@inproceedings{turp2015, title = {{Playing with Robots: An Interactive Simon Game}}, author = {Turp, M{\i}sra and Pulido, Jos\'{e} Carlos and Gonz\'{a}lez, Jos\'{e} Carlos and Fern\'{a}ndez, Fernando}, year = {2015}, month = {November}, day = {11}, booktitle = {{Proceedings of the 16th Conference of the Spanish Association for Artificial Intelligence (CAEPIA), RSIM workshop}}, pages = {1085--1095}, address = {Albacete, Spain}, url = {https://inrobics.com/wp-content/uploads/papers/2015-rsimcaepia-playing-with-robots-an-interactive-simon-game.pdf}, keywords = {human-robot interaction, automated planning, interactive games, cognitive robotics}, abstract = {The development of social robots is becoming a main research area within rehabilitation processes. The engagement of the interactive robots with the patients, specially with kids, favours both the evaluation of the patient and the development of the therapies, which currently consist mainly in the execution of iterative exercises and games. This paper describes the deployment of a version of the popular electronic Simon game where, instead of repeating colour sequences, the player must repeat the sequence of poses performed by the robot. The repetitive nature of this particular game is not only believed to be beneficial for the children's rehabilitation process but further provides a fun flavour to the therapeutic session. For the development, we use the NAOTherapist architecture that, given its modular design, permits the integration of new use-cases and/or robot platforms easily and only with a few steps; in this case, the formalization of the game in the Planning Domain Description Language (PDDL) used by the architecture; the mapping of the PDDL actions to the low-level instructions of the robot (the low level actions), and the mapping from low level sensor information to PDDL predicates which are used to monitor the execution of the plan (the game) and re-plan when needed. In addition to the technical issues, this work seeks to maintain a high level of human-robot interaction quality, evaluated with real users. The analysis of the empirical results and the questionnaires of people of different ages and backgrounds who tested the game is presented as well.}, }