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Roomba Pac-Man: Teaching Autonomous Robotics through Embodied Gaming

Brendan Charles Dickinson, Odest Chadwicke Jenkins, Mark Moseley, David Bloom, Daniel Hartmann

Year
2007
Citations
13

Abstract

We present an approach to teaching autonomous robotics to upper-level undergraduates through the medium of embodied games. As part of a developing course at Brown University, we have created the Roomba Pac-Man task to introduce students to different approaches to autonomous robot control in the context of a specific task. Roomba Pac-Man has been developed using commodity hardware from which students explore standard methods in robotics, namely subsumption, localization, and path planning. Our development of Roomba Pac-Man is founded upon grounding robotics in a compelling and accessible application in a non-contrived real-world environment in a manner than can be reproduced, giving students a sense of ownership.

Keywords

RoboticsArtificial intelligenceEmbodied cognitionTask (project management)Context (archaeology)RobotComputer scienceEducational roboticsCognitive roboticsHuman–computer interaction

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