Computer system, communication control system, and program
The computer system addresses the challenge of enjoying content while conversing by enabling automatic conversations with opponent chatbots during content viewing or playing, providing a compatible conversation experience for users.
Patent Information
- Application Number
- JP2023192800
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-13
- Publication Date
- 2025-05-23
AI Technical Summary
Users face challenges in experiencing the enjoyment of viewing or playing content while having a conversation, particularly due to difficulties in finding compatible conversation partners or maintaining engagement.
A computer system that enables automatic conversation during content viewing or playing by setting an opponent chatbot as a conversation partner, using progress status acquisition and utterance control based on user input and content progression.
The system allows users to simulate the experience of watching or playing content together while conversing, providing a compatible conversation partner even for users who struggle to find compatible real users.
Smart Images

Figure 2025079916000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to computer systems and the like. [Background technology]
[0002] Some video games are known to output live audio according to the progress of the game, like a sports broadcast on television. For example, the game live broadcast device in Patent Document 1 has a function of determining the game development pattern, and outputs audio based on pre-stored audio data for live broadcast that corresponds to the determined game development pattern. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2000-167250 A Summary of the Invention [Problem to be solved by the invention]
[0004] One way to enjoy content such as videos and games is to watch / play content together with other users while talking to them. However, some users find it difficult to create opportunities to watch / play content while talking to other users, and such users have not been able to experience this way of enjoying content. Furthermore, even if a user has watched / played content with other users before, they may not get along well with the other user and may not find the enjoyment in "watching / playing content together while talking to them."
[0005] The problem to be solved by the present invention is to provide a technique that enables users to experience the pleasure of viewing or playing content while having a conversation. [Means for solving the problem]
[0006] A first invention for solving the above problems is a computer system for realizing an automatic computerized conversation with a user during the progress of given content that the user views or plays based on the user's operation, progress status acquisition means for acquiring the progress status of the content (for example, the server processing unit 200s in FIG. 10, the progress status acquisition unit 228, the content progress status information 751 in FIG. 11, step S66 in FIG. 14), opponent chatbot setting means for setting an opponent chatbot that becomes the user's conversation partner (for example, the server processing unit 200s in FIG. 10, the opponent chatbot setting unit 210, the applicable chatbot type 714 in FIG. 8, step S14 in FIG. 14), utterance input means for inputting the user's utterance (for example, the server processing unit 200s in FIG. 10, the utterance input control unit 230, the sound input unit 102 in FIG. 13, the voice data providing unit 264, step S32 in FIG. 14), opponent chatbot control means for performing speech and / or text utterance control using the opponent chatbot, the utterance control being performed based on the progress status acquired by the progress status acquisition means and the user's utterance input by the utterance input means (for example, the server processing unit 200s in FIG. 10, the opponent chatbot control unit 232, the opponent character control data 752 in FIG. 11, step S34 in FIG. 14), A computer system comprising:
[0007] According to the first invention, the computer system is related to the control of an automatic conversation during the progress of content, and can set an opponent chatbot that becomes the user's conversation partner. Then, based on the progress status of the content and the user's utterance, utterance control using the opponent chatbot can be performed. The user can experience as if watching / playing together while conversing with another user.
[0008] A second invention is a computer system further comprising a virtual character setting means (e.g., virtual character setting unit 212 in FIG. 10, virtual character basic data 525 in FIG. 5, steps S26 and S28 in FIG. 15) for setting a virtual character to be a conversation partner of the user, and the partner chatbot setting means sets the partner chatbot based on the virtual character (e.g., step S14 in FIG. 14).
[0009] The computer system of the second invention can set a virtual character image to be a conversation partner of the user, and realize an automatic conversation using a partner chatbot set based on the virtual character image.
[0010] A third invention is the computer system, wherein the virtual character image setting means sets the virtual character image based on user information of the user (for example, setting of the gender type 713 of the other character in FIG. 8).
[0011] "User information" refers to various types of information related to a user, such as personal information such as age and gender, as well as answers to questions addressed to the individual user. According to the third aspect of the present invention, the computer system can set a virtual character based on user information, thereby making it possible to set a virtual character appropriate for the user.
[0012] A fourth invention is the computer system, wherein the virtual character image setting means sets the virtual character image using a plurality of character image parameters (for example, character image parameter setting data 720 in FIG. 8).
[0013] According to the fourth aspect of the present invention, a virtual person image can be set in a multifaceted manner using a plurality of person image parameters, so that a more diverse virtual person image can be set.
[0014] A fifth invention is the computer system, wherein the plurality of person profile parameters include a parameter indicating a degree of knowledge related to the content (for example, knowledge level 721 in FIG. 8).
[0015] According to the fifth aspect of the present invention, the computer system can set virtual characters having different degrees of knowledge related to the content.
[0016] A sixth aspect of the present invention is the computer system, wherein the plurality of person image parameters include a parameter indicating a frequency of an utterance (for example, utterance frequency 722 in FIG. 8).
[0017] According to the sixth aspect of the present invention, the computer system can set virtual characters with different speech frequencies.
[0018] A seventh invention is the computer system, wherein the plurality of person parameters include a parameter indicating speaking speed and / or speaking length (for example, speaking speed 723 and speaking length 724 in FIG. 8).
[0019] According to the seventh aspect of the present invention, the computer system makes it possible to set virtual characters with different speaking speeds and speaking lengths (the number of words constituting one utterance).
[0020] An eighth aspect of the present invention is the computer system, wherein the plurality of person image parameters include a parameter indicating speech responsiveness (for example, speech response 725 in FIG. 8).
[0021] According to the eighth aspect of the present invention, the computer system can set virtual character images with different speech responsiveness.
[0022] A ninth aspect of the present invention is the computer system, wherein the plurality of personality parameters include a parameter indicating speech assertiveness (eg, speech assertiveness 726 in FIG. 8).
[0023] According to the ninth aspect of the present invention, the computer system can set virtual characters with different speech aggressiveness.
[0024] A tenth aspect of the present invention is the computer system, wherein the plurality of personality parameters include a parameter indicating a reaction tendency to a comment of the user (for example, comment reaction tendency 727 in FIG. 8).
[0025] According to the tenth aspect of the present invention, the computer system can set virtual characters that have different reactivity to user comments.
[0026] An eleventh aspect of the present invention is the computer system, wherein the plurality of character parameters include a parameter indicating reactivity to the progress (for example, progress reactivity 728 in FIG. 8).
[0027] According to the eleventh aspect of the present invention, the computer system can set virtual characters that have different reactivity to the progress of the game.
[0028] A twelfth invention is a computer system in which, in the above-mentioned computer system, the counterpart chatbot is an AI (Artificial Intelligence) type chatbot that has undergone machine learning based on conversation data between humans (for example, chatbot model data 520 and speech generation model data 523 in FIG. 5).
[0029] According to the twelfth aspect of the present invention, the computer system can realize automatic conversation using AI that has undergone machine learning.
[0030] The thirteenth invention is a computer system further comprising a conversation history storage means (e.g., the conversation history storage control unit 236 in FIG. 10, the conversation history data 754 in FIG. 11, step S36 in FIG. 14) for storing a conversation history including the user's remarks and the speech content based on the speech control, and the other party chatbot control means performs the speech control based on the conversation history stored by the conversation history storage means (e.g., the conversation history data 754 in FIG. 11, step S34 in FIG. 14).
[0031] According to the thirteenth aspect of the present invention, the computer system can realize speech control based on the conversation history.
[0032] A fourteenth invention is a computer system in which, in the above-mentioned computer system, the content is game content played by the user, and the other chatbot control means performs the speech control to speak to the user in a friendly or hostile manner.
[0033] According to the fourteenth invention, the user can enjoy automatic conversations that are spoken to the user in a friendly or hostile manner while playing a game.
[0034] A fifteenth aspect of the present invention is the above-mentioned computer system, wherein the game content is a multiplayer game content in which at least one player is a computer-controlled player. It is a computer system.
[0035] According to the fifteenth aspect of the present invention, the computer system can realize automatic conversation related to multiplayer game content in which at least one player is a computer-controlled player.
[0036] A sixteenth invention is the above-mentioned computer system, wherein the other chatbot control means performs the speech control to speak from the perspective of the computer-controlled player.
[0037] According to the sixteenth aspect of the present invention, the user can enjoy automatic conversations that are spoken from the perspective of a computer-controlled player.
[0038] A seventeenth invention is the computer system, wherein the game content is multi-play game content in which at least one player is a real player.
[0039] According to the seventeenth aspect of the present invention, the computer system can realize automatic conversation related to multi-play game content in which at least one player is a real player.
[0040] An eighteenth invention is the above-mentioned computer system, wherein the other chatbot control means performs the speech control to speak from the perspective of the real player.
[0041] According to the eighteenth aspect, the user can enjoy an automatic conversation in which the user speaks from the perspective of a real player.
[0042] The 19th invention is a computer system further comprising an opponent character control means for controlling the display of an opponent character representing the opponent chatbot, the opponent character control means controlling the display form or behavior of the opponent character based on the progress status (for example, the opponent character control unit 234 in Figure 10, the utterance reaction motion data 580 in Figure 4, the progress status reaction motion data 590, step S34 in Figure 14), in the above-mentioned computer system.
[0043] According to the nineteenth aspect of the present invention, the computer system can display a partner character representing a partner chatbot, and control the display form or behavior of the partner character based on the progress status.
[0044] A twentieth invention is a computer system further comprising an opponent character control means (conversation history data 754 in FIG. 11, character display model data 573 in FIG. 4, step S34 in FIG. 14) for displaying and controlling an opponent character which is the opponent chatbot and a character representing the computer-controlled player.
[0045] According to the twentieth invention, the user can enjoy an automatic conversation with the partner character, which is a character representing a computer-controlled player.
[0046] A 21st invention is a computer system in which the content is archive content (e.g., playback image 48 of archive content in FIG. 18), and the progress acquisition means (e.g., second progress acquisition unit 228B in FIG. 19) acquires chronological progress information of the content before the content starts to progress, and acquires the progress of the content currently in progress based on the progress information (e.g., step S56 in FIG. 20).
[0047] "Archived content" is video content that has been archived for viewing. According to the twenty-first invention, the user can enjoy automatic conversation while viewing archive content.
[0048] A 22nd invention is a computer system in which, in the above-mentioned computer system, the progress acquisition means determines and acquires the progress of the content using a predetermined learning model that is machine-learned using a predetermined machine learning algorithm that machine-learns the progress of the content similar to the content.
[0049] According to the twenty-second aspect of the present invention, the computer system can determine and acquire the progress status of the content by itself, and can therefore deal with content that lacks information on the progress status.
[0050] The 23rd invention is a communication control system comprising a user terminal which is the man-machine interface of the user, and a server system which is the computer system.
[0051] According to the 23rd invention, a communication control system capable of obtaining the same effect as the computer system can be realized.
[0052] The 24th invention is a program for causing a computer system to realize an automatic conversation under computer control with a user during the progress of given content that the user views or plays based on the user's operation, the program comprising: a progress status acquisition means for acquiring the progress status of the content; an opponent chatbot setting means for setting an opponent chatbot that becomes the conversation partner of the user; a speech input means for inputting the speech of the user; and an opponent chatbot control means for performing speech control by voice and / or text using the opponent chatbot, the opponent chatbot control means performing the speech control based on the progress status acquired by the progress status acquisition means and the speech of the user input by the speech input means, and the program is for causing the computer system to function as the above means.
[0053] According to the 24th invention, a program that causes a computer system to exhibit the same operational effects as the 1st invention can be realized.
Brief Description of the Drawings
[0054] [Figure 1] A system configuration diagram showing a configuration example of a communication control system. [Diagram 2] A diagram showing a configuration example of a display screen displayed on a user terminal. [Diagram 3] A diagram showing an example of a first setting screen related to an opponent character. [Figure 4] A diagram showing a data configuration example of character definition data. [Diagram 5] A diagram showing a data configuration example of chatbot model data. [Figure 6] FIG. 13 is a diagram showing an example of a second setting screen for an opponent character. [Figure 7] A figure for explaining the selection of a partner chatbot to be applied to a partner character based on the results of the selection and input of personality keywords on the second setting screen. [Figure 8] FIG. 13 is a diagram showing an example of a data configuration of partner character setting data. [Figure 9] FIG. 4 is a diagram showing an example of a data configuration of keyword correction definition data. [Figure 10] FIG. 2 is a block diagram showing an example of the functional configuration of the server system. [Figure 11] FIG. 4 is a diagram showing examples of programs and data stored in a server storage unit. [Figure 12] FIG. 4 is a diagram showing an example of a data configuration of user management data. [Figure 13] FIG. 4 is a functional block diagram showing an example of the functional configuration of a user terminal. [Figure 14] 6 is a flowchart illustrating a flow of processing executed by the server system. [Figure 15] 11 is a flowchart illustrating the flow of a partner character setting process. [Figure 16] FIG. 13 is a diagram showing a display example of a request reception screen. [Figure 17] 11A and 11B are diagrams for explaining display of a communication screen using content video acquired from an external device; [Figure 18] 11A and 11B are diagrams for explaining display of a communication screen using content video, which is a playback video of archive content. [Figure 19] FIG. 11 is a block diagram showing an example of the functional configuration of a server system according to a second embodiment. [Figure 20] 10 is a flowchart illustrating a flow of processing executed by a server system in a second embodiment. [Figure 21] Flowchart continued from Figure 20. [Figure 22] FIG. 11 is a block diagram showing an example of the functional configuration of a user terminal according to a modified example. [Figure 23]13 is a diagram showing an example of programs and data stored in a terminal storage unit of a user terminal in a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0055] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.
[0056] [First embodiment] FIG. 1 is a system configuration diagram showing an example of the configuration of a communication control system according to this embodiment. The communication control system 1000 is a computer system that realizes automatic computer-controlled control between a user and a video game (a type of entertainment content that takes place in a virtual world) during the course of the game.
[0057] The communication control system 1000 is a computer system including a server system 1100 and user terminals 1500 (1500a, 1500b, ...) for individual users, which are connected so as to be able to perform data communications via a network 9. The user terminals 1500 serve as a man-machine interface (MMIF).
[0058] The network 9 refers to a communication path that allows data communication. In other words, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a telephone communication network, a cable network, the Internet, etc.
[0059] The server system 1100 is a computer system that performs various types of control, such as game progress control, automatic conversation control using the partner chatbot, and display control for displaying a partner character representing the partner chatbot together with game play footage.
[0060] The server system 1100 has a control board 1150 mounted on the main unit. The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, a RAM, and a ROM, and a communication device 1153. Note that some or all of the functions equipped on the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or an SoC (System on a Chip).
[0061] 1, the server system 1100 is depicted as if it were a single device, but it may be realized by a configuration of multiple devices. For example, the server system 1100 may be configured by preparing multiple servers that share functions and connecting them to each other so that they can communicate data with each other via an internal bus or a network 9. The server system 1100 may also include a database or online storage.
[0062] The user terminal 1500 is a computer system that is used by the user 2 to utilize the communication control system 1000 , and serves as a man-machine interface in the communication control system 1000 .
[0063] The user terminals 1500 (1500a, 1500b, . . . ) are computer systems connectable to the network 9, such as personal computers, smartphones, wearable computers, portable game devices, home game devices, tablet computers, and the like.
[0064] The user terminal 1500 is a computer equipped with an operation input device, an image display device, and a control board 1550 that performs arithmetic processing. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, a mouse, etc. Examples of the image display device include a touch panel 1506, a head-mounted display, a glass-type display, etc.
[0065] The user terminal 1500 also includes a microphone 1510 that collects the voice of the user 2 and a speaker 1512 that emits the voice of the other chatbot, as devices for the user 2 to converse verbally with the other chatbot.
[0066] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as a VRAM, a RAM and a ROM, a communication module 1553 connected to a network 9, an interface IC 1557, and the like. The interface IC 1557 controls the exchange of signals between the control board 1550 and the touch panel 1506, the microphone 1510, the speaker 1512, and the like. These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and transmit and receive signals. A part or all of the control board 1550 may be configured with an ASIC, an FPGA, or an SoC.
[0067] The control board 1550 stores in an IC memory 1552 programs and various data for implementing the functions of the user terminal 1500. The user terminal 1500 implements the functions of a man-machine interface of the communication control system 1000 by executing a predetermined program.
[0068] FIG. 2 is a diagram showing an example of the configuration of a display screen displayed on the user terminal 1500. As shown in FIG. The communication screen W2 includes a content video 10, a partner character 12, and an utterance text display portion 14.
[0069] The content video 10 is a video of gameplay of a baseball game content themed on a baseball match in which a user 2 participates as a real player 3 (user player) controlling one of the teams.
[0070] The other character 12 is a display object for visualizing the other party of the automatic conversation, and is prepared as an entity outside the game, different from the characters appearing in the content video 10.
[0071] When the voice uttered by the user 2 while playing the game is collected by the microphone 1510, it is processed for voice recognition, and the other character 12 responds to the utterance of the user 2. The voice uttered by the other character 12 is emitted from the speaker 1512 and is displayed as natural language text in the utterance text display unit 14. Of course, the other character 12 may speak first, and then the user 2 may respond to it.
[0072] Furthermore, in the game of this embodiment, the user 2 can select a one-on-one PvP or PvC battle format before the game starts.
[0073] If user 2 selects PvP, an opponent user (another real player) is matched. The opponent character 12 is a bystander watching the game and speaks in a friendly manner to support user 2. Examples of such speech include cheering on user 2, as well as giving instructions on how to play to user 2, and providing tips and hints on how to play depending on the progress of the game.
[0074] If user 2 selects PvC, user 2 can further select whether or not to employ opponent character 12 as the computer-controlled player who will be the opponent. If user 2 selects to use the opponent character 12 in PvC, the opponent character 12 will speak from an antagonistic position as an opponent computer-controlled player. If user 2 selects not to use the opponent character 12, a separate computer-controlled player will be automatically set, and the opponent character 12 will speak from a friendly position as a bystander watching the play and supporting user 2.
[0075] When the other character 12 plays the role of a computer-controlled player, it is preferable to display the other character 12p. The other character 12p holds the game controller 13 and is displayed as if he is speaking while operating the game.
[0076] It is also possible to configure the battle format as a team battle format. In this case, the user 2 can select whether or not to employ the opponent character 12 as a friendly team member, and whether or not to employ the opponent character 12 as a member of the opposing team. If the opponent character 12 is selected as a friendly team member, the opponent character 12 will speak from a friendly position as a member of the opposing team of the user 2. If the opponent character 12 is selected as a member of the opposing team, the opponent character 12 will speak from an opposing position as a member of the opposing team.
[0077] For the other character 12, settings are made for the appearance and external appearance displayed on the communication screen W2 and the chatbot that corresponds to the contents of the appearance and external appearance.
[0078] FIG. 3 is a diagram showing an example of a first setting screen related to the other character 12. As shown in FIG. The first setting screen W4 has an appearance setting section 20 and a gender setting section 22, and is displayed on the user terminal 1500.
[0079] The appearance setting unit 20 displays appearance selection operation icons 21 (21a, 21b, ...) for each appearance candidate of the other character 12. The user 2 can select the appearance of the other character 12 by touching and selecting the appearance selection operation icon 21 depicting the desired appearance, with reference to the character appearance depicted in the appearance selection operation icon 21.
[0080] The gender setting unit 22 displays gender selection operation icons 23 (23a, 23b, 23c) of "same sex", "opposite sex", and "no sex". The user 2 can select the gender of the other character 12 by touching and selecting one of the gender selection operation icons 23. For example, when "same sex" is selected, the other character 12 is set to the same sex as the user sex (one piece of user information) declared in the user registration procedure, and when "opposite sex" is selected, the other character 12 is set to a sex different from the declared sex of the user. "No sex" is set to no sex, a neutral sex.
[0081] FIG. 4 is a diagram showing an example of the data configuration of the character definition data 570. As shown in FIG. The character definition data 570 is prepared in advance in a number corresponding to the combination of the appearance type and the gender type of the other character 12. The display control of the other character 12 is performed by referring to the definition data corresponding to the result of the selection operation input on the first setting screen W4.
[0082] One character definition data 570 stores appearance type 571, gender 572, character display model data 573, and voice synthesis model data 574. It also stores statement reaction motion data 580 and progress status reaction motion data 590. Of course, data other than these may be stored as appropriate.
[0083] The character display model data 573 is data for displaying the appearance of the other character 12 of the definition data. For example, when the other character 12 is displayed by 3D modeling, this corresponds to 3D model data.
[0084] The voice synthesis model data 574 is model data for synthesizing the voice of the character. The voice synthesis model data 574 determines the pitch, intonation, rhythm, etc. of the voice. The voice synthesis model data 574 may be model data of an AI (Artificial Intelligence) that has undergone reinforcement learning of actual human conversation. Alternatively, the voice synthesis model data 574 may be a group of voice recording data associated with words or a rule-based decision tree.
[0085] The utterance reaction motion data 580 is definition data related to behavior (reaction) that is a response action to the utterance of the user 2 and the action accompanying the spontaneous utterance of the other character 12. The utterance reaction motion data 580 is prepared in the number corresponding to the combination of the utterance reaction type 582 and the strength level 584.
[0086] The progress status reaction motion data 590 defines the behavior of emotional expression (progress status reaction) in response to the progress status of the content (various events occurring within the content). The progress status reaction motion data 590 is prepared in the number corresponding to the combination of the progress status reaction type 592 and the strength level 594.
[0087] Depending on the external design of the other character 12, the statement reaction motion data 580 and the progress status reaction motion data 590 may include not only motion but also data for changing the display form. For example, if the other character 12 has an external design of a simple geometric symbol, data may be included that expresses the type and strength of the reaction as a change in the displayed size, a change in the displayed color, or the like.
[0088] As a result of the selection operation on the first setting screen W4, the appearance and gender of the other character 12 are determined, and the chatbot to be applied to speech control via the other character 12 is selected and set from multiple types prepared in advance.
[0089] FIG. 5 is a diagram showing an example of the data configuration of the chatbot model data 520. As shown in FIG. The chatbot model data 520 is prepared according to the type of virtual character image of the other chatbot. The "virtual character image" is the character image that the user 2 feels from the conversation with the chatbot. For conversation control related to the other character 12, a other chatbot having any one of the virtual character images is applied according to the user information of the user 2 and the character image desired by the user 2.
[0090] One chatbot model data 520 includes a chatbot type 521, speech generation model data 523, and character parameter initial setting data 530.
[0091] The speech generation model data 523 is model data of a speech generation AI (Artificial Intelligence) or a dialogue-type AI that recognizes voice input or text input and automatically executes a dialogue with a human. The model data may be created by machine learning of an actual conversation between humans, for example.
[0092] By using the machine-learned speech generation model data 523, the other chatbot generates a utterance reaction text according to the utterance content of the user 2. The "utterance reaction text" includes a favorable positive response from a favorable position and an aggressive negative response from an aggressive position.
[0093] The other chatbot is also continually provided with information on the progress (events occurring within the game content) as the content progresses. The other chatbot generates progress reaction text regarding the progress of the content or changes in the progress. The "progress reaction text" includes text explaining the situation, favorable and positive impressions from a favorable standpoint, and aggressive and negative impressions from an aggressive standpoint.
[0094] The other chatbot also refers to the conversation history, including the remarks of User 2 and the contents of the utterances made by the speech control, and generates text (past conversation related text) that picks up the contents of the past utterances. For example, it might say, "I said (past utterances) before, but what (user's name) said was right."
[0095] The utterance generation model data 523 is created in a plurality of types so that the virtual character image including the personality impression that the user 2 receives from the generated text is different. In other words, the utterance generation model data 523 is basic data for forming the virtual character image of the corresponding type of the other chatbot, and can also be said to be virtual character image basic data 525.
[0096] Note that the speech generation model data 523 may be created as an AI that uses one or more rule-based decision trees, rather than an utterance generation AI that has been trained by machine learning.
[0097] The character parameter initial setting data 530 stores the values of multiple character parameters that define the virtual character realized by the other chatbot. The "character parameters" are adjustment parameters for further adjusting the basic virtual character created by the speech generation model data 523 when applied to the chatbot. The character parameter initial setting data 530 stores the initial settings.
[0098] The number and types of character parameters can be set as appropriate. For example, the character parameters include knowledge level 531, speech frequency 532, speech rate 533, speech length 534, and speech response 535. In addition, the character parameters include speech aggressiveness 536, remark reaction 537, and progress situation reaction 538. Of course, parameters other than these can be included as appropriate.
[0099] Knowledge level 531 indicates the level of knowledge related to game content. In the case of game content, relevant knowledge includes, for example, the type and amount of game rules, tactical knowledge according to the game situation, setting information of characters and items appearing in the game, how-to for winning the game, etc. Specifically, tactical knowledge in a baseball game includes, for example, team tactics such as pitcher changes, execution of bunts and hit-and-runs, execution of squeeze plays, caution against squeeze plays, and execution of walks. Setting information for characters and items in a baseball game includes, for example, a player's batting average, a preferred pitch type as a batter, a pitcher's control rate, a pitcher's best pitch type, and match records between pitchers and batters.
[0100] The knowledge level 531 may be determined by the selection of the learning contents of the utterance generation AI or the difference in the learning level. Alternatively, it may be realized by the frequency of control to replace the text generated by the utterance generation AI with a prescribed text such as "I don't understand well" or "I don't know the rules well."
[0101] The speech frequency 532 indicates the frequency of spontaneous speech from the other character 12. The virtual character image of the other chatbot with a high speech frequency 532 is so-called "talkative" or "many words." The speech frequency 532 may be realized by increasing or decreasing the number of times speech generation is performed per unit time.
[0102] The speech speed 533 indicates the number of words per unit time in the speech of the other chatbot and the reading speed of the speech voice. The other chatbot with a relatively high speech speed 533 speaks quickly. The speech speed 533 may be realized by using it as a reading speed parameter when synthesizing the speech voice of the other character 12.
[0103] The utterance length 534 is the number of words or phrases that are connected in one utterance. A partner chatbot with a relatively short utterance length 534 speaks fewer words. The utterance length 534 may be realized by changing the range of the number of words specified as a prerequisite when generating an utterance.
[0104] The speech response 535 is the speed of speech in response to the speech of the user 2. A partner chatbot with a relatively high speech response 535 picks up the speech of the user 2 and immediately responds. A partner chatbot with a relatively low speech response 535 responds after a short pause. The speech response 535 may be realized by delay control between the speech of the user 2 and the speech of the partner character 12.
[0105] The speech proactiveness 536 is the frequency of spontaneous speech from the other character 12. A partner chatbot with a relatively high speech proactiveness 536 is more likely to speak spontaneously. A partner chatbot with the lowest speech proactiveness setting will not speak on its own unless spoken to by the user 2. The speech proactiveness 536 may be realized by adjusting the elapsed time from when the user 2 stops inputting speech to when the other character 12 starts speaking spontaneously.
[0106] The statement reaction 537 indicates the reaction to the statement of the user 2, that is, the strength of the statement reaction. The other character 12 using the other chatbot with the statement reaction 537 set relatively high tends to immediately speak while overreacting to the statement of the user 2. The other character 12 using the other chatbot with the statement reaction 537 set low tends to speak after a short pause from the statement without moving the body much.
[0107] The utterance reaction characteristic 537 may be realized by the number and frequency of use of interjections specified as preconditions when generating an utterance in response to the utterance of the user 2. It may be realized by preparing dictionary data in which interjections are ranked according to the strength of the interjections in advance, and specifying which rank of the dictionary data interjections to use as a precondition when generating an utterance.
[0108] The progress status reactivity 538 indicates the reactivity to the progress status of the content, that is, the strength of the progress status reaction. The other character 12 who uses a partner chatbot with a relatively high progress status reactivity 538 is sensitive to changes in the progress status of the content and tends to speak while overacting. The other character 12 who uses a partner chatbot with a low progress status reactivity 538 is insensitive to changes in the situation and tends to speak without moving his body much.
[0109] The progress reactivity 538 may be realized by the number and frequency of use of interjections specified as preconditions when generating an utterance in response to detection of a predetermined progress status or detection of a predetermined change in the progress status. It may be realized by preparing dictionary data in which interjections are ranked according to strength in advance, and specifying which rank of the dictionary data interjections to use as a precondition when generating an utterance. It may also be realized by ranking a predetermined progress status or a predetermined change in the progress status in advance, and specifying which rank to utter as a precondition when generating an utterance.
[0110] FIG. 6 is a diagram showing an example of the second setting screen for the other character 12. As shown in FIG. The second setting screen W6 is a screen that is displayed when the selection operation input on the first setting screen W4 is completed, and has a character image keyword selection section 26.
[0111] A "persona keyword" is a keyword that expresses the characteristics of a virtual persona. In the character image keyword selection section 26, keyword selection operation icons 27 (27a, 27b, ...) for a plurality of keywords are arranged, and the user 2 touches and selects a keyword of a character image desired for the other character 12. The number of selections is arbitrary.
[0112] FIG. 7 is a diagram for explaining the selection of an other-party chatbot to be applied to the other-party character 12 based on the result of the selection and input of the character profile keyword on the second setting screen W6.
[0113] The result of the selection input on the second setting screen W6, that is, the character profile keyword selection result 616, can be said to be user information 602 for estimating the character profile that the user 2 desires as a conversation partner.
[0114] Meanwhile, at least one character image estimation pattern data 560 is prepared in advance for each chatbot type 521 (see FIG. 5) of the chatbot model data 520. The character image estimation pattern data 560 includes an applicable chatbot type 561 indicating a partner chatbot to be applied to the partner character 12, a character image keyword requirement 562, and a gender requirement 563.
[0115] The person image keyword requirement 562 indicates the requirement that must be satisfied in order to adopt the pattern data, that is, the condition that must be satisfied by the person image keyword selection result 616. Specifically, the person image keyword requirement 562 is described by the type of the person image keyword and a combination of the person image keywords.
[0116] The gender requirement 563 indicates a condition that the gender of the other character 12 must satisfy based on the result of a selection input in the gender setting section 22 (see FIG. 3) of the first setting screen W4.
[0117] The other party chatbot to be applied in relation to the speech of the other party character 12 is the applicable chatbot type 561 indicated by the character image keyword selection result 616 conforming to the character image keyword requirement 562 and the character image estimation pattern data 560 in which the gender of the other party character 12 conforms to the gender requirement 563.
[0118] FIG. 8 is a diagram showing an example of the data configuration of the partner character setting data 710. As shown in FIG. Based on the input results of the selection operations on the first setting screen W4 and the second setting screen W6, the setting contents of the other character 12 are determined and saved as other character setting data 710.
[0119] The other character setting data 710 stores, for example, a other character ID 711, an appearance type 712, a gender type 713, an applicable chatbot type 714, and character image parameter setting data 720. Of course, data other than these may also be stored as appropriate.
[0120] The appearance type 712 and the gender type 713 are determined based on the input result of the selection operation on the first setting screen W4, and the applied chatbot type 714 is determined based on the input result of the selection operation on the second setting screen W6.
[0121] The character parameter initial setting data 530 is copied from the chatbot model data 520 (see FIG. 5) indicated by the applicable chatbot type 714 to the character parameter setting data 720. Then, the parameter values are increased or decreased (corrected) to individualize the character so that the character becomes a conversation partner more desirable to the user 2.
[0122] FIG. 9 is a diagram showing an example of the data configuration of the keyword correction definition data 568. As shown in FIG. A plurality of types of keyword correction definition data 568 are prepared in advance for each individualization pattern of the virtual person image. One keyword correction definition data 568 stores correction implementation keyword requirements, the person image parameter types to be corrected, and correction values in association with each other. The correction implementation keyword requirements are described as the types, numbers, and combinations of keywords that should be satisfied by the selection results of the person image keywords selected on the second setting screen W6.
[0123] The character parameter setting data 720 is copied from the character parameter initial setting data 530, and then modified or corrected from the initial values of the character parameter initial setting data 530 in accordance with definition data that satisfies the correction implementation keyword requirements, thereby individualizing the virtual character.
[0124] Next, the functional configuration will be described. FIG. 10 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in FIG. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.
[0125] The operation input unit 100s is a means for inputting various operations for managing the server system 1100. For example, a keyboard, a touch panel, a mouse, etc., correspond to this.
[0126] The server processing unit 200s is realized by electronic components such as processors serving as arithmetic circuits, such as a CPU, GPU, ASIC, and FPGA, as well as IC memories, and controls input and output of data between each functional unit including the operation input unit 100s and the server storage unit 500s.The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, data received from operation input signals from the operation input unit 100s, and the like, and performs integrated control of the operation of the server system 1100.
[0127] The server processing unit 200s has a user management unit 202, a partner chatbot setting unit 210, a content progress control unit 220, a progress status acquisition unit 228, a statement input control unit 230, and a partner chatbot control unit 232. It also has a partner character control unit 234 and a conversation history storage control unit 236. It also has a timer unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s.
[0128] The user management unit 202 performs processing related to user registration procedures for the communication control system 1000 and stores and manages various types of information associated with user accounts.
[0129] The partner chatbot setting unit 210 sets a partner chatbot that will be a conversation partner of the user 2. The partner chatbot setting unit 210 executes processing related to the generation and setting of the partner character setting data 710. Specifically, this corresponds to performing display control related to the first setting screen W4 and the second setting screen W6, and setting the applicable chatbot type 714 based on the results input on these setting screens.
[0130] The chatbot model data 520 indicated by the applicable chatbot type 714 corresponds to the utterance generation model data 523, i.e., the virtual character basic data 525. Also, the virtual character of the other chatbot is individualized by changing the character parameter setting data 720 based on the keyword correction definition data 568 (see FIG. 8). From these, it can be said that the other chatbot setting unit 210 has a function as the virtual character setting unit 212 that sets a virtual character that will be a conversation partner of the user, and sets the other chatbot based on the setting of the virtual character.
[0131] The content progress control unit 220 controls the progress of the content. In the case of game content, it functions as a game progress control unit 222 that controls the progress of the game to realize the play of the game content.
[0132] The game progress control unit 222, for example, sets up a game space by arranging background objects in a virtual three-dimensional space, arranges character objects in the game space, and controls the actions of the character characters in response to operational inputs by the players. It then judges the game results. If the players include computer-controlled players, it also controls the determination of operational inputs as the computer-controlled players. In the PvP multiplay mode, it also controls matching of real players (user players).
[0133] The progress status acquisition unit 228 acquires data on the progress status of the content required to allow the other chatbot to speak. Specifically, this is realized by referring to various data related to game progress control generated under the control of the game progress control unit 222.
[0134] The utterance input control unit 230 executes a process of inputting utterances of the user 2. For example, the utterance input control unit 230 executes a process of displaying a software keyboard on the touch panel 1506 of the user terminal 1500 and acquiring input text data from the user terminal 1500. The utterance input control unit 230 also executes a process of acquiring voice data collected by the microphone 1510 from the user terminal 1500 and performing voice recognition. Alternatively, the utterance input control unit 230 may execute a process of acquiring data resulting from a voice recognition process performed in the user terminal 1500 on the voice data collected by the microphone 1510.
[0135] The other chatbot control unit 232 controls speech using the other chatbot based on the progress of the content and the user's remarks. Specifically, the other chatbot control unit 232 controls conversation generation of the conversation text based on the speech generation model data 523 (see FIG. 5). In addition, the other chatbot control unit 232 controls voice synthesis of the generated voice reading the conversation text based on the voice synthesis model data 574 (see FIG. 4) and controls the emission of the voice reading the conversation text.
[0136] In conversation generation control, knowledge level 721, speech frequency 722, speech length 724, speech aggressiveness 726, speech reactivity 727, and progress status reactivity 728 of character image parameter setting data 720 (see FIG. 8) are applied. In this way, these features are imparted to the speech of the other character 12. In voice synthesis control, voice is synthesized to realize a reading speed according to the speech rate 723. In sound emission control, a delay process for the start of sound emission may be performed based on the speech aggressiveness 536, speech reactivity 727, and progress status reactivity 728.
[0137] The other character control unit 234 controls the display of the other character 12 representing the other chatbot. Specifically, it controls the display form or behavior of the other character 12 based on the progress of the content. This corresponds to the display control based on the character definition data 570 (see FIG. 4). Depending on the game mode selected by the user 2 before the start of the game, the other character 12 will be displayed with the role of a character representing a computer-controlled player.
[0138] The conversation history storage control unit 236 performs control to store a conversation history including the statements of the user 2 and the contents of the utterances made by the speech control.
[0139] The timekeeping unit 280s uses a system clock to measure various times such as the current date and time and time limits.
[0140] The sound generation unit 290s is realized by executing an IC or software that generates and decodes audio data. The sound generation unit 290s outputs the generated audio signal to the sound output unit 390s. The sound output unit 390s is realized by a speaker or the like, and emits sound based on the audio signal.
[0141] The image generation unit 292s generates images of various management screens for system management of the server system 1100, and outputs image data to the image display unit 392s. The image generation unit 292s also generates a part or all of the images to be displayed on the user terminal 1500. The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head mounted display, or a projector.
[0142] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 394s. The communication unit 394s realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.
[0143] The server storage unit 500s stores programs and various data for implementing various functions for the server processing unit 200s to comprehensively control the server system 1100. The server storage unit 500s is also used as a working area for the server processing unit 200s, and temporarily stores the results of calculations executed by the server processing unit 200s according to various programs. These functions are implemented by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, online storage, etc. In the example of FIG. 1, these correspond to storage media such as the IC memory 1152 and hard disks mounted on the server system 1100.
[0144] FIG. 11 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s stores a server program 501, a delivery client program 503, game initial setting data 510, chatbot model data 520 (see FIG. 5), and human figure estimation pattern data 560 (see FIG. 7). It also stores keyword correction definition data 568 (see FIG. 9), character definition data 570 (see FIG. 4), user management data 600, play data 700, and a current date and time 900. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.
[0145] The server program 501 is a program for realizing the functions of a user management unit 202, a partner chatbot setting unit 210, a content progress control unit 220, a progress status acquisition unit 228, a comment input control unit 230, a partner chatbot control unit 232, a partner character control unit 234, and a conversation history storage control unit 236.
[0146] The delivery client program 503 is an original client program executed by the user terminal 1500 to use the communication control system 1000. When providing a game as a web game, a web browsing application, not a dedicated client program, may be executed on the user terminal 1500, and therefore the delivery client program 503 may be omitted.
[0147] The game initial setting data 510 is the contents data 511, and stores various initial setting data related to the game. For example, in the case of a baseball game, stadium model data, ability parameter values of each player, information on statistical setting values based on past performance in the game world, etc. are stored. Examples of the ability parameter values of each player include batting power, defensive power, running ability, ball control, stamina, batting average, and preferred pitch type. Examples of the statistical setting values include match results by pitcher, bunt success rate, stolen base success rate, and earned run average.
[0148] User management data 600 is prepared in advance for each registered user, and stores various data associated with the user. For example, as shown in Fig. 12, one user management data 600 includes a user account 601, user information 602, other character save data 620, and conversation history save data 622. Of course, data other than these may also be included as appropriate.
[0149] The user information 602 includes age 603, gender 605, a nickname 607 that the other character 12 will call the user, and selection result data 610. Of course, other data may also be included as appropriate. The age 603, gender 605, and nickname 607 are set in accordance with the user registration procedure. The selection result data 610 includes the selection input results on the first setting screen W4 (appearance type 612, gender setting result 614) and the selection input results on the second setting screen W6 (character image keyword selection result 615).
[0150] 11, the play data 700 stores data related to the game and data related to automatic conversation with the other character 12. For example, the play data 700 stores a player account 701, other character setting data 710 (see FIG. 8), game progress control data 750, other character control data 752, and conversation history data 754. Of course, data other than these may be stored as appropriate.
[0151] The game progress control data 750 stores various data related to the progress of the game. In the case of a baseball game, the data stores the names of the opposing teams, a list of players participating in the game, innings, strike counts, ball counts, out counts, runners on base, positions of defensive players, types of events such as pitches, runs, outs, and stolen bases, and information on the time when the events occurred. In other words, the game progress control data 750 is also content progress information 751 acquired by the progress acquisition unit 228 regarding the progress of the content, namely the game.
[0152] The other character control data 752 stores various data related to the control of the other character 12. For example, it includes other chatbot control data, other character display control data, and the like.
[0153] The conversation history data 754 is data that stores the utterance text of the user 2 and the utterance text of the other character 12 in chronological order.
[0154] FIG. 13 is a functional block diagram showing an example of the functional configuration of the user terminal 1500. The user terminal 1500 includes an operation input unit 100 , a sound input unit 102 , a device processing unit 200 , a sound output unit 390 , an image display unit 392 , a communication unit 394 , and a terminal storage unit 500 .
[0155] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by a user to the device processing unit 200. For example, the operation input unit 100 can be realized by a push switch, a touch panel, a joystick, a touch pad, a track ball, an acceleration sensor, a gyro, or the like.
[0156] The sound input unit 102 outputs a signal corresponding to the collected sound to the device processing unit 200. In the example of FIG.
[0157] The device processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, or an IC memory, and controls data input / output between each functional unit including the operation input unit 100 and the terminal storage unit 500. Then, it executes various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100, and various types of data received from the server system 1100, and controls the operation of the user terminal 1500.
[0158] The device processing unit 200 has a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.
[0159] The client control unit 260 includes an operation input information providing unit 261 , a display control unit 262 , and a voice data providing unit 264 . The operation input information providing unit 261 performs control to transmit operation input information to the server system 1100 in response to an input from the operation input unit 100. The display control unit 262 performs control to display various images based on data received from the server system 1100.
[0160] The voice data providing unit 264 generates voice data of the voice collected and input by the sound input unit 102 and controls transmission to the server system 1100. It may also perform voice recognition processing to generate text data of words included in the voice and transmit this.
[0161] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.
[0162] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of reproducing voice files, or the like, and generates sound signals of music, sound effects, and various operation sounds, and outputs them to the sound output unit 390. The sound output unit 390 is realized by a device that outputs (emits sound) based on the sound signal input from the sound generation unit 290, such as a speaker.
[0163] The image generation unit 292 generates and outputs an image signal for displaying an image on the image display unit 392 based on the control of the client control unit 260. In the example of Fig. 1, this corresponds to a GPU (Graphics Processing Unit), a graphic controller, a graphic board, etc. mounted on the control board 1550. The image display unit 392 is realized by a device for displaying an image, such as a flat panel display, a head mounted display, or a projector.
[0164] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394. The communication unit 394 realizes communication by connecting to the network 9. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication module 1553.
[0165] The terminal storage unit 500 stores programs for causing the terminal processing unit 200 to realize given functions, various data, and the like. It is also used as a working area for the terminal processing unit 200, and temporarily stores the results of calculations executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, and the like. These functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, and the like. In the example of FIG. 1, this corresponds to the IC memory 1552 mounted on the control board 1550.
[0166] Specifically, the terminal storage unit 500 stores a client program 800, received data 810, and a current date and time 900. Of course, other data can also be stored as appropriate. The client program 800 is a program for causing the user terminal 1500 to function as the client control unit 260.
[0167] FIG. 14 is a flowchart illustrating the flow of processing executed by the server system 1100. The server system 1100 checks whether the other character save data 620 is stored in the user management data 600 of the user 2. If the corresponding data exists (YES in step S10), the server system 1100 reads the corresponding data (step S12). If the corresponding data does not exist (NO in step S10), the server system 1100 executes the other character setting process (step S14).
[0168] FIG. 15 is a flowchart illustrating the flow of the partner character setting process. As the other-party character setting process, the server system 1100 first displays the first setting screen W4 and receives a selection operation input for the appearance and gender of the other-party character 12 (step S20; see FIG. 3).
[0169] Next, the server system 1100 displays the second setting screen W6 and receives a selection operation input of a character profile keyword that the user 2 desires as a conversation partner (step S22; see FIG. 6).
[0170] Next, the server system 1100 searches for character image estimation pattern data 560 (see FIG. 7) in which the results of the selection operation input on the first setting screen W4 and the second setting screen W6 satisfy the character image keyword requirement 562 and the gender requirement 563. Then, the applicable chatbot type 561 indicated by the corresponding pattern data is set as the applicable chatbot type 714 (see FIG. 8) of the other character setting data 710 (step S24).
[0171] Next, the server system 1100 initializes the virtual character image of the other chatbot of the other character 12 (step S26). Specifically, the character image parameter initial setting data 530 (see FIG. 5) of the applicable chatbot type 714 is copied to the character image parameter setting data 720 (see FIG. 8) of the other character setting data 710. This determines the basis of the virtual character image of the other chatbot.
[0172] Next, the server system 1100 sets the virtual character image of the other character 12 to be individualized (step S28). Specifically, definition data in which the selective correction implementation keyword requirements are satisfied is searched for among the keyword correction definition data 568 (see FIG. 9). Then, according to the definition of the searched definition data, the character image parameter setting data 720 of the other character setting data 710 is changed and corrected. As a result, the server system 1100 estimates and individualizes the details of the person the user 2 imagines to talk to, and the virtual character image of the other character 12 is set. This completes the setting of the new other character 12.
[0173] Returning to FIG. 14, the server system 1100 then starts displaying the communication screen W2 (see FIG. 2) (step S30), starts inputting the user 2's utterance, and starts voice recognition of the utterance (step S32). Then, starts speech control and motion control of the other character 12 (step S34), and starts storing the conversation history (step S36). After step S34, the other chatbot generates utterance reaction text, progress status reaction text, and past conversation related text. Then, the voice of the generated text is voice-synthesized by applying the character image parameter setting data 720, and sound emission is controlled, and the motion of the other character 12 is controlled. The other character 12 that started to be displayed in step S30 starts speaking and moving.
[0174] Next, the server system 1100 accepts a selection operation of a game mode and a selection operation of whether or not to employ the other character 12 as a computer-controlled player (step S60). The user 2 can select one of four game modes: "1-on-1 PvP", "1-on-1 PvC", "many-on-many PvP", and "many-on-many PvC". The acceptance of the selection operation of whether or not to employ the other character 12 as a computer-controlled player is valid when "1-on-1 PvC" or "many-on-many PvC" is selected.
[0175] The server system 1100 sets the player according to the selected game mode (step S62). In setting the player, an appropriate matching process is performed. When "one-on-one PvC" or "many-on-many PvC" is selected and the adoption of the opponent character 12 is selected, the server system 1100 sets the player including the opponent character 12 as the computer-controlled player.
[0176] Once the player has been set, the server system 1100 starts controlling the progress of the game content, that is, the progress of the game (step S64).
[0177] Also, when the content progress starts, the acquisition of content progress status information starts (step S66). Specifically, a predetermined type of information is referenced from the game progress control data 750 in relation to speech control by the other chatbot. After step S66, the other character 12 can also make speech based on progress status reaction text in response to the situation or situation change occurring in the game.
[0178] When the game is over (step S70), the server system 1100 displays a request receiving screen W8 as shown in Fig. 16, for example, and receives the user 2's evaluation of the other character 12's remarks (step S72). The request receiving screen W8 displays a character image keyword selection section 26, and asks the user 2 to select a character image keyword that matches the further request he or she wishes to make to the other character 12, based on the evaluation of the other character 12's remarks this time.
[0179] Next, the server system 1100 changes the character parameter setting data 720 (see FIG. 8) based on the character keyword selected on the request receiving screen W8 (step S74). Specifically, the keyword correction definition data 568 (see FIG. 9) in which the selected correction execution keyword requirements are satisfied is searched for by the character keyword selected on the request receiving screen W8. Then, the character parameter setting data 720 of the other party character setting data 710 is corrected / changed according to the definition of the searched definition data. As a result, the virtual character image of the other party character 12 becomes closer to the character image of the other party that the user 2 wants to talk to.
[0180] Next, the server system 1100 updates the other character save data 620 of User 2 (see FIG. 12) with the other character setting data 710 and saves it, and adds the conversation history data 754 to the conversation history save data 622 and saves it (step S76).
[0181] As described above, according to this embodiment, users can experience the enjoyment of viewing or playing content while having a conversation.
[0182] Even if a user finds it difficult to create an opportunity to watch / play content while talking with another user, the user can experience watching / playing together while talking with the other character 12. The other chatbot applied to the other character 12 is set to a virtual character image close to the image of a person that the user 2 considers desirable as a conversation partner, so that a suitable experience can be provided even to a user who has difficulty meeting other users with whom he or she has conversation compatibility.
[0183] Second Embodiment Next, a second embodiment to which the present invention is applied will be described. The second embodiment is based on the first embodiment and has a function to externally acquire content video and a function to play archived video content (archived content) that is not game content. Note that in the second embodiment, the same reference numerals as in the first embodiment are used, overlapping explanations are omitted, and the differences from the first embodiment are mainly described.
[0184] FIG. 17 is a diagram for explaining the display of a communication screen W10 using content video 10B acquired from the outside. In the communication control system 1000B of the second embodiment, the server system 1100B can acquire the content video 10B and the situation data 42 from the external distribution system 1200.
[0185] The external distribution system 1200 is a computer system that distributes content images (moving images) on demand. The content images may include live images, which are real images 40. In this case, the external distribution system 1200 is also a computer system that distributes the live images live.
[0186] The real image 40 is an image of entertainment in the real world (for example, an image of a sporting event, a game of shogi or chess, etc., which is content that takes place in the real world).
[0187] The situation data 42 is information for displaying the progress of the content or events occurring in the content in text on the subtitle display unit 44 or for displaying data in numerical values or symbols.
[0188] The server system 1100B generates a communication screen W10 including the content video 10B acquired from the external distribution system 1200 and an image of the other character 12, and displays the communication screen W10 on the user terminal 1500. The other character 12 utters a utterance reaction text corresponding to the utterance of the user 2, a progress status reaction text about the progress of what is happening in the real video 40 based on the situation data 42, and the like.
[0189] FIG. 18 is a diagram for explaining the display of a communication screen W12 using a content video 10C that is a playback video of archive content. The server system 1100B can generate a communication screen W12 as a content video 10C from the playback video 48 obtained by performing playback processing on the archive content data 762 stored in the server system 1100B, and display the content video 10C on the user terminal 1500. The archive content data 762 may be video data or a data group for generating a 3DCG video. The archive content data 762 may be read each time from a recording medium such as a DVD. In the example of FIG. 18, the playback video 48 is a gameplay video of an action RPG. The user 2 watches a video of himself or a famous player playing together with the other character 12, and talks about the famous player's play.
[0190] 19 is a functional block diagram showing an example of the functional configuration of a server system 1100B according to the second embodiment. The server system 1100B basically has the same functional configuration as the server system 1100 according to the first embodiment, but has a content data acquisition control unit 240, a second content progress control unit 220B, and a content progress status analysis unit 246.
[0191] The content data acquisition control unit 240, the second content progress control unit 220B, and the content progress analysis unit 246 are realized by loading and executing a server program in the second embodiment (corresponding to the server program 501 in FIG. 11) in the server processing unit 200s.
[0192] The content data acquisition control unit 240 performs control to acquire reality data and data about the video from outside the communication control system 1000B. Specifically, the content data acquisition control unit 240 performs control to access the external distribution system 1200 and acquire the content video 10B and situation data 42 distributed and provided by the external distribution system 1200. When the external distribution system 1200 manages and distributes a video distribution website, the content data acquisition control unit 240 is realized by using a web browser or the API of the external distribution system 1200. The data acquired by the content data acquisition control unit 240 is stored in the server storage unit 500s.
[0193] The second content progress control unit 220B controls the playback of the archive content data 762. Therefore, the second content progress control unit 220B can be said to be the playback control unit 244.
[0194] In a case where the content video 10B is provided from the external distribution system 1200 but the situation data 42 is not provided, the content progress analysis unit 246 analyzes the content video 10B and generates alternative data for the situation data 42. The content progress analysis unit 246 is realized by a generation AI that performs machine learning using a predetermined machine learning algorithm using a video of a specific category that is the same type of content as the content video provided from the external distribution system 1200 as a learning material. For example, if the content video 10B is a baseball game, the content progress analysis unit 246 is realized by a predetermined learning model that is machine-learned based on a video of a baseball game in the real world for the specific category. Therefore, the content progress analysis unit 246 can also be said to be a second progress acquisition unit 228B.
[0195] Furthermore, the content progress status analysis unit 246 generates alternative data for the status data 42 of the archive content played back by the second content progress control unit 220B. For example, the alternative data is generated in parallel with the playback and display process of the video of the archive content, or before the video is displayed.
[0196] 20 and 21 are flowcharts for explaining the flow of processing executed by the server system 1100B.
[0197] Server system 1100B displays a specified content selection screen on user terminal 1500 and allows user 2 to select one of "play game content," "obtain real-world video from outside and view it," or "play and view archived content" (step S40).
[0198] When "Play game content" is selected (game in step S42), the server system 1100B performs the same process as in the first embodiment (go to step S60 in FIG. 21).
[0199] If "obtain real video from outside and view" is selected (real video in step S42), the server system 1100B accesses the external distribution system 1200 and starts control to obtain the real video 40 and situation data 42 distributed and provided by that system (step S44). If the situation data 42 cannot be obtained (YES in step S46), analysis of the content progress status in real time starts (step S48). The analysis result is stored in the server storage unit 500s as chronological content progress status information.
[0200] When "play and view archive content" is selected (YES archive in step S42), the server system 1100B displays a list of viewable content titles in a selectable manner and accepts the selection of the content title to be viewed (played) (step S54). Then, the server system 1100B executes an analysis of the content progress status based on the archive content data 762 (see FIG. 18) of the selected title, and stores the analysis result in the server storage unit 500s as chronological content progress status information (step S56). In step S56, the video of the playback video 48 of the archive content is not yet displayed on the communication screen W12. After completing the analysis, the server system 1100B starts displaying the content video 10C on the communication screen W12 (step S58).
[0201] Therefore, according to the second embodiment, the same effects as those of the first embodiment can be obtained. Furthermore, according to the second embodiment, the user 2 can enjoy viewing the real video 40 and the playback video 48 of the archive content while having a conversation.
[0202] [Modifications] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above-described forms, and components can be added, omitted, or modified as appropriate.
[0203] (Variation 1) The games exemplified in the above embodiment are merely examples, and the game genre, game rules, and game format are not limited. Depending on the genre and rules, speech control may be limited to voice only or text display only.
[0204] (Variation 2) It is also possible to configure the communication control system 1000 so that the server system 1100 (server system 1100B) is omitted and the system is realized by the user terminal 1500 alone.
[0205] For example, FIG. 22 is a diagram showing an example of the functional configuration of a user terminal 1500C in a configuration in which the server system 1100B is omitted from the communication control system 1000 based on the second embodiment.
[0206] The user terminal 1500C has a user management unit 202, a partner chatbot setting unit 210, a content progress control unit 220, a progress acquisition unit 228, a statement input control unit 230, a partner chatbot control unit 232, a partner character control unit 234, and a conversation history storage control unit 236 in the terminal processing unit 200. It also has a content data acquisition control unit 240, a second content progress control unit 220B, and a content progress analysis unit 246.
[0207] The utterance input control unit 230, for example, executes a process of displaying a software keyboard on the touch panel 1506 and acquiring input text data from the user terminal 1500. It also executes a process of acquiring voice data collected by the microphone 1510 and performing voice recognition.
[0208] FIG. 23 is a diagram showing an example of programs and data stored in the terminal storage unit 500 in this configuration. The terminal storage unit 500 in this configuration stores a communication control program 505, game initial setting data 510, chatbot model data 520, human figure estimation pattern data 560, keyword correction definition data 568, and character definition data 570. It also stores user management data 600, play data 700, acquired content video data 760, archive content data 762, content progress analysis data 764, and current date and time 900.
[0209] Even with this configuration, the same effects as those of the first and second embodiments can be obtained.
[0210] (Variation 3) In the above embodiment, an example in which both the output of spoken voice and the display of text are performed as speech control has been shown, but this is not limiting. Speech control may be performed only by voice or only by text display. In the case of only text, it is preferable to display the flow of text according to the speech rate 533, since the manner of text display allows the user 2 to visually sense part of the character's figure. In addition, in the above embodiment, the user 2 can input utterances by both voice input and text input, but it may be limited to either one of them.
[0211] Therefore, the user 2 and the other character 12 may converse with each other only by voice, or may converse with each other only by text. Also, the user 2 may speak by voice, and the other character 12 may reply by text. Conversely, the user 2 may speak by text, and the other character 12 may reply by voice. [Explanation of symbols]
[0212] 10…Content video 12... Opponent character 14...Speech text display unit 102…Audio input section 200s…Server processing section 210…Recipient chatbot settings 212…Virtual character setting section 220...Content progress control unit 222...Game progress control unit 228…Progress Status Acquisition Section 230... Speech input control unit 232…Partner chatbot control unit 234…opponent character control unit 236...conversation history storage control unit 240...Content data acquisition control unit 246…Content Progress Analysis Section 500s…Server storage 501...Server program 505…Communication control program 510... Game initial setting data 520…Chatbot model data 523…Speech generation model data 525…Basic data for virtual figures 560…Personal image estimation pattern data 568…Keyword correction definition data 570...Character definition data 573…Character display model data 574…Speech synthesis model data 580…Speech reaction motion data 590…Progress reaction motion data 600...User management data 602...User information 700...Play data 710… Opponent character setting data 714…Applicable chatbot types 720…Personal image parameter setting data 721…Knowledge level 722…Speech frequency 723…Speech rate 724…Speech length 725…Speech response 726…Active speech 727…Reaction to statements 728…Progress Reactivity 750…Game progress control data 751…Content progress information 752... Opponent character control data 754…Conversation history data 762...Archive content data 764…Content progress analysis data 1000…Communication control system 1100...Server system 1500: User terminal
Claims
1. A computer system for realizing a computer-controlled automatic conversation between a user and the computer during the progress of a given content that the user is viewing or playing based on an operation of the user, comprising: a progress status acquisition means for acquiring a progress status of the content; A chatbot setting means for setting a chatbot to be a conversation partner of the user; a comment input means for inputting comments from the user; a partner chatbot control means for controlling speech by voice and / or text using the partner chatbot, the partner chatbot control means controlling the speech based on the progress status acquired by the progress status acquisition means and the user's utterance inputted by the utterance input means; A computer system comprising:
2. a virtual person image setting means for setting a virtual person image to be a conversation partner of the user; Further comprising: the other-party chatbot setting means sets the other-party chatbot based on the virtual person image; 2. The computer system of claim 1.
3. the virtual person image setting means sets the virtual person image based on user information of the user.
3. The computer system of claim 2.
4. the virtual person image setting means sets the virtual person image using a plurality of person image parameters; 3. The computer system of claim 2.
5. the plurality of personality parameters include a parameter indicating a degree of knowledge related to the content; 5. The computer system of claim 4.
6. The plurality of person image parameters include a parameter indicating a frequency of speech.
5. The computer system of claim 4.
7. The plurality of person image parameters include a parameter indicating a speaking speed and / or a speaking length.
5. The computer system of claim 4.
8. The plurality of person image parameters include a parameter indicating speech responsiveness.
5. The computer system of claim 4.
9. The plurality of personality parameters include a parameter indicating proactiveness of speech.
5. The computer system of claim 4.
10. The plurality of personality parameters include a parameter indicating a reaction tendency to a statement made by the user.
5. The computer system of claim 4.
11. the plurality of character parameters include a parameter indicating a reactivity to the progress status; 5. The computer system of claim 4.
12. The other chatbot is an AI (Artificial Intelligence) type chatbot that has undergone machine learning based on conversation data between humans.
2. The computer system of claim 1.
13. a conversation history storage means for storing a conversation history including the user's utterances and the contents of the utterances made by the speech control; Further comprising: The other chatbot control means performs the speech control based on the conversation history stored by the conversation history storage means.
2. The computer system of claim 1.
14. the content is game content played by the user, The other chatbot control means performs the speech control to make the chatbot speak to the user in a friendly or hostile manner.
2. The computer system of claim 1.
15. The game content is a multiplayer game content in which at least one player is a computer-controlled player.
15. The computer system of claim 14.
16. The other chatbot control means performs the speech control to make a speech from the viewpoint of the computer-controlled player.
16. The computer system of claim 15.
17. The game content is a multiplayer game content in which at least one player is a real player.
15. The computer system of claim 14.
18. The other chatbot control means performs the speech control to make a speech from the perspective of the real player.
20. The computer system of claim 17.
19. a partner character control means for displaying and controlling a partner character representing the partner chatbot, the partner character control means controlling a display form or behavior of the partner character based on the progress status; The computer system of claim 1 further comprising:
20. an opponent character control means for displaying and controlling an opponent character which is the opponent chatbot and which is a character representing the computer-controlled player; 20. The computer system of claim 15, further comprising:
21. the content is archived content; The progress status acquisition means acquires time-series progress information in the content before the start of the progress of the content, and acquires the progress status of the currently ongoing content based on the progress information. The computer system according to claim 1.
22. The progress status acquisition means determines and acquires the progress status of the content by using a predetermined learning model that is machine-learned using a predetermined machine learning algorithm for machine-learning the progress status of the content for the content of the same type as the content. The computer system according to claim 1.
23. A user terminal that is the man-machine interface of the user, A server system that is the computer system according to any one of claims 1 to 22, A communication control system comprising:
24. A program for realizing an automatic computer-controlled conversation with a user during the progress of a given content that the user views or plays based on the user's operation in a computer system, Progress status acquisition means for acquiring the progress status of the content, Opponent chatbot setting means for setting an opponent chatbot that becomes the conversation partner of the user, Speech input means for inputting the speech of the user, Opponent chatbot control means for performing speech control by voice and / or text using the opponent chatbot, the opponent chatbot control means performing the speech control based on the progress status acquired by the progress status acquisition means and the speech of the user input by the speech input means. A program for causing the computer system to function as such.
Citation Information
Patent Citations
Game actual situation repeater
JP2000167250A