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Artificial Emotional Creature Project

- Creation of Subjective Value through Physical Interaction -




I was introduced by MIT Technology Review (May/June '99)



My talk was introduced by ASCII (on Feb. 4, 1999)


1. Introduction

A human understands people or objects through interaction. The more and longer they interact, the deeper the human understands the other. Long interaction can result in attachment and desire for further interactions. It may also result in boredom. Interaction stimulates humans, and generates motivations for behaviors. There can be cases in which behaviors are not rational.

Objects with which humans interact include natural objects, animals and artifacts. Studies on interaction between human beings and animals show positive effects on psychology, development of children, and so on. Artifacts that affect people in mentally can be called "aesthetic objects". Such effects are subjective and could not be measured simply in terms of objective measures such as accuracy, energy and time.

Machines are also artifacts. Different from the aesthetic objects, machines have been designed and developed as tools for human beings while being evaluated in terms of objective measures. Machines are passive basically because human beings give them goals. Machines will not be active as long as they are tools for human beings.

However, if a machine were able to generate its motivation and behave voluntarily, it would have much influence to an interacting human. At the same time, the machine should not be a simple tool for humans nor be evaluated only in terms of objective measures. Subjective evaluation is important. For a human, multi-modal stimulation should be influential. People interacting with the machine or observing the interaction may consider the machine as an artificial creature. Behaviors of the machine may be interpreted as emotional.

There are many studies on human-machine interaction. Here, we don't discuss studies on human factors in controlling machines used as tools. In other studies, machines recognize human gestures or emotions by sensory information, and then act or provide some information to the human. However, modeling gestures or emotions is very difficult because these depend on the situation, context and cultural background of each person.

Concerning action by a machine toward a human, an artificial creature in cyber space can give only visual and auditory information to a human. A machine with a physical body is more influential on human mind than a virtual creature.

Considerable research on autonomous robots has been carried out. Their purposes are various such as navigation, exploration and delivery in structured or unstructured environments while the robots adapt to the environments. Also, some robots have been developed to show some emotional expressions by face or gestures. However, even though such robots have physical bodies, most of them are not intended to interact physically with a human.

We have been building pet robots as examples of artificial emotional creatures since 1995. The pet robots have physical bodies and behave actively while generating motivations by themselves. They interact with human beings physically. When we engage physically with a pet robot, it stimulates our affection. Then we have positive emotions such as happiness and love or negative emotions such as anger, sadness and fear. Through physical interaction, we develop attachment to the pet robot while evaluating it as intelligent or stupid by our subjective measures.

2. Objectivity and Subjectivity

Science and technologies have been developed through objectivism. Because of this, people can share and use their scientific and technological knowledge in common. When we design machines, we need to use such objective knowledge. A machine which has high value evaluated in terms of objective measures such as speed, accuracy, and cost is useful as a tool for human beings, especially for automation.

A machine that interacts with a human is not always evaluated by such objective measures. People evaluate a machine subjectively. Even if some machines were useless in terms of objective evaluation, some people put high subjective value on them. Such machines could be considered as aesthetic objects.

When we design robots that interact with human beings, we have to consider how people think of the robots subjectively. This paper deals with pet robots to investigate subjectivity for designing robots friendly to human beings.

3. Emergence of Emotional Behavior through Physical Interaction

There is an enormous number of studies on emotions. Also, we can make models of emotions by observing many people. However, we can not say which model is correct or even the best. We have many words to express our own emotions, but we don't have the same definition of internal states of our bodies. Emotions are evoked in some situation, and depend on context and cultural background. Therefore, it is difficult to establish a general model of emotions. For example, if a subject and another person are interacting, the person's interpretation of emotions of the subject is not always the same as that of the subject himself. Even if they had long relationship, they would interpret the emotions in different ways.

We are taking a position that emotions emerge through interaction with the environment as Picard classified research on emotions. There is some research on emergent emotions. Toda emphasized the importance of studying whole systems including perception, action, memory, and learning. He proposed a scenario with a fungus eater to illustrate how emotions would emerge in a system with limited resources operating in a complex and unpredictable environment. Toda's robot has the goal of collecting as much uranium ore as possible, while regulating its energy supply for survival. The robot has rudimentary perceptual, planning, and decision-making abilities. Toda proposed urges that are motivational subroutines linking cognition to action, and argued the robot would be emotional with the urges. The urges are triggered in relevant situations and subsequently influence cognitive processes, attention, and bodily arousal. An observer of the robot would interpret that the robot's behaviors are emotional. Pfeifer implemented urges in a mobile robot and showed emergence of emotional behaviors through interaction between the robot and its environment.

Braitenberg explained emergent emotions by means of his simple mobile robot, which had two light sensors and two motors. When the robot sees a light source straight ahead, the robot moves toward it, and bangs into it, hitting it frontally. When the source is not straight ahead, then the robot turns and moves so that it still approaches the source and hits it. An observer could interpret the robot's behavior as aggressive as if the robot felt a negative emotion toward the light source. When sensors and motors are wired so as to linger near the source and not damage the robot, the behavior could be interpreted as a more favorable emotion. The robot could have different behaviors in the same environment when its internal system is changed. These mean that emotions have emergent properties and depend on interaction with the environment.

Brooks argued that situatedness, embodiment, intelligence and emergence are key ideas of behavior-based robots. The key idea of situatedness is that the world is its own best model. The key idea of embodiment is that the world grounds the regress of meaning-giving. The key idea of intelligence is that intelligence is determined by the dynamics of interaction with the world. The key idea of emergence is that intelligence is in the eyes of the observer.

When a human and a pet robot interact with each other, they stimulate and affect each other. We call this 'coupling'. When the human evaluates the robot, the human is an observer and a subject at the same time. Following Brooks' ideas, the intelligence of the robot could be determined by the dynamics of interaction with the subject and environment. Also, the subject would interpret or measure intelligence of the robot with his own eyes. The subject's interpretation depends on his knowledge and experiences related to the robot and its designer. Therefore, the robot's intelligence depends on the subject's intelligence.

At this point, we don't have an explicit definition of intelligence. However, as Minsky suggested, we doubt whether machines can be intelligent without emotions (which doesn't mean emotion models but emotional appearance of behavior in observer's view) Therefore, we consider that emergent emotions are key for intelligence.

As we design pet robots as artificial emotional creatures, an interacting human does not give them goals nor tasks. Pet robots are allowed to generate their own goals and motivations for survival in the world.            Therefore, contrary to Asimov's "The Three Laws of Robotics",

               1) They would protect themselves.
               2) They would not obey human beings.
               3) They would injure human beings.

These allowances are the key to let people interpret that pet robots are like living creatures.

Schedule:

1) Survey of Research on Emotions (Sep.1995 - )

2) Prototype of the Pet Robot (Jan.,'96 - Mar.,'96)

A few kinds of sensors and two actuators for mobility are given. Mother board has a simple 6811 CPU. A human operator does not give aims of behaviors. The robot generates its motivations of behaviors by emotions activated from stimuli of its environment. The emotional behaviors are emerged though any explicit emotional functions are not given.

3) Design and Building Cyber and Physical Pet Robots (a Dog or a Pig?) (Feb.,'96 - Sep. '97)

Several kinds of sensors, including vision, auditory and tactile sensors, were given. The pet robots have learning abilities for the sophisticated (secondary) emotions through interaction with human. They appeared in the cyber space and in the physical space.

Dog Robot

dog

4) Psychological Experiment of Physical Interaction between Human and Pet Robot (in 1997)

System for Psychological Experiment

psycho-dog

 We investigated subjective interpretation of robot's behaviors in psychological experiments, in which a picture of a dog was equipped with a 1 DOF tail and subjects were asked to interpret emotions of the dog by wagging tail. Then, a simple tactile sensor was added to the system and the tail wagged depending on stroking the tactile sensor by subjects. In the first experiment, subjects interpreted meaning of wagging by visual and auditory information. In the second one, subjects had tactile information as well as vision and audition. Interpretations of emotions were various because of knowledge of dogs; for example, some had experience of owning dogs. However, the second experiment was much more impressive for most subjects because of physical interaction with tangibility.

5) Pet Robots (Since '97)

seal

Seal Robot


cat

Cat Robot

(with OMRON)

seal-inside

Inside

cat-inside

Inside

seal-side

Side

cat-sleep

Sleeping

Application Fields:

  • Personal/Pet Robot
  • Entertainment Robot
  • Welfare Service Robot
  • Human Understanding
  • Recent Publications (related to "intelligence" and "emotions"):

    1. T. Shibata, T. Tashima, and K. Tanie, Emergence of Emotional Behavior thruough Physical Interaction between Human and Robot, Proceedings of the 1999 IEEE International Conference on Robotics and Automation (ICRA'99), (to appear, 1999)
    2. T. Shibata and K. Tanie, Creation of Subjective Value through Physical Interaction between Human and Machine, Proceeding of the 4th International Symposium on Artificial Life and Robotics, pp. - (1999)
    3. T. Shibata, T. Tashima, and K. Tanie, Emergence of Emotional Behavior thruough Physical Interaction between Human and Pet Robot, Proceedings of the IARP First International Workshop on Humanoid and Human Friendly Robotics, VI-4, pp. 1-6 (1998)
    4. T. Shibata and R. Irie, Artificial Emotional Creature for Human-Robot Interaction - A New Direction for Intelligent System, Proceedings of the IEEE/ASME International Conference on Advanced Intelligent Mechatronics (AIM'97), paper number 47, in CD-ROM Procs.
    5. T. Shibata, M. Yoshida, and J. Yamato, Artificial Emotional Creature for Human-Machine Interaction, Proceedings of the IEEE Systems, Man, and Cybernetics, pp. 2269-2274 (1997)
    6. T. Shibata, K. Inoue, and R. Irie, Emotional Robot for Intelligent System - Artificial Emotional Creature Project, Proceedings of the 5th IEEE International Workshop on Robot and Human Communication (ROMAN'96), pp. 466-471 (1996)
    7. T. Shibata and T. Fukuda, Fuzzy Robot - Intelligent Robot by Soft-Computing, Asakura Publishing Co. Ltd, 1997 (in Japanese)
    8. E. Sanchez, T. Shibata, L. A. Zadeh, Ed., Perspectives of Fuzzy Logic and Genetic Algorithms, Scientific World Co. Ltd, 1997
    9. T. Shibata, K. Ohkawa, K. Tanie, Spontaneous Behavior of Robots for Cooperation - Emotionally Intelligent Robot System, Proceedings of the IEEE 1996 Int'l Conf. on Robotics and Automation, 1996
    10. T. Shibata, Biologically Inspired Intelligent Robot - Emotional Robot, Journal of Machine Research, Yokendo, 1996 (in Japanese)
    11. T. Shibata, K. Ohkawa, K. Tanie, Spontaneous Behavior for Cooperation of Distributed Autonomous Robots, Proceedings of the Int'l Symp. on Artificial Life and Robotics, 1996

    History (since 1995)

    First Phase (at the AI Lab., MIT from Sep. 1995 to Dec. 1996)

    Advisor:

    Researchers:

    Second Phase (at the AI Lab., MIT from Jan. 1997 to Aug. 1997)

    Advisor:

    Researchers:

    Third Phase (in Japan since Sep. 1997 - , and at the AI Lab., MIT from May to Aug., 1998)

    Researchers: