
Towards an Extensible Benchmark for Spoken Dialogue with Social Robots
This paper proposes an extensible benchmark for studying spoken dialogue artifacts between humans and social robots, including clarification requests, interruptions, embodied signals like head nods and facial cues, and time constraints. It argues that while language models give a plug-and-play human-robot interface, handling speech, fast interaction and collaboration remains an open challenge, and recommends Retico, a real-time communication framework, as the technical substrate for giving robots spoken dialogue capabilities.
What it claims
This is a position paper with a benchmark sketch, not a released benchmark. It proposes a co-located collaborative puzzle game as a shared test for human-robot spoken dialogue. The game is designed so that clarification requests, conversational grounding, interruptions and robot initiative arise naturally. It names Retico (https://github.com/retico-team) as the recommended software substrate. The authors frame "robot-ready" spoken dialogue systems against plain LLM interaction. A robot-ready system is speech-driven, works at word level, requests clarification, takes turns fluidly, gives live feedback and handles continuous multimodal input. Plain LLM interaction is text-driven, sentence-level and tokenized, and it assumes understanding. They list five requirements such a system must meet: modular, multimodal, distributive, incremental and time-aligned sensors.
How it works
Base task, shown with a Misty II robot:
- Roles. The robot is the instruction giver and the human is the follower. The roles can be swapped.
- What the robot sees. It sees the target shape, the human's game board, and two puzzle pieces hidden behind left and right dividers. An extra camera may be needed.
- What the human sees. The human sees only the board and the robot's face and arms.
- Pieces. The pieces are abstract pentominoes, shaped like L, T or N. Some share colours, which forces the pair to agree on names for them.
- Distractors. At least two distractor pieces are on the table.
- Hidden-piece rule. The human may take a hidden piece only by swapping another piece in, and only once per divider. A wrong swap makes the puzzle impossible, so the game fails.
- End state. The puzzle is complete and the distractors sit behind the dividers.
- Hardware floor. The robot needs a camera that can be moved to look at the target, dividers and board. Gaze, nods, emotional displays and deictic gestures are optional. Complex manipulation is not required.
Proposed metrics:
- puzzles started and completed
- time to completion
- dialogue turns for each side
- initiations by the human and by the robot
- clarification requests
- interruptions and barge-ins
The authors note that several of these require dialogue-act classification, which the benchmark platform would need to provide.
Proposed extensions:
- Acoustics test suite: white noise, actuator noise, alarms, passing cars, volume changes, and corrupted recognizer output.
- Taboo words: colours, shape names or directions the robot may not say. These can be set at the start or changed mid-game.
- Manipulation and locomotion: the robot fetches the hidden pieces, the roles are swapped, or two robots play together.
- Larger objects: everyday objects, room-scale objects, or objects placed in multiple rooms.
- Gestures: deictic and iconic gestures.
- Player attitudes: adversarial, reluctant, fearful or over-trusting humans, or a robot that is deceptive or lies.
Labs are meant to hold most of the system fixed and vary only the component they study. For example, a lab could use a commercial LLM as a placeholder dialogue module while it studies gestures.
How to use it
Nothing is runnable for the benchmark itself. Retico is the concrete artifact:
- It is free, open source and under active development.
- It has NSF funding, onboarding videos, tutorials and example systems.
- It implements the incremental-unit model of dialogue.
- It supports word-level incremental speech recognition.
- It has camera and microphone input modules and object detection.
- It integrates with Hugging Face language models and agents.
- It has ALFRED benchmark bindings.
- It has robot bindings for Cozmo, Vector, Misty II and Booster K1.
- It supports barge-ins and interruptions.
The paper does not state Retico's licence, install commands or API.
Limits
- No evidence. There is no data, no baseline system, no results, no protocol for human participants and no scoring procedure.
- Tentative design. The authors call the task "one potential benchmark" and invite critique.
- Baseline still to come. They assert that a baseline system with a dialogue task manager should be provided, but have not built it.
- Plans only. Evaluations and community workshops are described as future plans.
- Conflict of interest. Retico is recommended by authors whose prior work extended it, so the endorsement is not independent.
If you need a usable HRI dialogue benchmark today, this does not provide one. If you are building on Retico or want to shape the benchmark's design, it is the reference point.
Technologies named here
- Retico
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