System
The system facilitates efficient customization and real-time reflection of NPC behaviors in games through endpoint devices and server-generated models, addressing the challenges of creating realistic NPCs.
Patent Information
- Application Number
- JP2024121568
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-26
- Publication Date
- 2026-02-05
AI Technical Summary
Creating realistic non-player characters (NPCs) in video games requires significant time and effort, with behavior and reactions needing repeated testing and adjustments to align with the game story, lacking efficient development tools for customization.
A system comprising an endpoint device for user input, a server for generating and storing behavioral models, and a user interface for intuitive customization, allowing real-time reflection of NPC settings in games.
Enables quick creation of realistic NPCs with customizable personalities and reactions, reducing development time and effort by allowing real-time updates and simulations.
Smart Images

Figure 2026019820000001_ABST
Abstract
Description
[Technical Field]
[0001] The technology of the present disclosure relates to a system. [Background technology]
[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, in video games utilizing advanced artificial intelligence technology, realistic behavior and reactions of non-player characters (NPCs) have been recognized as a key element for significantly improving game quality and entertainment value. However, creating realistic NPCs requires a significant amount of time and cost, and repeated testing and adjustments are necessary to ensure that their behavior and reactions do not contradict the game story. New development tools are needed to efficiently solve these challenges and create more realistic and human-like NPCs. [Means for solving the problem]
[0005] The present invention relates to an endpoint device that provides a means for a user to input basic information about a non-player character through an endpoint device, a means for a server to generate a behavioral model of the non-player character based on the information received from the user, and a means for the server to store the generated behavioral model in a database and reflect customization settings made by the user in real time. The endpoint device also provides a user interface that allows the user to intuitively operate the behavioral model received from the server, and a means for transmitting user settings to the server. The endpoint device also includes a means for simulating the behavior of the non-player character based on the settings. This system allows users to easily customize the non-player character's personality, reactions to the player's words and actions, and automatic conversation settings, allowing them to quickly create realistic NPCs.
[0006] "User" refers to the game developer or end user who uses this system to configure and customize non-player characters.
[0007] An "endpoint device" is a device used by a user to access the system and configure and customize non-player characters, including a personal computer, tablet, smartphone, etc.
[0008] "Server" refers to the central processing unit that generates behavioral models of non-player characters based on information received from users and stores and manages them in a database.
[0009] A "non-player character (NPC)" is a character that utilizes artificial intelligence to act and react in a video game as a character other than the player.
[0010] A "behavioral model" refers to a data set constructed based on algorithms and parameters that determine the behavior and reactions of non-player characters.
[0011] "Database" refers to a data storage system built on a server for storing and managing the behavioral models and related information of generated non-player characters.
[0012] "User interface" refers to the operation screen and input device that allow the user to configure and customize non-player characters on the endpoint device. [Brief explanation of the drawings]
[0013] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0014] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.
[0015] First, the terms used in the following description will be explained.
[0016] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).
[0017] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.
[0018] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.
[0019] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0020] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."
[0021] [First embodiment]
[0022] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0023] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0024] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0025] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.
[0026] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0027] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0028] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.
[0029] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0030] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0031] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0032] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0033] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0034] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and reflect these actions and reactions in a game in real time. The main components of this system are a server, endpoint devices, and users.
[0035] Server-side processing
[0036] Request reception
[0037] The server receives an NPC creation request sent from the user through the endpoint device, which includes basic information about the NPC (such as name, personality, and role).
[0038] Behavioral model generation
[0039] The server generates an NPC behavior model based on the received information. This process uses a pre-configured AI algorithm to determine the NPC's personality and behavior patterns. For example, an aggressive behavior pattern is generated based on the "brave personality" setting.
[0040] Save Model
[0041] The generated NPC behavior models are saved in a database, allowing users to access the same models at any time and re-edit or customize them further.
[0042] Real-time updates
[0043] The customization settings made by the user are sent to the server and reflected in the behavior model in real time, which instantly updates the behavior of NPCs in the game.
[0044] Endpoint Device Processing
[0045] Data reception
[0046] The endpoint device receives the NPC behavior model sent from the server, and this data is temporarily stored in local memory.
[0047] UI display
[0048] Based on the received data, an intuitive user interface is displayed, allowing users to set the sensitivity of traits and behaviors using sliders and drop-down lists, for example.
[0049] Send settings
[0050] The customized settings made by the user are sent from the endpoint device to the server. When the save button is pressed, the setting information is sent to the server in JSON format.
[0051] Emulation
[0052] Based on the settings, the endpoint device will simulate the behavior of the NPC, allowing users to see how the NPC will behave in advance.
[0053] User operations
[0054] System Access
[0055] Users access the real NPC development tool using an endpoint device, specifically by launching a web browser or a dedicated application.
[0056] Enter basic information
[0057] When creating a new NPC, the user enters basic information (e.g., name "Guard", personality "Brave", etc.).
[0058] Parameter Settings
[0059] Use the user interface to adjust NPC personality and behavior sensitivities, reaction patterns, and even auto-conversation settings.
[0060] Save settings
[0061] Once you have completed the settings, press the Save button to send the information to the server. This will save the settings information to the server and reflect it in the game.
[0062] Specific examples
[0063] For example, say a user creates a new NPC called "Guard" and does the following:
[0064] 1. Access the system from the endpoint device and enter the NPC's basic information.
[0065] 2. Use the personality slider to set it to "Brave."
[0066] 3. Set the player alert sensitivity high.
[0067] 4. Added an automatic conversation scenario that warns players when they approach.
[0068] 5. Save the settings and send them to the server.
[0069] The server generates a behavioral model based on the received information and stores it in a database. By updating the settings in real time, the guards in the game will behave bravely and issue a warning when the player approaches.
[0070] The above is a specific embodiment for implementing the real NPC development tool of the present invention.
[0071] The processing flow will be explained below.
[0072] Server-side processing
[0073] Step 1:
[0074] The server receives an NPC creation request from the user, which includes basic information about the new NPC (e.g., name "Guard" and "brave personality").
[0075] Step 2:
[0076] The server runs AI algorithms based on the information it receives to generate behavioral models for non-player characters, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[0077] Step 3:
[0078] The server saves the generated behavioral model in a database, which contains detailed information about the NPC's personality and behavior patterns.
[0079] Step 4:
[0080] When the server receives new customization settings from the user, it updates the behavior model in real time based on the settings, and the updated model is saved back to the database.
[0081] Terminal side processing
[0082] Step 1:
[0083] The device receives the NPC behavior model sent from the server, and this behavior model is temporarily stored in local memory.
[0084] Step 2:
[0085] Based on the data received by the device, the device displays an intuitive user interface, allowing users to set NPC personalities and action sensitivity using sliders and drop-down lists, for example.
[0086] Step 3:
[0087] When the user completes the settings and clicks the save button, the device sends the settings information to the server in JSON format.
[0088] Step 4:
[0089] The device will simulate the behavior of NPCs based on the settings. The emulation function allows users to check in advance how NPCs will behave according to their settings.
[0090] User operations
[0091] Step 1:
[0092] The user accesses the Real NPC Development Tool using a terminal, launches a web browser or a dedicated application, and logs in to the system.
[0093] Step 2:
[0094] The user enters basic information (such as name, personality, role, etc.) to create a new NPC using text fields and drop-down menus.
[0095] Step 3:
[0096] The user can set the NPC's personality, sensitivity, behavior patterns, and automatic conversation settings through the user interface. By moving the slider, the personality can be set to "brave," and by using the checkbox, the alert sensitivity can be increased.
[0097] Step 4:
[0098] Once the settings are complete, click the Save button to send the settings to the server. If the send is successful, a confirmation message will be displayed to the user.
[0099] Specific examples
[0100] Step 1:
[0101] A user types "guard" into the terminal UI to create a new NPC "guard."
[0102] Step 2:
[0103] Use the personality slider to set it to "Brave" and to be highly wary of the player.
[0104] Step 3:
[0105] Add an automatic conversation scenario that warns players when they approach. Enter the necessary phrases and actions in the conversation settings screen.
[0106] Step 4:
[0107] Once the settings are complete, press the save button to send the settings to the server, which then receives the information, generates a new behavior model, and saves it in the database.
[0108] Example 1
[0109] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0110] Current artificial character creation tools have the drawback of being difficult for users to intuitively set the character's personality and behavior patterns, and changes made after setting are not reflected in the game in real time, making them difficult to use. Furthermore, there is a lack of a way to simulate and check the character's behavior beforehand, which means it takes a lot of time and effort to find the optimal settings.
[0111] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[0112] In this invention, the server includes means for a user to input basic information about the artificial character through a terminal, means for the server to generate a behavior model of the artificial character based on the information received from the user, means for the server to save the generated behavior model in a database, means for the server to reflect customization settings made by the user in real time, means for the terminal to provide a user interface that allows the user to intuitively operate the behavior model received from the server, means for the terminal to transmit the user's setting information to the server, and means for the terminal to simulate the behavior of the artificial character based on the settings. This allows the user to intuitively configure the artificial character and have those changes reflected in the game in real time. In addition, means for simulating and checking the configured character's behavior in advance is provided, allowing for rapid optimal configuration.
[0113] A "terminal" is an electronic device such as a computer, smartphone, or tablet that is operated by a user.
[0114] An "artificial character" is a character that is not controlled by the user in a game or simulation, but is instead operated by the system.
[0115] A "server" is a computer system that receives and processes data sent by users, stores the generated models and setting information in a database, and transmits data to other systems in real time.
[0116] "Basic information" is information necessary to define the attributes of an artificial character, such as the name, personality, and role of the character.
[0117] A "behavior model" is a program or data set generated based on an algorithm that defines the personality and behavior patterns of an artificial character.
[0118] A "database" is an information management system for permanently storing generated models and setting information.
[0119] "Customization settings" refers to operations that allow users to adjust and set the artificial character's personality, behavior patterns, reaction sensitivity, etc.
[0120] A "user interface" is a software function that provides a screen and input means that users can operate intuitively.
[0121] "Simulation" refers to a process of virtually reproducing the actual movements of an artificial character set by a user in order to confirm the character's behavior in advance.
[0122] The system of the present invention allows users to customize the actions and reactions of artificial characters using a terminal and have them reflected in a game in real time. The main components of this system are a server, a terminal, and a user.
[0123] Server-side processing
[0124] The server first receives a request to create an artificial character sent by the user via their device. This request includes the character's basic information (such as name, personality, and role) in JSON format. The server uses the received information to generate a behavior model for the artificial character using an AI algorithm (for example, using a framework such as PyTorch or TensorFlow). The generated behavior model is stored in a database such as MySQL or PostgreSQL. Customization settings made by the user are sent to the server in real time, and the information is immediately reflected in the game via WebSocket.
[0125] Endpoint Device Processing
[0126] The device receives the artificial character's behavior model sent from the server and temporarily stores this data in its local memory. Based on the received data, a user interface is displayed, and the user can intuitively set the character's personality and behavior sensitivity using front-end frameworks such as React or Vue. The user's customized settings are sent to the server in JSON format via an AJAX request. The device also simulates the artificial character's behavior based on the settings, allowing the user to preview how the character will act.
[0127] User operations
[0128] Users access the Real NPC Development Tool using a web browser such as Google Chrome or Mozilla Firefox. When creating a new artificial character, users enter basic information into a web form, such as the character's name (e.g., "Guard") and personality (e.g., "Brave"). They then use the user interface to set personality and action sensitivity using sliders and drop-down menus. Once the settings are complete, they press the save button to send the information to the server.
[0129] Specific examples
[0130] For example, if a user wants to create a new synthetic character called "Guard", they would do the following:
[0131] 1. Access the system from your terminal and enter basic information about your artificial character.
[0132] 2. Use the personality slider to set it to "Brave."
[0133] 3. Set your player alert sensitivity high.
[0134] 4. Add an automatic conversation scenario that warns players when they approach.
[0135] 5. Save the configuration and send it to the server.
[0136] Example prompts for generative AI models
[0137] For example, if a user wants an AI model to create a new artificial character called "Guard", the prompt could look like this:
[0138] Create a new artificial character, a "Guard", with a brave personality based on the following settings:
[0139] Player Sensitivity: High
[0140] Added an automatic dialogue scenario that warns players when they approach
[0141] This allows the AI model to generate the necessary behavioral model and reflect it in the system in real time.
[0142] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0143] Server-side processing steps
[0144] Step 1:
[0145] Request reception
[0146] Input: An artificial character creation request sent by the user through the device (JSON format)
[0147] Processing: The server receives this request and parses it.
[0148] Output: Basic information of the analyzed artificial character (name, personality, role, etc.)
[0149] The server receives a request to create an artificial character from a user. This request includes basic information such as name, personality, and role in JSON format. For example, a request may be made for a character named "Guard" with a "brave personality."
[0150] Step 2:
[0151] Behavioral model generation
[0152] Input: Basic information (name, personality, role, etc.)
[0153] Processing: Generate a behavioral model using AI algorithms (e.g., using PyTorch)
[0154] Output: Generated behavioral model
[0155] The server then uses the received basic information to run an AI algorithm to generate a behavior model for the artificial character, for example, generating an aggressive behavior pattern based on a "brave personality."
[0156] Step 3:
[0157] Save Model
[0158] Input: Generated behavior model
[0159] Processing: Saving the behavioral model to a database (using MySQL or PostgreSQL)
[0160] Output: Behavioral model stored in a database
[0161] The generated behavioral model is then stored, for example in a MySQL database, allowing the user to access the model at a later time for editing and further customization.
[0162] Step 4:
[0163] Real-time updates
[0164] Input: User-defined customizations
[0165] Processing: The server updates the operating model based on the received configuration information and reflects it in real time.
[0166] Output: Updated behavioral model
[0167] Any customization settings made by the user are received in real time and instantly reflected in the game via WebSocket.
[0168] Endpoint Device Processing Steps
[0169] Step 1:
[0170] Data reception
[0171] Input: Operation model sent from the server
[0172] Processing: Temporarily save the received data in local memory
[0173] Output: Behavioral model stored in local memory
[0174] The terminal receives the behavior model sent from the server and temporarily stores it in its local memory.
[0175] Step 2:
[0176] UI display
[0177] Input: Behavioral model stored in local memory
[0178] Processing: Displaying a user interface based on the behavioral model (using React or Vue)
[0179] Output: User-operable UI
[0180] Based on the received data, the device generates an intuitive user interface, such as sliders and drop-down menus for personality settings.
[0181] Step 3:
[0182] Send settings
[0183] Input: User settings in the UI
[0184] Process: Send the configuration information to the server in JSON format (using AJAX)
[0185] Output: Configuration information received by the server
[0186] Information set by the user in the UI (for example, personality type "brave" and action sensitivity "high") is sent from the device to the server.
[0187] Step 4:
[0188] Emulation
[0189] Input: User settings in the UI
[0190] Processing: Simulating the behavior of the artificial character based on the configuration information
[0191] Output: Simulation results
[0192] The device emulates the movements of the artificial character based on the settings, allowing the user to preview how it will behave.
[0193] User operation steps
[0194] Step 1:
[0195] System Access
[0196] Input: Web browser URL
[0197] Action: Access the specified URL and start the system.
[0198] Output: System home screen
[0199] The user accesses the Real NPC Development Tool using a web browser, for example by entering the URL (http: / / npc-tool.example.com).
[0200] Step 2:
[0201] Enter basic information
[0202] Input: Basic information such as name, personality, role, etc.
[0203] Action: Enter basic information into a web form
[0204] Output: Basic information entered
[0205] To create a new artificial character, the user enters basic information into a web form.
[0206] Step 3:
[0207] Parameter Settings
[0208] Input: Personality and behavior sensitivity set in the UI
[0209] Action: Set parameters using sliders and drop-down menus
[0210] Output: Set parameters
[0211] The user uses the UI to set personality and action sensitivity, for example, by manipulating a slider to set it to "brave."
[0212] Step 4:
[0213] Save settings
[0214] Input: Set parameter information
[0215] Process: Click the Save button to send the setting information to the server.
[0216] Output: Configuration information sent to the server
[0217] Once the settings are complete, the user presses the save button to send the information to the server.
[0218] The above is a description of the specific operations in each processing step of this system.
[0219] (Application example 1)
[0220] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0221] In the real world, there is a need to improve the efficiency of customer service in brick-and-mortar stores, but until now there has been no effective system for implementing highly customizable interactive digital signage and robots. In particular, there is a need for a system that store staff can operate intuitively and change the content of customer service in real time.
[0222] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[0223] In this invention, the server includes means for a user to input basic information about a non-player character through a terminal, means for the server to generate a behavioral model of the non-player character based on the information received from the user, means for the server to save the generated behavioral model in a database, means for the server to reflect customization settings made by the user in real time, means for the terminal to provide a user interface that allows the user to intuitively operate the behavioral model received from the server, means for the terminal to transmit user setting information to the server, means for the terminal to simulate the behavior of the non-player character based on the settings, and means for the interactive display device to handle customer service. This enables staff in physical stores to intuitively customize the actions and responses of NPCs in real time and provide effective customer service.
[0224] A "terminal" is a device that connects to a network and allows a user to input or receive information.
[0225] A "non-player character" is a character that is not directly controlled by a specific user but that acts autonomously within the system.
[0226] A "behavioral model" is an algorithm or set of rules that defines how a particular character will behave in certain situations.
[0227] A "database" is a system that stores digital information in an organized manner and allows it to be searched and updated as needed.
[0228] "User interface" refers to the screens and methods of operation that allow a user to interact with a system.
[0229] A "server" is a computer system that processes information and provides services to other devices over a network.
[0230] An "interactive display device" is a display device that has the ability to respond based on user input or instructions.
[0231] "Customized settings" are settings that tailor the behavior of a system or device to meet the needs and requirements of a particular user.
[0232] The following hardware and software are used to implement the present invention: a server, a terminal, and an interactive display device.
[0233] Hardware and software used
[0234] Server: Generates the database and behavioral model. Builds the API using the Flask framework.
[0235] Terminal: A device that provides a user interface, such as a smartphone, tablet, or PC.
[0236] Interactive display device: A computer or robot with an integrated display that responds to customers.
[0237] How it works
[0238] Server Operation
[0239] 1. Information reception: The server receives basic information (such as name, personality, role, etc.) of the non-player character (NPC) sent from the user via the terminal.
[0240] 2. Behavioral model generation: Based on the received information, a behavioral model of the NPC is generated using a pre-set AI algorithm to determine its personality and behavioral patterns.
[0241] 3. Database storage: The generated behavior model is stored in a database.
[0242] 4. Real-time reflection: The customized settings made by the user are reflected in real time, and the behavioral model is updated immediately.
[0243] Device behavior
[0244] 1. Data reception: Receives the NPC behavior model sent from the server and temporarily stores it in local memory.
[0245] 2. User interface provision: Based on the received data, an interface that can be operated intuitively by the user is displayed. Personality and behavior sensitivity can be set using sliders and drop-down lists.
[0246] 3. Send settings: The customized settings made by the user are sent to the server. The setting information is sent to the server in JSON format.
[0247] 4. Simulation: The behavior of NPCs is simulated on the device based on the settings, allowing users to check the behavior of NPCs in advance.
[0248] Operation of an interactive display device
[0249] 1. Customer service: Based on the set NPC behavior model, provide appropriate service to customers who visit the store. For example, answer customer questions, provide product information, and announce campaigns.
[0250] Specific examples
[0251] For example, if a store staff member creates a non-player character called "Guide Robot," they would do the following:
[0252] 1. Access the system from your terminal and enter the NPC's basic information (name, personality, etc.).
[0253] 2. Use the personality slider to set it to "kind."
[0254] 3. Set the sensitivity of player question responses high.
[0255] 4. Add an automated conversation scenario that "provides information about the product you are looking for."
[0256] 5. Save the configuration and send it to the server.
[0257] The server generates a behavioral model based on the received information and stores it in a database. By updating the settings in real time, the interactive display device behaves as if it were actually interacting with customers. For example, a guide robot in a brick-and-mortar store would kindly introduce products to customers and immediately answer their questions.
[0258] Prompt Sentence Examples
[0259] To send NPC configuration information:
[0260] Name: "Guide Robot"
[0261] Personality: Kind
[0262] To send NPC behavior updates:
[0263] Name: "Guide Robot"
[0264] Personality: "Energetic"
[0265] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0266] Step 1:
[0267] Enter information
[0268] The user inputs basic information (such as name, personality, and role) of a non-player character (NPC) through the device. For example, the user inputs the name "Guide Robot" and the personality "Kind." The input data is temporarily saved in local memory in JSON format.
[0269] input:
[0270] Name: "Guide Robot"
[0271] Personality: Kind
[0272] output:
[0273] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[0274] Step 2:
[0275] Information transmission
[0276] The device sends the entered basic information to the server using an HTTP POST request, sending JSON data to the server.
[0277] input:
[0278] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[0279] output:
[0280] Request sent to the server
[0281] Step 3:
[0282] Behavioral model generation
[0283] The server generates an NPC behavior model based on the JSON data it receives. A pre-configured AI algorithm is used to generate the NPC's behavior patterns. For example, based on the personality trait "kindness," it generates a behavior pattern that shows polite service to customers.
[0284] input:
[0285] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[0286] output:
[0287] Behavior model: {"name": "Guide Robot", "personality": "Friendly", "behavior": {"greet": "Hello, this is Guide Robot.", "help": "Is there anything I can help you with?"}}
[0288] Step 4:
[0289] Save behavioral model
[0290] The server saves the generated behavioral model in a database, where it can be used when the user accesses the system again.
[0291] input:
[0292] Behavior model: {"name": "Guide Robot", "personality": "Friendly", "behavior": {"greet": "Hello, this is Guide Robot.", "help": "Is there anything I can help you with?"}}
[0293] output:
[0294] Behavioral models stored in a database
[0295] Step 5:
[0296] User interface provided
[0297] Based on the behavior model received by the device from the server, the device displays an intuitive user interface, allowing users to set NPC personalities and behavior sensitivity using sliders and drop-down lists.
[0298] input:
[0299] Behavioral Model Data
[0300] output:
[0301] UI display: slider, dropdown list
[0302] Step 6:
[0303] Send settings
[0304] The customization settings made by the user using the user interface are sent to the server. The customization settings are also sent in JSON format. For example, you can set the alert sensitivity to high and add an automatic conversation scenario that "provides information about the product you are looking for."
[0305] input:
[0306] User Settings Data:{"alert_level": "high", "auto_conversation": "Provide information about the product you are looking for"}
[0307] output:
[0308] Customizations sent to the server
[0309] Step 7:
[0310] Settings reflected
[0311] The server updates the behavior model in real time based on the received customization settings, allowing the interactive display device to instantly acquire new ways of responding to customers and reflect them in customer service.
[0312] input:
[0313] Customization settings: {"alert_level": "high", "auto_conversation": "Provide information about the products you are looking for"}
[0314] output:
[0315] Updated Behavioral Model
[0316] Step 8:
[0317] simulation
[0318] The device will simulate the NPC's behavior based on the settings, and the user can check the simulation results and modify the settings as needed.
[0319] input:
[0320] Updated Behavioral Model
[0321] output:
[0322] Simulation results
[0323] Step 9:
[0324] Customer Service
[0325] The interactive display device responds to customers based on the set NPC behavior model. For example, when a customer comes into a store, it will respond kindly, saying, "Hello, this is the information robot. Is there anything I can help you with?"
[0326] input:
[0327] Updated Behavioral Model
[0328] output:
[0329] Customer service
[0330] Furthermore, an emotion engine that estimates the user's emotion may be combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0331] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and have them reflected in the game in real time. This system is characterized by its incorporation of an emotion engine that recognizes the user's emotions. The main components are a server, endpoint devices, the emotion engine, and the user.
[0332] Server-side processing
[0333] Request reception
[0334] The server receives an NPC creation request sent from the user via the endpoint device, which includes basic information about the NPC (such as name, personality, and role).
[0335] Behavioral model generation
[0336] The server runs AI algorithms based on the information it receives to generate behavioral models for non-player characters, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[0337] Save Model
[0338] The generated NPC behavior models are saved in a database, allowing users to access the same models at any time and re-edit or customize them further.
[0339] Real-time updates
[0340] The customization settings made by the user are sent to the server and reflected in the behavior model in real time, which instantly updates the behavior of NPCs in the game.
[0341] Processing emotional information
[0342] The server receives the recognition results from the emotion engine and dynamically adjusts the behavioral models of non-player characters based on this. For example, if the user is feeling stressed, the NPC's behavior patterns can be gently changed.
[0343] Endpoint Device Processing
[0344] Data reception
[0345] The endpoint device receives the NPC behavior model sent from the server, and temporarily stores this behavior model in local memory.
[0346] UI display
[0347] Based on the received data, the system displays an intuitive user interface, allowing users to set NPC personalities and action sensitivity using sliders and drop-down lists, for example.
[0348] Send settings
[0349] When the user completes the configuration and clicks the save button, the endpoint device sends the configuration information to the server in JSON format.
[0350] Emulation
[0351] The endpoint device simulates the behavior of NPCs based on the settings, and the emulation function allows users to check in advance how NPCs will behave according to the settings.
[0352] Emotion Collection
[0353] The endpoint device recognizes the user's emotions through an emotion engine and sends the information to the server, using voice analysis, facial expression recognition, or input motion analysis.
[0354] User operations
[0355] System Access
[0356] A user accesses the real NPC development tool using an endpoint device. Specifically, the user launches a web browser or a dedicated application and logs into the system.
[0357] Enter basic information
[0358] When creating a new NPC, the user enters basic information (e.g., name "Guard", personality "Brave", etc.).
[0359] Parameter Settings
[0360] Use the user interface to set NPC personality and behavior sensitivity, reaction patterns, and even auto-conversation settings. Move the slider to set the personality to "brave" and use the checkbox to increase alertness.
[0361] Save settings
[0362] Once the settings are complete, press the Save button to send the settings to the server. This will save the settings to the server and reflect them in the game.
[0363] Manipulating the Emotion Engine
[0364] The emotion engine recognizes the user's emotions in real time and sends that information to the server. For example, if the user is feeling anxious, the NPC's behavior and reactions are adjusted based on that information.
[0365] Specific examples
[0366] For example, say a user creates a new NPC called "Guard" and does the following:
[0367] 1. Access the system from the endpoint device and enter the NPC's basic information.
[0368] 2. Use the personality slider to set it to "Brave."
[0369] 3. Set the player alert sensitivity high.
[0370] 4. Added an automatic conversation scenario that warns players when they approach.
[0371] 5. Save the settings and send them to the server.
[0372] 6. The emotion engine detects the user's stress while they are setting up the game. This information is sent to the server, and a calming parameter is added to the NPC's behavior model.
[0373] The above is a specific embodiment for implementing the real NPC development tool of the present invention.
[0374] The processing flow will be explained below.
[0375] Server-side processing
[0376] Step 1:
[0377] The server receives a request from a user to create a non-player character (NPC), which includes basic information about the NPC (such as name, personality, and role).
[0378] Step 2:
[0379] The server runs AI algorithms based on the received information to generate NPC behavior models, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[0380] Step 3:
[0381] The server stores the generated behavior model in a database, which contains detailed information about the NPC's personality and behavior patterns.
[0382] Step 4:
[0383] When the server receives a customization request from the user, it updates the behavior model based on the settings. The updated behavior model is then saved back into the database.
[0384] Step 5:
[0385] The server receives user emotion information from the emotion engine and dynamically adjusts the NPC behavior model based on that information. For example, if the user is feeling stressed, it adds parameters to calm the NPC's behavior.
[0386] Terminal side processing
[0387] Step 1:
[0388] The device receives the NPC behavior model sent from the server, and this behavior model is temporarily stored in local memory.
[0389] Step 2:
[0390] The device displays a user interface that can be intuitively operated based on the received data. For example, the user can set the personality and action sensitivity of NPCs using sliders and drop-down lists.
[0391] Step 3:
[0392] When the user completes the settings and clicks the save button, the device sends the settings information to the server in JSON format.
[0393] Step 4:
[0394] The device will simulate the behavior of the NPC based on the settings. The emulation function allows the user to check in advance how the NPC will behave according to the settings.
[0395] Step 5:
[0396] The device uses an emotion engine to recognize the user's emotions in real time and transmits the information to the server using voice analysis, facial expression recognition, or input motion analysis.
[0397] User operations
[0398] Step 1:
[0399] The user accesses the real NPC development tool using a terminal. Specifically, the user launches a web browser or a dedicated application and logs in to the system.
[0400] Step 2:
[0401] The user enters basic information (such as name, personality, role, etc.) to create a new NPC using text fields and drop-down menus.
[0402] Step 3:
[0403] The user configures the NPC's personality, sensitivity, behavior patterns, and automatic conversation settings through a user interface. By moving a slider, the personality can be set to "brave," and by using a checkbox, the alert sensitivity can be increased.
[0404] Step 4:
[0405] Once the settings are complete, click the Save button to send the settings to the server. If the send is successful, a confirmation message will be displayed to the user.
[0406] Step 5:
[0407] While the user is setting up the game, the emotion engine recognizes the user's emotions and sends that information to the server. For example, in the case of stress detection, the system adjusts the NPC's behavior model based on the recognized emotion information and adds "calm behavior."
[0408] Specific examples
[0409] Step 1:
[0410] The user types "guard" into the terminal UI to create a new NPC "guard."
[0411] Step 2:
[0412] Use the personality slider to set it to "Brave" and to be highly wary of the player.
[0413] Step 3:
[0414] Add an automatic conversation scenario that warns players when they approach. Enter the necessary phrases and actions in the conversation settings screen.
[0415] Step 4:
[0416] Once the settings are complete, press the save button to send the settings to the server, which then receives the information, generates a new behavior model, and saves it in the database.
[0417] Step 5:
[0418] While the user is configuring the settings, the emotion engine detects stress and sends that information to the server, which then updates the Guard's behavior model and adds calmer behavior patterns.
[0419] Example 2
[0420] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0421] Conventional non-player character (NPC) creation systems have the problem that it is difficult to customize NPC behavior and reactions in real time, making it impossible to reflect the user's emotions. Furthermore, the user interface is not intuitive, making it difficult to set detailed personality and behavior patterns for NPCs.
[0422] The identification processing by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for a user to input basic information about a non-player character through a user terminal; means for the server to generate a behavior model of the non-player character based on information received from the user; means for saving the behavior model in a database; means for reflecting customization settings made by the user in real time; means for the endpoint device to provide a user interface that allows the user to intuitively operate the behavior model received from the server; means for the endpoint device to transmit user setting information to the server; means for the endpoint device to simulate behavior of the non-player character based on the settings; means for the endpoint device to collect user emotion information through an emotion engine and transmit the information to the server; and means for the server to dynamically adjust the behavior model based on the emotion information received from the emotion engine. This allows the user to make detailed settings for the NPC through an intuitively operable interface and further allows for real-time behavior adjustments that reflect the user's emotions, thereby further improving the player's gaming experience.
[0423] A "user" is a user who accesses the system and configures and customizes non-player characters.
[0424] An "endpoint device" refers to a hardware terminal that a user uses to access a system, and includes a PC, tablet, smartphone, etc.
[0425] "Non-player character (NPC)" refers to a character other than a player in a game, and is a character controlled by the server.
[0426] "Basic information" refers to the initial setting information for non-player characters, such as their names, personalities, and roles.
[0427] A "server" is a computer system that processes information received from a user, stores it in a database, and reflects the user's customization settings.
[0428] A "behavioral model" refers to a mathematical or logical framework that defines the actions and reactions of non-player characters.
[0429] A "database" is a digital system for storing and managing collected data and generated behavioral models.
[0430] "Customization settings" refers to the operations that allow users to change and set NPC personalities, behavior patterns, automatic conversation scenarios, etc.
[0431] "User interface" refers to the screen display and input method that allows users to interact with a system, and is characterized by an intuitive design.
[0432] An "emotion engine" is a technology for recognizing a user's emotions, and uses methods such as voice analysis, facial expression recognition, and motion analysis.
[0433] "Real-time" refers to a state in which user operations and system responses are immediate.
[0434] "Simulation" refers to virtually reproducing an operation based on set conditions and information.
[0435] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and reflect them in the game in real time. This system is characterized by its incorporation of an emotion engine that recognizes the user's emotions.
[0436] Hardware and software used
[0437] Endpoint Device: The device a user uses to access a system, such as a computer, tablet, or smartphone.
[0438] Server: A computer system that receives requests from users, generates behavioral models, and stores them in a database.
[0439] Emotion engine: Technology for recognizing user emotions in real time and using that information, using voice analysis, facial expression recognition, motion analysis, etc.
[0440] Database: A digital system for storing generated behavioral models and configuration information.
[0441] Program processing
[0442] The program of this system performs the following processing.
[0443] 1. Request acceptance
[0444] The server receives an NPC creation request sent through the endpoint device. This request contains basic information about the NPC (such as name, personality, role, etc.). For example, a user enters information to create a new NPC called "Guard."
[0445] 2. Behavioral Model Generation
[0446] The server runs AI algorithms based on the received information to generate a behavioral model for the NPC, for example, creating an aggressive behavior pattern for an NPC with a "brave personality."
[0447] 3. Save the model
[0448] The generated behavioral model is saved in a database, allowing users to access the same behavioral model at any time for re-editing or further customization.
[0449] 4. Real-time updates
[0450] The customized settings made by the user are immediately reflected in the game. The server updates the behavior model based on the setting information sent by the endpoint device.
[0451] 5. Processing emotional information
[0452] The server dynamically adjusts the NPC's behavior model based on the user's emotional information received from the emotion engine. For example, if the user is feeling stressed, the NPC's behavior will be changed to be gentler.
[0453] 6. Data reception and UI display
[0454] The endpoint device receives the behavior model sent from the server and temporarily stores it in local memory. Based on the received data, it displays a user interface that the user can intuitively operate.
[0455] 7. Send settings
[0456] The user's configuration information is sent to the server in JSON format, and the server updates the behavioral model based on that information.
[0457] 8. Behavioral Simulation
[0458] The endpoint device simulates the behavior of the NPC based on the settings, allowing the user to check in advance how the NPC will behave according to the settings.
[0459] 9. Emotion Collection
[0460] The endpoint device recognizes the user's emotions through an emotion engine and transmits the information to the server, which then dynamically adjusts the NPC's behavior model.
[0461] Specific examples
[0462] For example, if a user wants to create an NPC called "Guard", the operation would be as follows:
[0463] 1. Access the system from your endpoint device and enter the basic information for the new NPC "Guard."
[0464] 2. Set the personality slider to "Brave."
[0465] 3. Set your player alert sensitivity high.
[0466] 4. Add an automatic conversation scenario that warns players when they approach.
[0467] 5. Save the configuration and send it to the server.
[0468] 6. During the setup process, the emotion engine detects the user's stress. This information is sent to the server, and a calming parameter is added to the NPC's behavior model.
[0469] Prompt Sentence Examples
[0470] "Create new NPC guards, set their personality slider to brave to increase their warning sensitivity, and add automated dialogue scenarios. Also, recognize user emotions and adjust the NPC's behavior based on that information."
[0471] In this way, the realistic NPC development tool of the present invention allows users to customize NPCs easily and intuitively, providing an in-game experience that reflects the user's emotions.
[0472] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0473] Step 1: User access to the system
[0474] The user accesses the Real NPC Development Tool using an endpoint device (PC, tablet, smartphone, etc.). They log in to the system by launching a web browser or dedicated application and entering their username and password on the login screen. The input information is sent to the authentication server, and if authentication is successful, the dashboard screen is displayed.
[0475] Step 2: User enters basic information about the NPC
[0476] When a user creates a new NPC, they enter basic information, such as a name (e.g., "Guard"), personality (e.g., "Brave"), and role (e.g., "Gatekeeper"). After filling out the form and clicking the "Submit" button, the data is sent to the server in JSON format. The server receives the data and temporarily stores it in a database.
[0477] Step 3: User-defined NPC parameters
[0478] The user sets detailed parameters for the NPC using the user interface. For example, they can move a slider to set the character's personality to "brave" and use a checkbox to increase the alertness level. They can also add an automatic conversation scenario that warns the player when they approach. The setting information is temporarily saved on the endpoint device.
[0479] Step 4: User saves settings
[0480] After the user completes the settings, they click the Save button. This action converts the settings information into JSON format and sends it to the server. The server analyzes the received settings information and starts updating the behavior model.
[0481] Step 5: The server accepts the request
[0482] The server receives an NPC creation request from the user. This request includes basic information and parameter settings for the NPC. The server analyzes the request and formats it as data to be input into the AI algorithm. The formatted data is temporarily stored in internal memory.
[0483] Step 6: Generation of behavioral model by server
[0484] The server runs an AI algorithm based on the received information to generate an NPC behavior model. For example, a brave "guard" NPC would have a behavior pattern of warning and attacking when an enemy approaches. This behavior model is generated in JSON format and output as data.
[0485] Step 7: Saving the model on the server
[0486] The generated behavior model is saved in the database, allowing the user to access it later for further editing or further customization. If the save operation is successful, a success message is printed.
[0487] Step 8: Server Customizations
[0488] The customized settings made by the user are sent to the server and immediately reflected in the behavioral model. The server analyzes the received settings information and updates the behavioral model in the database. If the update is successful, the new behavioral model is output.
[0489] Step 9: Emotional information processing by the server
[0490] The server receives the emotion recognition results from the emotion engine and dynamically adjusts the NPC's behavior model based on them. For example, if the user is feeling stressed, the server will reduce alert behavior and make the NPC's responses more gentle. The processing results are stored in a database.
[0491] Step 10: Receipt of data by endpoint device
[0492] The endpoint device receives the NPC behavior model sent from the server and temporarily stores it in local memory. The received data is analyzed and the corresponding configuration parameters are extracted.
[0493] Step 11: Simulation with endpoint devices and UI display
[0494] The endpoint device displays the NPC's behavior patterns on the user interface based on the received data. For example, you can visually check the NPC's behavior patterns using setting sliders and drop-down menus. You can also use the simulation function to check in advance how the NPC will behave according to the settings.
[0495] Step 12: Emotion collection by endpoint devices
[0496] The endpoint device recognizes the user's emotions through an emotion engine and sends the information to the server. Emotion recognition uses voice analysis, facial expression recognition, and motion analysis of the user's actions. The collected emotion information is sent to the server in real time and used to adjust the behavior model.
[0497] (Application example 2)
[0498] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0499] Existing customer guidance systems and behavioral models of non-player characters (NPCs) have difficulty recognizing customer or user emotions and dynamically responding accordingly. Furthermore, they lack the ability to appropriately adjust and customize in real time to improve the customer experience.
[0500] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for a user to input basic information about a non-player character through a terminal, means for the server to generate a behavior model of the non-player character based on the information received from the user, and means for an emotion recognition module to recognize customer emotions and dynamically adjust the behavior model based on the emotions. This makes it possible to generate and adjust a dynamic NPC behavior model that reflects customer emotions in real time, thereby improving the customer experience.
[0501] A "terminal" is an information device operated by a user, and includes smartphones, tablets, PCs, etc.
[0502] A "non-player character" is a character in a game or simulation that is not a player and is controlled by the system.
[0503] "Basic information" is information including the character's name, personality, role, etc., and is information that the user must enter initially.
[0504] A "behavioral model" is a model that defines a character's movements and reactions, and is generated by an AI algorithm.
[0505] A "database" is a system for systematically storing and managing large amounts of data, and is used to store behavioral models and configuration information.
[0506] A "user interface" is a screen or operating device that allows a user to interact with a computer system, and is designed to be intuitive to operate.
[0507] "Simulation" refers to the process of conducting a simulation to recreate a situation that is close to reality, and reproducing the actions of characters based on the setting.
[0508] An "emotion recognition module" is a module that analyzes the emotions of users or customers and provides corresponding data, and often uses cameras and voice analysis.
[0509] "Dynamic adjustment" means changing settings in real time depending on the situation to achieve optimal results.
[0510] "Customization settings" allow users to set and change various parameters according to their preferences, and are settings for adjusting system operations and character behavior.
[0511] The term "customer" refers to a person who uses a service or product, and in this invention particularly refers to a person who is guided around a store.
[0512] "Customer experience" refers to the experiences and emotions that customers have when using a service or product, and is an important factor in improving customer satisfaction.
[0513] This invention is a system that recognizes customer emotions in real time and generates and adjusts behavioral models accordingly. Specifically, it functions by combining the terminal used by the user, a server, and an emotion recognition module.
[0514] First, the user inputs basic information about the non-player character (NPC) through a terminal. For example, if the NPC is an in-store guide robot, basic information such as the name, personality, and role of the NPC will be input. The terminal can be a smartphone, tablet, or PC.
[0515] The server then uses an AI algorithm to generate a behavioral model of the NPC based on the information received from the user. This behavioral model includes basic information and behavioral patterns set by the user. The generated behavioral model is then stored in a database on the server.
[0516] The device provides an intuitive user interface based on the behavior model received from the server, allowing the user to customize the behavior model. For example, the user can configure the NPC's personality, behavior sensitivity, and automatic conversation settings through the user interface. Once the settings are complete, the device sends the information to the server, which updates the behavior model within the server and re-saves it in the database.
[0517] The emotion recognition module analyzes customer emotions in real time using, for example, a facial recognition camera or a voice analyzer. This emotion data is sent to the server, which then dynamically adjusts the NPC's behavior model based on that data. Specifically, if the customer is stressed, the NPC will respond calmly, and if the customer is excited, the NPC will respond more actively.
[0518] Specific hardware used to implement the system of this invention includes a camera, a voice analyzer, smart glasses, a display device, and a terminal. Software used includes OpenCV (an image recognition library), TensorFlow (a machine learning model), and Requests (an HTTP communication library).
[0519] For example, when a customer enters a store, a camera reads their facial expressions and recognizes their emotions. If the customer appears stressed, the robot will respond in a calm tone, saying, "Hello. It seems you're in a hurry. Is there anything I can help you with?"
[0520] Example prompt sentence:
[0521] When a customer enters the store, a camera reads their facial expressions and recognizes their emotions. If the customer appears stressed, the robot will respond in a calm and gentle tone and try to resolve the issue. For example, the robot might say, "Hello. I see you're in a hurry. Is there anything I can help you with?"
[0522] This will improve the customer experience.
[0523] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0524] Step 1:
[0525] The user uses the terminal to input basic information (such as name, personality, and role) of a non-player character (NPC). The terminal then collects the basic information provided by the user. The input data includes information in string and numerical format. As output, this basic information is sent to the server.
[0526] Step 2:
[0527] The server receives the basic information sent by the user and generates a behavioral model using an AI algorithm. In this process, the basic information of the NPC is used as input data, and the behavioral model of the NPC is generated as output. Specifically, the algorithm sets behavioral patterns according to the personality.
[0528] Step 3:
[0529] The server saves the generated behavioral model in a database. The input data is the generated behavioral model, and the output is the model stored in the database, allowing it to be modified or referenced later.
[0530] Step 4:
[0531] The device provides a user interface based on the behavioral model received from the server. At this stage, the user can customize the behavioral model through an intuitive interface. The behavioral model is used as input data, and customized settings are generated as output. Specifically, sliders and drop-down menus are displayed for the user to operate.
[0532] Step 5:
[0533] The user completes the customization settings and sends the information from the device to the server. The input data is the customization information set by the user, and the output is sent to the server in JSON format.
[0534] Step 6:
[0535] The server updates the behavioral model based on the customization setting information received from the user. The input data is the customization setting information, and the updated behavioral model is generated as the output. The update process is performed in real time.
[0536] Step 7:
[0537] The server re-stores the updated behavioral model in the database, ensuring that the latest behavioral model is always present in the database. The input data is the updated behavioral model, which is saved in the database as the output.
[0538] Step 8:
[0539] The emotion recognition module uses cameras and microphones to analyze customer emotions in real time. The input data is the customer's facial expressions and voice, which are analyzed by the emotion recognition software. The output is emotion data, which is sent to the server.
[0540] Step 9:
[0541] The server dynamically adjusts the NPC's behavior model based on the emotional data it receives. The input data is emotional data, and the behavior model is adjusted using an AI algorithm. The output is an NPC that behaves according to the customer's emotions. For example, if a customer is feeling stressed, the NPC will be adjusted to respond calmly.
[0542] Step 10:
[0543] The terminal controls the behavior of the actual NPC (such as a store guide robot) based on the adjusted behavior model. At this stage, appropriate services are provided according to the customer's emotions. The input data is the adjusted behavior model, and the output controls the specific behavior of the NPC. For example, the robot may provide a gentle message such as, "Hello. It seems you're in a hurry. Is there anything I can help you with?"
[0544] The specific processing unit 290 transmits the result of the specific processing to the smart device 14. In the smart device 14, the control unit 46A causes the output device 40 to output the result of the specific processing. The microphone 38B acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.
[0545] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[0546] In the above embodiment, an example in which the specific process is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific process may be performed by the smart device 14.
[0547] [Second embodiment]
[0548] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0549] 3, the data processing system 210 includes the data processing device 12 and smart glasses 214. An example of the data processing device 12 is a server.
[0550] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0551] The smart glasses 214 include a computer 36, a microphone 238, a speaker 240, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, and the camera 42 are also connected to the bus 52.
[0552] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[0553] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0554] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0555] Fig. 4 shows an example of the main functions of the data processing device 12 and the smart glasses 214. As shown in Fig. 4, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.
[0556] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0557] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[0558] In the smart glasses 214, the reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0559] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the smart glasses 214 will be referred to as the "terminal."
[0560] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and reflect these actions and reactions in a game in real time. The main components of this system are a server, endpoint devices, and users.
[0561] Server-side processing
[0562] Request reception
[0563] The server receives an NPC creation request sent from the user through the endpoint device, which includes basic information about the NPC (such as name, personality, and role).
[0564] Behavioral model generation
[0565] The server generates an NPC behavior model based on the received information. This process uses a pre-configured AI algorithm to determine the NPC's personality and behavior patterns. For example, an aggressive behavior pattern is generated based on the "brave personality" setting.
[0566] Save Model
[0567] The generated NPC behavior models are saved in a database, allowing users to access the same models at any time and re-edit or customize them further.
[0568] Real-time updates
[0569] The customization settings made by the user are sent to the server and reflected in the behavior model in real time, which instantly updates the behavior of NPCs in the game.
[0570] Endpoint Device Processing
[0571] Data reception
[0572] The endpoint device receives the NPC behavior model sent from the server, and this data is temporarily stored in local memory.
[0573] UI display
[0574] Based on the received data, an intuitive user interface is displayed, allowing users to set the sensitivity of traits and behaviors using sliders and drop-down lists, for example.
[0575] Send settings
[0576] The customized settings made by the user are sent from the endpoint device to the server. When the save button is pressed, the setting information is sent to the server in JSON format.
[0577] Emulation
[0578] Based on the settings, the endpoint device will simulate the behavior of the NPC, allowing users to see how the NPC will behave in advance.
[0579] User operations
[0580] System Access
[0581] Users access the real NPC development tool using an endpoint device, specifically by launching a web browser or a dedicated application.
[0582] Enter basic information
[0583] When creating a new NPC, the user enters basic information (e.g., name "Guard", personality "Brave", etc.).
[0584] Parameter Settings
[0585] Use the user interface to adjust NPC personality and behavior sensitivities, reaction patterns, and even auto-conversation settings.
[0586] Save settings
[0587] Once you have completed the settings, press the Save button to send the information to the server. This will save the settings information to the server and reflect it in the game.
[0588] Specific examples
[0589] For example, say a user creates a new NPC called "Guard" and does the following:
[0590] 1. Access the system from the endpoint device and enter the NPC's basic information.
[0591] 2. Use the personality slider to set it to "Brave."
[0592] 3. Set the player alert sensitivity high.
[0593] 4. Added an automatic conversation scenario that warns players when they approach.
[0594] 5. Save the settings and send them to the server.
[0595] The server generates a behavioral model based on the received information and stores it in a database. By updating the settings in real time, the guards in the game will behave bravely and issue a warning when the player approaches.
[0596] The above is a specific embodiment for implementing the real NPC development tool of the present invention.
[0597] The processing flow will be explained below.
[0598] Server-side processing
[0599] Step 1:
[0600] The server receives an NPC creation request from the user, which includes basic information about the new NPC (e.g., name "Guard" and "brave personality").
[0601] Step 2:
[0602] The server runs AI algorithms based on the information it receives to generate behavioral models for non-player characters, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[0603] Step 3:
[0604] The server saves the generated behavioral model in a database, which contains detailed information about the NPC's personality and behavior patterns.
[0605] Step 4:
[0606] When the server receives new customization settings from the user, it updates the behavior model in real time based on the settings, and the updated model is saved back to the database.
[0607] Terminal side processing
[0608] Step 1:
[0609] The device receives the NPC behavior model sent from the server, and this behavior model is temporarily stored in local memory.
[0610] Step 2:
[0611] Based on the data received by the device, the device displays an intuitive user interface, allowing users to set NPC personalities and action sensitivity using sliders and drop-down lists, for example.
[0612] Step 3:
[0613] When the user completes the settings and clicks the save button, the device sends the settings information to the server in JSON format.
[0614] Step 4:
[0615] The device will simulate the behavior of NPCs based on the settings. The emulation function allows users to check in advance how NPCs will behave according to their settings.
[0616] User operations
[0617] Step 1:
[0618] The user accesses the Real NPC Development Tool using a terminal, launches a web browser or a dedicated application, and logs in to the system.
[0619] Step 2:
[0620] The user enters basic information (such as name, personality, role, etc.) to create a new NPC using text fields and drop-down menus.
[0621] Step 3:
[0622] The user can set the NPC's personality, sensitivity, behavior patterns, and automatic conversation settings through the user interface. By moving the slider, the personality can be set to "brave," and by using the checkbox, the alert sensitivity can be increased.
[0623] Step 4:
[0624] Once the settings are complete, click the Save button to send the settings to the server. If the send is successful, a confirmation message will be displayed to the user.
[0625] Specific examples
[0626] Step 1:
[0627] A user types "guard" into the terminal UI to create a new NPC "guard."
[0628] Step 2:
[0629] Use the personality slider to set it to "Brave" and to be highly wary of the player.
[0630] Step 3:
[0631] Add an automatic conversation scenario that warns players when they approach. Enter the necessary phrases and actions in the conversation settings screen.
[0632] Step 4:
[0633] Once the settings are complete, press the save button to send the settings to the server, which then receives the information, generates a new behavior model, and saves it in the database.
[0634] Example 1
[0635] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0636] Current artificial character creation tools have the drawback of being difficult for users to intuitively set the character's personality and behavior patterns, and changes made after setting are not reflected in the game in real time, making them difficult to use. Furthermore, there is a lack of a way to simulate and check the character's behavior beforehand, which means it takes a lot of time and effort to find the optimal settings.
[0637] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[0638] In this invention, the server includes means for a user to input basic information about the artificial character through a terminal, means for the server to generate a behavior model of the artificial character based on the information received from the user, means for the server to save the generated behavior model in a database, means for the server to reflect customization settings made by the user in real time, means for the terminal to provide a user interface that allows the user to intuitively operate the behavior model received from the server, means for the terminal to transmit the user's setting information to the server, and means for the terminal to simulate the behavior of the artificial character based on the settings. This allows the user to intuitively configure the artificial character and have those changes reflected in the game in real time. In addition, means for simulating and checking the configured character's behavior in advance is provided, allowing for rapid optimal configuration.
[0639] A "terminal" is an electronic device such as a computer, smartphone, or tablet that is operated by a user.
[0640] An "artificial character" is a character that is not controlled by the user in a game or simulation, but is instead operated by the system.
[0641] A "server" is a computer system that receives and processes data sent by users, stores the generated models and setting information in a database, and transmits data to other systems in real time.
[0642] "Basic information" is information necessary to define the attributes of an artificial character, such as the name, personality, and role of the character.
[0643] A "behavior model" is a program or data set generated based on an algorithm that defines the personality and behavior patterns of an artificial character.
[0644] A "database" is an information management system for permanently storing generated models and setting information.
[0645] "Customization settings" refers to operations that allow users to adjust and set the artificial character's personality, behavior patterns, reaction sensitivity, etc.
[0646] A "user interface" is a software function that provides a screen and input means that users can operate intuitively.
[0647] "Simulation" refers to a process of virtually reproducing the actual movements of an artificial character set by a user in order to confirm the character's behavior in advance.
[0648] The system of the present invention allows users to customize the actions and reactions of artificial characters using a terminal and have them reflected in a game in real time. The main components of this system are a server, a terminal, and a user.
[0649] Server-side processing
[0650] The server first receives a request to create an artificial character sent by the user via their device. This request includes the character's basic information (such as name, personality, and role) in JSON format. The server uses the received information to generate a behavior model for the artificial character using an AI algorithm (for example, using a framework such as PyTorch or TensorFlow). The generated behavior model is stored in a database such as MySQL or PostgreSQL. Customization settings made by the user are sent to the server in real time, and the information is immediately reflected in the game via WebSocket.
[0651] Endpoint Device Processing
[0652] The device receives the artificial character's behavior model sent from the server and temporarily stores this data in its local memory. Based on the received data, a user interface is displayed, and the user can intuitively set the character's personality and behavior sensitivity using front-end frameworks such as React or Vue. The user's customized settings are sent to the server in JSON format via an AJAX request. The device also simulates the artificial character's behavior based on the settings, allowing the user to preview how the character will act.
[0653] User operations
[0654] Users access the Real NPC Development Tool using a web browser such as Google Chrome or Mozilla Firefox. When creating a new artificial character, users enter basic information into a web form, such as the character's name (e.g., "Guard") and personality (e.g., "Brave"). They then use the user interface to set personality and action sensitivity using sliders and drop-down menus. Once the settings are complete, they press the save button to send the information to the server.
[0655] Specific examples
[0656] For example, if a user wants to create a new synthetic character called "Guard", they would do the following:
[0657] 1. Access the system from your terminal and enter basic information about your artificial character.
[0658] 2. Use the personality slider to set it to "Brave."
[0659] 3. Set your player alert sensitivity high.
[0660] 4. Add an automatic conversation scenario that warns players when they approach.
[0661] 5. Save the configuration and send it to the server.
[0662] Example prompts for generative AI models
[0663] For example, if a user wants an AI model to create a new artificial character called "Guard", the prompt could look like this:
[0664] Create a new artificial character, a "Guard", with a brave personality based on the following settings:
[0665] Player Sensitivity: High
[0666] Added an automatic dialogue scenario that warns players when they approach
[0667] This allows the AI model to generate the necessary behavioral model and reflect it in the system in real time.
[0668] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0669] Server-side processing steps
[0670] Step 1:
[0671] Request reception
[0672] Input: An artificial character creation request sent by the user through the device (JSON format)
[0673] Processing: The server receives this request and parses it.
[0674] Output: Basic information of the analyzed artificial character (name, personality, role, etc.)
[0675] The server receives a request to create an artificial character from a user. This request includes basic information such as name, personality, and role in JSON format. For example, a request may be made for a character named "Guard" with a "brave personality."
[0676] Step 2:
[0677] Behavioral model generation
[0678] Input: Basic information (name, personality, role, etc.)
[0679] Processing: Generate a behavioral model using AI algorithms (e.g., using PyTorch)
[0680] Output: Generated behavioral model
[0681] The server then uses the received basic information to run an AI algorithm to generate a behavior model for the artificial character, for example, generating an aggressive behavior pattern based on a "brave personality."
[0682] Step 3:
[0683] Save Model
[0684] Input: Generated behavior model
[0685] Processing: Saving the behavioral model to a database (using MySQL or PostgreSQL)
[0686] Output: Behavioral model stored in a database
[0687] The generated behavioral model is then stored, for example in a MySQL database, allowing the user to access the model at a later time for editing and further customization.
[0688] Step 4:
[0689] Real-time updates
[0690] Input: User-defined customizations
[0691] Processing: The server updates the operating model based on the received configuration information and reflects it in real time.
[0692] Output: Updated behavioral model
[0693] Any customization settings made by the user are received in real time and instantly reflected in the game via WebSocket.
[0694] Endpoint Device Processing Steps
[0695] Step 1:
[0696] Data reception
[0697] Input: Operation model sent from the server
[0698] Processing: Temporarily save the received data in local memory
[0699] Output: Behavioral model stored in local memory
[0700] The terminal receives the behavior model sent from the server and temporarily stores it in its local memory.
[0701] Step 2:
[0702] UI display
[0703] Input: Behavioral model stored in local memory
[0704] Processing: Displaying a user interface based on the behavioral model (using React or Vue)
[0705] Output: User-operable UI
[0706] Based on the received data, the device generates an intuitive user interface, such as sliders and drop-down menus for personality settings.
[0707] Step 3:
[0708] Send settings
[0709] Input: User settings in the UI
[0710] Process: Send the configuration information to the server in JSON format (using AJAX)
[0711] Output: Configuration information received by the server
[0712] Information set by the user in the UI (for example, personality type "brave" and action sensitivity "high") is sent from the device to the server.
[0713] Step 4:
[0714] Emulation
[0715] Input: User settings in the UI
[0716] Processing: Simulating the behavior of the artificial character based on the configuration information
[0717] Output: Simulation results
[0718] The device emulates the movements of the artificial character based on the settings, allowing the user to preview how it will behave.
[0719] User operation steps
[0720] Step 1:
[0721] System Access
[0722] Input: Web browser URL
[0723] Action: Access the specified URL and start the system.
[0724] Output: System home screen
[0725] The user accesses the Real NPC Development Tool using a web browser, for example by entering the URL (http: / / npc-tool.example.com).
[0726] Step 2:
[0727] Enter basic information
[0728] Input: Basic information such as name, personality, role, etc.
[0729] Action: Enter basic information into a web form
[0730] Output: Basic information entered
[0731] To create a new artificial character, the user enters basic information into a web form.
[0732] Step 3:
[0733] Parameter Settings
[0734] Input: Personality and behavior sensitivity set in the UI
[0735] Action: Set parameters using sliders and drop-down menus
[0736] Output: Set parameters
[0737] The user uses the UI to set personality and action sensitivity, for example, by manipulating a slider to set it to "brave."
[0738] Step 4:
[0739] Save settings
[0740] Input: Set parameter information
[0741] Process: Click the Save button to send the setting information to the server.
[0742] Output: Configuration information sent to the server
[0743] Once the settings are complete, the user presses the save button to send the information to the server.
[0744] The above is a description of the specific operations in each processing step of this system.
[0745] (Application example 1)
[0746] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0747] In the real world, there is a need to improve the efficiency of customer service in brick-and-mortar stores, but until now there has been no effective system for implementing highly customizable interactive digital signage and robots. In particular, there is a need for a system that store staff can operate intuitively and change the content of customer service in real time.
[0748] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[0749] In this invention, the server includes means for a user to input basic information about a non-player character through a terminal, means for the server to generate a behavioral model of the non-player character based on the information received from the user, means for the server to save the generated behavioral model in a database, means for the server to reflect customization settings made by the user in real time, means for the terminal to provide a user interface that allows the user to intuitively operate the behavioral model received from the server, means for the terminal to transmit user setting information to the server, means for the terminal to simulate the behavior of the non-player character based on the settings, and means for the interactive display device to handle customer service. This enables staff in physical stores to intuitively customize the actions and responses of NPCs in real time and provide effective customer service.
[0750] A "terminal" is a device that connects to a network and allows a user to input or receive information.
[0751] A "non-player character" is a character that is not directly controlled by a specific user but that acts autonomously within the system.
[0752] A "behavioral model" is an algorithm or set of rules that defines how a particular character will behave in certain situations.
[0753] A "database" is a system that stores digital information in an organized manner and allows it to be searched and updated as needed.
[0754] "User interface" refers to the screens and methods of operation that allow a user to interact with a system.
[0755] A "server" is a computer system that processes information and provides services to other devices over a network.
[0756] An "interactive display device" is a display device that has the ability to respond based on user input or instructions.
[0757] "Customized settings" are settings that tailor the behavior of a system or device to meet the needs and requirements of a particular user.
[0758] The following hardware and software are used to implement the present invention: a server, a terminal, and an interactive display device.
[0759] Hardware and software used
[0760] Server: Generates the database and behavioral model. Builds the API using the Flask framework.
[0761] Terminal: A device that provides a user interface, such as a smartphone, tablet, or PC.
[0762] Interactive display device: A computer or robot with an integrated display that responds to customers.
[0763] How it works
[0764] Server Operation
[0765] 1. Information reception: The server receives basic information (such as name, personality, role, etc.) of the non-player character (NPC) sent from the user via the terminal.
[0766] 2. Behavioral model generation: Based on the received information, a behavioral model of the NPC is generated using a pre-set AI algorithm to determine its personality and behavioral patterns.
[0767] 3. Database storage: The generated behavior model is stored in a database.
[0768] 4. Real-time reflection: The customized settings made by the user are reflected in real time, and the behavioral model is updated immediately.
[0769] Device behavior
[0770] 1. Data reception: Receives the NPC behavior model sent from the server and temporarily stores it in local memory.
[0771] 2. User interface provision: Based on the received data, an interface that can be operated intuitively by the user is displayed. Personality and behavior sensitivity can be set using sliders and drop-down lists.
[0772] 3. Send settings: The customized settings made by the user are sent to the server. The setting information is sent to the server in JSON format.
[0773] 4. Simulation: The behavior of NPCs is simulated on the device based on the settings, allowing users to check the behavior of NPCs in advance.
[0774] Operation of an interactive display device
[0775] 1. Customer service: Based on the set NPC behavior model, provide appropriate service to customers who visit the store. For example, answer customer questions, provide product information, and announce campaigns.
[0776] Specific examples
[0777] For example, if a store staff member creates a non-player character called "Guide Robot," they would do the following:
[0778] 1. Access the system from your terminal and enter the NPC's basic information (name, personality, etc.).
[0779] 2. Use the personality slider to set it to "kind."
[0780] 3. Set the sensitivity of player question responses high.
[0781] 4. Add an automated conversation scenario that "provides information about the product you are looking for."
[0782] 5. Save the configuration and send it to the server.
[0783] The server generates a behavioral model based on the received information and stores it in a database. By updating the settings in real time, the interactive display device behaves as if it were actually interacting with customers. For example, a guide robot in a brick-and-mortar store would kindly introduce products to customers and immediately answer their questions.
[0784] Prompt Sentence Examples
[0785] To send NPC configuration information:
[0786] Name: "Guide Robot"
[0787] Personality: Kind
[0788] To send NPC behavior updates:
[0789] Name: "Guide Robot"
[0790] Personality: "Energetic"
[0791] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0792] Step 1:
[0793] Enter information
[0794] The user inputs basic information (such as name, personality, and role) of a non-player character (NPC) through the device. For example, the user inputs the name "Guide Robot" and the personality "Kind." The input data is temporarily saved in local memory in JSON format.
[0795] input:
[0796] Name: "Guide Robot"
[0797] Personality: Kind
[0798] output:
[0799] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[0800] Step 2:
[0801] Information transmission
[0802] The device sends the entered basic information to the server using an HTTP POST request, sending JSON data to the server.
[0803] input:
[0804] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[0805] output:
[0806] Request sent to the server
[0807] Step 3:
[0808] Behavioral model generation
[0809] The server generates an NPC behavior model based on the JSON data it receives. A pre-configured AI algorithm is used to generate the NPC's behavior patterns. For example, based on the personality trait "kindness," it generates a behavior pattern that shows polite service to customers.
[0810] input:
[0811] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[0812] output:
[0813] Behavior model: {"name": "Guide Robot", "personality": "Friendly", "behavior": {"greet": "Hello, this is Guide Robot.", "help": "Is there anything I can help you with?"}}
[0814] Step 4:
[0815] Save behavioral model
[0816] The server saves the generated behavioral model in a database, where it can be used when the user accesses the system again.
[0817] input:
[0818] Behavior model: {"name": "Guide Robot", "personality": "Friendly", "behavior": {"greet": "Hello, this is Guide Robot.", "help": "Is there anything I can help you with?"}}
[0819] output:
[0820] Behavioral models stored in a database
[0821] Step 5:
[0822] User interface provided
[0823] Based on the behavior model received by the device from the server, the device displays an intuitive user interface, allowing users to set NPC personalities and behavior sensitivity using sliders and drop-down lists.
[0824] input:
[0825] Behavioral Model Data
[0826] output:
[0827] UI display: slider, dropdown list
[0828] Step 6:
[0829] Send settings
[0830] The customization settings made by the user using the user interface are sent to the server. The customization settings are also sent in JSON format. For example, you can set the alert sensitivity to high and add an automatic conversation scenario that "provides information about the product you are looking for."
[0831] input:
[0832] User Settings Data:{"alert_level": "high", "auto_conversation": "Provide information about the product you are looking for"}
[0833] output:
[0834] Customizations sent to the server
[0835] Step 7:
[0836] Settings reflected
[0837] The server updates the behavior model in real time based on the received customization settings, allowing the interactive display device to instantly acquire new ways of responding to customers and reflect them in customer service.
[0838] input:
[0839] Customization settings: {"alert_level": "high", "auto_conversation": "Provide information about the products you are looking for"}
[0840] output:
[0841] Updated Behavioral Model
[0842] Step 8:
[0843] simulation
[0844] The device will simulate the NPC's behavior based on the settings, and the user can check the simulation results and modify the settings as needed.
[0845] input:
[0846] Updated Behavioral Model
[0847] output:
[0848] Simulation results
[0849] Step 9:
[0850] Customer Service
[0851] The interactive display device responds to customers based on the set NPC behavior model. For example, when a customer comes into a store, it will respond kindly, saying, "Hello, this is the information robot. Is there anything I can help you with?"
[0852] input:
[0853] Updated Behavioral Model
[0854] output:
[0855] Customer service
[0856] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[0857] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and have them reflected in the game in real time. This system is characterized by its incorporation of an emotion engine that recognizes the user's emotions. The main components are a server, endpoint devices, the emotion engine, and the user.
[0858] Server-side processing
[0859] Request reception
[0860] The server receives an NPC creation request sent from the user via the endpoint device, which includes basic information about the NPC (such as name, personality, and role).
[0861] Behavioral model generation
[0862] The server runs AI algorithms based on the information it receives to generate behavioral models for non-player characters, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[0863] Save Model
[0864] The generated NPC behavior models are saved in a database, allowing users to access the same models at any time and re-edit or customize them further.
[0865] Real-time updates
[0866] The customization settings made by the user are sent to the server and reflected in the behavior model in real time, which instantly updates the behavior of NPCs in the game.
[0867] Processing emotional information
[0868] The server receives the recognition results from the emotion engine and dynamically adjusts the behavioral models of non-player characters based on this. For example, if the user is feeling stressed, the NPC's behavior patterns can be gently changed.
[0869] Endpoint Device Processing
[0870] Data reception
[0871] The endpoint device receives the NPC behavior model sent from the server, and temporarily stores this behavior model in local memory.
[0872] UI display
[0873] Based on the received data, the system displays an intuitive user interface, allowing users to set NPC personalities and action sensitivity using sliders and drop-down lists, for example.
[0874] Send settings
[0875] When the user completes the configuration and clicks the save button, the endpoint device sends the configuration information to the server in JSON format.
[0876] Emulation
[0877] The endpoint device simulates the behavior of NPCs based on the settings, and the emulation function allows users to check in advance how NPCs will behave according to the settings.
[0878] Emotion Collection
[0879] The endpoint device recognizes the user's emotions through an emotion engine and sends the information to the server, using voice analysis, facial expression recognition, or input motion analysis.
[0880] User operations
[0881] System Access
[0882] A user accesses the real NPC development tool using an endpoint device. Specifically, the user launches a web browser or a dedicated application and logs into the system.
[0883] Enter basic information
[0884] When creating a new NPC, the user enters basic information (e.g., name "Guard", personality "Brave", etc.).
[0885] Parameter Settings
[0886] Use the user interface to set NPC personality and behavior sensitivity, reaction patterns, and even auto-conversation settings. Move the slider to set the personality to "brave" and use the checkbox to increase alertness.
[0887] Save settings
[0888] Once the settings are complete, press the Save button to send the settings to the server. This will save the settings to the server and reflect them in the game.
[0889] Manipulating the Emotion Engine
[0890] The emotion engine recognizes the user's emotions in real time and sends that information to the server. For example, if the user is feeling anxious, the NPC's behavior and reactions are adjusted based on that information.
[0891] Specific examples
[0892] For example, say a user creates a new NPC called "Guard" and does the following:
[0893] 1. Access the system from the endpoint device and enter the NPC's basic information.
[0894] 2. Use the personality slider to set it to "Brave."
[0895] 3. Set the player alert sensitivity high.
[0896] 4. Added an automatic conversation scenario that warns players when they approach.
[0897] 5. Save the settings and send them to the server.
[0898] 6. The emotion engine detects the user's stress while they are setting up the game. This information is sent to the server, and a calming parameter is added to the NPC's behavior model.
[0899] The above is a specific embodiment for implementing the real NPC development tool of the present invention.
[0900] The processing flow will be explained below.
[0901] Server-side processing
[0902] Step 1:
[0903] The server receives a request from a user to create a non-player character (NPC), which includes basic information about the NPC (such as name, personality, and role).
[0904] Step 2:
[0905] The server runs AI algorithms based on the received information to generate NPC behavior models, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[0906] Step 3:
[0907] The server stores the generated behavior model in a database, which contains detailed information about the NPC's personality and behavior patterns.
[0908] Step 4:
[0909] When the server receives a customization request from the user, it updates the behavior model based on the settings. The updated behavior model is then saved back into the database.
[0910] Step 5:
[0911] The server receives user emotion information from the emotion engine and dynamically adjusts the NPC behavior model based on that information. For example, if the user is feeling stressed, it adds parameters to calm the NPC's behavior.
[0912] Terminal side processing
[0913] Step 1:
[0914] The device receives the NPC behavior model sent from the server, and this behavior model is temporarily stored in local memory.
[0915] Step 2:
[0916] The device displays a user interface that can be intuitively operated based on the received data. For example, the user can set the personality and action sensitivity of NPCs using sliders and drop-down lists.
[0917] Step 3:
[0918] When the user completes the settings and clicks the save button, the device sends the settings information to the server in JSON format.
[0919] Step 4:
[0920] The device will simulate the behavior of the NPC based on the settings. The emulation function allows the user to check in advance how the NPC will behave according to the settings.
[0921] Step 5:
[0922] The device uses an emotion engine to recognize the user's emotions in real time and transmits the information to the server using voice analysis, facial expression recognition, or input motion analysis.
[0923] User operations
[0924] Step 1:
[0925] The user accesses the real NPC development tool using a terminal. Specifically, the user launches a web browser or a dedicated application and logs in to the system.
[0926] Step 2:
[0927] The user enters basic information (such as name, personality, role, etc.) to create a new NPC using text fields and drop-down menus.
[0928] Step 3:
[0929] The user configures the NPC's personality, sensitivity, behavior patterns, and automatic conversation settings through a user interface. By moving a slider, the personality can be set to "brave," and by using a checkbox, the alert sensitivity can be increased.
[0930] Step 4:
[0931] Once the settings are complete, click the Save button to send the settings to the server. If the send is successful, a confirmation message will be displayed to the user.
[0932] Step 5:
[0933] While the user is setting up the game, the emotion engine recognizes the user's emotions and sends that information to the server. For example, in the case of stress detection, the system adjusts the NPC's behavior model based on the recognized emotion information and adds "calm behavior."
[0934] Specific examples
[0935] Step 1:
[0936] The user types "guard" into the terminal UI to create a new NPC "guard."
[0937] Step 2:
[0938] Use the personality slider to set it to "Brave" and to be highly wary of the player.
[0939] Step 3:
[0940] Add an automatic conversation scenario that warns players when they approach. Enter the necessary phrases and actions in the conversation settings screen.
[0941] Step 4:
[0942] Once the settings are complete, press the save button to send the settings to the server, which then receives the information, generates a new behavior model, and saves it in the database.
[0943] Step 5:
[0944] While the user is configuring the settings, the emotion engine detects stress and sends that information to the server, which then updates the Guard's behavior model and adds calmer behavior patterns.
[0945] Example 2
[0946] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0947] Conventional non-player character (NPC) creation systems have the problem that it is difficult to customize NPC behavior and reactions in real time, making it impossible to reflect the user's emotions. Furthermore, the user interface is not intuitive, making it difficult to set detailed personality and behavior patterns for NPCs.
[0948] The identification processing by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for a user to input basic information about a non-player character through a user terminal; means for the server to generate a behavior model of the non-player character based on information received from the user; means for saving the behavior model in a database; means for reflecting customization settings made by the user in real time; means for the endpoint device to provide a user interface that allows the user to intuitively operate the behavior model received from the server; means for the endpoint device to transmit user setting information to the server; means for the endpoint device to simulate behavior of the non-player character based on the settings; means for the endpoint device to collect user emotion information through an emotion engine and transmit the information to the server; and means for the server to dynamically adjust the behavior model based on the emotion information received from the emotion engine. This allows the user to make detailed settings for the NPC through an intuitively operable interface and further allows for real-time behavior adjustments that reflect the user's emotions, thereby further improving the player's gaming experience.
[0949] A "user" is a user who accesses the system and configures and customizes non-player characters.
[0950] An "endpoint device" refers to a hardware terminal that a user uses to access a system, and includes a PC, tablet, smartphone, etc.
[0951] "Non-player character (NPC)" refers to a character other than a player in a game, and is a character controlled by the server.
[0952] "Basic information" refers to the initial setting information for non-player characters, such as their names, personalities, and roles.
[0953] A "server" is a computer system that processes information received from a user, stores it in a database, and reflects the user's customization settings.
[0954] A "behavioral model" refers to a mathematical or logical framework that defines the actions and reactions of non-player characters.
[0955] A "database" is a digital system for storing and managing collected data and generated behavioral models.
[0956] "Customization settings" refers to the operations that allow users to change and set NPC personalities, behavior patterns, automatic conversation scenarios, etc.
[0957] "User interface" refers to the screen display and input method that allows users to interact with a system, and is characterized by an intuitive design.
[0958] An "emotion engine" is a technology for recognizing a user's emotions, and uses methods such as voice analysis, facial expression recognition, and motion analysis.
[0959] "Real-time" refers to a state in which user operations and system responses are immediate.
[0960] "Simulation" refers to virtually reproducing an operation based on set conditions and information.
[0961] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and reflect them in the game in real time. This system is characterized by its incorporation of an emotion engine that recognizes the user's emotions.
[0962] Hardware and software used
[0963] Endpoint Device: The device a user uses to access a system, such as a computer, tablet, or smartphone.
[0964] Server: A computer system that receives requests from users, generates behavioral models, and stores them in a database.
[0965] Emotion engine: Technology for recognizing user emotions in real time and using that information, using voice analysis, facial expression recognition, motion analysis, etc.
[0966] Database: A digital system for storing generated behavioral models and configuration information.
[0967] Program processing
[0968] The program of this system performs the following processing.
[0969] 1. Request acceptance
[0970] The server receives an NPC creation request sent through the endpoint device. This request contains basic information about the NPC (such as name, personality, role, etc.). For example, a user enters information to create a new NPC called "Guard."
[0971] 2. Behavioral Model Generation
[0972] The server runs AI algorithms based on the received information to generate a behavioral model for the NPC, for example, creating an aggressive behavior pattern for an NPC with a "brave personality."
[0973] 3. Save the model
[0974] The generated behavioral model is saved in a database, allowing users to access the same behavioral model at any time for re-editing or further customization.
[0975] 4. Real-time updates
[0976] The customized settings made by the user are immediately reflected in the game. The server updates the behavior model based on the setting information sent by the endpoint device.
[0977] 5. Processing emotional information
[0978] The server dynamically adjusts the NPC's behavior model based on the user's emotional information received from the emotion engine. For example, if the user is feeling stressed, the NPC's behavior will be changed to be gentler.
[0979] 6. Data reception and UI display
[0980] The endpoint device receives the behavior model sent from the server and temporarily stores it in local memory. Based on the received data, it displays a user interface that the user can intuitively operate.
[0981] 7. Send settings
[0982] The user's configuration information is sent to the server in JSON format, and the server updates the behavioral model based on that information.
[0983] 8. Behavioral Simulation
[0984] The endpoint device simulates the behavior of the NPC based on the settings, allowing the user to check in advance how the NPC will behave according to the settings.
[0985] 9. Emotion Collection
[0986] The endpoint device recognizes the user's emotions through an emotion engine and transmits the information to the server, which then dynamically adjusts the NPC's behavior model.
[0987] Specific examples
[0988] For example, if a user wants to create an NPC called "Guard", the operation would be as follows:
[0989] 1. Access the system from your endpoint device and enter the basic information for the new NPC "Guard."
[0990] 2. Set the personality slider to "Brave."
[0991] 3. Set your player alert sensitivity high.
[0992] 4. Add an automatic conversation scenario that warns players when they approach.
[0993] 5. Save the configuration and send it to the server.
[0994] 6. During the setup process, the emotion engine detects the user's stress. This information is sent to the server, and a calming parameter is added to the NPC's behavior model.
[0995] Prompt Sentence Examples
[0996] "Create new NPC guards, set their personality slider to brave to increase their warning sensitivity, and add automated dialogue scenarios. Also, recognize user emotions and adjust the NPC's behavior based on that information."
[0997] In this way, the realistic NPC development tool of the present invention allows users to customize NPCs easily and intuitively, providing an in-game experience that reflects the user's emotions.
[0998] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0999] Step 1: User access to the system
[1000] The user accesses the Real NPC Development Tool using an endpoint device (PC, tablet, smartphone, etc.). They log in to the system by launching a web browser or dedicated application and entering their username and password on the login screen. The input information is sent to the authentication server, and if authentication is successful, the dashboard screen is displayed.
[1001] Step 2: User enters basic information about the NPC
[1002] When a user creates a new NPC, they enter basic information, such as a name (e.g., "Guard"), personality (e.g., "Brave"), and role (e.g., "Gatekeeper"). After filling out the form and clicking the "Submit" button, the data is sent to the server in JSON format. The server receives the data and temporarily stores it in a database.
[1003] Step 3: User-defined NPC parameters
[1004] The user sets detailed parameters for the NPC using the user interface. For example, they can move a slider to set the character's personality to "brave" and use a checkbox to increase the alertness level. They can also add an automatic conversation scenario that warns the player when they approach. The setting information is temporarily saved on the endpoint device.
[1005] Step 4: User saves settings
[1006] After the user completes the settings, they click the Save button. This action converts the settings information into JSON format and sends it to the server. The server analyzes the received settings information and starts updating the behavior model.
[1007] Step 5: The server accepts the request
[1008] The server receives an NPC creation request from the user. This request includes basic information and parameter settings for the NPC. The server analyzes the request and formats it as data to be input into the AI algorithm. The formatted data is temporarily stored in internal memory.
[1009] Step 6: Generation of behavioral model by server
[1010] The server runs an AI algorithm based on the received information to generate an NPC behavior model. For example, a brave "guard" NPC would have a behavior pattern of warning and attacking when an enemy approaches. This behavior model is generated in JSON format and output as data.
[1011] Step 7: Saving the model on the server
[1012] The generated behavior model is saved in the database, allowing the user to access it later for further editing or further customization. If the save operation is successful, a success message is printed.
[1013] Step 8: Server Customizations
[1014] The customized settings made by the user are sent to the server and immediately reflected in the behavioral model. The server analyzes the received settings information and updates the behavioral model in the database. If the update is successful, the new behavioral model is output.
[1015] Step 9: Emotional information processing by the server
[1016] The server receives the emotion recognition results from the emotion engine and dynamically adjusts the NPC's behavior model based on them. For example, if the user is feeling stressed, the server will reduce alert behavior and make the NPC's responses more gentle. The processing results are stored in a database.
[1017] Step 10: Receipt of data by endpoint device
[1018] The endpoint device receives the NPC behavior model sent from the server and temporarily stores it in local memory. The received data is analyzed and the corresponding configuration parameters are extracted.
[1019] Step 11: Simulation with endpoint devices and UI display
[1020] The endpoint device displays the NPC's behavior patterns on the user interface based on the received data. For example, you can visually check the NPC's behavior patterns using setting sliders and drop-down menus. You can also use the simulation function to check in advance how the NPC will behave according to the settings.
[1021] Step 12: Emotion collection by endpoint devices
[1022] The endpoint device recognizes the user's emotions through an emotion engine and sends the information to the server. Emotion recognition uses voice analysis, facial expression recognition, and motion analysis of the user's actions. The collected emotion information is sent to the server in real time and used to adjust the behavior model.
[1023] (Application example 2)
[1024] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[1025] Existing customer guidance systems and behavioral models of non-player characters (NPCs) have difficulty recognizing customer or user emotions and dynamically responding accordingly. Furthermore, they lack the ability to appropriately adjust and customize in real time to improve the customer experience.
[1026] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for a user to input basic information about a non-player character through a terminal, means for the server to generate a behavior model of the non-player character based on the information received from the user, and means for an emotion recognition module to recognize customer emotions and dynamically adjust the behavior model based on the emotions. This makes it possible to generate and adjust a dynamic NPC behavior model that reflects customer emotions in real time, thereby improving the customer experience.
[1027] A "terminal" is an information device operated by a user, and includes smartphones, tablets, PCs, etc.
[1028] A "non-player character" is a character in a game or simulation that is not a player and is controlled by the system.
[1029] "Basic information" is information including the character's name, personality, role, etc., and is information that the user must enter initially.
[1030] A "behavioral model" is a model that defines a character's movements and reactions, and is generated by an AI algorithm.
[1031] A "database" is a system for systematically storing and managing large amounts of data, and is used to store behavioral models and configuration information.
[1032] A "user interface" is a screen or operating device that allows a user to interact with a computer system, and is designed to be intuitive to operate.
[1033] "Simulation" refers to the process of conducting a simulation to recreate a situation that is close to reality, and reproducing the actions of characters based on the setting.
[1034] An "emotion recognition module" is a module that analyzes the emotions of users or customers and provides corresponding data, and often uses cameras and voice analysis.
[1035] "Dynamic adjustment" means changing settings in real time depending on the situation to achieve optimal results.
[1036] "Customization settings" allow users to set and change various parameters according to their preferences, and are settings for adjusting system operations and character behavior.
[1037] The term "customer" refers to a person who uses a service or product, and in this invention particularly refers to a person who is guided around a store.
[1038] "Customer experience" refers to the experiences and emotions that customers have when using a service or product, and is an important factor in improving customer satisfaction.
[1039] This invention is a system that recognizes customer emotions in real time and generates and adjusts behavioral models accordingly. Specifically, it functions by combining the terminal used by the user, a server, and an emotion recognition module.
[1040] First, the user inputs basic information about the non-player character (NPC) through a terminal. For example, if the NPC is an in-store guide robot, basic information such as the name, personality, and role of the NPC will be input. The terminal can be a smartphone, tablet, or PC.
[1041] The server then uses an AI algorithm to generate a behavioral model of the NPC based on the information received from the user. This behavioral model includes basic information and behavioral patterns set by the user. The generated behavioral model is then stored in a database on the server.
[1042] The device provides an intuitive user interface based on the behavior model received from the server, allowing the user to customize the behavior model. For example, the user can configure the NPC's personality, behavior sensitivity, and automatic conversation settings through the user interface. Once the settings are complete, the device sends the information to the server, which updates the behavior model within the server and re-saves it in the database.
[1043] The emotion recognition module analyzes customer emotions in real time using, for example, a facial recognition camera or a voice analyzer. This emotion data is sent to the server, which then dynamically adjusts the NPC's behavior model based on that data. Specifically, if the customer is stressed, the NPC will respond calmly, and if the customer is excited, the NPC will respond more actively.
[1044] Specific hardware used to implement the system of this invention includes a camera, a voice analyzer, smart glasses, a display device, and a terminal. Software used includes OpenCV (an image recognition library), TensorFlow (a machine learning model), and Requests (an HTTP communication library).
[1045] For example, when a customer enters a store, a camera reads their facial expressions and recognizes their emotions. If the customer appears stressed, the robot will respond in a calm tone, saying, "Hello. It seems you're in a hurry. Is there anything I can help you with?"
[1046] Example prompt sentence:
[1047] When a customer enters the store, a camera reads their facial expressions and recognizes their emotions. If the customer appears stressed, the robot will respond in a calm and gentle tone and try to resolve the issue. For example, the robot might say, "Hello. I see you're in a hurry. Is there anything I can help you with?"
[1048] This will improve the customer experience.
[1049] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1050] Step 1:
[1051] The user uses the terminal to input basic information (such as name, personality, and role) of a non-player character (NPC). The terminal then collects the basic information provided by the user. The input data includes information in string and numerical format. As output, this basic information is sent to the server.
[1052] Step 2:
[1053] The server receives the basic information sent by the user and generates a behavioral model using an AI algorithm. In this process, the basic information of the NPC is used as input data, and the behavioral model of the NPC is generated as output. Specifically, the algorithm sets behavioral patterns according to the personality.
[1054] Step 3:
[1055] The server saves the generated behavioral model in a database. The input data is the generated behavioral model, and the output is the model stored in the database, allowing it to be modified or referenced later.
[1056] Step 4:
[1057] The device provides a user interface based on the behavioral model received from the server. At this stage, the user can customize the behavioral model through an intuitive interface. The behavioral model is used as input data, and customized settings are generated as output. Specifically, sliders and drop-down menus are displayed for the user to operate.
[1058] Step 5:
[1059] The user completes the customization settings and sends the information from the device to the server. The input data is the customization information set by the user, and the output is sent to the server in JSON format.
[1060] Step 6:
[1061] The server updates the behavioral model based on the customization setting information received from the user. The input data is the customization setting information, and the updated behavioral model is generated as the output. The update process is performed in real time.
[1062] Step 7:
[1063] The server re-stores the updated behavioral model in the database, ensuring that the latest behavioral model is always present in the database. The input data is the updated behavioral model, which is saved in the database as the output.
[1064] Step 8:
[1065] The emotion recognition module uses cameras and microphones to analyze customer emotions in real time. The input data is the customer's facial expressions and voice, which are analyzed by the emotion recognition software. The output is emotion data, which is sent to the server.
[1066] Step 9:
[1067] The server dynamically adjusts the NPC's behavior model based on the emotional data it receives. The input data is emotional data, and the behavior model is adjusted using an AI algorithm. The output is an NPC that behaves according to the customer's emotions. For example, if a customer is feeling stressed, the NPC will be adjusted to respond calmly.
[1068] Step 10:
[1069] The terminal controls the behavior of the actual NPC (such as a store guide robot) based on the adjusted behavior model. At this stage, appropriate services are provided according to the customer's emotions. The input data is the adjusted behavior model, and the output controls the specific behavior of the NPC. For example, the robot may provide a gentle message such as, "Hello. It seems you're in a hurry. Is there anything I can help you with?"
[1070] The specific processing unit 290 transmits the result of the specific processing to the smart glasses 214. In the smart glasses 214, the control unit 46A causes the speaker 240 to output the result of the specific processing. The microphone 238 acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.
[1071] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[1072] In the above embodiment, an example in which the specific processing is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the smart glasses 214.
[1073] [Third embodiment]
[1074] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1075] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.
[1076] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[1077] The headset type terminal 314 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a display 343. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, the camera 42, and the display 343 are also connected to the bus 52.
[1078] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[1079] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[1080] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[1081] Fig. 6 shows an example of the main functions of the data processing device 12 and the headset type terminal 314. As shown in Fig. 6, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.
[1082] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[1083] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[1084] In the headset type terminal 314, a reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[1085] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the headset type terminal 314 will be referred to as the "terminal."
[1086] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and reflect these actions and reactions in a game in real time. The main components of this system are a server, endpoint devices, and users.
[1087] Server-side processing
[1088] Request reception
[1089] The server receives an NPC creation request sent from the user through the endpoint device, which includes basic information about the NPC (such as name, personality, and role).
[1090] Behavioral model generation
[1091] The server generates an NPC behavior model based on the received information. This process uses a pre-configured AI algorithm to determine the NPC's personality and behavior patterns. For example, an aggressive behavior pattern is generated based on the "brave personality" setting.
[1092] Save Model
[1093] The generated NPC behavior models are saved in a database, allowing users to access the same models at any time and re-edit or customize them further.
[1094] Real-time updates
[1095] The customization settings made by the user are sent to the server and reflected in the behavior model in real time, which instantly updates the behavior of NPCs in the game.
[1096] Endpoint Device Processing
[1097] Data reception
[1098] The endpoint device receives the NPC behavior model sent from the server, and this data is temporarily stored in local memory.
[1099] UI display
[1100] Based on the received data, an intuitive user interface is displayed, allowing users to set the sensitivity of traits and behaviors using sliders and drop-down lists, for example.
[1101] Send settings
[1102] The customized settings made by the user are sent from the endpoint device to the server. When the save button is pressed, the setting information is sent to the server in JSON format.
[1103] Emulation
[1104] Based on the settings, the endpoint device will simulate the behavior of the NPC, allowing users to see how the NPC will behave in advance.
[1105] User operations
[1106] System Access
[1107] Users access the real NPC development tool using an endpoint device, specifically by launching a web browser or a dedicated application.
[1108] Enter basic information
[1109] When creating a new NPC, the user enters basic information (e.g., name "Guard", personality "Brave", etc.).
[1110] Parameter Settings
[1111] Use the user interface to adjust NPC personality and behavior sensitivities, reaction patterns, and even auto-conversation settings.
[1112] Save settings
[1113] Once you have completed the settings, press the Save button to send the information to the server. This will save the settings information to the server and reflect it in the game.
[1114] Specific examples
[1115] For example, say a user creates a new NPC called "Guard" and does the following:
[1116] 1. Access the system from the endpoint device and enter the NPC's basic information.
[1117] 2. Use the personality slider to set it to "Brave."
[1118] 3. Set the player alert sensitivity high.
[1119] 4. Added an automatic conversation scenario that warns players when they approach.
[1120] 5. Save the settings and send them to the server.
[1121] The server generates a behavioral model based on the received information and stores it in a database. By updating the settings in real time, the guards in the game will behave bravely and issue a warning when the player approaches.
[1122] The above is a specific embodiment for implementing the real NPC development tool of the present invention.
[1123] The processing flow will be explained below.
[1124] Server-side processing
[1125] Step 1:
[1126] The server receives an NPC creation request from the user, which includes basic information about the new NPC (e.g., name "Guard" and "brave personality").
[1127] Step 2:
[1128] The server runs AI algorithms based on the information it receives to generate behavioral models for non-player characters, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[1129] Step 3:
[1130] The server saves the generated behavioral model in a database, which contains detailed information about the NPC's personality and behavior patterns.
[1131] Step 4:
[1132] When the server receives new customization settings from the user, it updates the behavior model in real time based on the settings, and the updated model is saved back to the database.
[1133] Terminal side processing
[1134] Step 1:
[1135] The device receives the NPC behavior model sent from the server, and this behavior model is temporarily stored in local memory.
[1136] Step 2:
[1137] Based on the data received by the device, the device displays an intuitive user interface, allowing users to set NPC personalities and action sensitivity using sliders and drop-down lists, for example.
[1138] Step 3:
[1139] When the user completes the settings and clicks the save button, the device sends the settings information to the server in JSON format.
[1140] Step 4:
[1141] The device will simulate the behavior of NPCs based on the settings. The emulation function allows users to check in advance how NPCs will behave according to their settings.
[1142] User operations
[1143] Step 1:
[1144] The user accesses the Real NPC Development Tool using a terminal, launches a web browser or a dedicated application, and logs in to the system.
[1145] Step 2:
[1146] The user enters basic information (such as name, personality, role, etc.) to create a new NPC using text fields and drop-down menus.
[1147] Step 3:
[1148] The user can set the NPC's personality, sensitivity, behavior patterns, and automatic conversation settings through the user interface. By moving the slider, the personality can be set to "brave," and by using the checkbox, the alert sensitivity can be increased.
[1149] Step 4:
[1150] Once the settings are complete, click the Save button to send the settings to the server. If the send is successful, a confirmation message will be displayed to the user.
[1151] Specific examples
[1152] Step 1:
[1153] A user types "guard" into the terminal UI to create a new NPC "guard."
[1154] Step 2:
[1155] Use the personality slider to set it to "Brave" and to be highly wary of the player.
[1156] Step 3:
[1157] Add an automatic conversation scenario that warns players when they approach. Enter the necessary phrases and actions in the conversation settings screen.
[1158] Step 4:
[1159] Once the settings are complete, press the save button to send the settings to the server, which then receives the information, generates a new behavior model, and saves it in the database.
[1160] Example 1
[1161] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1162] Current artificial character creation tools have the drawback of being difficult for users to intuitively set the character's personality and behavior patterns, and changes made after setting are not reflected in the game in real time, making them difficult to use. Furthermore, there is a lack of a way to simulate and check the character's behavior beforehand, which means it takes a lot of time and effort to find the optimal settings.
[1163] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[1164] In this invention, the server includes means for a user to input basic information about the artificial character through a terminal, means for the server to generate a behavior model of the artificial character based on the information received from the user, means for the server to save the generated behavior model in a database, means for the server to reflect customization settings made by the user in real time, means for the terminal to provide a user interface that allows the user to intuitively operate the behavior model received from the server, means for the terminal to transmit the user's setting information to the server, and means for the terminal to simulate the behavior of the artificial character based on the settings. This allows the user to intuitively configure the artificial character and have those changes reflected in the game in real time. In addition, means for simulating and checking the configured character's behavior in advance is provided, allowing for rapid optimal configuration.
[1165] A "terminal" is an electronic device such as a computer, smartphone, or tablet that is operated by a user.
[1166] An "artificial character" is a character that is not controlled by the user in a game or simulation, but is instead operated by the system.
[1167] A "server" is a computer system that receives and processes data sent by users, stores the generated models and setting information in a database, and transmits data to other systems in real time.
[1168] "Basic information" is information necessary to define the attributes of an artificial character, such as the name, personality, and role of the character.
[1169] A "behavior model" is a program or data set generated based on an algorithm that defines the personality and behavior patterns of an artificial character.
[1170] A "database" is an information management system for permanently storing generated models and setting information.
[1171] "Customization settings" refers to operations that allow users to adjust and set the artificial character's personality, behavior patterns, reaction sensitivity, etc.
[1172] A "user interface" is a software function that provides a screen and input means that users can operate intuitively.
[1173] "Simulation" refers to a process of virtually reproducing the actual movements of an artificial character set by a user in order to confirm the character's behavior in advance.
[1174] The system of the present invention allows users to customize the actions and reactions of artificial characters using a terminal and have them reflected in a game in real time. The main components of this system are a server, a terminal, and a user.
[1175] Server-side processing
[1176] The server first receives a request to create an artificial character sent by the user via their device. This request includes the character's basic information (such as name, personality, and role) in JSON format. The server uses the received information to generate a behavior model for the artificial character using an AI algorithm (for example, using a framework such as PyTorch or TensorFlow). The generated behavior model is stored in a database such as MySQL or PostgreSQL. Customization settings made by the user are sent to the server in real time, and the information is immediately reflected in the game via WebSocket.
[1177] Endpoint Device Processing
[1178] The device receives the artificial character's behavior model sent from the server and temporarily stores this data in its local memory. Based on the received data, a user interface is displayed, and the user can intuitively set the character's personality and behavior sensitivity using front-end frameworks such as React or Vue. The user's customized settings are sent to the server in JSON format via an AJAX request. The device also simulates the artificial character's behavior based on the settings, allowing the user to preview how the character will act.
[1179] User operations
[1180] Users access the Real NPC Development Tool using a web browser such as Google Chrome or Mozilla Firefox. When creating a new artificial character, users enter basic information into a web form, such as the character's name (e.g., "Guard") and personality (e.g., "Brave"). They then use the user interface to set personality and action sensitivity using sliders and drop-down menus. Once the settings are complete, they press the save button to send the information to the server.
[1181] Specific examples
[1182] For example, if a user wants to create a new synthetic character called "Guard", they would do the following:
[1183] 1. Access the system from your terminal and enter basic information about your artificial character.
[1184] 2. Use the personality slider to set it to "Brave."
[1185] 3. Set your player alert sensitivity high.
[1186] 4. Add an automatic conversation scenario that warns players when they approach.
[1187] 5. Save the configuration and send it to the server.
[1188] Example prompts for generative AI models
[1189] For example, if a user wants an AI model to create a new artificial character called "Guard", the prompt could look like this:
[1190] Create a new artificial character, a "Guard", with a brave personality based on the following settings:
[1191] Player Sensitivity: High
[1192] Added an automatic dialogue scenario that warns players when they approach
[1193] This allows the AI model to generate the necessary behavioral model and reflect it in the system in real time.
[1194] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1195] Server-side processing steps
[1196] Step 1:
[1197] Request reception
[1198] Input: An artificial character creation request sent by the user through the device (JSON format)
[1199] Processing: The server receives this request and parses it.
[1200] Output: Basic information of the analyzed artificial character (name, personality, role, etc.)
[1201] The server receives a request to create an artificial character from a user. This request includes basic information such as name, personality, and role in JSON format. For example, a request may be made for a character named "Guard" with a "brave personality."
[1202] Step 2:
[1203] Behavioral model generation
[1204] Input: Basic information (name, personality, role, etc.)
[1205] Processing: Generate a behavioral model using AI algorithms (e.g., using PyTorch)
[1206] Output: Generated behavioral model
[1207] The server then uses the received basic information to run an AI algorithm to generate a behavior model for the artificial character, for example, generating an aggressive behavior pattern based on a "brave personality."
[1208] Step 3:
[1209] Save Model
[1210] Input: Generated behavior model
[1211] Processing: Saving the behavioral model to a database (using MySQL or PostgreSQL)
[1212] Output: Behavioral model stored in a database
[1213] The generated behavioral model is then stored, for example in a MySQL database, allowing the user to access the model at a later time for editing and further customization.
[1214] Step 4:
[1215] Real-time updates
[1216] Input: User-defined customizations
[1217] Processing: The server updates the operating model based on the received configuration information and reflects it in real time.
[1218] Output: Updated behavioral model
[1219] Any customization settings made by the user are received in real time and instantly reflected in the game via WebSocket.
[1220] Endpoint Device Processing Steps
[1221] Step 1:
[1222] Data reception
[1223] Input: Operation model sent from the server
[1224] Processing: Temporarily save the received data in local memory
[1225] Output: Behavioral model stored in local memory
[1226] The terminal receives the behavior model sent from the server and temporarily stores it in its local memory.
[1227] Step 2:
[1228] UI display
[1229] Input: Behavioral model stored in local memory
[1230] Processing: Displaying a user interface based on the behavioral model (using React or Vue)
[1231] Output: User-operable UI
[1232] Based on the received data, the device generates an intuitive user interface, such as sliders and drop-down menus for personality settings.
[1233] Step 3:
[1234] Send settings
[1235] Input: User settings in the UI
[1236] Process: Send the configuration information to the server in JSON format (using AJAX)
[1237] Output: Configuration information received by the server
[1238] Information set by the user in the UI (for example, personality type "brave" and action sensitivity "high") is sent from the device to the server.
[1239] Step 4:
[1240] Emulation
[1241] Input: User settings in the UI
[1242] Processing: Simulating the behavior of the artificial character based on the configuration information
[1243] Output: Simulation results
[1244] The device emulates the movements of the artificial character based on the settings, allowing the user to preview how it will behave.
[1245] User operation steps
[1246] Step 1:
[1247] System Access
[1248] Input: Web browser URL
[1249] Action: Access the specified URL and start the system.
[1250] Output: System home screen
[1251] The user accesses the Real NPC Development Tool using a web browser, for example by entering the URL (http: / / npc-tool.example.com).
[1252] Step 2:
[1253] Enter basic information
[1254] Input: Basic information such as name, personality, role, etc.
[1255] Action: Enter basic information into a web form
[1256] Output: Basic information entered
[1257] To create a new artificial character, the user enters basic information into a web form.
[1258] Step 3:
[1259] Parameter Settings
[1260] Input: Personality and behavior sensitivity set in the UI
[1261] Action: Set parameters using sliders and drop-down menus
[1262] Output: Set parameters
[1263] The user uses the UI to set personality and action sensitivity, for example, by manipulating a slider to set it to "brave."
[1264] Step 4:
[1265] Save settings
[1266] Input: Set parameter information
[1267] Process: Click the Save button to send the setting information to the server.
[1268] Output: Configuration information sent to the server
[1269] Once the settings are complete, the user presses the save button to send the information to the server.
[1270] The above is a description of the specific operations in each processing step of this system.
[1271] (Application example 1)
[1272] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1273] In the real world, there is a need to improve the efficiency of customer service in brick-and-mortar stores, but until now there has been no effective system for implementing highly customizable interactive digital signage and robots. In particular, there is a need for a system that store staff can operate intuitively and change the content of customer service in real time.
[1274] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[1275] In this invention, the server includes means for a user to input basic information about a non-player character through a terminal, means for the server to generate a behavioral model of the non-player character based on the information received from the user, means for the server to save the generated behavioral model in a database, means for the server to reflect customization settings made by the user in real time, means for the terminal to provide a user interface that allows the user to intuitively operate the behavioral model received from the server, means for the terminal to transmit user setting information to the server, means for the terminal to simulate the behavior of the non-player character based on the settings, and means for the interactive display device to handle customer service. This enables staff in physical stores to intuitively customize the actions and responses of NPCs in real time and provide effective customer service.
[1276] A "terminal" is a device that connects to a network and allows a user to input or receive information.
[1277] A "non-player character" is a character that is not directly controlled by a specific user but that acts autonomously within the system.
[1278] A "behavioral model" is an algorithm or set of rules that defines how a particular character will behave in certain situations.
[1279] A "database" is a system that stores digital information in an organized manner and allows it to be searched and updated as needed.
[1280] "User interface" refers to the screens and methods of operation that allow a user to interact with a system.
[1281] A "server" is a computer system that processes information and provides services to other devices over a network.
[1282] An "interactive display device" is a display device that has the ability to respond based on user input or instructions.
[1283] "Customized settings" are settings that tailor the behavior of a system or device to meet the needs and requirements of a particular user.
[1284] The following hardware and software are used to implement the present invention: a server, a terminal, and an interactive display device.
[1285] Hardware and software used
[1286] Server: Generates the database and behavioral model. Builds the API using the Flask framework.
[1287] Terminal: A device that provides a user interface, such as a smartphone, tablet, or PC.
[1288] Interactive display device: A computer or robot with an integrated display that responds to customers.
[1289] How it works
[1290] Server Operation
[1291] 1. Information reception: The server receives basic information (such as name, personality, role, etc.) of the non-player character (NPC) sent from the user via the terminal.
[1292] 2. Behavioral model generation: Based on the received information, a behavioral model of the NPC is generated using a pre-set AI algorithm to determine its personality and behavioral patterns.
[1293] 3. Database storage: The generated behavior model is stored in a database.
[1294] 4. Real-time reflection: The customized settings made by the user are reflected in real time, and the behavioral model is updated immediately.
[1295] Device behavior
[1296] 1. Data reception: Receives the NPC behavior model sent from the server and temporarily stores it in local memory.
[1297] 2. User interface provision: Based on the received data, an interface that can be operated intuitively by the user is displayed. Personality and behavior sensitivity can be set using sliders and drop-down lists.
[1298] 3. Send settings: The customized settings made by the user are sent to the server. The setting information is sent to the server in JSON format.
[1299] 4. Simulation: The behavior of NPCs is simulated on the device based on the settings, allowing users to check the behavior of NPCs in advance.
[1300] Operation of an interactive display device
[1301] 1. Customer service: Based on the set NPC behavior model, provide appropriate service to customers who visit the store. For example, answer customer questions, provide product information, and announce campaigns.
[1302] Specific examples
[1303] For example, if a store staff member creates a non-player character called "Guide Robot," they would do the following:
[1304] 1. Access the system from your terminal and enter the NPC's basic information (name, personality, etc.).
[1305] 2. Use the personality slider to set it to "kind."
[1306] 3. Set the sensitivity of player question responses high.
[1307] 4. Add an automated conversation scenario that "provides information about the product you are looking for."
[1308] 5. Save the configuration and send it to the server.
[1309] The server generates a behavioral model based on the received information and stores it in a database. By updating the settings in real time, the interactive display device behaves as if it were actually interacting with customers. For example, a guide robot in a brick-and-mortar store would kindly introduce products to customers and immediately answer their questions.
[1310] Prompt Sentence Examples
[1311] To send NPC configuration information:
[1312] Name: "Guide Robot"
[1313] Personality: Kind
[1314] To send NPC behavior updates:
[1315] Name: "Guide Robot"
[1316] Personality: "Energetic"
[1317] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1318] Step 1:
[1319] Enter information
[1320] The user inputs basic information (such as name, personality, and role) of a non-player character (NPC) through the device. For example, the user inputs the name "Guide Robot" and the personality "Kind." The input data is temporarily saved in local memory in JSON format.
[1321] input:
[1322] Name: "Guide Robot"
[1323] Personality: Kind
[1324] output:
[1325] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[1326] Step 2:
[1327] Information transmission
[1328] The device sends the entered basic information to the server using an HTTP POST request, sending JSON data to the server.
[1329] input:
[1330] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[1331] output:
[1332] Request sent to the server
[1333] Step 3:
[1334] Behavioral model generation
[1335] The server generates an NPC behavior model based on the JSON data it receives. A pre-configured AI algorithm is used to generate the NPC's behavior patterns. For example, based on the personality trait "kindness," it generates a behavior pattern that shows polite service to customers.
[1336] input:
[1337] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[1338] output:
[1339] Behavior model: {"name": "Guide Robot", "personality": "Friendly", "behavior": {"greet": "Hello, this is Guide Robot.", "help": "Is there anything I can help you with?"}}
[1340] Step 4:
[1341] Save behavioral model
[1342] The server saves the generated behavioral model in a database, where it can be used when the user accesses the system again.
[1343] input:
[1344] Behavior model: {"name": "Guide Robot", "personality": "Friendly", "behavior": {"greet": "Hello, this is Guide Robot.", "help": "Is there anything I can help you with?"}}
[1345] output:
[1346] Behavioral models stored in a database
[1347] Step 5:
[1348] User interface provided
[1349] Based on the behavior model received by the device from the server, the device displays an intuitive user interface, allowing users to set NPC personalities and behavior sensitivity using sliders and drop-down lists.
[1350] input:
[1351] Behavioral Model Data
[1352] output:
[1353] UI display: slider, dropdown list
[1354] Step 6:
[1355] Send settings
[1356] The customization settings made by the user using the user interface are sent to the server. The customization settings are also sent in JSON format. For example, you can set the alert sensitivity to high and add an automatic conversation scenario that "provides information about the product you are looking for."
[1357] input:
[1358] User Settings Data:{"alert_level": "high", "auto_conversation": "Provide information about the product you are looking for"}
[1359] output:
[1360] Customizations sent to the server
[1361] Step 7:
[1362] Settings reflected
[1363] The server updates the behavior model in real time based on the received customization settings, allowing the interactive display device to instantly acquire new ways of responding to customers and reflect them in customer service.
[1364] input:
[1365] Customization settings: {"alert_level": "high", "auto_conversation": "Provide information about the products you are looking for"}
[1366] output:
[1367] Updated Behavioral Model
[1368] Step 8:
[1369] simulation
[1370] The device will simulate the NPC's behavior based on the settings, and the user can check the simulation results and modify the settings as needed.
[1371] input:
[1372] Updated Behavioral Model
[1373] output:
[1374] Simulation results
[1375] Step 9:
[1376] Customer Service
[1377] The interactive display device responds to customers based on the set NPC behavior model. For example, when a customer comes into a store, it will respond kindly, saying, "Hello, this is the information robot. Is there anything I can help you with?"
[1378] input:
[1379] Updated Behavioral Model
[1380] output:
[1381] Customer service
[1382] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[1383] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and have them reflected in the game in real time. This system is characterized by its incorporation of an emotion engine that recognizes the user's emotions. The main components are a server, endpoint devices, the emotion engine, and the user.
[1384] Server-side processing
[1385] Request reception
[1386] The server receives an NPC creation request sent from the user via the endpoint device, which includes basic information about the NPC (such as name, personality, and role).
[1387] Behavioral model generation
[1388] The server runs AI algorithms based on the information it receives to generate behavioral models for non-player characters, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[1389] Save Model
[1390] The generated NPC behavior models are saved in a database, allowing users to access the same models at any time and re-edit or customize them further.
[1391] Real-time updates
[1392] The customization settings made by the user are sent to the server and reflected in the behavior model in real time, which instantly updates the behavior of NPCs in the game.
[1393] Processing emotional information
[1394] The server receives the recognition results from the emotion engine and dynamically adjusts the behavioral models of non-player characters based on this. For example, if the user is feeling stressed, the NPC's behavior patterns can be gently changed.
[1395] Endpoint Device Processing
[1396] Data reception
[1397] The endpoint device receives the NPC behavior model sent from the server, and temporarily stores this behavior model in local memory.
[1398] UI display
[1399] Based on the received data, the system displays an intuitive user interface, allowing users to set NPC personalities and action sensitivity using sliders and drop-down lists, for example.
[1400] Send settings
[1401] When the user completes the configuration and clicks the save button, the endpoint device sends the configuration information to the server in JSON format.
[1402] Emulation
[1403] The endpoint device simulates the behavior of NPCs based on the settings, and the emulation function allows users to check in advance how NPCs will behave according to the settings.
[1404] Emotion Collection
[1405] The endpoint device recognizes the user's emotions through an emotion engine and sends the information to the server, using voice analysis, facial expression recognition, or input motion analysis.
[1406] User operations
[1407] System Access
[1408] A user accesses the real NPC development tool using an endpoint device. Specifically, the user launches a web browser or a dedicated application and logs into the system.
[1409] Enter basic information
[1410] When creating a new NPC, the user enters basic information (e.g., name "Guard", personality "Brave", etc.).
[1411] Parameter Settings
[1412] Use the user interface to set NPC personality and behavior sensitivity, reaction patterns, and even auto-conversation settings. Move the slider to set the personality to "brave" and use the checkbox to increase alertness.
[1413] Save settings
[1414] Once the settings are complete, press the Save button to send the settings to the server. This will save the settings to the server and reflect them in the game.
[1415] Manipulating the Emotion Engine
[1416] The emotion engine recognizes the user's emotions in real time and sends that information to the server. For example, if the user is feeling anxious, the NPC's behavior and reactions are adjusted based on that information.
[1417] Specific examples
[1418] For example, say a user creates a new NPC called "Guard" and does the following:
[1419] 1. Access the system from the endpoint device and enter the NPC's basic information.
[1420] 2. Use the personality slider to set it to "Brave."
[1421] 3. Set the player alert sensitivity high.
[1422] 4. Added an automatic conversation scenario that warns players when they approach.
[1423] 5. Save the settings and send them to the server.
[1424] 6. The emotion engine detects the user's stress while they are setting up the game. This information is sent to the server, and a calming parameter is added to the NPC's behavior model.
[1425] The above is a specific embodiment for implementing the real NPC development tool of the present invention.
[1426] The processing flow will be explained below.
[1427] Server-side processing
[1428] Step 1:
[1429] The server receives a request from a user to create a non-player character (NPC), which includes basic information about the NPC (such as name, personality, and role).
[1430] Step 2:
[1431] The server runs AI algorithms based on the received information to generate NPC behavior models, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[1432] Step 3:
[1433] The server stores the generated behavior model in a database, which contains detailed information about the NPC's personality and behavior patterns.
[1434] Step 4:
[1435] When the server receives a customization request from the user, it updates the behavior model based on the settings. The updated behavior model is then saved back into the database.
[1436] Step 5:
[1437] The server receives user emotion information from the emotion engine and dynamically adjusts the NPC behavior model based on that information. For example, if the user is feeling stressed, it adds parameters to calm the NPC's behavior.
[1438] Terminal side processing
[1439] Step 1:
[1440] The device receives the NPC behavior model sent from the server, and this behavior model is temporarily stored in local memory.
[1441] Step 2:
[1442] The device displays a user interface that can be intuitively operated based on the received data. For example, the user can set the personality and action sensitivity of NPCs using sliders and drop-down lists.
[1443] Step 3:
[1444] When the user completes the settings and clicks the save button, the device sends the settings information to the server in JSON format.
[1445] Step 4:
[1446] The device will simulate the behavior of the NPC based on the settings. The emulation function allows the user to check in advance how the NPC will behave according to the settings.
[1447] Step 5:
[1448] The device uses an emotion engine to recognize the user's emotions in real time and transmits the information to the server using voice analysis, facial expression recognition, or input motion analysis.
[1449] User operations
[1450] Step 1:
[1451] The user accesses the real NPC development tool using a terminal. Specifically, the user launches a web browser or a dedicated application and logs in to the system.
[1452] Step 2:
[1453] The user enters basic information (such as name, personality, role, etc.) to create a new NPC using text fields and drop-down menus.
[1454] Step 3:
[1455] The user configures the NPC's personality, sensitivity, behavior patterns, and automatic conversation settings through a user interface. By moving a slider, the personality can be set to "brave," and by using a checkbox, the alert sensitivity can be increased.
[1456] Step 4:
[1457] Once the settings are complete, click the Save button to send the settings to the server. If the send is successful, a confirmation message will be displayed to the user.
[1458] Step 5:
[1459] While the user is setting up the game, the emotion engine recognizes the user's emotions and sends that information to the server. For example, in the case of stress detection, the system adjusts the NPC's behavior model based on the recognized emotion information and adds "calm behavior."
[1460] Specific examples
[1461] Step 1:
[1462] The user types "guard" into the terminal UI to create a new NPC "guard."
[1463] Step 2:
[1464] Use the personality slider to set it to "Brave" and to be highly wary of the player.
[1465] Step 3:
[1466] Add an automatic conversation scenario that warns players when they approach. Enter the necessary phrases and actions in the conversation settings screen.
[1467] Step 4:
[1468] Once the settings are complete, press the save button to send the settings to the server, which then receives the information, generates a new behavior model, and saves it in the database.
[1469] Step 5:
[1470] While the user is configuring the settings, the emotion engine detects stress and sends that information to the server, which then updates the Guard's behavior model and adds calmer behavior patterns.
[1471] Example 2
[1472] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1473] Conventional non-player character (NPC) creation systems have the problem that it is difficult to customize NPC behavior and reactions in real time, making it impossible to reflect the user's emotions. Furthermore, the user interface is not intuitive, making it difficult to set detailed personality and behavior patterns for NPCs.
[1474] The identification processing by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for a user to input basic information about a non-player character through a user terminal; means for the server to generate a behavior model of the non-player character based on information received from the user; means for saving the behavior model in a database; means for reflecting customization settings made by the user in real time; means for the endpoint device to provide a user interface that allows the user to intuitively operate the behavior model received from the server; means for the endpoint device to transmit user setting information to the server; means for the endpoint device to simulate behavior of the non-player character based on the settings; means for the endpoint device to collect user emotion information through an emotion engine and transmit the information to the server; and means for the server to dynamically adjust the behavior model based on the emotion information received from the emotion engine. This allows the user to make detailed settings for the NPC through an intuitively operable interface and further allows for real-time behavior adjustments that reflect the user's emotions, thereby further improving the player's gaming experience.
[1475] A "user" is a user who accesses the system and configures and customizes non-player characters.
[1476] An "endpoint device" refers to a hardware terminal that a user uses to access a system, and includes a PC, tablet, smartphone, etc.
[1477] "Non-player character (NPC)" refers to a character other than a player in a game, and is a character controlled by the server.
[1478] "Basic information" refers to the initial setting information for non-player characters, such as their names, personalities, and roles.
[1479] A "server" is a computer system that processes information received from a user, stores it in a database, and reflects the user's customization settings.
[1480] A "behavioral model" refers to a mathematical or logical framework that defines the actions and reactions of non-player characters.
[1481] A "database" is a digital system for storing and managing collected data and generated behavioral models.
[1482] "Customization settings" refers to the operations that allow users to change and set NPC personalities, behavior patterns, automatic conversation scenarios, etc.
[1483] "User interface" refers to the screen display and input method that allows users to interact with a system, and is characterized by an intuitive design.
[1484] An "emotion engine" is a technology for recognizing a user's emotions, and uses methods such as voice analysis, facial expression recognition, and motion analysis.
[1485] "Real-time" refers to a state in which user operations and system responses are immediate.
[1486] "Simulation" refers to virtually reproducing an operation based on set conditions and information.
[1487] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and reflect them in the game in real time. This system is characterized by its incorporation of an emotion engine that recognizes the user's emotions.
[1488] Hardware and software used
[1489] Endpoint Device: The device a user uses to access a system, such as a computer, tablet, or smartphone.
[1490] Server: A computer system that receives requests from users, generates behavioral models, and stores them in a database.
[1491] Emotion engine: Technology for recognizing user emotions in real time and using that information, using voice analysis, facial expression recognition, motion analysis, etc.
[1492] Database: A digital system for storing generated behavioral models and configuration information.
[1493] Program processing
[1494] The program of this system performs the following processing.
[1495] 1. Request acceptance
[1496] The server receives an NPC creation request sent through the endpoint device. This request contains basic information about the NPC (such as name, personality, role, etc.). For example, a user enters information to create a new NPC called "Guard."
[1497] 2. Behavioral Model Generation
[1498] The server runs AI algorithms based on the received information to generate a behavioral model for the NPC, for example, creating an aggressive behavior pattern for an NPC with a "brave personality."
[1499] 3. Save the model
[1500] The generated behavioral model is saved in a database, allowing users to access the same behavioral model at any time for re-editing or further customization.
[1501] 4. Real-time updates
[1502] The customized settings made by the user are immediately reflected in the game. The server updates the behavior model based on the setting information sent by the endpoint device.
[1503] 5. Processing emotional information
[1504] The server dynamically adjusts the NPC's behavior model based on the user's emotional information received from the emotion engine. For example, if the user is feeling stressed, the NPC's behavior will be changed to be gentler.
[1505] 6. Data reception and UI display
[1506] The endpoint device receives the behavior model sent from the server and temporarily stores it in local memory. Based on the received data, it displays a user interface that the user can intuitively operate.
[1507] 7. Send settings
[1508] The user's configuration information is sent to the server in JSON format, and the server updates the behavioral model based on that information.
[1509] 8. Behavioral Simulation
[1510] The endpoint device simulates the behavior of the NPC based on the settings, allowing the user to check in advance how the NPC will behave according to the settings.
[1511] 9. Emotion Collection
[1512] The endpoint device recognizes the user's emotions through an emotion engine and transmits the information to the server, which then dynamically adjusts the NPC's behavior model.
[1513] Specific examples
[1514] For example, if a user wants to create an NPC called "Guard", the operation would be as follows:
[1515] 1. Access the system from your endpoint device and enter the basic information for the new NPC "Guard."
[1516] 2. Set the personality slider to "Brave."
[1517] 3. Set your player alert sensitivity high.
[1518] 4. Add an automatic conversation scenario that warns players when they approach.
[1519] 5. Save the configuration and send it to the server.
[1520] 6. During the setup process, the emotion engine detects the user's stress. This information is sent to the server, and a calming parameter is added to the NPC's behavior model.
[1521] Prompt Sentence Examples
[1522] "Create new NPC guards, set their personality slider to brave to increase their warning sensitivity, and add automated dialogue scenarios. Also, recognize user emotions and adjust the NPC's behavior based on that information."
[1523] In this way, the realistic NPC development tool of the present invention allows users to customize NPCs easily and intuitively, providing an in-game experience that reflects the user's emotions.
[1524] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1525] Step 1: User access to the system
[1526] The user accesses the Real NPC Development Tool using an endpoint device (PC, tablet, smartphone, etc.). They log in to the system by launching a web browser or dedicated application and entering their username and password on the login screen. The input information is sent to the authentication server, and if authentication is successful, the dashboard screen is displayed.
[1527] Step 2: User enters basic information about the NPC
[1528] When a user creates a new NPC, they enter basic information, such as a name (e.g., "Guard"), personality (e.g., "Brave"), and role (e.g., "Gatekeeper"). After filling out the form and clicking the "Submit" button, the data is sent to the server in JSON format. The server receives the data and temporarily stores it in a database.
[1529] Step 3: User-defined NPC parameters
[1530] The user sets detailed parameters for the NPC using the user interface. For example, they can move a slider to set the character's personality to "brave" and use a checkbox to increase the alertness level. They can also add an automatic conversation scenario that warns the player when they approach. The setting information is temporarily saved on the endpoint device.
[1531] Step 4: User saves settings
[1532] After the user completes the settings, they click the Save button. This action converts the settings information into JSON format and sends it to the server. The server analyzes the received settings information and starts updating the behavior model.
[1533] Step 5: The server accepts the request
[1534] The server receives an NPC creation request from the user. This request includes basic information and parameter settings for the NPC. The server analyzes the request and formats it as data to be input into the AI algorithm. The formatted data is temporarily stored in internal memory.
[1535] Step 6: Generation of behavioral model by server
[1536] The server runs an AI algorithm based on the received information to generate an NPC behavior model. For example, a brave "guard" NPC would have a behavior pattern of warning and attacking when an enemy approaches. This behavior model is generated in JSON format and output as data.
[1537] Step 7: Saving the model on the server
[1538] The generated behavior model is saved in the database, allowing the user to access it later for further editing or further customization. If the save operation is successful, a success message is printed.
[1539] Step 8: Server Customizations
[1540] The customized settings made by the user are sent to the server and immediately reflected in the behavioral model. The server analyzes the received settings information and updates the behavioral model in the database. If the update is successful, the new behavioral model is output.
[1541] Step 9: Emotional information processing by the server
[1542] The server receives the emotion recognition results from the emotion engine and dynamically adjusts the NPC's behavior model based on them. For example, if the user is feeling stressed, the server will reduce alert behavior and make the NPC's responses more gentle. The processing results are stored in a database.
[1543] Step 10: Receipt of data by endpoint device
[1544] The endpoint device receives the NPC behavior model sent from the server and temporarily stores it in local memory. The received data is analyzed and the corresponding configuration parameters are extracted.
[1545] Step 11: Simulation with endpoint devices and UI display
[1546] The endpoint device displays the NPC's behavior patterns on the user interface based on the received data. For example, you can visually check the NPC's behavior patterns using setting sliders and drop-down menus. You can also use the simulation function to check in advance how the NPC will behave according to the settings.
[1547] Step 12: Emotion collection by endpoint devices
[1548] The endpoint device recognizes the user's emotions through an emotion engine and sends the information to the server. Emotion recognition uses voice analysis, facial expression recognition, and motion analysis of the user's actions. The collected emotion information is sent to the server in real time and used to adjust the behavior model.
[1549] (Application example 2)
[1550] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1551] Existing customer guidance systems and behavioral models of non-player characters (NPCs) have difficulty recognizing customer or user emotions and dynamically responding accordingly. Furthermore, they lack the ability to appropriately adjust and customize in real time to improve the customer experience.
[1552] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for a user to input basic information about a non-player character through a terminal, means for the server to generate a behavior model of the non-player character based on the information received from the user, and means for an emotion recognition module to recognize customer emotions and dynamically adjust the behavior model based on the emotions. This makes it possible to generate and adjust a dynamic NPC behavior model that reflects customer emotions in real time, thereby improving the customer experience.
[1553] A "terminal" is an information device operated by a user, and includes smartphones, tablets, PCs, etc.
[1554] A "non-player character" is a character in a game or simulation that is not a player and is controlled by the system.
[1555] "Basic information" is information including the character's name, personality, role, etc., and is information that the user must enter initially.
[1556] A "behavioral model" is a model that defines a character's movements and reactions, and is generated by an AI algorithm.
[1557] A "database" is a system for systematically storing and managing large amounts of data, and is used to store behavioral models and configuration information.
[1558] A "user interface" is a screen or operating device that allows a user to interact with a computer system, and is designed to be intuitive to operate.
[1559] "Simulation" refers to the process of conducting a simulation to recreate a situation that is close to reality, and reproducing the actions of characters based on the setting.
[1560] An "emotion recognition module" is a module that analyzes the emotions of users or customers and provides corresponding data, and often uses cameras and voice analysis.
[1561] "Dynamic adjustment" means changing settings in real time depending on the situation to achieve optimal results.
[1562] "Customization settings" allow users to set and change various parameters according to their preferences, and are settings for adjusting system operations and character behavior.
[1563] The term "customer" refers to a person who uses a service or product, and in this invention particularly refers to a person who is guided around a store.
[1564] "Customer experience" refers to the experiences and emotions that customers have when using a service or product, and is an important factor in improving customer satisfaction.
[1565] This invention is a system that recognizes customer emotions in real time and generates and adjusts behavioral models accordingly. Specifically, it functions by combining the terminal used by the user, a server, and an emotion recognition module.
[1566] First, the user inputs basic information about the non-player character (NPC) through a terminal. For example, if the NPC is an in-store guide robot, basic information such as the name, personality, and role of the NPC will be input. The terminal can be a smartphone, tablet, or PC.
[1567] The server then uses an AI algorithm to generate a behavioral model of the NPC based on the information received from the user. This behavioral model includes basic information and behavioral patterns set by the user. The generated behavioral model is then stored in a database on the server.
[1568] The device provides an intuitive user interface based on the behavior model received from the server, allowing the user to customize the behavior model. For example, the user can configure the NPC's personality, behavior sensitivity, and automatic conversation settings through the user interface. Once the settings are complete, the device sends the information to the server, which updates the behavior model within the server and re-saves it in the database.
[1569] The emotion recognition module analyzes customer emotions in real time using, for example, a facial recognition camera or a voice analyzer. This emotion data is sent to the server, which then dynamically adjusts the NPC's behavior model based on that data. Specifically, if the customer is stressed, the NPC will respond calmly, and if the customer is excited, the NPC will respond more actively.
[1570] Specific hardware used to implement the system of this invention includes a camera, a voice analyzer, smart glasses, a display device, and a terminal. Software used includes OpenCV (an image recognition library), TensorFlow (a machine learning model), and Requests (an HTTP communication library).
[1571] For example, when a customer enters a store, a camera reads their facial expressions and recognizes their emotions. If the customer appears stressed, the robot will respond in a calm tone, saying, "Hello. It seems you're in a hurry. Is there anything I can help you with?"
[1572] Example prompt sentence:
[1573] When a customer enters the store, a camera reads their facial expressions and recognizes their emotions. If the customer appears stressed, the robot will respond in a calm and gentle tone and try to resolve the issue. For example, the robot might say, "Hello. I see you're in a hurry. Is there anything I can help you with?"
[1574] This will improve the customer experience.
[1575] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1576] Step 1:
[1577] The user uses the terminal to input basic information (such as name, personality, and role) of a non-player character (NPC). The terminal then collects the basic information provided by the user. The input data includes information in string and numerical format. As output, this basic information is sent to the server.
[1578] Step 2:
[1579] The server receives the basic information sent by the user and generates a behavioral model using an AI algorithm. In this process, the basic information of the NPC is used as input data, and the behavioral model of the NPC is generated as output. Specifically, the algorithm sets behavioral patterns according to the personality.
[1580] Step 3:
[1581] The server saves the generated behavioral model in a database. The input data is the generated behavioral model, and the output is the model stored in the database, allowing it to be modified or referenced later.
[1582] Step 4:
[1583] The device provides a user interface based on the behavioral model received from the server. At this stage, the user can customize the behavioral model through an intuitive interface. The behavioral model is used as input data, and customized settings are generated as output. Specifically, sliders and drop-down menus are displayed for the user to operate.
[1584] Step 5:
[1585] The user completes the customization settings and sends the information from the device to the server. The input data is the customization information set by the user, and the output is sent to the server in JSON format.
[1586] Step 6:
[1587] The server updates the behavioral model based on the customization setting information received from the user. The input data is the customization setting information, and the updated behavioral model is generated as the output. The update process is performed in real time.
[1588] Step 7:
[1589] The server re-stores the updated behavioral model in the database, ensuring that the latest behavioral model is always present in the database. The input data is the updated behavioral model, which is saved in the database as the output.
[1590] Step 8:
[1591] The emotion recognition module uses cameras and microphones to analyze customer emotions in real time. The input data is the customer's facial expressions and voice, which are analyzed by the emotion recognition software. The output is emotion data, which is sent to the server.
[1592] Step 9:
[1593] The server dynamically adjusts the NPC's behavior model based on the emotional data it receives. The input data is emotional data, and the behavior model is adjusted using an AI algorithm. The output is an NPC that behaves according to the customer's emotions. For example, if a customer is feeling stressed, the NPC will be adjusted to respond calmly.
[1594] Step 10:
[1595] The terminal controls the behavior of the actual NPC (such as a store guide robot) based on the adjusted behavior model. At this stage, appropriate services are provided according to the customer's emotions. The input data is the adjusted behavior model, and the output controls the specific behavior of the NPC. For example, the robot may provide a gentle message such as, "Hello. It seems you're in a hurry. Is there anything I can help you with?"
[1596] The specific processing unit 290 transmits the result of the specific processing to the headset type terminal 314. In the headset type terminal 314, the control unit 46A causes the speaker 240 and the display 343 to output the result of the specific processing. The microphone 238 acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.
[1597] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[1598] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the headset type terminal 314.
[1599] [Fourth embodiment]
[1600] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1601] 7, a data processing system 410 includes a data processing device 12 and a robot 414. An example of the data processing device 12 is a server.
[1602] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[1603] The robot 414 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a control target 443. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, the camera 42, and the control target 443 are also connected to the bus 52.
[1604] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[1605] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[1606] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[1607] The control object 443 includes a display device, LEDs in the eyes, and motors for driving the arms, hands, and feet. The posture and gestures of the robot 414 are controlled by controlling the motors of the arms, hands, and feet. Some of the emotions of the robot 414 can be expressed by controlling these motors. In addition, the facial expressions of the robot 414 can also be expressed by controlling the light emission state of the LEDs in the eyes of the robot 414.
[1608] Fig. 8 shows an example of the main functions of the data processing device 12 and the robot 414. As shown in Fig. 8, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.
[1609] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[1610] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.
[1611] In the robot 414, the processor 46 performs the reception output process. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[1612] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1613] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and reflect these actions and reactions in a game in real time. The main components of this system are a server, endpoint devices, and users.
[1614] Server-side processing
[1615] Request reception
[1616] The server receives an NPC creation request sent from the user through the endpoint device, which includes basic information about the NPC (such as name, personality, and role).
[1617] Behavioral model generation
[1618] The server generates an NPC behavior model based on the received information. This process uses a pre-configured AI algorithm to determine the NPC's personality and behavior patterns. For example, an aggressive behavior pattern is generated based on the "brave personality" setting.
[1619] Save Model
[1620] The generated NPC behavior models are saved in a database, allowing users to access the same models at any time and re-edit or customize them further.
[1621] Real-time updates
[1622] The customization settings made by the user are sent to the server and reflected in the behavior model in real time, which instantly updates the behavior of NPCs in the game.
[1623] Endpoint Device Processing
[1624] Data reception
[1625] The endpoint device receives the NPC behavior model sent from the server, and this data is temporarily stored in local memory.
[1626] UI display
[1627] Based on the received data, an intuitive user interface is displayed, allowing users to set the sensitivity of traits and behaviors using sliders and drop-down lists, for example.
[1628] Send settings
[1629] The customized settings made by the user are sent from the endpoint device to the server. When the save button is pressed, the setting information is sent to the server in JSON format.
[1630] Emulation
[1631] Based on the settings, the endpoint device will simulate the behavior of the NPC, allowing users to see how the NPC will behave in advance.
[1632] User operations
[1633] System Access
[1634] Users access the real NPC development tool using an endpoint device, specifically by launching a web browser or a dedicated application.
[1635] Enter basic information
[1636] When creating a new NPC, the user enters basic information (e.g., name "Guard", personality "Brave", etc.).
[1637] Parameter Settings
[1638] Use the user interface to adjust NPC personality and behavior sensitivities, reaction patterns, and even auto-conversation settings.
[1639] Save settings
[1640] Once you have completed the settings, press the Save button to send the information to the server. This will save the settings information to the server and reflect it in the game.
[1641] Specific examples
[1642] For example, say a user creates a new NPC called "Guard" and does the following:
[1643] 1. Access the system from the endpoint device and enter the NPC's basic information.
[1644] 2. Use the personality slider to set it to "Brave."
[1645] 3. Set the player alert sensitivity high.
[1646] 4. Added an automatic conversation scenario that warns players when they approach.
[1647] 5. Save the settings and send them to the server.
[1648] The server generates a behavioral model based on the received information and stores it in a database. By updating the settings in real time, the guards in the game will behave bravely and issue a warning when the player approaches.
[1649] The above is a specific embodiment for implementing the real NPC development tool of the present invention.
[1650] The processing flow will be explained below.
[1651] Server-side processing
[1652] Step 1:
[1653] The server receives an NPC creation request from the user, which includes basic information about the new NPC (e.g., name "Guard" and "brave personality").
[1654] Step 2:
[1655] The server runs AI algorithms based on the information it receives to generate behavioral models for non-player characters, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[1656] Step 3:
[1657] The server saves the generated behavioral model in a database, which contains detailed information about the NPC's personality and behavior patterns.
[1658] Step 4:
[1659] When the server receives new customization settings from the user, it updates the behavior model in real time based on the settings, and the updated model is saved back to the database.
[1660] Terminal side processing
[1661] Step 1:
[1662] The device receives the NPC behavior model sent from the server, and this behavior model is temporarily stored in local memory.
[1663] Step 2:
[1664] Based on the data received by the device, the device displays an intuitive user interface, allowing users to set NPC personalities and action sensitivity using sliders and drop-down lists, for example.
[1665] Step 3:
[1666] When the user completes the settings and clicks the save button, the device sends the settings information to the server in JSON format.
[1667] Step 4:
[1668] The device will simulate the behavior of NPCs based on the settings. The emulation function allows users to check in advance how NPCs will behave according to their settings.
[1669] User operations
[1670] Step 1:
[1671] The user accesses the Real NPC Development Tool using a terminal, launches a web browser or a dedicated application, and logs in to the system.
[1672] Step 2:
[1673] The user enters basic information (such as name, personality, role, etc.) to create a new NPC using text fields and drop-down menus.
[1674] Step 3:
[1675] The user can set the NPC's personality, sensitivity, behavior patterns, and automatic conversation settings through the user interface. By moving the slider, the personality can be set to "brave," and by using the checkbox, the alert sensitivity can be increased.
[1676] Step 4:
[1677] Once the settings are complete, click the Save button to send the settings to the server. If the send is successful, a confirmation message will be displayed to the user.
[1678] Specific examples
[1679] Step 1:
[1680] A user types "guard" into the terminal UI to create a new NPC "guard."
[1681] Step 2:
[1682] Use the personality slider to set it to "Brave" and to be highly wary of the player.
[1683] Step 3:
[1684] Add an automatic conversation scenario that warns players when they approach. Enter the necessary phrases and actions in the conversation settings screen.
[1685] Step 4:
[1686] Once the settings are complete, press the save button to send the settings to the server, which then receives the information, generates a new behavior model, and saves it in the database.
[1687] Example 1
[1688] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1689] Current artificial character creation tools have the drawback of being difficult for users to intuitively set the character's personality and behavior patterns, and changes made after setting are not reflected in the game in real time, making them difficult to use. Furthermore, there is a lack of a way to simulate and check the character's behavior beforehand, which means it takes a lot of time and effort to find the optimal settings.
[1690] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[1691] In this invention, the server includes means for a user to input basic information about the artificial character through a terminal, means for the server to generate a behavior model of the artificial character based on the information received from the user, means for the server to save the generated behavior model in a database, means for the server to reflect customization settings made by the user in real time, means for the terminal to provide a user interface that allows the user to intuitively operate the behavior model received from the server, means for the terminal to transmit the user's setting information to the server, and means for the terminal to simulate the behavior of the artificial character based on the settings. This allows the user to intuitively configure the artificial character and have those changes reflected in the game in real time. In addition, means for simulating and checking the configured character's behavior in advance is provided, allowing for rapid optimal configuration.
[1692] A "terminal" is an electronic device such as a computer, smartphone, or tablet that is operated by a user.
[1693] An "artificial character" is a character that is not controlled by the user in a game or simulation, but is instead operated by the system.
[1694] A "server" is a computer system that receives and processes data sent by users, stores the generated models and setting information in a database, and transmits data to other systems in real time.
[1695] "Basic information" is information necessary to define the attributes of an artificial character, such as the name, personality, and role of the character.
[1696] A "behavior model" is a program or data set generated based on an algorithm that defines the personality and behavior patterns of an artificial character.
[1697] A "database" is an information management system for permanently storing generated models and setting information.
[1698] "Customization settings" refers to operations that allow users to adjust and set the artificial character's personality, behavior patterns, reaction sensitivity, etc.
[1699] A "user interface" is a software function that provides a screen and input means that users can operate intuitively.
[1700] "Simulation" refers to a process of virtually reproducing the actual movements of an artificial character set by a user in order to confirm the character's behavior in advance.
[1701] The system of the present invention allows users to customize the actions and reactions of artificial characters using a terminal and have them reflected in a game in real time. The main components of this system are a server, a terminal, and a user.
[1702] Server-side processing
[1703] The server first receives a request to create an artificial character sent by the user via their device. This request includes the character's basic information (such as name, personality, and role) in JSON format. The server uses the received information to generate a behavior model for the artificial character using an AI algorithm (for example, using a framework such as PyTorch or TensorFlow). The generated behavior model is stored in a database such as MySQL or PostgreSQL. Customization settings made by the user are sent to the server in real time, and the information is immediately reflected in the game via WebSocket.
[1704] Endpoint Device Processing
[1705] The device receives the artificial character's behavior model sent from the server and temporarily stores this data in its local memory. Based on the received data, a user interface is displayed, and the user can intuitively set the character's personality and behavior sensitivity using front-end frameworks such as React or Vue. The user's customized settings are sent to the server in JSON format via an AJAX request. The device also simulates the artificial character's behavior based on the settings, allowing the user to preview how the character will act.
[1706] User operations
[1707] Users access the Real NPC Development Tool using a web browser such as Google Chrome or Mozilla Firefox. When creating a new artificial character, users enter basic information into a web form, such as the character's name (e.g., "Guard") and personality (e.g., "Brave"). They then use the user interface to set personality and action sensitivity using sliders and drop-down menus. Once the settings are complete, they press the save button to send the information to the server.
[1708] Specific examples
[1709] For example, if a user wants to create a new synthetic character called "Guard", they would do the following:
[1710] 1. Access the system from your terminal and enter basic information about your artificial character.
[1711] 2. Use the personality slider to set it to "Brave."
[1712] 3. Set your player alert sensitivity high.
[1713] 4. Add an automatic conversation scenario that warns players when they approach.
[1714] 5. Save the configuration and send it to the server.
[1715] Example prompts for generative AI models
[1716] For example, if a user wants an AI model to create a new artificial character called "Guard", the prompt could look like this:
[1717] Create a new artificial character, a "Guard", with a brave personality based on the following settings:
[1718] Player Sensitivity: High
[1719] Added an automatic dialogue scenario that warns players when they approach
[1720] This allows the AI model to generate the necessary behavioral model and reflect it in the system in real time.
[1721] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1722] Server-side processing steps
[1723] Step 1:
[1724] Request reception
[1725] Input: An artificial character creation request sent by the user through the device (JSON format)
[1726] Processing: The server receives this request and parses it.
[1727] Output: Basic information of the analyzed artificial character (name, personality, role, etc.)
[1728] The server receives a request to create an artificial character from a user. This request includes basic information such as name, personality, and role in JSON format. For example, a request may be made for a character named "Guard" with a "brave personality."
[1729] Step 2:
[1730] Behavioral model generation
[1731] Input: Basic information (name, personality, role, etc.)
[1732] Processing: Generate a behavioral model using AI algorithms (e.g., using PyTorch)
[1733] Output: Generated behavioral model
[1734] The server then uses the received basic information to run an AI algorithm to generate a behavior model for the artificial character, for example, generating an aggressive behavior pattern based on a "brave personality."
[1735] Step 3:
[1736] Save Model
[1737] Input: Generated behavior model
[1738] Processing: Saving the behavioral model to a database (using MySQL or PostgreSQL)
[1739] Output: Behavioral model stored in a database
[1740] The generated behavioral model is then stored, for example in a MySQL database, allowing the user to access the model at a later time for editing and further customization.
[1741] Step 4:
[1742] Real-time updates
[1743] Input: User-defined customizations
[1744] Processing: The server updates the operating model based on the received configuration information and reflects it in real time.
[1745] Output: Updated behavioral model
[1746] Any customization settings made by the user are received in real time and instantly reflected in the game via WebSocket.
[1747] Endpoint Device Processing Steps
[1748] Step 1:
[1749] Data reception
[1750] Input: Operation model sent from the server
[1751] Processing: Temporarily save the received data in local memory
[1752] Output: Behavioral model stored in local memory
[1753] The terminal receives the behavior model sent from the server and temporarily stores it in its local memory.
[1754] Step 2:
[1755] UI display
[1756] Input: Behavioral model stored in local memory
[1757] Processing: Displaying a user interface based on the behavioral model (using React or Vue)
[1758] Output: User-operable UI
[1759] Based on the received data, the device generates an intuitive user interface, such as sliders and drop-down menus for personality settings.
[1760] Step 3:
[1761] Send settings
[1762] Input: User settings in the UI
[1763] Process: Send the configuration information to the server in JSON format (using AJAX)
[1764] Output: Configuration information received by the server
[1765] Information set by the user in the UI (for example, personality type "brave" and action sensitivity "high") is sent from the device to the server.
[1766] Step 4:
[1767] Emulation
[1768] Input: User settings in the UI
[1769] Processing: Simulating the behavior of the artificial character based on the configuration information
[1770] Output: Simulation results
[1771] The device emulates the movements of the artificial character based on the settings, allowing the user to preview how it will behave.
[1772] User operation steps
[1773] Step 1:
[1774] System Access
[1775] Input: Web browser URL
[1776] Action: Access the specified URL and start the system.
[1777] Output: System home screen
[1778] The user accesses the Real NPC Development Tool using a web browser, for example by entering the URL (http: / / npc-tool.example.com).
[1779] Step 2:
[1780] Enter basic information
[1781] Input: Basic information such as name, personality, role, etc.
[1782] Action: Enter basic information into a web form
[1783] Output: Basic information entered
[1784] To create a new artificial character, the user enters basic information into a web form.
[1785] Step 3:
[1786] Parameter Settings
[1787] Input: Personality and behavior sensitivity set in the UI
[1788] Action: Set parameters using sliders and drop-down menus
[1789] Output: Set parameters
[1790] The user uses the UI to set personality and action sensitivity, for example, by manipulating a slider to set it to "brave."
[1791] Step 4:
[1792] Save settings
[1793] Input: Set parameter information
[1794] Process: Click the Save button to send the setting information to the server.
[1795] Output: Configuration information sent to the server
[1796] Once the settings are complete, the user presses the save button to send the information to the server.
[1797] The above is a description of the specific operations in each processing step of this system.
[1798] (Application example 1)
[1799] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1800] In the real world, there is a need to improve the efficiency of customer service in brick-and-mortar stores, but until now there has been no effective system for implementing highly customizable interactive digital signage and robots. In particular, there is a need for a system that store staff can operate intuitively and change the content of customer service in real time.
[1801] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[1802] In this invention, the server includes means for a user to input basic information about a non-player character through a terminal, means for the server to generate a behavioral model of the non-player character based on the information received from the user, means for the server to save the generated behavioral model in a database, means for the server to reflect customization settings made by the user in real time, means for the terminal to provide a user interface that allows the user to intuitively operate the behavioral model received from the server, means for the terminal to transmit user setting information to the server, means for the terminal to simulate the behavior of the non-player character based on the settings, and means for the interactive display device to handle customer service. This enables staff in physical stores to intuitively customize the actions and responses of NPCs in real time and provide effective customer service.
[1803] A "terminal" is a device that connects to a network and allows a user to input or receive information.
[1804] A "non-player character" is a character that is not directly controlled by a specific user but that acts autonomously within the system.
[1805] A "behavioral model" is an algorithm or set of rules that defines how a particular character will behave in certain situations.
[1806] A "database" is a system that stores digital information in an organized manner and allows it to be searched and updated as needed.
[1807] "User interface" refers to the screens and methods of operation that allow a user to interact with a system.
[1808] A "server" is a computer system that processes information and provides services to other devices over a network.
[1809] An "interactive display device" is a display device that has the ability to respond based on user input or instructions.
[1810] "Customized settings" are settings that tailor the behavior of a system or device to meet the needs and requirements of a particular user.
[1811] The following hardware and software are used to implement the present invention: a server, a terminal, and an interactive display device.
[1812] Hardware and software used
[1813] Server: Generates the database and behavioral model. Builds the API using the Flask framework.
[1814] Terminal: A device that provides a user interface, such as a smartphone, tablet, or PC.
[1815] Interactive display device: A computer or robot with an integrated display that responds to customers.
[1816] How it works
[1817] Server Operation
[1818] 1. Information reception: The server receives basic information (such as name, personality, role, etc.) of the non-player character (NPC) sent from the user via the terminal.
[1819] 2. Behavioral model generation: Based on the received information, a behavioral model of the NPC is generated using a pre-set AI algorithm to determine its personality and behavioral patterns.
[1820] 3. Database storage: The generated behavior model is stored in a database.
[1821] 4. Real-time reflection: The customized settings made by the user are reflected in real time, and the behavioral model is updated immediately.
[1822] Device behavior
[1823] 1. Data reception: Receives the NPC behavior model sent from the server and temporarily stores it in local memory.
[1824] 2. User interface provision: Based on the received data, an interface that can be operated intuitively by the user is displayed. Personality and behavior sensitivity can be set using sliders and drop-down lists.
[1825] 3. Send settings: The customized settings made by the user are sent to the server. The setting information is sent to the server in JSON format.
[1826] 4. Simulation: The behavior of NPCs is simulated on the device based on the settings, allowing users to check the behavior of NPCs in advance.
[1827] Operation of an interactive display device
[1828] 1. Customer service: Based on the set NPC behavior model, provide appropriate service to customers who visit the store. For example, answer customer questions, provide product information, and announce campaigns.
[1829] Specific examples
[1830] For example, if a store staff member creates a non-player character called "Guide Robot," they would do the following:
[1831] 1. Access the system from your terminal and enter the NPC's basic information (name, personality, etc.).
[1832] 2. Use the personality slider to set it to "kind."
[1833] 3. Set the sensitivity of player question responses high.
[1834] 4. Add an automated conversation scenario that "provides information about the product you are looking for."
[1835] 5. Save the configuration and send it to the server.
[1836] The server generates a behavioral model based on the received information and stores it in a database. By updating the settings in real time, the interactive display device behaves as if it were actually interacting with customers. For example, a guide robot in a brick-and-mortar store would kindly introduce products to customers and immediately answer their questions.
[1837] Prompt Sentence Examples
[1838] To send NPC configuration information:
[1839] Name: "Guide Robot"
[1840] Personality: Kind
[1841] To send NPC behavior updates:
[1842] Name: "Guide Robot"
[1843] Personality: "Energetic"
[1844] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1845] Step 1:
[1846] Enter information
[1847] The user inputs basic information (such as name, personality, and role) of a non-player character (NPC) through the device. For example, the user inputs the name "Guide Robot" and the personality "Kind." The input data is temporarily saved in local memory in JSON format.
[1848] input:
[1849] Name: "Guide Robot"
[1850] Personality: Kind
[1851] output:
[1852] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[1853] Step 2:
[1854] Information transmission
[1855] The device sends the entered basic information to the server using an HTTP POST request, sending JSON data to the server.
[1856] input:
[1857] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[1858] output:
[1859] Request sent to the server
[1860] Step 3:
[1861] Behavioral model generation
[1862] The server generates an NPC behavior model based on the JSON data it receives. A pre-configured AI algorithm is used to generate the NPC's behavior patterns. For example, based on the personality trait "kindness," it generates a behavior pattern that shows polite service to customers.
[1863] input:
[1864] JSON data: {"name": "Guide Robot", "personality": "Friendly"}
[1865] output:
[1866] Behavior model: {"name": "Guide Robot", "personality": "Friendly", "behavior": {"greet": "Hello, this is Guide Robot.", "help": "Is there anything I can help you with?"}}
[1867] Step 4:
[1868] Save behavioral model
[1869] The server saves the generated behavioral model in a database, where it can be used when the user accesses the system again.
[1870] input:
[1871] Behavior model: {"name": "Guide Robot", "personality": "Friendly", "behavior": {"greet": "Hello, this is Guide Robot.", "help": "Is there anything I can help you with?"}}
[1872] output:
[1873] Behavioral models stored in a database
[1874] Step 5:
[1875] User interface provided
[1876] Based on the behavior model received by the device from the server, the device displays an intuitive user interface, allowing users to set NPC personalities and behavior sensitivity using sliders and drop-down lists.
[1877] input:
[1878] Behavioral Model Data
[1879] output:
[1880] UI display: slider, dropdown list
[1881] Step 6:
[1882] Send settings
[1883] The customization settings made by the user using the user interface are sent to the server. The customization settings are also sent in JSON format. For example, you can set the alert sensitivity to high and add an automatic conversation scenario that "provides information about the product you are looking for."
[1884] input:
[1885] User Settings Data:{"alert_level": "high", "auto_conversation": "Provide information about the product you are looking for"}
[1886] output:
[1887] Customizations sent to the server
[1888] Step 7:
[1889] Settings reflected
[1890] The server updates the behavior model in real time based on the received customization settings, allowing the interactive display device to instantly acquire new ways of responding to customers and reflect them in customer service.
[1891] input:
[1892] Customization settings: {"alert_level": "high", "auto_conversation": "Provide information about the products you are looking for"}
[1893] output:
[1894] Updated Behavioral Model
[1895] Step 8:
[1896] simulation
[1897] The device will simulate the NPC's behavior based on the settings, and the user can check the simulation results and modify the settings as needed.
[1898] input:
[1899] Updated Behavioral Model
[1900] output:
[1901] Simulation results
[1902] Step 9:
[1903] Customer Service
[1904] The interactive display device responds to customers based on the set NPC behavior model. For example, when a customer comes into a store, it will respond kindly, saying, "Hello, this is the information robot. Is there anything I can help you with?"
[1905] input:
[1906] Updated Behavioral Model
[1907] output:
[1908] Customer service
[1909] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[1910] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and have them reflected in the game in real time. This system is characterized by its incorporation of an emotion engine that recognizes the user's emotions. The main components are a server, endpoint devices, the emotion engine, and the user.
[1911] Server-side processing
[1912] Request reception
[1913] The server receives an NPC creation request sent from the user via the endpoint device, which includes basic information about the NPC (such as name, personality, and role).
[1914] Behavioral model generation
[1915] The server runs AI algorithms based on the information it receives to generate behavioral models for non-player characters, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[1916] Save Model
[1917] The generated NPC behavior models are saved in a database, allowing users to access the same models at any time and re-edit or customize them further.
[1918] Real-time updates
[1919] The customization settings made by the user are sent to the server and reflected in the behavior model in real time, which instantly updates the behavior of NPCs in the game.
[1920] Processing emotional information
[1921] The server receives the recognition results from the emotion engine and dynamically adjusts the behavioral models of non-player characters based on this. For example, if the user is feeling stressed, the NPC's behavior patterns can be gently changed.
[1922] Endpoint Device Processing
[1923] Data reception
[1924] The endpoint device receives the NPC behavior model sent from the server, and temporarily stores this behavior model in local memory.
[1925] UI display
[1926] Based on the received data, the system displays an intuitive user interface, allowing users to set NPC personalities and action sensitivity using sliders and drop-down lists, for example.
[1927] Send settings
[1928] When the user completes the configuration and clicks the save button, the endpoint device sends the configuration information to the server in JSON format.
[1929] Emulation
[1930] The endpoint device simulates the behavior of NPCs based on the settings, and the emulation function allows users to check in advance how NPCs will behave according to the settings.
[1931] Emotion Collection
[1932] The endpoint device recognizes the user's emotions through an emotion engine and sends the information to the server, using voice analysis, facial expression recognition, or input motion analysis.
[1933] User operations
[1934] System Access
[1935] A user accesses the real NPC development tool using an endpoint device. Specifically, the user launches a web browser or a dedicated application and logs into the system.
[1936] Enter basic information
[1937] When creating a new NPC, the user enters basic information (e.g., name "Guard", personality "Brave", etc.).
[1938] Parameter Settings
[1939] Use the user interface to set NPC personality and behavior sensitivity, reaction patterns, and even auto-conversation settings. Move the slider to set the personality to "brave" and use the checkbox to increase alertness.
[1940] Save settings
[1941] Once the settings are complete, press the Save button to send the settings to the server. This will save the settings to the server and reflect them in the game.
[1942] Manipulating the Emotion Engine
[1943] The emotion engine recognizes the user's emotions in real time and sends that information to the server. For example, if the user is feeling anxious, the NPC's behavior and reactions are adjusted based on that information.
[1944] Specific examples
[1945] For example, say a user creates a new NPC called "Guard" and does the following:
[1946] 1. Access the system from the endpoint device and enter the NPC's basic information.
[1947] 2. Use the personality slider to set it to "Brave."
[1948] 3. Set the player alert sensitivity high.
[1949] 4. Added an automatic conversation scenario that warns players when they approach.
[1950] 5. Save the settings and send them to the server.
[1951] 6. The emotion engine detects the user's stress while they are setting up the game. This information is sent to the server, and a calming parameter is added to the NPC's behavior model.
[1952] The above is a specific embodiment for implementing the real NPC development tool of the present invention.
[1953] The processing flow will be explained below.
[1954] Server-side processing
[1955] Step 1:
[1956] The server receives a request from a user to create a non-player character (NPC), which includes basic information about the NPC (such as name, personality, and role).
[1957] Step 2:
[1958] The server runs AI algorithms based on the received information to generate NPC behavior models, for example, creating aggressive behavior patterns for an NPC with a "brave personality."
[1959] Step 3:
[1960] The server stores the generated behavior model in a database, which contains detailed information about the NPC's personality and behavior patterns.
[1961] Step 4:
[1962] When the server receives a customization request from the user, it updates the behavior model based on the settings. The updated behavior model is then saved back into the database.
[1963] Step 5:
[1964] The server receives user emotion information from the emotion engine and dynamically adjusts the NPC behavior model based on that information. For example, if the user is feeling stressed, it adds parameters to calm the NPC's behavior.
[1965] Terminal side processing
[1966] Step 1:
[1967] The device receives the NPC behavior model sent from the server, and this behavior model is temporarily stored in local memory.
[1968] Step 2:
[1969] The device displays a user interface that can be intuitively operated based on the received data. For example, the user can set the personality and action sensitivity of NPCs using sliders and drop-down lists.
[1970] Step 3:
[1971] When the user completes the settings and clicks the save button, the device sends the settings information to the server in JSON format.
[1972] Step 4:
[1973] The device will simulate the behavior of the NPC based on the settings. The emulation function allows the user to check in advance how the NPC will behave according to the settings.
[1974] Step 5:
[1975] The device uses an emotion engine to recognize the user's emotions in real time and transmits the information to the server using voice analysis, facial expression recognition, or input motion analysis.
[1976] User operations
[1977] Step 1:
[1978] The user accesses the real NPC development tool using a terminal. Specifically, the user launches a web browser or a dedicated application and logs in to the system.
[1979] Step 2:
[1980] The user enters basic information (such as name, personality, role, etc.) to create a new NPC using text fields and drop-down menus.
[1981] Step 3:
[1982] The user configures the NPC's personality, sensitivity, behavior patterns, and automatic conversation settings through a user interface. By moving a slider, the personality can be set to "brave," and by using a checkbox, the alert sensitivity can be increased.
[1983] Step 4:
[1984] Once the settings are complete, click the Save button to send the settings to the server. If the send is successful, a confirmation message will be displayed to the user.
[1985] Step 5:
[1986] While the user is setting up the game, the emotion engine recognizes the user's emotions and sends that information to the server. For example, in the case of stress detection, the system adjusts the NPC's behavior model based on the recognized emotion information and adds "calm behavior."
[1987] Specific examples
[1988] Step 1:
[1989] The user types "guard" into the terminal UI to create a new NPC "guard."
[1990] Step 2:
[1991] Use the personality slider to set it to "Brave" and to be highly wary of the player.
[1992] Step 3:
[1993] Add an automatic conversation scenario that warns players when they approach. Enter the necessary phrases and actions in the conversation settings screen.
[1994] Step 4:
[1995] Once the settings are complete, press the save button to send the settings to the server, which then receives the information, generates a new behavior model, and saves it in the database.
[1996] Step 5:
[1997] While the user is configuring the settings, the emotion engine detects stress and sends that information to the server, which then updates the Guard's behavior model and adds calmer behavior patterns.
[1998] Example 2
[1999] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[2000] Conventional non-player character (NPC) creation systems have the problem that it is difficult to customize NPC behavior and reactions in real time, making it impossible to reflect the user's emotions. Furthermore, the user interface is not intuitive, making it difficult to set detailed personality and behavior patterns for NPCs.
[2001] The identification processing by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for a user to input basic information about a non-player character through a user terminal; means for the server to generate a behavior model of the non-player character based on information received from the user; means for saving the behavior model in a database; means for reflecting customization settings made by the user in real time; means for the endpoint device to provide a user interface that allows the user to intuitively operate the behavior model received from the server; means for the endpoint device to transmit user setting information to the server; means for the endpoint device to simulate behavior of the non-player character based on the settings; means for the endpoint device to collect user emotion information through an emotion engine and transmit the information to the server; and means for the server to dynamically adjust the behavior model based on the emotion information received from the emotion engine. This allows the user to make detailed settings for the NPC through an intuitively operable interface and further allows for real-time behavior adjustments that reflect the user's emotions, thereby further improving the player's gaming experience.
[2002] A "user" is a user who accesses the system and configures and customizes non-player characters.
[2003] An "endpoint device" refers to a hardware terminal that a user uses to access a system, and includes a PC, tablet, smartphone, etc.
[2004] "Non-player character (NPC)" refers to a character other than a player in a game, and is a character controlled by the server.
[2005] "Basic information" refers to the initial setting information for non-player characters, such as their names, personalities, and roles.
[2006] A "server" is a computer system that processes information received from a user, stores it in a database, and reflects the user's customization settings.
[2007] A "behavioral model" refers to a mathematical or logical framework that defines the actions and reactions of non-player characters.
[2008] A "database" is a digital system for storing and managing collected data and generated behavioral models.
[2009] "Customization settings" refers to the operations that allow users to change and set NPC personalities, behavior patterns, automatic conversation scenarios, etc.
[2010] "User interface" refers to the screen display and input method that allows users to interact with a system, and is characterized by an intuitive design.
[2011] An "emotion engine" is a technology for recognizing a user's emotions, and uses methods such as voice analysis, facial expression recognition, and motion analysis.
[2012] "Real-time" refers to a state in which user operations and system responses are immediate.
[2013] "Simulation" refers to virtually reproducing an operation based on set conditions and information.
[2014] The realistic NPC development tool of the present invention is a system that allows users to customize the actions and reactions of non-player characters (NPCs) using endpoint devices and reflect them in the game in real time. This system is characterized by its incorporation of an emotion engine that recognizes the user's emotions.
[2015] Hardware and software used
[2016] Endpoint Device: The device a user uses to access a system, such as a computer, tablet, or smartphone.
[2017] Server: A computer system that receives requests from users, generates behavioral models, and stores them in a database.
[2018] Emotion engine: Technology for recognizing user emotions in real time and using that information, using voice analysis, facial expression recognition, motion analysis, etc.
[2019] Database: A digital system for storing generated behavioral models and configuration information.
[2020] Program processing
[2021] The program of this system performs the following processing.
[2022] 1. Request acceptance
[2023] The server receives an NPC creation request sent through the endpoint device. This request contains basic information about the NPC (such as name, personality, role, etc.). For example, a user enters information to create a new NPC called "Guard."
[2024] 2. Behavioral Model Generation
[2025] The server runs AI algorithms based on the received information to generate a behavioral model for the NPC, for example, creating an aggressive behavior pattern for an NPC with a "brave personality."
[2026] 3. Save the model
[2027] The generated behavioral model is saved in a database, allowing users to access the same behavioral model at any time for re-editing or further customization.
[2028] 4. Real-time updates
[2029] The customized settings made by the user are immediately reflected in the game. The server updates the behavior model based on the setting information sent by the endpoint device.
[2030] 5. Processing emotional information
[2031] The server dynamically adjusts the NPC's behavior model based on the user's emotional information received from the emotion engine. For example, if the user is feeling stressed, the NPC's behavior will be changed to be gentler.
[2032] 6. Data reception and UI display
[2033] The endpoint device receives the behavior model sent from the server and temporarily stores it in local memory. Based on the received data, it displays a user interface that the user can intuitively operate.
[2034] 7. Send settings
[2035] The user's configuration information is sent to the server in JSON format, and the server updates the behavioral model based on that information.
[2036] 8. Behavioral Simulation
[2037] The endpoint device simulates the behavior of the NPC based on the settings, allowing the user to check in advance how the NPC will behave according to the settings.
[2038] 9. Emotion Collection
[2039] The endpoint device recognizes the user's emotions through an emotion engine and transmits the information to the server, which then dynamically adjusts the NPC's behavior model.
[2040] Specific examples
[2041] For example, if a user wants to create an NPC called "Guard", the operation would be as follows:
[2042] 1. Access the system from your endpoint device and enter the basic information for the new NPC "Guard."
[2043] 2. Set the personality slider to "Brave."
[2044] 3. Set your player alert sensitivity high.
[2045] 4. Add an automatic conversation scenario that warns players when they approach.
[2046] 5. Save the configuration and send it to the server.
[2047] 6. During the setup process, the emotion engine detects the user's stress. This information is sent to the server, and a calming parameter is added to the NPC's behavior model.
[2048] Prompt Sentence Examples
[2049] "Create new NPC guards, set their personality slider to brave to increase their warning sensitivity, and add automated dialogue scenarios. Also, recognize user emotions and adjust the NPC's behavior based on that information."
[2050] In this way, the realistic NPC development tool of the present invention allows users to customize NPCs easily and intuitively, providing an in-game experience that reflects the user's emotions.
[2051] The flow of the identification process in the second embodiment will be described with reference to FIG.
[2052] Step 1: User access to the system
[2053] The user accesses the Real NPC Development Tool using an endpoint device (PC, tablet, smartphone, etc.). They log in to the system by launching a web browser or dedicated application and entering their username and password on the login screen. The input information is sent to the authentication server, and if authentication is successful, the dashboard screen is displayed.
[2054] Step 2: User enters basic information about the NPC
[2055] When a user creates a new NPC, they enter basic information, such as a name (e.g., "Guard"), personality (e.g., "Brave"), and role (e.g., "Gatekeeper"). After filling out the form and clicking the "Submit" button, the data is sent to the server in JSON format. The server receives the data and temporarily stores it in a database.
[2056] Step 3: User-defined NPC parameters
[2057] The user sets detailed parameters for the NPC using the user interface. For example, they can move a slider to set the character's personality to "brave" and use a checkbox to increase the alertness level. They can also add an automatic conversation scenario that warns the player when they approach. The setting information is temporarily saved on the endpoint device.
[2058] Step 4: User saves settings
[2059] After the user completes the settings, they click the Save button. This action converts the settings information into JSON format and sends it to the server. The server analyzes the received settings information and starts updating the behavior model.
[2060] Step 5: The server accepts the request
[2061] The server receives an NPC creation request from the user. This request includes basic information and parameter settings for the NPC. The server analyzes the request and formats it as data to be input into the AI algorithm. The formatted data is temporarily stored in internal memory.
[2062] Step 6: Generation of behavioral model by server
[2063] The server runs an AI algorithm based on the received information to generate an NPC behavior model. For example, a brave "guard" NPC would have a behavior pattern of warning and attacking when an enemy approaches. This behavior model is generated in JSON format and output as data.
[2064] Step 7: Saving the model on the server
[2065] The generated behavior model is saved in the database, allowing the user to access it later for further editing or further customization. If the save operation is successful, a success message is printed.
[2066] Step 8: Server Customizations
[2067] The customized settings made by the user are sent to the server and immediately reflected in the behavioral model. The server analyzes the received settings information and updates the behavioral model in the database. If the update is successful, the new behavioral model is output.
[2068] Step 9: Emotional information processing by the server
[2069] The server receives the emotion recognition results from the emotion engine and dynamically adjusts the NPC's behavior model based on them. For example, if the user is feeling stressed, the server will reduce alert behavior and make the NPC's responses more gentle. The processing results are stored in a database.
[2070] Step 10: Receipt of data by endpoint device
[2071] The endpoint device receives the NPC behavior model sent from the server and temporarily stores it in local memory. The received data is analyzed and the corresponding configuration parameters are extracted.
[2072] Step 11: Simulation with endpoint devices and UI display
[2073] The endpoint device displays the NPC's behavior patterns on the user interface based on the received data. For example, you can visually check the NPC's behavior patterns using setting sliders and drop-down menus. You can also use the simulation function to check in advance how the NPC will behave according to the settings.
[2074] Step 12: Emotion collection by endpoint devices
[2075] The endpoint device recognizes the user's emotions through an emotion engine and sends the information to the server. Emotion recognition uses voice analysis, facial expression recognition, and motion analysis of the user's actions. The collected emotion information is sent to the server in real time and used to adjust the behavior model.
[2076] (Application example 2)
[2077] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[2078] Existing customer guidance systems and behavioral models of non-player characters (NPCs) have difficulty recognizing customer or user emotions and dynamically responding accordingly. Furthermore, they lack the ability to appropriately adjust and customize in real time to improve the customer experience.
[2079] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for a user to input basic information about a non-player character through a terminal, means for the server to generate a behavior model of the non-player character based on the information received from the user, and means for an emotion recognition module to recognize customer emotions and dynamically adjust the behavior model based on the emotions. This makes it possible to generate and adjust a dynamic NPC behavior model that reflects customer emotions in real time, thereby improving the customer experience.
[2080] A "terminal" is an information device operated by a user, and includes smartphones, tablets, PCs, etc.
[2081] A "non-player character" is a character in a game or simulation that is not a player and is controlled by the system.
[2082] "Basic information" is information including the character's name, personality, role, etc., and is information that the user must enter initially.
[2083] A "behavioral model" is a model that defines a character's movements and reactions, and is generated by an AI algorithm.
[2084] A "database" is a system for systematically storing and managing large amounts of data, and is used to store behavioral models and configuration information.
[2085] A "user interface" is a screen or operating device that allows a user to interact with a computer system, and is designed to be intuitive to operate.
[2086] "Simulation" refers to the process of conducting a simulation to recreate a situation that is close to reality, and reproducing the actions of characters based on the setting.
[2087] An "emotion recognition module" is a module that analyzes the emotions of users or customers and provides corresponding data, and often uses cameras and voice analysis.
[2088] "Dynamic adjustment" means changing settings in real time depending on the situation to achieve optimal results.
[2089] "Customization settings" allow users to set and change various parameters according to their preferences, and are settings for adjusting system operations and character behavior.
[2090] The term "customer" refers to a person who uses a service or product, and in this invention particularly refers to a person who is guided around a store.
[2091] "Customer experience" refers to the experiences and emotions that customers have when using a service or product, and is an important factor in improving customer satisfaction.
[2092] This invention is a system that recognizes customer emotions in real time and generates and adjusts behavioral models accordingly. Specifically, it functions by combining the terminal used by the user, a server, and an emotion recognition module.
[2093] First, the user inputs basic information about the non-player character (NPC) through a terminal. For example, if the NPC is an in-store guide robot, basic information such as the name, personality, and role of the NPC will be input. The terminal can be a smartphone, tablet, or PC.
[2094] The server then uses an AI algorithm to generate a behavioral model of the NPC based on the information received from the user. This behavioral model includes basic information and behavioral patterns set by the user. The generated behavioral model is then stored in a database on the server.
[2095] The device provides an intuitive user interface based on the behavior model received from the server, allowing the user to customize the behavior model. For example, the user can configure the NPC's personality, behavior sensitivity, and automatic conversation settings through the user interface. Once the settings are complete, the device sends the information to the server, which updates the behavior model within the server and re-saves it in the database.
[2096] The emotion recognition module analyzes customer emotions in real time using, for example, a facial recognition camera or a voice analyzer. This emotion data is sent to the server, which then dynamically adjusts the NPC's behavior model based on that data. Specifically, if the customer is stressed, the NPC will respond calmly, and if the customer is excited, the NPC will respond more actively.
[2097] Specific hardware used to implement the system of this invention includes a camera, a voice analyzer, smart glasses, a display device, and a terminal. Software used includes OpenCV (an image recognition library), TensorFlow (a machine learning model), and Requests (an HTTP communication library).
[2098] For example, when a customer enters a store, a camera reads their facial expressions and recognizes their emotions. If the customer appears stressed, the robot will respond in a calm tone, saying, "Hello. It seems you're in a hurry. Is there anything I can help you with?"
[2099] Example prompt sentence:
[2100] When a customer enters the store, a camera reads their facial expressions and recognizes their emotions. If the customer appears stressed, the robot will respond in a calm and gentle tone and try to resolve the issue. For example, the robot might say, "Hello. I see you're in a hurry. Is there anything I can help you with?"
[2101] This will improve the customer experience.
[2102] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[2103] Step 1:
[2104] The user uses the terminal to input basic information (such as name, personality, and role) of a non-player character (NPC). The terminal then collects the basic information provided by the user. The input data includes information in string and numerical format. As output, this basic information is sent to the server.
[2105] Step 2:
[2106] The server receives the basic information sent by the user and generates a behavioral model using an AI algorithm. In this process, the basic information of the NPC is used as input data, and the behavioral model of the NPC is generated as output. Specifically, the algorithm sets behavioral patterns according to the personality.
[2107] Step 3:
[2108] The server saves the generated behavioral model in a database. The input data is the generated behavioral model, and the output is the model stored in the database, allowing it to be modified or referenced later.
[2109] Step 4:
[2110] The device provides a user interface based on the behavioral model received from the server. At this stage, the user can customize the behavioral model through an intuitive interface. The behavioral model is used as input data, and customized settings are generated as output. Specifically, sliders and drop-down menus are displayed for the user to operate.
[2111] Step 5:
[2112] The user completes the customization settings and sends the information from the device to the server. The input data is the customization information set by the user, and the output is sent to the server in JSON format.
[2113] Step 6:
[2114] The server updates the behavioral model based on the customization setting information received from the user. The input data is the customization setting information, and the updated behavioral model is generated as the output. The update process is performed in real time.
[2115] Step 7:
[2116] The server re-stores the updated behavioral model in the database, ensuring that the latest behavioral model is always present in the database. The input data is the updated behavioral model, which is saved in the database as the output.
[2117] Step 8:
[2118] The emotion recognition module uses cameras and microphones to analyze customer emotions in real time. The input data is the customer's facial expressions and voice, which are analyzed by the emotion recognition software. The output is emotion data, which is sent to the server.
[2119] Step 9:
[2120] The server dynamically adjusts the NPC's behavior model based on the emotional data it receives. The input data is emotional data, and the behavior model is adjusted using an AI algorithm. The output is an NPC that behaves according to the customer's emotions. For example, if a customer is feeling stressed, the NPC will be adjusted to respond calmly.
[2121] Step 10:
[2122] The terminal controls the behavior of the actual NPC (such as a store guide robot) based on the adjusted behavior model. At this stage, appropriate services are provided according to the customer's emotions. The input data is the adjusted behavior model, and the output controls the specific behavior of the NPC. For example, the robot may provide a gentle message such as, "Hello. It seems you're in a hurry. Is there anything I can help you with?"
[2123] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the control target 443 to output the result of the specific processing. The microphone 238 acquires voice indicating a user input regarding the result of the specific processing. The control unit 46A transmits voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.
[2124] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[2125] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the robot 414.
[2126] The emotion identification model 59 as an emotion engine may determine the user's emotion according to a specific mapping. Specifically, the emotion identification model 59 may determine the user's emotion according to an emotion map (see FIG. 9), which is a specific mapping. Similarly, the emotion identification model 59 may determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.
[2127] FIG. 9 is a diagram illustrating an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.
[2128] These emotions are distributed in the 3 o'clock direction on emotion map 400, and typically fluctuate between relief and anxiety. In the right half of emotion map 400, situational awareness dominates over internal sensations, resulting in a sense of calm.
[2129] The inside of emotion map 400 represents what is going on in the mind, and the outside of emotion map 400 represents behavior, so the further you go outside emotion map 400, the more visible the emotions become (the more they are expressed in behavior).
[2130] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. Emotions can also be created for robots, automobiles, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on Voice Emotion Recognition and Emotional Brain Physiological Signal Analysis Systems, Tokushima University, Doctoral Dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the "reaction" domain, where sensation is dominant. The right half of the emotion map lists emotions belonging to the "situation" domain, where situational awareness is dominant.
[2131] The emotion map defines two emotions that promote learning. One is a negative emotion on the situation side, around the middle of "repentance" or "reflection." In other words, this occurs when the robot experiences negative emotions such as "I never want to feel this way again" or "I don't want to be scolded again." The other is a positive emotion on the response side, around "desire." In other words, this occurs when the robot experiences positive feelings such as "I want more" or "I want to know more."
[2132] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values indicating each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple pieces of training data that are combinations of user input and emotion values indicating each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions that are located close to each other have similar values, as in the emotion map 900 shown in FIG. 10. FIG. 10 shows an example in which multiple emotions, "relieved," "calm," and "reassuring," have similar emotion values.
[2133] The system according to the present disclosure has been described above mainly with respect to the functions of the data processing device 12, but the system according to the present disclosure is not necessarily implemented on a server. The system according to the present disclosure may be implemented as a general information processing system. The present disclosure may be implemented, for example, as a software program running on a personal computer or an application running on a smartphone, etc. The method according to the present disclosure may be provided to users in the form of SaaS (Software as a Service).
[2134] In the above embodiment, an example was given in which the specific processing is performed by one computer 22, but the technology of the present disclosure is not limited to this, and the specific processing may be distributed and performed by a plurality of computers including the computer 22. For example, the data generation model 58 may be provided in an external device of the data processing device 12, and data may be generated in the external device in accordance with input data.
[2135] In the above embodiment, an example in which the specific processing program 56 is stored in the storage 32 has been described, but the technology of the present disclosure is not limited to this. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-transitory storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-transitory storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes the specific processing in accordance with the specific processing program 56.
[2136] Alternatively, the specific processing program 56 may be stored in a storage device such as a server connected to the data processing device 12 via the network 54, and the specific processing program 56 may be downloaded and installed on the computer 22 in response to a request from the data processing device 12.
[2137] It is not necessary to store all of the specific processing program 56 in a storage device such as a server connected to the data processing device 12 via the network 54, or to store all of the specific processing program 56 in the storage 32; only a portion of the specific processing program 56 may be stored.
[2138] The hardware resource for executing a specific process can be any of the following processors: An example of a processor is a CPU, which is a general-purpose processor that functions as a hardware resource for executing a specific process by executing software, i.e., a program. Another example of a processor is a dedicated electrical circuit, such as an FPGA (Field-Programmable Gate Array), a PLD (Programmable Logic Device), or an ASIC (Application Specific Integrated Circuit), which is a processor with a circuit configuration designed specifically for executing a specific process. Each processor has built-in or connected memory, and each processor uses the memory to execute the specific process.
[2139] The hardware resource that executes the specific processing may be configured with one of these various processors, or may be configured with a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Also, the hardware resource that executes the specific processing may be a single processor.
[2140] As an example of a system configured with a single processor, first, one processor is configured by combining one or more CPUs and software, and this processor functions as a hardware resource that executes a specific process. Second, there is a system that uses a processor that realizes the functions of an entire system including multiple hardware resources that execute a specific process on a single IC chip, as typified by SoC (System-on-a-chip). In this way, a specific process is realized using one or more of the above-mentioned various processors as hardware resources.
[2141] Furthermore, the hardware structure of these various processors can be, more specifically, an electric circuit that combines circuit elements such as semiconductor devices. The specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps may be deleted, new steps may be added, or the processing order may be rearranged, without departing from the spirit of the invention.
[2142] The above-described description and illustrations are a detailed explanation of the parts related to the technology of the present disclosure and are merely an example of the technology of the present disclosure. For example, the above description of the configuration, functions, actions, and effects is an explanation of an example of the configuration, functions, actions, and effects of the parts related to the technology of the present disclosure. Therefore, it goes without saying that unnecessary parts may be deleted, new elements may be added, or replacements may be made to the above-described description and illustrations within the scope of the gist of the technology of the present disclosure. Furthermore, to avoid confusion and facilitate understanding of the parts related to the technology of the present disclosure, the above-described description and illustrations omit explanations of common technical knowledge that do not require particular explanation to enable the implementation of the technology of the present disclosure.
[2143] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference.
[2144] The following is further disclosed regarding the above embodiment.
[2145] (Claim 1)
[2146] means for a user to input basic information about a non-player character through an endpoint device;
[2147] A means for generating a behavior model of a non-player character based on information received by the server from the user;
[2148] A means for storing the behavioral model generated by the server in a database;
[2149] A means for the server to reflect the customization settings made by the user in real time;
[2150] means for providing a user interface that allows a user to intuitively operate the behavior model received by the endpoint device from the server;
[2151] means for the endpoint device to transmit user configuration information to a server;
[2152] means for the endpoint device to simulate the actions of a non-player character based on the setting;
[2153] A system including:
[2154] (Claim 2)
[2155] means for a user to set the personality of a non-player character;
[2156] a means for a user to set sensitivity of reactions to the player's words and actions;
[2157] means for a user to set up an automatic conversation;
[2158] The system of claim 1 further comprising:
[2159] (Claim 3)
[2160] a means for updating the behavior model based on the user's setting information received by the server;
[2161] A means for the server to re-save the updated behavioral model in the database;
[2162] The system of claim 1 further comprising:
[2163] "Example 1"
[2164] (Claim 1)
[2165] means for a user to input basic information of an artificial character through a terminal;
[2166] a means for generating a motion model of the artificial character based on information received by the server from the user;
[2167] a means for storing the behavior model generated by the server in a database;
[2168] A means for the server to reflect the customization settings made by the user in real time;
[2169] means for providing a user interface that enables a user to intuitively operate the operation model received by the terminal from the server;
[2170] A means for the terminal to transmit user setting information to a server;
[2171] means for the terminal to simulate the behavior of the artificial character based on the settings;
[2172] A system including:
[2173] (Claim 2)
[2174] means for a user to set the personality of the artificial character;
[2175] a means for a user to set sensitivity of reactions to the player's words and actions;
[2176] means for a user to set up an automatic conversation;
[2177] The system of claim 1 further comprising:
[2178] (Claim 3)
[2179] a means for updating the behavior model based on the user's setting information received by the server;
[2180] a means for the server to re-save the updated behavior model in the database;
[2181] The system of claim 1 further comprising:
[2182] "Application Example 1"
[2183] (Claim 1)
[2184] means for a user to input basic information about a non-player character through a terminal;
[2185] A means for generating a behavior model of a non-player character based on information received by the server from the user;
[2186] A means for storing the behavioral model generated by the server in a database;
[2187] A means for the server to reflect the customization settings made by the user in real time;
[2188] means for providing a user interface that enables a user to intuitively operate the behavior model received by the terminal from the server;
[2189] A means for the terminal to transmit user setting information to a server;
[2190] means for the device to simulate the actions of a non-player character based on the configuration;
[2191] means for the interactive display device to provide customer service;
[2192] A system including:
[2193] (Claim 2)
[2194] means for a user to set the personality of a non-player character;
[2195] A means for a user to set sensitivity to the words and actions of others;
[2196] means for a user to set up an automatic conversation;
[2197] The system of claim 1 further comprising:
[2198] (Claim 3)
[2199] a means for updating the behavior model based on the user's setting information received by the server;
[2200] A means for the server to re-save the updated behavioral model in the database;
[2201] The system of claim 1 further comprising:
[2202] "Example 2: Combining Emotion Engines"
[2203] (Claim 1)
[2204] means for a user to input basic information about a non-player character through an endpoint device;
[2205] A means for generating a behavior model of a non-player character based on information received by the server from the user;
[2206] A means for storing the behavioral model generated by the server in a database;
[2207] A means for the server to reflect the customization settings made by the user in real time;
[2208] means for providing a user interface that allows a user to intuitively operate the behavior model received by the endpoint device from the server;
[2209] means for the endpoint device to transmit user configuration information to a server;
[2210] means for the endpoint device to simulate the actions of a non-player character based on the setting;
[2211] a means for the endpoint device to collect user emotion information through an emotion engine and transmit the information to a server;
[2212] a means for dynamically adjusting the behavioral model based on the emotion information received by the server from the emotion engine;
[2213] A system including:
[2214] (Claim 2)
[2215] means for a user to set the personality of a non-player character;
[2216] a means for a user to set sensitivity of reactions to the player's words and actions;
[2217] means for a user to set up an automatic conversation;
[2218] The system of claim 1 further comprising:
[2219] (Claim 3)
[2220] a means for updating the behavior model based on the user's setting information received by the server;
[2221] A means for the server to re-save the updated behavioral model in the database;
[2222] The system of claim 1 further comprising:
[2223] "Application example 2 when combining emotion engines"
[2224] (Claim 1)
[2225] means for a user to input basic information about a non-player character through a terminal;
[2226] A means for generating a behavior model of a non-player character based on information received by the server from the user;
[2227] A means for storing the behavioral model generated by the server in a database;
[2228] A means for the server to reflect the customization settings made by the user in real time;
[2229] means for providing a user interface that enables a user to intuitively operate the behavior model received by the terminal from the server;
[2230] A means for the terminal to transmit user setting information to a server;
[2231] means for the device to simulate the actions of a non-player character based on the configuration;
[2232] an emotion recognition module for recognizing customer emotions and dynamically adjusting a behavioral model based thereon;
[2233] A system including:
[2234] (Claim 2)
[2235] means for a user to set the personality of a non-player character;
[2236] a means for a user to set sensitivity of reactions to the player's words and actions;
[2237] means for a user to set up an automatic conversation;
[2238] A means for generating a behavioral model based on customer emotion data;
[2239] The system of claim 1 further comprising:
[2240] (Claim 3)
[2241] a means for updating the behavior model based on the user's setting information received by the server;
[2242] A means for the server to re-save the updated behavioral model in the database;
[2243] A means to reflect changes in customer emotions in real time in behavioral models,
[2244] The system of claim 1 further comprising: [Explanation of symbols]
[2245] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot< / url:> < / url:> < / url:> < / url:>
Claims
1. means for a user to input basic information about a non-player character through an endpoint device; A means for generating a behavior model of a non-player character based on information received by the server from the user; A means for storing the behavioral model generated by the server in a database; A means for the server to reflect the customization settings made by the user in real time; means for providing a user interface that allows a user to intuitively operate the behavior model received by the endpoint device from the server; means for the endpoint device to transmit user configuration information to a server; means for the endpoint device to simulate the actions of a non-player character based on the setting; A system including:
2. means for a user to set the personality of a non-player character; a means for a user to set sensitivity of reactions to the player's words and actions; means for a user to set up an automatic conversation; The system of claim 1 further comprising:
3. a means for updating the behavior model based on the user's setting information received by the server; A means for the server to re-save the updated behavioral model in the database; The system of claim 1 further comprising:
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A