme, a ROS node is registered into the ROS architecture to handle the
robot through the Java NaoQI library. This node lets accessing that robot part
including motion, vision and sensory modules and memory handler. On the right
branch of the scheme, another node is registered into the ROS architecture to
handle the Unreal Engine simulator. More details about the integration between
ROS and UE are de ned below. On the center branch of the scheme, the last
node is registered to handle the communication through the multi-agent system,
or whatever kind of implementation for the robotic system one wants to choose.</p>
          <p>Mainly, on a high-level perspective, the framework is composed of three main
components: ROS, Unreal Engine 4 and a plugin for Unreal Engine 4, called
ROSIntegration3.</p>
          <p>ROS (Robot Operating System) is an open source framework designed to
encourage the development of robot applications by providing tools that allow
communication between di erent systems and the reuse of code in robotic
development. Unreal Engine 4 is a graphic engine, mainly used to develop modern
video games, utterly programmable in C++. It provides a lot of tools such as
real-time rendering engine for 3D graphics, physical engines for collision
detection, animations support, allowing us to create an environment as realistic as
possible. Furthermore, Unreal Engine 4 functionalities can be expanded
employing plugins, developed by its community. In our case, we used the ROSIntegration
plugin to allow communications between ROS, and then the robot, and Unreal
Engine 4.</p>
          <p>The powerful and the features of Unreal Engine 4 and ROS let the
communication process be very simple and e ective:
1. one or more Java applications, named Talker, are responsible for
communicating with the robot, by means of a set of libraries: ROSJava. It was
developed by ROS community and allows to instantiate the ROS concept
(nodes, services and topics) inside the Java code. The Java applications use
the NaoQI library, provided by Softbank Robotics, to interface with Nao
robot. NaoQI extrapolates information of interest (such as robot
temperature, robot joints position, battery level and so on), and write them into
ROS topics;
2. the ROSIntegration plugin, installed in the UE4 editor, creates a bridge
between ROS and UE4, allowing UE4 to subscribe to the ROS topics created
by the Java applications and recover the information from them;
3 https://github.com/code-iai/ROSIntegration
3. on the UE4 side, one or more C++ classes, called Listeners are responsible
for retrieving and elaborate robot data. We use UE4 functionalities to display
such information in a friendly graphic manner.</p>
          <p>At the time of writing, only communications \from Robot to UE4" have been
implemented and tested. However, we designed the architecture in such a way it
performs bilateral communications by integrating Talkers in the UE4 Editor and
Listeners in the Java applications and thus allowing the users to communicate
with the robot through the simulator interface.
4</p>
          <p>Looking Inside the Robot: the Framework at Work
After designing and implementing such an architecture, we validated our idea
through two di erent scenarios, aimed to show if and how the simulator might
be used to support the interaction between robot and the human. These two
scenarios delineate the two characteristics of the framework we are illustrating
in this paper, namely: the capability of generating the anticipation of actions and
the capability of modeling and showing owns knowledge at runtime. The starting
point is: \Let's suppose we can equip the robot with a cognitive architecture
that allows it to emulate the decision-making process of the human being, and
therefore to be able to react adequately and pro-actively in dynamic situations.
How can the human be aware of this similarity, and therefore include robot's
limitations and strengths as components of the decision-making process that
leads to the creation of sub-goals aimed at achieving the nal goal?" In a nutshell:
how can a human treat the robot like any other team member, considering it as
a resource for achieving the common goal?</p>
          <p>Our scenarios are very simple. However, the conclusions drawn from such
tests support the idea that a simulation software aimed to display the robot's
mental processes would be an e ective intermediary between the robot and the
human.</p>
          <p>First scenario: generating the anticipation. The rst scenario is a simple
path nder: using a navigation algorithm, we used the simulator to show the
robot's decision-making process in nding the best path to reach a destination
goal in a changing environment. So, the mission to design is to reach a speci c
position. The working environment is made of the human, the robot and one
obstacle.</p>
          <p>The robot is designed for performing the mission and is equipped with an
essential ontology representing the working environment. As shown in Fig. 3, the
simulation environment allows the human to be aware of what the robot knows
about the surrounding environment, at the beginning of the mission and during
its execution. Fig. 3 has two parts, the part above shows the real world in which
the robot moves while the part below shows the interface of the simulator, i.e.
the robot's mind. As it can be seen, going from left to right:
1. at the beginning of the mission execution, the robot is aware of its position
and the goal's position. An avatar appears in the simulation environment.
The avatar represents a robot's mental extension, the image it has of itself
in the environment. The avatar executes the designed path to reach the goal
(the middle couple of gures). It realizes the anticipation of the scene;
2. at the end of the simulation/anticipation the robot starts to execute the
path;
3. during the execution of the task, the environment could suddenly change or
may be di erent from the one designed in the initial ontology. Indeed, in this
scenario, we put a second obstacle without inserting it in the ontology. When
perceiving the new situation, the robot stops its navigation. The left ROS
node (Fig. 2) and the NaoQI interfaces communicate with the ROS master
for handling the new situation. Through the right ROS node the obstacle
appears in the simulation environment and the robot recomputes the best
path. Then, the new anticipation is showed by means of its avatar (right
part of Fig.3);
4. the algorithm proceeds in such a way until the robot reaches the goal or
until there are no more available paths to follow.</p>
          <p>In this rst scenario, we limited to describing only the part of the generation
of the current situation and we left out the situation queue generation. We
preferred to make the description simpler to better illustrate the validation results
and the considerations we make below in the following paragraph.
Remarks on the rst scenario. Software usefulness is evident when the robot
behaves di erently from expectations, i.e. when the robot cannot reach the goal
although there is an available path. In this application, the human inserts the
obstacles in the environment, so he knows if the robot could reach the goal
or not. If there is an available path, why can't the robot use it to reach the
goal? The answer is that the inaccuracy, albeit minimal, of the rotations aimed
at circumventing the obstacle has caused an incorrect reading of the sensors,
bringing the robot to identify the same obstacle it was trying to avoid as a
new one, and thus blocking the actually available path. For the human being,
identifying the correspondence between the unusual behavior of the robot and
the imprecision of the rotations is a non-trivial task, especially if this inaccuracy
is not evident.</p>
          <p>
            Using the simulation software as a tool representing what the robot knows
about the surrounding environment was crucial: incorrect readings of the sensors
result in the simulation environment, with the positioning of the rst obstacle
correctly, and the appearance of a second obstacle, not expected by a human,
in front of the robot after the rotation. In this case, the software allowed the
human to understand not only that the robot represented the world incorrectly,
but also to connect this error to the reasons that led the robot to conclude that
there were no paths available to reach the goal. In a nutshell, the human was
able to understand the motivations behind the robot's behavior.
The second scenario: representing changing knowledge. In the second
scenario, a robot works with a human in transporting di erent objects from a
starting position to a destination. The nal destination of the object is indicated
by the human and the robot is designed accordingly. The robot has knowledge
of the environment represented at design time by an ontology, created using
OWL. The ontology dynamically grows as soon as it discovers new concepts or
an instance of them4. The method used for enhancing and enlarging knowledge
at runtime is shown in [
            <xref ref-type="bibr" rid="ref6">6</xref>
            ].
4 It is worth to point out that we represent the robot's knowledge through an ontology
containing at the same time all the concepts the robot knows and all the objects
really present in the environment as instance-of the concepts. For details about that
refer to [
            <xref ref-type="bibr" rid="ref6 ref8 ref9">6, 8, 9</xref>
            ].
          </p>
          <p>At the beginning of the mission, the robot's ontology has been designed
with three concepts: Object, the main concept, Furniture and Cutlery,
sons of Object (Fig. 4). Furniture has an attribute \heavy ", it indicates and
allows the robot reason about that whatever object in the world is instance-of
Furniture cannot be transported by the robot. Fig. 4 shows the simulator
interface where the previous situation is reported. The interface simultaneously
shows the ontology (in the bottom right corner) during the mission execution
and its representation on the robot's mind through strati ed \mind corridors".
The corridors follow the same structure of the ontology.</p>
          <p>Also, the interface shows the inner state of the robot, what it knows about
itself and the world around. In this way, we realize and prove the self-model
ability of the robot to the interacting human.</p>
          <p>Corridors are linked to each other through showcases that may be navigated
using the simulator interface. For instance, in the Object corridor, two
showcases open respectively on the Furniture and the Cutlery corridor. Showcases
are used to maintain the relationship between concept and to help during the
interaction.</p>
          <p>Let's make an example to clarify it (see Fig. 5). During the execution of
this second scenario, the robot sees an object it doesn't know and then asks the
human information so to add that object to its knowledge base. The object is
a Fork, which is then attached to the concept of Cutlery. In the simulation
environment, the Fork corridor appears and then the human can navigate the
Cutlery showcase and verify that the Fork showcase appears thus having
proof that robot \has correclty understood" the element. Moreover, in the Fork
corridor, the human nds another showcase, which serves as a view of the real
Fork in the world. In the meanwhile, as shown in Fig. 5, in the external view a
Fork will appear, representing the Fork in the real world.</p>
          <p>After populating the mind corridors, and thus increasing the robot's
knowledge, the execution of the task starts. If the recognized object is a kind of
furniture, such as a chair, the robot cannot move it because of the \heavy" property.
If the identi ed object is a kind of Cutlery, such as a Fork, the robot asks
the human where it has to put the object (left or right), executes the task and
goes back to the starting position, ready for another iteration.</p>
          <p>Remarks on the second scenario. The software e ectiveness, like in the
previous scenario, became explicit when the robot refused to carry the Fork
item. The simulator allowed us to explain this unusual behavior, due to a
misinterpretation of the nature of the object: the Fork concept was erroneously
interpreted as the son of the Furniture concept, making the Fork instance
no-transportable. So, we can conclude that human can use software as a
continuous feedback on the agent's representation and updating of the surrounding
world and its internal conditions. Using the software, a human can:
{ verify that the robot knows the item related to the application domain;
{ verify that the acquisition of new information is done correctly, making it
possible for the human being to delegate tasks to the robotic agent;
{ understand the motivations behind the robot behavior, and thus foresee its
intentions and update his plans accordingly;
{ understand the motivations behind an unexpected behavior, and thus
making justi able such behavior, increasing the human level of trust in the robot.
5</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Discussions and Conclusions</title>
      <p>Robotic systems are now able to solve very complex problems even in highly
dynamic environments. But what if the scenario is the one of human-robot
interaction? When robots and humans work in a team where they have to cooperate
and collaborate and the behavior and capabilities of one strongly a ect those of
the other. Especially about the possibility of making reasoned decisions.</p>
      <p>In this case, we need to have a tool to support interactions that allow
equipping the robot with a decision-making process based on the possibility of adding
new elements in its knowledge base and selecting at runtime the best action to
do to achieve a common goal. At the same time, this tool must allow the human
to look inside the robot's mind to make the interaction more aware.</p>
      <p>
        In this paper, we propose a framework for supporting the interaction among
humans and robots. The framework implements the cognitive architecture we
established for human-robot teaming interaction [
        <xref ref-type="bibr" rid="ref10 ref7 ref9">10, 7, 9</xref>
        ]. This framework is a
rst prototype where we focused on the representation of the robot's knowledge,
of its inner and outer world, and on the ability to create the anticipation of
the mission. Both the two aspects are fundamental in our approach because
human-robot interaction happens in a dynamic and unknown environment. The
robot continuously perceives new elements to act on and has to enlarge the
representation it has of them. Moreover, it must be able to imagine the result of
its actions to direct its reasoning process towards the best plan to implement.
      </p>
      <p>
        All this is possible by employing the cognitive architecture we developed in
[
        <xref ref-type="bibr" rid="ref10 ref7">10, 7</xref>
        ] and that is resumed in section 2.
      </p>
      <p>With the framework illustrated in this paper, we looked more at the point of
view of human but at the same time, we validated our cognitive architecture. We
also made some consideration of the interaction process. Through some rst tests,
we can a rm that the quality of interaction increases by using the simulator
software that realizes the self-modeling in the robot. This goes in our future
direction of including in the interaction also elements of the Theory of Mind
from both the sides. From human to robot and vice-versa.</p>
      <p>In the future, we plan to provide the software with all the functionalities
that instantiate the whole cognitive architecture and to use it in experiments
for measuring the level of con dence and trust of humans in robots equipped as
said.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>1. https://www.unrealengine.com.</mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Anderson</surname>
            ,
            <given-names>J.R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Matessa</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lebiere</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <string-name>
            <surname>ACT-R</surname>
          </string-name>
          :
          <article-title>A theory of higher level cognition and its relation to visual attention</article-title>
          .
          <source>Human-Computer Interaction</source>
          <volume>12</volume>
          (
          <issue>4</issue>
          ),
          <volume>439</volume>
          {
          <fpage>462</fpage>
          (
          <year>1997</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Bechhofer</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          : Owl:
          <article-title>Web ontology language</article-title>
          .
          <source>In: Encyclopedia of database systems</source>
          , pp.
          <year>2008</year>
          {
          <year>2009</year>
          . Springer (
          <year>2009</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Bordini</surname>
            ,
            <given-names>R.H.</given-names>
          </string-name>
          , Hubner,
          <string-name>
            <surname>J.F.</surname>
          </string-name>
          :
          <article-title>BDI agent programming in agentspeak using JASON</article-title>
          .
          <source>In: International Workshop on Computational Logic in Multi-Agent Systems</source>
          . pp.
          <volume>143</volume>
          {
          <fpage>164</fpage>
          . Springer (
          <year>2005</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Bordini</surname>
            ,
            <given-names>R.H.</given-names>
          </string-name>
          , Hubner,
          <string-name>
            <given-names>J.F.</given-names>
            ,
            <surname>Wooldridge</surname>
          </string-name>
          ,
          <string-name>
            <surname>M.</surname>
          </string-name>
          :
          <article-title>Programming multi-agent systems in AgentSpeak using Jason</article-title>
          , vol.
          <volume>8</volume>
          . John Wiley &amp; Sons (
          <year>2007</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Chella</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lanza</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pipitone</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Seidita</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          :
          <article-title>Knowledge acquisition through introspection in human-robot cooperation</article-title>
          .
          <source>Biologically Inspired Cognitive Architectures</source>
          <volume>25</volume>
          ,
          <issue>1</issue>
          {
          <issue>7</issue>
          (
          <year>2018</year>
          ). https://doi.org/10.1016/j.bica.
          <year>2018</year>
          .
          <volume>07</volume>
          .016
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Chella</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lanza</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pipitone</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Seidita</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          :
          <article-title>Human-robot teaming: Perspective on analysis and implementation issues</article-title>
          . vol.
          <volume>2352</volume>
          , pp.
          <volume>12</volume>
          {
          <issue>17</issue>
          (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Chella</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lanza</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Seidita</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          :
          <article-title>Representing and developing knowledge using Jason, CArtAgO and OWL</article-title>
          .
          <source>In: Proceedings of the 19th Workshop "</source>
          From Objects to Agents",
          <string-name>
            <surname>WOA</surname>
          </string-name>
          <year>2018</year>
          . vol.
          <volume>2215</volume>
          , pp.
          <volume>147</volume>
          {
          <issue>152</issue>
          (
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Chella</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lanza</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Seidita</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          :
          <article-title>Decision process in human-agent interaction: extending jason reasoning cycle</article-title>
          .
          <source>In: International Workshop on Engineering MultiAgent Systems (EMAS</source>
          <year>2018</year>
          ).
          <source>Revised Selected Papers</source>
          .Springer-Verlag, (in press)
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Chella</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lanza</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Seidita</surname>
          </string-name>
          , V.:
          <article-title>A cognitive architecture for human-robot teaming interaction</article-title>
          .
          <source>In: Proceedings of the 6th International Workshop on Arti cial Intelligence and Cognition</source>
          .
          <source>Palermo (July 2-4</source>
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Chella</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lanza</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Seidita</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          :
          <article-title>Human-agent interaction, the system level using JASON (</article-title>
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Franklin</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Madl</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>D'Mello</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Snaider</surname>
          </string-name>
          , J.:
          <article-title>Lida: A systems-level architecture for cognition, emotion, and learning</article-title>
          .
          <source>IEEE Transactions on Autonomous Mental Development</source>
          <volume>6</volume>
          (
          <issue>1</issue>
          ),
          <volume>19</volume>
          {
          <fpage>41</fpage>
          (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>George</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rao</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Rational software agents: from theory to practice</article-title>
          . In: Agent technology, pp.
          <volume>139</volume>
          {
          <fpage>160</fpage>
          . Springer (
          <year>1998</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Laird</surname>
            ,
            <given-names>J.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lebiere</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rosenbloom</surname>
            ,
            <given-names>P.S.:</given-names>
          </string-name>
          <article-title>A standard model of the mind: Toward a common computational framework across arti cial intelligence, cognitive science, neuroscience, and robotics</article-title>
          .
          <source>AI</source>
          Magazine
          <volume>38</volume>
          (
          <issue>4</issue>
          ) (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Laird</surname>
            ,
            <given-names>J.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Newell</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rosenbloom</surname>
            ,
            <given-names>P.S.:</given-names>
          </string-name>
          <article-title>Soar: An architecture for general intelligence</article-title>
          .
          <source>Arti cial intelligence</source>
          <volume>33</volume>
          (
          <issue>1</issue>
          ),
          <volume>1</volume>
          {
          <fpage>64</fpage>
          (
          <year>1987</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Quigley</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Conley</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gerkey</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Faust</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Foote</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Leibs</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wheeler</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ng</surname>
            ,
            <given-names>A.Y.</given-names>
          </string-name>
          :
          <article-title>Ros: an open-source robot operating system</article-title>
          .
          <source>In: ICRA workshop on open source software</source>
          . p.
          <fpage>5</fpage>
          .
          <string-name>
            <surname>Kobe</surname>
          </string-name>
          ,
          <string-name>
            <surname>Japan</surname>
          </string-name>
          (
          <year>2009</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Rao</surname>
            ,
            <given-names>A.S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>George</surname>
            ,
            <given-names>M.P.</given-names>
          </string-name>
          , et al.:
          <article-title>Bdi agents: from theory to practice</article-title>
          .
          <source>In: ICMAS</source>
          . vol.
          <volume>95</volume>
          , pp.
          <volume>312</volume>
          {
          <issue>319</issue>
          (
          <year>1995</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Seidita</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cossentino</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chella</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Software design of an AGI system based on perception loop</article-title>
          .
          <source>In: 3rd Conference on Arti cial General Intelligence (AGI-2010)</source>
          (
          <year>2010</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Seidita</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cossentino</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>From modeling to implementing the perception loop in self-conscious systems</article-title>
          .
          <source>International Journal of Machine Consciousness</source>
          <volume>2</volume>
          (
          <issue>02</issue>
          ),
          <volume>289</volume>
          {
          <fpage>306</fpage>
          (
          <year>2010</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Sun</surname>
            ,
            <given-names>R.:</given-names>
          </string-name>
          <article-title>The importance of cognitive architectures: An analysis based on clarion</article-title>
          .
          <source>Journal of Experimental &amp; Theoretical Arti cial Intelligence</source>
          <volume>19</volume>
          (
          <issue>2</issue>
          ),
          <volume>159</volume>
          {
          <fpage>193</fpage>
          (
          <year>2007</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Wooldridge</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jennings</surname>
            ,
            <given-names>N.R.</given-names>
          </string-name>
          :
          <article-title>Intelligent agents: Theory and practice</article-title>
          .
          <source>The knowledge engineering review 10(2)</source>
          ,
          <volume>115</volume>
          {
          <fpage>152</fpage>
          (
          <year>1995</year>
          )
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>