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2016.06.03 / : - , (2008- ) - (NCsoft) (2006-2008) -


  1. 기계 학습 기반 감정 인식 게임 개발 2016.06.03 홍익대학교 게임학부 / 조교수 강신진

  2. 소개 : 강신진 • 경력 - 홍익대학교 게임학부 , 조교수 (2008- 현재 ) - 엔씨소프트 (NCsoft) (2006-2008) - 소니 컴퓨터 엔터테인먼트 코리아 (Sony Computer Entertainment Korea) (2003-2006) • 상용 게임 - 아이온 (AION), 와일드스타 (WildStar), 블레이드 앤 소울 (Blade and Soul) 외 10 여 개의 PC, 모바일 , 콘솔 게임 프로젝트 참여

  3. Evolutionary Game Lab

  4. EGLAB Research ECA Content Emotion Recognition Emotional Model + + Embodied Multimodal Emotion Rule-based Model / DQN Conversational Agent Recognition

  5. Index - Machine Learning in Computer Games - Affective Computing in Computer Games - [ML + Affective Computing] Game Development

  6. Machine Learning in Commercial Games

  7. Black and White (Lionhead, 2001)

  8. Forza Motorsport (Microsoft, 2005)

  9. F.E.A.R. (Monolith Production, 2005)

  10. HALO3 (Microsoft, 2007)

  11. Virtua Fighter Ghost System (SEGA, 2015)

  12. Tekken 5: Dark Resurrection (Namco, 2016)

  13. Blade & Soul (NCsoft, 2016)

  14. ML in Computer Games Weakness Strengths - Limitation of CPU resources for AI - Low Development Priority - Re-playability - Absence of Evaluation Function - Emergent Game Play - ML Content is not Fun - ML Content is Unpredictable

  15. Index - Machine Learning in Computer Games - Affective Computing in Computer Games - [ML + Affective Computing] Game Development

  16. Affective Computing in Commercial Games

  17. Mindlink (ATARI, 1984)

  18. Tokimeki Memorial (Konami, 1997)

  19. Relax to Win Game (McDarby, 2002)

  20. PlayStation Eyetoy / Microsoft Kinect (2003)

  21. Mindwave (Neurosky, 2012)

  22. Affective Computing in Computer Games Weakness Strengths - Intrusive Additional Hardware - Providing New Experience Low Recognition Rate of Player’s - - Market Share Expansion Emotion

  23. Index - Machine Learning in Computer Games - Affective Computing in Computer Games - [ML + Affective Computing] Game Development

  24. [ML + AC] in Computer Games

  25. Commercially Successful Games

  26. [ML + AC] in Computer Games

  27. [ML + AC] in Computer Games Weakness - Limitation of CPU resources for AI Strengths - Low Development Priority - Absence of Evaluation Function - Re-playability - ML Content is not Fun - Emergent Game Play - ML Content is Unpredictable Strengths Weakness - Providing New Experience - Market Share Expansion - Intrusive Additional Hardware Low Recognition Rate of Player’s - Emotion

  28. [ML + AC] in Computer Games - Limitation of CPU resources for AI - Low Development Priority - Content is not Fun - Content is Unpredictable - Intrusive Additional Hardware Low Recognition Rate of Player’s Emotion - - Absence of Evaluation Function

  29. Solutions Limitation of CPU resources for AI  AI Oriented Content - Low Development Priority  Long Term Project - Content is not Fun  Appropriate Genre - Content is Unpredictable  Non-Competitive Game - Intrusive Additional Hardware  Non-Intrusive/Default Hardware - Low Recognition Rate of Player’s Emotion  ML with Big Data - Absence of Evaluation Function  Robust Emotional Model -

  30. EGLAB Research ECA Content Emotion Recognition Emotional Model + + Embodied Multimodal Emotion Rule-based Model / DQN Conversational Agent Recognition

  31. Embodied Conversational Agent (ECA) GRETA, SEMAINE, HUMAINE (2007) Summer Lesson, BabyX (2016)

  32. Summer Lesson (Namco, 2015)

  33. BabyX (Sagar, 2016)

  34. ECA Core Technologies Verbal Non-Verbal Communication Communication

  35. ECA Core Technologies Language High-Poly Understand Modeling ing Facial Expression Verbal Non-Verbal Communication Communication Gestures / Language Realistic Eye- Generation Animation Gazing

  36. Implementation Results “Love Senor”

  37. Implementation Results

  38. Solutions Limitation of CPU resources for AI  AI Oriented Content - Low Development Priority  Long Term Project - Content is not Fun  Appropriate Genre - Content is Unpredictable  Non-Competitive Game - Intrusive Additional Hardware  Non-Intrusive/Default Hardware - Low Recognition Rate of Player’s Emotion  ML with Big Data - Absence of Evaluation Function  Robust Emotional Model -

  39. Hardware for Affective Computing Intrusive H/W Non-Intrusive H/W - EEG - Multimodal Interface - Heart Rate - Keyboard - Depth Camera - Mouse - Brain Wave - Webcam

  40. EGLAB Research ECA Content Emotion Recognition Emotional Model + + Embodied Multimodal Emotion Rule-based Model / DQN Conversational Agent Recognition

  41. Implementation Result “Emotion Recognition System with Multimodal Interface”

  42. Implementation Result “Emotion Tracer Client”

  43. Solutions Limitation of CPU resources for AI  AI Oriented Content - Low Development Priority  Long Term Project - Content is not Fun  Appropriate Genre - Content is Unpredictable  Non-Competitive Game - Intrusive Additional Hardware  Non-Intrusive/Default Hardware - Low Recognition Rate of Player’s Emotion  ML with Big Data - Absence of Evaluation Function  Robust Emotional Model -

  44. EGLAB Research ECA Content Emotion Recognition Emotional Model + + Embodied Multimodal Emotion Rule-based Model / DQN Conversational Agent Recognition

  45. Discrete Emotion Model Ekman’s 6 Universal Emotions -

  46. Dimensional Theory - The PAD ( Pleasure , Arousal , Dominance ) model, Albert Mehrabian and James A. Russell

  47. Evolutionary Model - Plutchik's wheel of emotions

  48. OCC Model “OCC - model” of emotions ( Ortony, Clore & Collins 1988) -

  49. Circuit Model (Neural Darwinism)

  50. Finite State Machine (FSM)

  51. Behavior Tree

  52. Decision Tree

  53. MHP (Model Human Process) - Cognitive Model ( Card, Moran, and Newell )

  54. ACT-R (Adaptive Control of Thought) - Cognitive Architecture (Anderson & Lebiere)

  55. SOAR (State, Operator And Result) - Cognitive Architecture (Laird, 2008; Laird, Newell, & Rosenbloom, 1987; Newell, 1990)

  56. Deep Q-Learning

  57. Neural Engineering Framework - Nengo: graphical and scripting based software package for simulating large-scale neural systems, - SPAUN: 2.5 million simulated neurons

  58. EGLAB Research ECA Content Emotion Recognition Emotional Model + + Embodied Multimodal Emotion Rule-based Model / DQN Conversational Agent Recognition

  59. Future Works: Façade (Mateas & Stern, 2004)

  60. Future Works: Seaman (SEGA, 1999)

  61. QnA 경청해 주셔서 감사합니다 . http://www.myeglab.com/

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