=Paper= {{Paper |id=Vol-1382/paper23 |storemode=property |title=A Game-based Model for Human-robots Interaction |pdfUrl=https://ceur-ws.org/Vol-1382/paper23.pdf |volume=Vol-1382 |dblpUrl=https://dblp.org/rec/conf/woa/MuranoS15 }} ==A Game-based Model for Human-robots Interaction== https://ceur-ws.org/Vol-1382/paper23.pdf
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Proc. of the 16th Workshop “From Object to Agents” (WOA15)                                                       June 17-19, Naples, Italy



 A game-based model for human-robots interaction∗
                                         Aniello Murano and Loredana Sorrentino
                              Dipartimento di Ingegneria Elettrica e Tecnologie dell’Informazione
                                      Università degli Studi di Napoli Federico II, Italy
                                        {aniello.murano,loredana.sorrentino}@unina.it




                           I. A BSTRACT                                        Solving a game corresponds to check whether a designed
                                                                            player has a winning strategy in the game, i.e. a sequence of
   Game theory has exhibited to be a fruitful metaphor to
                                                                            moves that let him satisfy the winning condition no matter
reason about multi-player systems. Two kinds of games are
                                                                            how the other players behave. In the literature, we distinguish
mainly studied and adopted: turn-based and concurrent. They
                                                                            between the case the condition is given as an “external entity”,
differ on the way the players are allowed to move. However, in
                                                                            for example via a formula of a logic [1], [14], or internally
real scenarios, there are very simple interplays among players
                                                                            as a condition over the states of the arena. While external
whose modeling does not fit well in any of these settings.
                                                                            conditions offer some modularity and allow to formalize very
   In this paper we introduce a novel game-based framework
                                                                            intricate targets, they require solutions with a very high com-
to model and reason about the interaction between robots and
                                                                            plexity [12]. Internal conditions instead offer a good balance
humans. This framework combines all positive features of both
                                                                            between expressiveness and complexity and this is the setting
turn-based and concurrent games. Over this game model we
                                                                            we consider in this paper.
study the reachability problem.
   To give an evidence of the usefulness of the introduced                     A very simple and largely used (internal) winning condition
framework, we use it to model the interaction between a                     consists of labeling some states of the arena as “good” and
human and a team of two robots, in which the former tries                   then consider as target the reachability of at least one of them.
to run away from the latter. We also provide an algorithm that              Properly speaking, the resulting setting is called a reachability
decides in polynomial time whether at least one robot catches               game. These games have been exploited in both the (two-
the human.                                                                  player) turn-based and (multi-player) concurrent settings and
                                                                            fruitfully applied in several interesting real scenarios. How-
                                                                            ever, there are specific situations that cannot be casted in any
                        II. I NTRODUCTION                                   of these settings. In particular, this happens when we want
   In recent years, game theory has exhibited to be a fruit-                to model the interplay among agents with a different essence.
ful metaphor in multi-agent system modeling and reasoning,                  This is the case, for example in human-robot interaction. To
where the evolution of the entire system emerges from the                   give an evidence of this necessity, we discuss along the paper
coordination of moves taken by all agents being involved [1],               a scenario involving the interaction between a human and two
[20], [21], [22], [15], [23], [7], [8]. In the simplest setting,            robots. The shape of the arena is a maze and the three players
we consider finite-state games consisting of just two players               are initially placed in three different positions. The goal of
(or agents), conventionally named Player 1 and Player 2.                    the human is to run away from the robots, while the robots
Depending on the possible interactions among the players,                   have the opposite goal. Therefore, looking at the game from
games can be either turn-based or concurrent. In the former                 the robots side, the good states are those in which at least
case, the moves of the players are interleaved. In the latter               one of the robots and the human sit in the same place in the
case, instead, the players move simultaneously. In a turn-                  same moment. We assume that whenever the human decides to
based game, the states of the game are partitioned into those               move, none of the robots can interfere and vice-versa. In other
belonging to Player 1 and those belonging to Player 2. When                 words the human uses the game on its side as turn-based while
the game is at a state of Player i, only Player i determines                the robots use it as being concurrent. We introduce a novel
the next state. In a concurrent game, instead, the two players              model framework that is able to represent efficiently such a
choose, simultaneously and independently, their moves and the               scenario and provide a solution algorithm that can decide in
next state of the game depends on the combination of such                   polynomial time whether the robots have a winning strategy,
moves.                                                                      i.e., they have a sequence of moves that, no matter how the
   A game consists of two main objects, the arena and the                   human behaves, they reach a desired state.
winning condition. The arena is used to describe the players,
the game states (configurations), and the possible evolution of             Related work. Robotic technology is quickly advancing and
the game in accordance to the moves the players can take. The               this rapid progress inevitably is having a huge effect over
winning condition is used to express the objective the players              the people. The interaction between human and robots is
aim to achieve.                                                             a complex issue that challenges both engineering and cog-
                                                                            nitive science. In several settings, such an interaction has
  ∗ This work is partially supported by the FP7 EU project 600958-SHERPA.   been modeled in terms of a suitable interplay between all


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actors involved (see [5] for a survey). Several models in this                          0     1      2       3      4
context take inspiration from the field of open-system formal
verifications [9], [19], [11], [16]. A system is considered open               0        H                          R1
if it has an ongoing interaction with an external unpredictable
environment and the system behavior fully depends on this                      1
interaction. To verify an open system means to check that
the system is correct no matter how the environment behaves.
                                                                               2
Several models based on two-player games (system vs. en-
vironment) have been proposed in order to model such an
interaction as well as suitable algorithms to check whether                    3
the system is correct (i.e. wins the game) [3], [24]. In this
context, multi-agent games have been also proposed in order
to model and reason about multiple players able to play in a
                                                                               4        R2
cooperative or adversarial manner [1], [14].
   The game setting we consider in this paper has several con-     Fig. 1. Maze Game.
nections with planning problems as well [2], [4], [6]. Indeed,
planning can be rephrased as the problem of synthesizing a
strategy (the plan) for an agent to achieve a determined task      an interplay, the game reaches a configuration in which both
within an environment. Often the environment is hostile and        he and one of the robots sit in the same room. Accordingly,
consists of an aggregation of several entities working together.   we label all such configurations as good ones (as seen by the
By casting such a scenario in our model setting one can see        robots). Thus, deciding whether the team of robots can defeat
the environment as the team of cooperative agents working          the human corresponds to solve a reachability game.
against the one aiming for the planning.                              It is important to note that the scenario we have discussed
   Since the environment can be seen as an adversarial player      is neither (just) turn-based, as the robots move simultaneously,
the correlation the our setting follows                            nor concurrent, as the human moves independently from the
                                                                   robots. Moreover, the discussed game involves three players
                                                                   and it is not trivially reducible to a two-player one because of
                      III. C ASE S TUDY                            the particular target: at least one of the robots has to catch the
   In this section we introduce a simple but effective human-      human.
robot interaction scenario that will be used along the paper as       To model this scenario, we introduce in the next section
an application for the game-model framework we introduce.          a novel game model in which all players, except a designed
The scenario is described in the following and depicted in         one, work in team and move simultaneously. The designed
Figure 1.                                                          one instead will move alternately and independently from the
   The interaction takes place in a maze and involves tree         other players.
players: a human H and two robots R1 and R2 . The goal of
the human is to escape from both the robots. The robots work                        IV. T HE CONCEIVED MODEL
in team and aim just the opposite. For simplicity we assume           In this section we introduce a novel multi-player game-
the maze divided in square rooms and we start by considering       based framework that is suitable to represent, under a unique
that the players sit all in different rooms. All players from      structure, both the players moving turn-based and those acting
every room can access to an adjacent one unless there is a         concurrently. This framework, which we call hybrid, oppor-
wall (drawn with a bold line in the figure). We assume to          tunely combines and extends the main features behind con-
have an interleaving of moves between the human and the            current game structures [1] and two-player turn-based games
team of robots. Hence, the robots move simultaneously. We          (see [18] for an introduction).
assume that all players can move in the four directions up,           Definition 1 (Hybrid Game models): A hybrid reachability
down, left, and right, unless the shape of the maze forbids it.    game structure is a tuple G =< Ag, Ac, St, s0 , tr, Stf >,
   Let us now discuss how such an human-robot interaction can      where Ag is a finite non-empty set of agents, partitioned into
be rephrased in terms of a game. We make this reasoning more       two teams Ag0 and Ag1 . Ac and St are enumerable non-
formal in the next section. Starting from an initial position in   empty sets of actions and states, respectively, and s0 ∈ St
the maze, all players by taking the allowed moves can change       is a designated initial state. The set of states is partitioned
their position. Each possible placing of the players can be seen   in St0 and St1 as those states belonging to the teams Ag0
as a configuration of the game and the starting one is usually     or Ag1 , respectively. For i ∈ {0, 1}, let Dci = Agi * Ac
denoted the initial configuration. Clearly, we can move in one     to be the set of decisions of team i, i.e., partial functions
step from one configuration to another only if we have moves       describing the choices of an action by all agents in Agi . Then,
that allow it. In particular, as seen from the human, moves are    tr : Dci ×Sti → St1−i denotes the transition function mapping
interleaved in a turn-based fashion, while they are taken in a     every pair of decisions δ ∈ Dci and state s ∈ Sti for the team
concurrent way as seen by the robots. All legal moves can be       i to a successive state over the deterministic graph belonging
collected by an opportune data structure or a table. Following     the the adversary team. Finally, we define Stf ⊆ St the subset
the target of the robots, we have that the human loses if along    of terminal (or accepting) states.


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                                                                        To better clarify the meaning of the above formalization, let
                   0     H                 R1                        us discuss some examples over the maze. From the initial state,
                                                                     which belongs to the team Ag1 , by using the decision lr, the
                   1     R2                                          game moves to the state (((0, 0)(0, 1)(1, 1)), 0). In accordance
                                                                     with the flag, this is now a state belonging to the team Ag0
                                                                     and thus this team (the human) takes the turn to move. From
                           0         1      2
                                                                     this state, the human agent has two available moves, that
Fig. 2. A Reduced Maze Game.                                         are d and r. In the first case the game moves in the state
                                                                     (((1, 0)(0, 1)(1, 1)), 1) and in the second case it moves in the
                                                                     state (((0, 0)(0, 1)(1, 1)), 1), both belonging to the players in
                                                                     the coalition Ag1 . And so on. In Figure 3, we report the com-
   We now show how the case study we have presented in               putations of the game. It is easy to observe that the accepting
the previous section can be easily and formally described by         states are ((1, 0), (0, 2)(1, 0)), 0), ((1, 0), (0, 0)(1, 0)), 0) and
means of a hybrid game model G.                                      ((0, 1), (0, 1)(1, 1)), 1) since one of the two robots and the
                                                                     human are both in the room.
   For a sake of clarity, instead of considering the scenario
depicted in Figure 1, we consider a reduced one as reported in
                                                                                                         ((0, 0), (0, 2)(1, 0)), 1)
Figure 2. Also, we allow the robots to move only horizontally
(left and right), while the human is still able to move in all
directions. While this new scenario may look too naive, it will                                                       lr
avoid a bunch of tedious calculations in the sequel. We model
the human-robots interaction over this maze by setting Ag0 as
                                                                                                         ((0, 0), (0, 1)(1, 1)), 0)
the team consisting of the unique player human and Ag1 as the
team of robots R1 and R2 . We consider the maze as a grid-
board made by K × J positions, with K = {0, 1} and J =                                                      d                 r

{0, 1, 2}. In each position, zero, one, or more than one player
can sit. States are just a set of positions of the three players                       ((1, 0), (0, 1)(1, 1)), 1)          ((0, 1), (0, 1)(1, 1)), 1)
plus a flag we use to recall which team is playing in that state.
Formally, we have as set of states St = ((K × J)3 ) × {0, 1}.
                                                                                          rl                ll
Sti contains those states having the flag equal to i. The initial
state is just the initial position of the players.
                                                                     ((1, 0), (0, 2)(1, 0)), 0)          ((1, 0), (0, 0)(1, 0)), 0)
   Accordingly to the picture depicted in Figure 2, as-
suming R1 and R2 are the next to move, the state is
                                                                     Fig. 3. A game model G for the simplify maze in Figure 2.
((0, 0), (1, 0), (0, 2), 1). We assume in our example that this
is the initial state. The possible actions for the robots are
set to r for right and l for left. For the possible actions of
the human we set u for up, d for down, l for left, and r for                            V. T HE PROPOSED SOLUTION
right. Decisions are defined accordingly and must respect the           Under the conceived model, we can handle all possible
limitations imposed by the shape of the maze. As far as the          targets that can be represented in terms of reachability, i.e.,
set of accepting states concerns, recall that the target of the      the players in the coalition Ag1 set some configurations of the
robots is to reach a configuration where at least one of them        game as “good” and aim to reach them. These configurations
catches the human, being both siting in the same position.           are those represented by states Stf in the model. The coalition
This means that Stf must contain all those states in which           Ag1 wins the game if its players have a winning strategy, i.e.,
the first pair of coordinates (corresponding to the position of      they can force the game, by means of a sequence of moves,
the human) is equal to the second or third pair. Formally,           to reach a state in Stf , no matter how the players in the team
Stf = {((a, b), (c, d), (e, f ), i) |(a = c and b = d) OR            Ag1 behave. Deciding a game means deciding whether the
(a = e and b = f )}. Finally, it remains to define the transition    coalition Ag1 wins the game.
relation. For the sake of exposition, we only report the part           In this section we provide an algorithm to decide a game
corresponding to the team Ag0 . Note that this is coherent with      under the hybrid framework we have introduced. This algo-
the shape of the maze.                                               rithm aims to find the set of states of the model from which
                                                                     the players in the coalition Ag1 win the game, that is the set of
  tr(δ, ((i, j)(k, l)(m, n)), 0) =                                   states reach1 (Stf ). As the complement of this set contains the
                                                                     states from which players in the coalition Ag0 win the game,
                                                                    as a corollary we obtain that our game model is zero-sum (i.e.
  
  (((i − 1, j)(k, l)(m, n)), 1),        if δ = u and i > 0;
  
  (((i, j − 1)(k, l)(m, n)), 1),                                    from each node only one team can win the game).
                                         if δ = l and j > 0;            The algorithm proceeds as follows. We start from the
  
  
  (((i, j + 1)(k, l)(m, n)), 1),        if δ = r and j < 2;         set Stf containing all winning states for players in Ag1 .
                                                                    Then, in a backward manner, we recursively build the set
   (((i + 1, j)(k, l)(m, n)), 1),        if δ = d and i < 1.


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reachi1 (Stf ) containing all states s ∈ St such that players usefulness of the introduced framework by means of a case
in Ag1 can force a visit from s to a state in the set Stf in study.
less than i steps. Formally, we have that reachi1 (Stf ) = {s ∈       This work opens to several future directions. First, it would
St |Ag1 can force a visit from s to Stf in less than i moves}. be interesting to reasoning about quantitative aspects about the
   Formally, we have the following.                                human-robots interaction. For example, to determine what is
                                                                   the best strategy to perform.
reach01 (Stf ) = Stf ;                                                Another direction would be to consider other possible win-
                                                                   ning  conditions. In particular, one could import some winning
reachi+1                   i
       1 (Stf ) = reach1 (Stf ) ∪                                  conditions    studied in formal verification such as the Büchi
{s ∈ St1 |∃s0 ∈ St : tr(Dc1 , s) = s0 ∧ s0 ∈ reachi1 (Stf )} ∪     and  the   parity   ones (see [17], [10] for an introduction) or
{s ∈ St0 |∀s0 ∈ St : tr(Dc0 , s) = s0 ∧ s0 ∈ reachi1 (Stf )}.      external winning conditions given in terms of formulas of a
                                                                   suitable logic. Some scenarios along these lines have been
                                                                   already investigated in the case of turn-based and concurrent
   In words, from the set reachi1 (Stf ) we select all states that
                                                                   game settings [9], [19] and showed to have some useful appli-
have incident edges in this set. From each of these states,
                                                                   cations [13], [14]. We plan, as future work, to investigate them
say s, if it belongs to the coalition Ag1 , then, this state
                                                                   in the settings of multi-robots and human-robots interactions.
is immediately added to reachi+1   1 (Stf ) (as we may move
from s to reachi1 (Stf ) and thus reach Stf ). Conversely, if
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