A plan-based approach for affective sports commentary in real-time - - PowerPoint PPT Presentation
A plan-based approach for affective sports commentary in real-time - - PowerPoint PPT Presentation
Embodied Presentation Teams: A plan-based approach for affective sports commentary in real-time Author: Ivan Gregor Supervisor: Michael Kipp Virtual Agents Multimodal user interfaces Entertaining, Enjoyable Example applications
Virtual Agents
- Multimodal user interfaces
- Entertaining, Enjoyable
- Example applications
– computer games – tutoring systems – commentary agents
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GALA Challenge
- Commentary on a continuous sports event
– Complex behaviour – Affective – Real-time
- Horse race
- Tennis game
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GALA is a part of the IVA (Intelligent Virtual Agents) conference
GALA 2009 - Input
- Video & ANVIL file
- Timestamped events
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Player events Ball events throw shot serve cross net forehand hit_ net backhand hit _tape forehand-volley bounce Backhand volley fault smash
- ut
miss
Position side Position long. Position lateral Position height server net left low receiver mid court middle middle baseline right high
Related Work - ERIC
- Won GALA 2007
- Horse race reporter
- Rule-based
- Template-based NLG
- Domain independent
– horse race – tank battle game
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Related Work - Spectators
- GALA 2009
- Small set of rules
- No commentary
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Related Work - STEVE
- Tutoring system
- HTN planning
- Virtual environment
- User questions
- No emotions
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Presentation Teams (André, Rist)
- Generate presentations on the fly
- Choice of a presentation team
- 2 ≤ distinct virtual agents
- Roles (expertise)
- Interest
- Personality profiles
- Dialogues
- Opposing roles (entertaining, understanding)
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Our system – Aims (1)
- Behaviourally complex, affective commentary
- n a tennis game (GALA 2009)
- Real-time
- Presentation Team
– Different roles – Attitudes to the players – Personality profiles
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Our system – Aims (2)
- Dialogue planning (HTN planning)
- Interruptions
- Interaction (user pre-defined questions)
- Background knowledge
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Video – Features of the system
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Dialogue Planning
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HTN Planner (JSHOP) INPUT:
- Facts describing the current state of the tennis game
- Commentators` attitudes to the players
- Background facts
OUTPUT: possible plans (dialogues)
Dialogue Schemes (1)
Dialogue Scheme Example of a Generated Dialogue A: argument for/against X B: contrary A: “That serve was really phenomenal!“ B: “Well, that is a little exaggerated! “ A: argument for/against X B: contrary A: override A: “Blake is in great shape as usual.“ B: “But he already produced several unforced errors.“ A: “Still, he is the best player on the court.“ A: argue for X B: elaborate on X A: “Excellent return by Safin.“ B: “Unreachable for Blake.“ A: background fact X B: evidence of X A: “The brother of Blake Thomas is a well known player.“ B: “His best ranking was the 141st place in 2002." A: background fact X B: consequence of X A: “Roddick has been 4 times injured recently.“ B: “It will be hard to break through today.“
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Dialogue schemes were introduced by Elisabeth André and Thomas Rist
Dialogue Schemes (2)
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Planning Large Dialogue Contributions
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Planning Tree (1)
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- Hierarchy of dialogues
- Root = goal task
- Internal node = compound task
- Leaf = primitive task or reference to an
internal node
Planning Tree (2)
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Affect
- Lexical selection
– Choice of a dialogue scheme
- Gestures
– Utterances with the gesture annotation
- Facial expression
– Emotion Module
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Affect – Planning with Attitude
- Lexical selection (Choice of a dialogue scheme)
- Gestures (Gesture tags in utterances)
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Appraisal Dialogue Scheme Example of a Generated Dialogue A: positive B: positive A: argue for X B: support X A: “Outstanding ace by Blake!” B: “Blake hits blistering serve down the line!” A: positive B: negative A: argue for X B: play down X A: ”Excellent forehand by Safin!” B: “That`s a bit overstated.” A: negative B: positive A: point out fault X B: excuse X A: ”Safin failed to get the ball over the net.” B: “Safin just overhits the serve.” A: neutral B: negative A: convey fact X B: consequence of X A: “The score is already 30:0.” B: “Safin and Ferrer are real losers as usual!” A: neutral B: neutral A: convey fact X B: elaborate on fact X A: “Deuce again.” B: “Safin and Ferrer got back on board.”
Affect – OCC Generated Emotions (1)
- Facial Expression
– Emotion module (Jess) – Simulate 8 basic OCC emotions
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OCC Emotion Description JOY Something happened that I wanted to happen. DISTRESS Something happened that I did not want to happen. HOPE Something may happen that I really want to occur. FEAR Something may happen that I wish to never occur. RELIEF Something bad did not happen. DISAPPOINTMENT Something did not happen that I really wanted to occur. SATISFACTION Something happened that I really wanted to occur. FEAR-CONFIRMED Something bad did actually happen. OCC (Ortony, Collins, Clore) Cognitive model of emotions
Affect – OCC Generated Emotions (2)
- Initialization: personality
- Input: Facts + Attitudes
- Functionality
– EEC – Initial intensity – Emotion decay
- Output: Vector of emotion intensities
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Personality Trait Optimistic Choleric Extravert Neurotic Social
EEC definitions (Jess) Emotion + Initial Intensity Facts from the tennis game & Attitudes
Background Knowledge
- CSV files with background facts about
– players – tournaments
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Background knowledge Examples of deduced fact Player`s details A sister of a player is also a tennis professional. Ranking A player is leading the ATP score. Style A player is playing risky as usual. Injury A player has been four times injured recently. Player`s results A player won two matches in a row. Tournaments details The tournament is played in London on grass.
System Architecture
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Jess JSHOP FSM
Deduction of High-level facts
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Tennis Simulator Event Manager Discourse Planner
Mapping: plan → utterances
Plan: a list of plan operators Operator head:
briskly_returned_serve ?server ?receiver ?receiver_shot
Template:
briskly_returned_serve ?server ?receiver ?receiver_shot
contains 1-3 utterances: 1.) {EmotionSurprise} {Play} ?receiver generated a ?receiver_shot
{Look} return that was out of ?server's reach. 2.) …
substitution:
?server := Safin {EmotionSurprise} := $(Emotion,surprise,0.9,500,1000,3000) ?receiver := Federer {Look} := $(Motion,presentation/look/lookto_right02,400,500,0,1200,0.8) ?receiver_shot := forehand {Play} := $(Motion,interaction/bye/bye01,400,500,0,10000,1.5)
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Operator (variables) Template (slots) Annotated utterance Command to the Avatar Engine
Video – Commentary Excerpt
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Conclusion
- Two virtual agents engaged in dialogues to comment
- n a tennis game given as GALA 2009
- Affect
– Lexical selection – Facial expression – Gestures (synchronized with the speech)
- Customized commentary
– Commentators` attitudes to the players – User question (more engaging)
- Background Knowledge
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Future Work
- EMBR (A Realtime Animation Engine for
Interactive Embodied Agents)
- Prosody module
- Base dialogue schemes on OCC Emotions
- Dynamic Replanning
- Other domains
– tutoring systems – tourist guides – guide for the blind
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EMBR
QUESTIONS
Thankyou to the EMBOTS group, DFKI, and Charamel GmbH
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