SLIDE 1 기계 학습 기반 감정 인식 게임 개발
2016.06.03 홍익대학교 게임학부 / 조교수
강신진
SLIDE 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
10여 개의 PC, 모바일, 콘솔 게임 프로젝트 참여
SLIDE 3
Evolutionary Game Lab
SLIDE 4 EGLAB Research
Emotion Recognition Emotional Model ECA Content
+ +
Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent
SLIDE 5 Index
- Machine Learning in Computer Games
- Affective Computing in Computer Games
- [ML + Affective Computing] Game Development
SLIDE 6
Machine Learning in Commercial Games
SLIDE 7
Black and White (Lionhead, 2001)
SLIDE 8
Forza Motorsport (Microsoft, 2005)
SLIDE 9
F.E.A.R. (Monolith Production, 2005)
SLIDE 10
HALO3 (Microsoft, 2007)
SLIDE 11
Virtua Fighter Ghost System (SEGA, 2015)
SLIDE 12
Tekken 5: Dark Resurrection (Namco, 2016)
SLIDE 13
Blade & Soul (NCsoft, 2016)
SLIDE 14 ML in Computer Games
Strengths
- Re-playability
- Emergent Game Play
Weakness
- Limitation of CPU resources for AI
- Low Development Priority
- Absence of Evaluation Function
- ML Content is not Fun
- ML Content is Unpredictable
SLIDE 15 Index
- Machine Learning in Computer Games
- Affective Computing in Computer Games
- [ML + Affective Computing] Game Development
SLIDE 16
Affective Computing in Commercial Games
SLIDE 17
Mindlink (ATARI, 1984)
SLIDE 18
Tokimeki Memorial (Konami, 1997)
SLIDE 19
Relax to Win Game (McDarby, 2002)
SLIDE 20
PlayStation Eyetoy / Microsoft Kinect (2003)
SLIDE 21
Mindwave (Neurosky, 2012)
SLIDE 22 Affective Computing in Computer Games
Strengths
- Providing New Experience
- Market Share Expansion
Weakness
- Intrusive Additional Hardware
- Low Recognition Rate of Player’s
Emotion
SLIDE 23 Index
- Machine Learning in Computer Games
- Affective Computing in Computer Games
- [ML + Affective Computing] Game Development
SLIDE 24
[ML + AC] in Computer Games
SLIDE 25
Commercially Successful Games
SLIDE 26
[ML + AC] in Computer Games
SLIDE 27 [ML + AC] in Computer Games
Strengths
- Providing New Experience
- Market Share Expansion
Weakness
- Intrusive Additional Hardware
- Low Recognition Rate of Player’s
Emotion Strengths
- Re-playability
- Emergent Game Play
Weakness
- Limitation of CPU resources for AI
- Low Development Priority
- Absence of Evaluation Function
- ML Content is not Fun
- ML Content is Unpredictable
SLIDE 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
SLIDE 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
SLIDE 30 EGLAB Research
Emotion Recognition Emotional Model ECA Content
+ +
Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent
SLIDE 31 Embodied Conversational Agent (ECA)
GRETA, SEMAINE, HUMAINE (2007) Summer Lesson, BabyX (2016)
SLIDE 32
Summer Lesson (Namco, 2015)
SLIDE 33
BabyX (Sagar, 2016)
SLIDE 34 ECA Core Technologies
Non-Verbal Communication Verbal Communication
SLIDE 35 ECA Core Technologies
Non-Verbal Communication Verbal Communication
High-Poly Modeling Facial Expression Gestures / Realistic Animation Eye- Gazing Language Generation Language Understand ing
SLIDE 36
Implementation Results
“Love Senor”
SLIDE 37
Implementation Results
SLIDE 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
SLIDE 39 Hardware for Affective Computing
Intrusive H/W
- EEG
- Heart Rate
- Depth Camera
- Brain Wave
Non-Intrusive H/W
- Multimodal Interface
- Keyboard
- Mouse
- Webcam
SLIDE 40 EGLAB Research
Emotion Recognition Emotional Model ECA Content
+ +
Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent
SLIDE 41 Implementation Result
“Emotion Recognition System with Multimodal Interface”
SLIDE 42 Implementation Result
“Emotion Tracer Client”
SLIDE 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
SLIDE 44 EGLAB Research
Emotion Recognition Emotional Model ECA Content
+ +
Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent
SLIDE 45 Discrete Emotion Model
- Ekman’s 6 Universal Emotions
SLIDE 46 Dimensional Theory
- The PAD (Pleasure, Arousal, Dominance) model, Albert Mehrabian and James A. Russell
SLIDE 47 Evolutionary Model
- Plutchik's wheel of emotions
SLIDE 48 OCC Model
- “OCC-model” of emotions (Ortony, Clore & Collins 1988)
SLIDE 49
Circuit Model (Neural Darwinism)
SLIDE 50
Finite State Machine (FSM)
SLIDE 51
Behavior Tree
SLIDE 52
Decision Tree
SLIDE 53 MHP (Model Human Process)
- Cognitive Model ( Card, Moran, and Newell )
SLIDE 54 ACT-R (Adaptive Control of Thought)
- Cognitive Architecture (Anderson & Lebiere)
SLIDE 55 SOAR (State, Operator And Result)
- Cognitive Architecture (Laird, 2008; Laird, Newell, & Rosenbloom, 1987; Newell, 1990)
SLIDE 56
Deep Q-Learning
SLIDE 57 Neural Engineering Framework
- Nengo: graphical and scripting based software package for simulating large-scale neural systems,
- SPAUN: 2.5 million simulated neurons
SLIDE 58 EGLAB Research
Emotion Recognition Emotional Model ECA Content
+ +
Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent
SLIDE 59
Future Works: Façade (Mateas & Stern, 2004)
SLIDE 60
Future Works: Seaman (SEGA, 1999)
SLIDE 61 QnA
경청해 주셔서 감사합니다.
http://www.myeglab.com/