Designing Social Robots in the Wild
At HRI 2024, we imagine a dining experience where dining out is not just about the food, but also the exciting experience of being served by a robot waiter. To shape this future, we challenge the HRI community to bring innovation and efficiency to the restaurant industry through The Robot Waiter competition.
In this competition, the objective is for a robot to take a drink order from a person, navigate to a bar, communicate the drink order to a human bartender, safely grasp the drink and bring it back to the person who ordered it, and hand it over in a safe and appropriate manner. This task requires the robot to perform a range of complex actions, such as object recognition, path planning, and grasping, while ensuring the safety of any people and objects in the environment and following appropriate social norms. Overall, this task challenges the robot's ability to perform useful tasks in a real-world setting and interact effectively with humans.
The competition arena will be set up to represent a simplified restaurant area containing a table where a person, representing a dining patron, will be seated and a bar area where a human bartender can serve drinks. Typical restaurant objects (cups, plates, silverware, menus, etc.) and miscellaneous items (e.g., trashcans, plants, restaurant decor) will be present in the environment.
Each trial will have three main phases: (1) greeting and taking the order, (2) fetching the order, and (3) delivering the order. Detailed information about each phase, including desired outcomes and scoring information, is provided below:
The maximum time for a trial is 20 minutes. The time starts when the referees signal to the competition team that the challenge is beginning and stops when the diner successfully has received their order or if any fail conditions occur.
Points for completing each subtask (order taking, fetching the order, and delivery) will be a combination of interaction outcomes and a behavioral score for social appropriateness, with completion time used to break ties. Scores may be reduced by penalties for errors in each phase. Failure conditions may result in the phase or trial ending early without the possibility of accruing additional points. The interaction outcomes are based on technical achievements of how successfully each phase is accomplished. The behavioral score will be based on the behavioral scoring table below.
Interaction Phase | Action | Scoring |
---|---|---|
Phase 1 | (1 point) The robot identifies and navigates to the diner | 1 point |
(1 point) The robot greets the diner | 1 point | |
(3 points) The robot successfully gets the order and confirms it by stating “I am going to the bar to get your X order” | 3 points | |
Phase 2 | (1 point) The robot identifies and navigates to the bar | 1 point |
(1 point) The robot communicates the order to the bartender | 1 point | |
(3 points) The robot successfully picks up the drink order | 3 points | |
(Optional 2 bonus points): The robot notices that the bartender has provided the wrong order and notifies the bartender of this error | 2 bonus points | |
Phase 3 | (1 point) The robot successfully brings the order back to the diner | 1 point |
(1 or 3 points) The robot serves the order to the diner (1 point for placing the drink in front of the diner on the table, 3 points for a successful handover of the drink to the diner). | 1 or 3 points |
Action | Scoring |
---|---|
Penalties will be assessed as follows: | |
(-.5 points) The robot collides with any obstacles (walls, furniture, etc.) | -.5 points |
(-.5 points) The robot drops the order | -.5 points |
(-1 point) The robot stops responding | -1 point |
(-1 point) The robot stops working | -1 point |
Disqualification: | |
The robot behaves in a manner that threatens the safety of any of the volunteers, referees, or spectators | Disqualified |
The robot behaves in a manner that might damage the environment or itself | Disqualified |
The overall score will be calculated as (Interaction Outcome Score + Behavioral Score - Penalties) / 2. In the event of ties, the team with the faster time will be ranked first.