2016.06.03 / - - PowerPoint PPT Presentation

2016 06 03
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2016.06.03 / - - PowerPoint PPT Presentation

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


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SLIDE 1

기계 학습 기반 감정 인식 게임 개발

2016.06.03 홍익대학교 게임학부 / 조교수

강신진

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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

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Evolutionary Game Lab

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EGLAB Research

Emotion Recognition Emotional Model ECA Content

+ +

Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent

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SLIDE 5

Index

  • Machine Learning in Computer Games
  • Affective Computing in Computer Games
  • [ML + Affective Computing] Game Development
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SLIDE 6

Machine Learning in Commercial Games

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SLIDE 7

Black and White (Lionhead, 2001)

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SLIDE 8

Forza Motorsport (Microsoft, 2005)

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SLIDE 9

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

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HALO3 (Microsoft, 2007)

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Virtua Fighter Ghost System (SEGA, 2015)

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Tekken 5: Dark Resurrection (Namco, 2016)

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Blade & Soul (NCsoft, 2016)

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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
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SLIDE 15

Index

  • Machine Learning in Computer Games
  • Affective Computing in Computer Games
  • [ML + Affective Computing] Game Development
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Affective Computing in Commercial Games

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Mindlink (ATARI, 1984)

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Tokimeki Memorial (Konami, 1997)

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Relax to Win Game (McDarby, 2002)

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PlayStation Eyetoy / Microsoft Kinect (2003)

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Mindwave (Neurosky, 2012)

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Affective Computing in Computer Games

Strengths

  • Providing New Experience
  • Market Share Expansion

Weakness

  • Intrusive Additional Hardware
  • Low Recognition Rate of Player’s

Emotion

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SLIDE 23

Index

  • Machine Learning in Computer Games
  • Affective Computing in Computer Games
  • [ML + Affective Computing] Game Development
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SLIDE 24

[ML + AC] in Computer Games

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Commercially Successful Games

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[ML + AC] in Computer Games

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[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
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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
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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
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SLIDE 30

EGLAB Research

Emotion Recognition Emotional Model ECA Content

+ +

Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent

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Embodied Conversational Agent (ECA)

GRETA, SEMAINE, HUMAINE (2007) Summer Lesson, BabyX (2016)

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Summer Lesson (Namco, 2015)

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BabyX (Sagar, 2016)

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ECA Core Technologies

Non-Verbal Communication Verbal Communication

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ECA Core Technologies

Non-Verbal Communication Verbal Communication

High-Poly Modeling Facial Expression Gestures / Realistic Animation Eye- Gazing Language Generation Language Understand ing

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SLIDE 36

Implementation Results

“Love Senor”

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SLIDE 37

Implementation Results

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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
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Hardware for Affective Computing

Intrusive H/W

  • EEG
  • Heart Rate
  • Depth Camera
  • Brain Wave

Non-Intrusive H/W

  • Multimodal Interface
  • Keyboard
  • Mouse
  • Webcam
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EGLAB Research

Emotion Recognition Emotional Model ECA Content

+ +

Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent

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SLIDE 41

Implementation Result

“Emotion Recognition System with Multimodal Interface”

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SLIDE 42

Implementation Result

“Emotion Tracer Client”

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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
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SLIDE 44

EGLAB Research

Emotion Recognition Emotional Model ECA Content

+ +

Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent

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SLIDE 45

Discrete Emotion Model

  • Ekman’s 6 Universal Emotions
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Dimensional Theory

  • The PAD (Pleasure, Arousal, Dominance) model, Albert Mehrabian and James A. Russell
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SLIDE 47

Evolutionary Model

  • Plutchik's wheel of emotions
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OCC Model

  • “OCC-model” of emotions (Ortony, Clore & Collins 1988)
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Circuit Model (Neural Darwinism)

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SLIDE 50

Finite State Machine (FSM)

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Behavior Tree

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Decision Tree

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MHP (Model Human Process)

  • Cognitive Model ( Card, Moran, and Newell )
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ACT-R (Adaptive Control of Thought)

  • Cognitive Architecture (Anderson & Lebiere)
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SOAR (State, Operator And Result)

  • Cognitive Architecture (Laird, 2008; Laird, Newell, & Rosenbloom, 1987; Newell, 1990)
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Deep Q-Learning

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Neural Engineering Framework

  • Nengo: graphical and scripting based software package for simulating large-scale neural systems,
  • SPAUN: 2.5 million simulated neurons
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SLIDE 58

EGLAB Research

Emotion Recognition Emotional Model ECA Content

+ +

Multimodal Emotion Recognition Rule-based Model / DQN Embodied Conversational Agent

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SLIDE 59

Future Works: Façade (Mateas & Stern, 2004)

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SLIDE 60

Future Works: Seaman (SEGA, 1999)

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QnA

경청해 주셔서 감사합니다.

http://www.myeglab.com/