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Enterprise AI Analysis: A Game of Social Forces: Integrating Non-cooperative Game Theory with Social Force Model for a Socially-acceptable Mobile Robot Navigation

ROBOTICS & AUTOMATION

A Game of Social Forces: Integrating Non-cooperative Game Theory with Social Force Model for a Socially-acceptable Mobile Robot Navigation

Robot integration in daily life demands research on both safety and social acceptance. Current methods focus on safety, but social factors are understudied. Moreover, existing studies lack deep analysis of human perception towards robot movement. Here, we present a novel navigation approach based on the combination of Game Theory and the Social Force Model (GTSFM) to bridge these gaps. We model navigation as a non-cooperative game to consider both pedestrians and robot as rational agents influencing each other's choices. We evaluate the social acceptability of the GTSFM algorithm from both quantitative and qualitative perspectives. In both evaluations, the GTSFM is compared against two state-of-the-art algorithms: the social force model (SFM) and the optimal reciprocal collision avoidance (ORCA). According to the quantitative analysis performed in simulation, the GTSFM outperforms the SFM in all considered performance metrics and ensures higher performance than ORCA considering the smoothness of the trajectories and the proximity to pedestrians. The qualitative measurement is performed through a real-world experiment using a questionnaire administered to a pool of 76 participants. Our qualitative analysis revealed no statistically significant differences in performance between the algorithms tested. This lack of distinction may be due to unaccounted factors. The robot's appearance and the limited velocity of the real robot could have obscured the distinction between the algorithms. These results represent a significant milestone in advancing the integration of robots into social environments also leave important hints for future research.

Executive Impact: Enhancing Robot-Human Coexistence

This research introduces GTSFM, a novel navigation approach combining Game Theory and the Social Force Model (SFM) to enable mobile robots to navigate human environments with enhanced social acceptance. By modeling interactions as a non-cooperative game and leveraging real-time parameter estimation via a neural network, GTSFM aims to produce trajectories that are not only safe but also predictable and comfortable for humans. The approach seeks to bridge the gap between robot safety and human social acceptance, critical for widespread robot integration into daily life.

0 Improved Path Regularity
0 Enhanced Pedestrian Comfort
0 Faster Trajectory Generation
0 Improved Navigation Efficiency

Deep Analysis & Enterprise Applications

Select a topic to dive deeper, then explore the specific findings from the research, rebuilt as interactive, enterprise-focused modules.

Enterprise Process Flow: GTSFM Navigation

Observe Scenario (Positions & Velocities)
Estimate SFM Parameters (NN via DE)
Generate Trajectories (Social Force Model)
Game-Theoretic Decision Making
Execute Optimal Trajectory
Feature GTSFM (Game Theory + SFM) Model-Based (SFM, ORCA) Learning-Based
Human Behavior Modeling
  • Non-cooperative game, anticipation
  • Simplistic, reactive
  • Mimics human from data
Social Acceptability
  • High, smooth & predictable
  • Low, freezing robot problem
  • High from data
Computational Complexity
  • Higher, but NN enables real-time
  • Lower, reactive
  • High, data-intensive training
Explainability
  • High, physics-based model
  • High, rule-based
  • Low, black-box
Generalizability
  • High, model-based foundation
  • High
  • Limited to training scenarios

Key Quantitative Advantage

0.0 GTSFM Path Regularity (Highest among algorithms, p < 0.05)
Metric GTSFM SFM ORCA
Path Length Ratio (PLR)
  • High, tied with ORCA (p < 0.05 vs SFM)
  • Lowest
  • High, tied with GTSFM (p < 0.05 vs SFM)
Average Speed (AS)
  • Moderate (p < 0.05 vs SFM & ORCA)
  • Lowest
  • Highest
Closest Pedestrian Distance (CPD)
  • Highest (p < 0.05 vs SFM)
  • Lowest
  • High, no statistical difference from GTSFM
Path Regularity (PR)
  • Highest (p < 0.05 vs SFM & ORCA)
  • Moderate
  • Lowest

Real-World Qualitative Experiment

A real-world experiment involved 76 participants interacting with a Locobot WX-250s robot navigating using GTSFM, SFM, and ORCA algorithms. The Human-Robot Interaction Evaluation Scale (HRIES) was used to measure anthropomorphism, specifically sociability, animacy, agency, and disturbance.

The qualitative analysis found no statistically significant differences in perceived performance between the algorithms for most factors, except for SFM-ORCA differences in agency. This lack of distinction was attributed to unaccounted factors such as the robot's appearance and its limited maximum speed of 0.5 m/s, which is significantly slower than typical human walking speeds (1.4 m/s).

These findings suggest that while GTSFM shows quantitative advantages in simulation, real-world human perception can be heavily influenced by factors beyond just motion planning, such as the robot's physical attributes and interaction context.

Critical Challenge Identified

0.0 Robot-Human Speed Discrepancy (Obscuring Algorithm Differences)

Strategic Roadmap for Social Robotics

Phase 1: Real-World Environment Testing

Conduct experiments in uncontrolled environments (hospitals, universities) with real human interactions to gather unbiased data.

Phase 2: High-Fidelity Robot Development

Utilize robots with human-comparable speeds (1.4 m/s) and human-like physical attributes (face, head, arms, height ~1.68m) to enhance interaction naturalness.

Phase 3: Advanced Interaction Modeling

Investigate peer-to-peer vs. leader-follower interaction dynamics to refine social navigation algorithms further.

Phase 4: Longitudinal Social Acceptance Studies

Perform long-term studies to assess sustained human comfort and trust with robots in shared spaces.

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