system
The system addresses the challenge of gaining professional-level experience in intellectual competitions by allowing users to select AI competitions with dynamic skill and emotional adjustments, offering enhanced learning through real-time AI responses and emotional feedback.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SOFTBANK GROUP CORP
- Filing Date
- 2024-12-09
- Publication Date
- 2026-06-19
AI Technical Summary
Individuals face challenges in gaining professional-level experience in intellectual competitions due to limited opportunities and high costs, and there is a need for systems that can adjust difficulty levels and provide interactive experiences based on user skill and emotional states.
A system comprising a server, terminal, and user interface that allows users to select AI competitions, dynamically configure AI skill levels, and incorporate emotion recognition to adjust gameplay difficulty and responses in real-time, using pre-trained AI models for various intellectual activities.
Enables users to easily experience and improve their skills in intellectual competitions by providing professional-level opponents and adapting gameplay to emotional states, enhancing learning effectiveness and maintaining user engagement.
Smart Images

Figure 2026100686000001_ABST
Abstract
Description
【Technical Field】 【0001】 The technology of the present disclosure relates to a system. 【Background Art】 【0002】 Patent Document 1 discloses a persona chatbot control method performed by at least one processor, including steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to an explanation of a 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 Unexamined Patent Application Publication No. 2022-180282 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 For many individuals aiming for technological improvement in intellectual competitions, accumulating experience in battles against advanced players usually requires a great deal of time and cost, and the opportunities are also limited. Therefore, there is a need for a means to easily experience professional-level battles and efficiently improve technology. At the same time, it is an issue to enable battles against artificial intelligence appropriately adjusted according to the skill levels and desires of individual users. 【Means for Solving the Problems】 【0005】 This invention provides a user interface for receiving user input information and a system that allows the user to select one of several AI competitions based on their choice. This system can generate and manage multiple skill levels of artificial intelligence for a competition, receive input from the user to start a competition, and begin a match against the AI. It also has a function to receive user actions during the match, generate and display responses from the AI, and save the results and history after the match ends. Furthermore, it includes means for dynamically configuring professional-level and amateur-level AI depending on the selected competition, and means for training different models for multiple AI competitions and switching between them based on user input. This allows the user to easily gain a professional-level experience and improve their skills. 【0006】 A "user interface" is a mechanism that provides users with a screen or input method for interacting with a system. 【0007】 "Intellectual competitions" refer to games and sports that involve competing in thinking and strategic skills based on a set of rules, such as shogi, chess, and go. 【0008】 "Artificial intelligence" refers to technology that simulates human intellectual activity on a computer, and specifically refers to programs that possess the ability to learn and make judgments. 【0009】 "Skill level" refers to a stage that indicates the difficulty or proficiency of playing a competition or game. 【0010】 "Competition" refers to the act of two or more parties competing against each other through games or competitions, and determining who wins or loses or what the outcome is. 【0011】 "Response" refers to the reaction or answer that a system returns to a given action or input. 【0012】 "History" refers to past events and records, especially information including the progress and results of gameplay. 【0013】 "Dynamic configuration" refers to a system that changes in real time in response to circumstances and requirements. 【0014】 A "model" refers to a method or form used to represent or simulate a particular process or system. [Brief explanation of the drawing] 【0015】 [Figure 1] This is a conceptual diagram showing an example of the configuration of a data processing system according to the first embodiment. [Figure 2] This is a conceptual diagram showing an example of the essential functions of a data processing device and a smart device according to the first embodiment. [Figure 3] This is a conceptual diagram showing an example of the configuration of a data processing system according to the second embodiment. [Figure 4] This is a conceptual diagram showing an example of the main functions of a data processing device and smart glasses according to the second embodiment. [Figure 5] This is a conceptual diagram showing an example of the configuration of a data processing system according to the third embodiment. [Figure 6] This is a conceptual diagram showing an example of the main functions of a data processing device and a headset-type terminal according to the third embodiment. [Figure 7] This is a conceptual diagram showing an example of the configuration of a data processing system according to the fourth embodiment. [Figure 8] This is a conceptual diagram showing an example of the main functions of a data processing device and a robot according to the fourth embodiment. [Figure 9] This shows an emotion map where multiple emotions are mapped. [Figure 10] This shows an emotion map where multiple emotions are mapped. [Figure 11] This is a sequence diagram showing the processing flow of the data processing system in Example 1. [Figure 12] This is a sequence diagram showing the processing flow of the data processing system in Application Example 1. [Figure 13]It is a sequence diagram showing the processing flow of the data processing system in Embodiment 2 when the emotion engine is combined. [Figure 14] It is a sequence diagram showing the processing flow of the data processing system in Application Example 2 when the emotion engine is combined. 【Mode for Carrying Out the Invention】 【0016】 Hereinafter, an example of an embodiment of the system according to the technology of the present disclosure will be described with reference to the accompanying drawings. 【0017】 First, the terms used in the following description will be explained. 【0018】 In the following embodiments, the numbered processor (hereinafter simply referred to as "processor") may be a single arithmetic unit or a combination of multiple arithmetic units. Also, the processor may be a single type of arithmetic unit or a combination of multiple types of arithmetic units. Examples of arithmetic units include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), and the like. 【0019】 In the following embodiments, the numbered RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a work memory by the processor. 【0020】 In the following embodiments, the numbered storage is one or more non-volatile storage devices that store various programs and various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), or magnetic tapes, etc. 【0021】 In the following embodiments, the signed communication interface (I / F) is an interface that includes a communication processor and an antenna, etc. The communication interface manages communication between multiple computers. Examples of communication standards applicable to the communication interface include wireless communication standards such as 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), or Bluetooth (registered trademark). 【0022】 In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." That is, "A and / or B" means that it may be A alone, or B alone, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" applies when expressing three or more things linked by "and / or." 【0023】 [First Embodiment] 【0024】 Figure 1 shows an example of the configuration of the data processing system 10 according to the first embodiment. 【0025】 As shown in Figure 1, the 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. 【0026】 The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network). 【0027】 The smart device 14 comprises a computer 36, a reception device 38, an output device 40, a camera 42, and a communication interface 44. The computer 36 comprises a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The reception device 38, output device 40, and camera 42 are also connected to the bus 52. 【0028】 The reception device 38 is equipped with a touch panel 38A and a microphone 38B, etc., and receives user input. The touch panel 38A receives user input by detecting contact with an object (e.g., a pen or finger). The microphone 38B receives user input by detecting the user's voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and 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. 【0029】 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 perceptible to the user 20 (e.g., audio and / or text). The display 40A displays visible information such as text and images according to instructions from the processor 46. The speaker 40B outputs audio according to instructions from the processor 46. The camera 42 is a small digital camera equipped with an optical system such as a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor. 【0030】 Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various types of information between processor 46 and processor 28 via network 54. 【0031】 Figure 2 shows an example of the main functions of the data processing device 12 and the smart device 14. 【0032】 As shown in Figure 2, in the data processing device 12, a specific processing 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" related to the technology of this 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 according to the specific processing program 56 executed on the RAM 30. 【0033】 The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290. 【0034】 In the smart device 14, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. The reception output program 60 is used in conjunction with a 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 processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48. 【0035】 Next, the specific processing performed by the specific processing unit 290 of the data processing device 12 will be described. In the following description, the data processing device 12 will be referred to as the "server" and the smart device 14 as the "terminal". 【0036】 This invention provides a system that allows users to easily experience advanced intellectual competitions and aim to improve their skills. This system mainly consists of three elements: a server, a terminal, and a user. 【0037】 The server plays a central role in generating and managing the AI models for the competition in the backend. To this end, the server trains the AI models in advance based on professional-level gameplay data. These models support multiple competitions and possess specialized knowledge for each competition. The server also maintains a database, storing user information and game history. Furthermore, the server selects the appropriate AI level in response to user requests and generates real-time responses during matches. 【0038】 The terminal connects the user and the server via a user interface. When the user selects a game, the terminal communicates this to the server and displays difficulty setting options. When the user selects to start the game, the terminal communicates with the server based on the user's input, receives information about the match from the server, and displays it visually to the user. 【0039】 Users initiate matches of their chosen sport through the device's interface. By choosing to play against professional-level AI, users can gain advanced competitive experience that is difficult to obtain in everyday life. During the match, users can see each other's actions without delay, allowing them to adjust their strategies immediately. Finally, after the match ends, users can review the results on their device screen and perform self-analysis based on the history stored on the server. 【0040】 As a concrete example, if user A selects shogi and wishes to play against a professional-level AI, the terminal displays the shogi game screen and requests a professional-level AI from the server. The server generates a professional-level AI based on the request and prepares it before user A makes their first move. When user A moves a piece on the terminal, the input is transmitted to the server in real time, the AI's response is immediately calculated and returned to the terminal. This allows user A to enjoy a smooth game experience. 【0041】 Thus, the system of the present invention provides users with opportunities to improve their intellectual skills and allows them to easily replicate the experience of playing against professional opponents. 【0042】 The following describes the processing flow. 【0043】 Step 1: 【0044】 The user launches the application on their device and enters the required user information (e.g., name, email address, password) on the new registration or login screen. 【0045】 Step 2: 【0046】 The terminal verifies the entered information and sends the user information to the server. 【0047】 Step 3: 【0048】 The server records the received user information in its database and notifies the terminal that registration is complete. 【0049】 Step 4: 【0050】 The user selects an intellectual game of interest from the terminal's menu. Options include shogi, go, chess, and card games. 【0051】 Step 5: 【0052】 The device sends a request to the server based on the selected game, displaying the available difficulty levels and modes. 【0053】 Step 6: 【0054】 Users select their desired difficulty level for the artificial intelligence. Options include professional level, amateur level, and so on. 【0055】 Step 7: 【0056】 The device sends a request to the server with the selected difficulty level information. 【0057】 Step 8: 【0058】 The server generates an appropriate AI model based on the information it receives and puts that AI into a battle-ready state. 【0059】 Step 9: 【0060】 When the user presses the game start button, the device sends a request to the server to start the game. 【0061】 Step 10: 【0062】 The server activates the AI and waits for the user's initial input. 【0063】 Step 11: 【0064】 When a user moves a piece on their device, that movement is sent to the server. 【0065】 Step 12: 【0066】 After receiving the user's action, the server's AI calculates the optimal solution and sends a hand to the terminal as a response. 【0067】 Step 13: 【0068】 The terminal receives a response from the server and displays it on the screen. 【0069】 Step 14: 【0070】 The user and the AI continue their battle, each making moves in turn. During this time, the device sends the user's input to the server in real time and receives the AI's response. 【0071】 Step 15: 【0072】 Once the game ends, the server saves the match history, including all moves, and the results to a database. 【0073】 Step 16: 【0074】 The device displays the game results to the user and provides options for replay or ending the game. 【0075】 This step allows users to comfortably enjoy advanced intellectual competitions. 【0076】 (Example 1) 【0077】 Next, we will describe Example 1. In the following description, the data processing device 12 will be referred to as the "server," and the smart device 14 will be referred to as the "terminal." 【0078】 One challenge in intellectual activities is the difficulty for users to gain advanced competitive experience. In particular, playing against opponents with expert-level skills is not easily achieved in everyday life, hindering skill improvement and the development of strategic thinking. Furthermore, if the game does not progress smoothly, it is difficult to maintain the quality of the match and to maintain the user's concentration. 【0079】 The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 1 is realized by the following means. 【0080】 In this invention, the server includes information display means for receiving user input information, means for communicating with a terminal and providing a visual display, and means for selecting an artificial intelligence model and generating a response in real time. This allows the user to gain an advanced intellectual activity experience through playing against a professional-level AI, and enables smooth gameplay, allowing for skill improvement while maintaining concentration. 【0081】 "User input information" refers to information about selections and actions provided by the user through the interface. 【0082】 "Information display means" refers to interfaces or devices that provide information to users visually. 【0083】 "Intellectual activities" refer to various competitions, games, and academic endeavors that users can choose to participate in. 【0084】 "Skill level" is a concept that indicates different stages of capabilities and difficulty levels possessed by artificial intelligence. 【0085】 "Artificial intelligence" refers to a program that performs intelligent activities based on a trained model and enables it to compete against users. 【0086】 A "server" is a central computing device that performs tasks such as selecting, generating, managing artificial intelligence models, and generating responses in real time. 【0087】 A "terminal" is a device that provides a user interface and communicates with a server. 【0088】 "Means of generating responses in real time" refers to technologies and processes that instantly calculate and provide artificial intelligence responses to user input. 【0089】 "Means of providing visual representations" refer to technologies and processes for displaying the situation during a match or the responses of artificial intelligence on a screen. 【0090】 "Expert level" refers to a stage where one possesses advanced skills and knowledge that exceed the capabilities of an average user. 【0091】 "Match progression" refers to the process by which a competition unfolds through the interaction between the user and the artificial intelligence. 【0092】 This invention is a system that enables users to easily experience advanced intellectual activities and improve their skills. This system consists of three elements: a server, a terminal, and a user. 【0093】 The server is the central element of this system, generating and managing artificial intelligence at multiple skill levels. The server uses generative AI models trained on pre-collected expert data. These models receive prompts from the user and generate the necessary responses for the game in real time. The server also records the game's progress and stores the final results and history. 【0094】 The terminal acts as a link between the user and the server through the user interface. Users can select intellectual activities and input the start of a competition via the terminal. The terminal also receives responses from the server and displays them visually to the user. This provides an environment where users can enjoy a smooth competitive experience and participate in activities while maintaining concentration. 【0095】 Users can participate in intellectual activities through their devices and gain advanced competitive experience. Multiple genres of activities are available, and users can choose the one that interests them most. For example, if a user chooses shogi (Japanese chess) and wishes to play against a professional-level AI, the prompt would read, "I want to play against a professional-level shogi AI. I want to experience the strategy from the first move." 【0096】 This system provides users with new learning and growth opportunities through a diverse range of intellectual activity options, the use of appropriate artificial intelligence models, and real-time competitive responses. As a result, users can easily access expert-level opponents and hone their intellectual abilities. 【0097】 The flow of the specific processing in Example 1 will be explained using Figure 11. 【0098】 Step 1: 【0099】 The terminal provides a user interface for users to select intellectual activities and set the difficulty level. Users select an activity of interest (e.g., shogi) and a difficulty level (e.g., professional level) and input it into the terminal. This input is then formed into a prompt message such as, "I want to play against a professional-level shogi AI. I want to experience the strategy from the first move." 【0100】 Step 2: 【0101】 The terminal sends user selection information to the server. Specifically, the type of competition and difficulty level information are bundled together as a packet along with a prompt message and transmitted to the server via the network. This allows the server to receive the user's intent. 【0102】 Step 3: 【0103】 The server selects an appropriate AI model based on the received prompt and game information. This selection process identifies the best model from a selection of pre-trained models and loads it as needed. The selected AI model is optimized based on professional gameplay data. 【0104】 Step 4: 【0105】 The server uses the selected AI model to generate an AI response to the user's first move. In this process, the AI model analyzes the user's input (e.g., the movement of shogi pieces) and calculates the next move to obtain the output. The generated response is immediately sent to the terminal. 【0106】 Step 5: 【0107】 The terminal visually displays the AI's response received from the server to the user. The user reviews this response and decides on their next move. The terminal then sends the user's new input back to the server, which initiates the next turn. 【0108】 Step 6: 【0109】 Once a match ends, the server saves the final results and match history. The information recorded in the database is available for users to analyze their gameplay later. The terminal displays the game results to the user and provides the option to play again. 【0110】 (Application Example 1) 【0111】 Next, we will explain Application Example 1. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart device 14 will be referred to as the "terminal." 【0112】 In knowledge-based competitions, users can easily compete against opponents with advanced skills in their daily lives, which creates a problem where opportunities to improve their skills become difficult. This is particularly true for consumer-grade automated devices used in home environments, where an effective solution is needed. 【0113】 The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following means. 【0114】 In this invention, the server includes means for providing a user interface for receiving user input information, means for selecting one of a plurality of knowledge competitions based on the user's selection, means for generating and managing multiple skill levels of artificial intelligence for the competition, means for receiving a competition start input from the user and starting a match against the artificial intelligence, means for receiving user actions during the match and generating and displaying responses from the artificial intelligence, means for saving results and history after the match is completed, and means for being installed on consumer automated devices to realize knowledge competition matches in a home environment. This makes it possible for users to have the opportunity to compete in knowledge competitions against professional-level opponents at home and improve their skills. 【0115】 "User input information" refers to data and commands provided by the user to a system or device, which form the basis for operations and selections. 【0116】 A "user interface" refers to the means or screens that allow a user to directly interact with a system, enabling them to receive instructions and obtain information. 【0117】 "Knowledge competition" is a general term for games and activities designed to test intellectual abilities, particularly those requiring advanced thinking and strategy. 【0118】 "Artificial intelligence" refers to technologies and systems that enable machines to perform thought processes similar to those of humans, and is used to automate specific tasks. 【0119】 "Consumer-use automated equipment" refers to machines and devices designed for use in the home, and are particularly intended for use by general consumers. 【0120】 "Competition" means competing against other participants or artificial intelligence in a knowledge competition of the user's choice. 【0121】 "Results and History" refers to the records of user activity and achievements recorded after a match ends, and is data used for self-analysis and strategy improvement. 【0122】 To implement this invention, a system is required in which a server, terminal, and user work in coordination. The server manages an AI model generated based on professional-level gameplay data using Python and TENSORFLOW®. This makes it possible to provide advanced AI opponents that can handle multiple knowledge competitions. The server has a database where user information and game history are stored, and the AI's responses during matches are calculated on the server in real time. 【0123】 The terminal features a user interface for interaction with the user, and plays a role in sending requests to the server when the user selects a knowledge competition and starts the game. When the user operates the game through the terminal, the information of their actions is sent to the server, and the AI's response is displayed on the terminal. This allows the user to adjust their strategy as they progress through the competition while actually playing against the AI. 【0124】 Users can experience knowledge-based competitions using consumer-grade automated devices in their home environment. These devices provide professional-level opponents through AI models, offering the opportunity to learn advanced competitions at home. For example, a user could use their device in their free time in the afternoon to play against a professional-level AI in shogi (Japanese chess). An example of a prompt message used when a user starts a match would be a request such as, "I want to start playing shogi against a professional-level AI." 【0125】 Thus, the system of the present invention allows users to easily participate in advanced knowledge competitions in their daily lives and improve their skills. Furthermore, users can review their results and history after a match, providing opportunities for further self-analysis and growth. 【0126】 The flow of a specific process in Application Example 1 will be explained using Figure 12. 【0127】 Step 1: 【0128】 The terminal receives user input. The user uses the terminal's interface to select their desired knowledge competition and AI opponent level. The input information is sent to the terminal, which then prepares to send a request to the server based on this information. 【0129】 Step 2: 【0130】 The terminal sends a request to the server for a knowledge competition selection and AI level. The server receives this request and identifies an AI model suitable for the competition selected by the user. It then prepares to call the corresponding AI model from the database. 【0131】 Step 3: 【0132】 The server activates the selected AI model for the knowledge competition. It runs the AI model using TensorFlow, configuring it to be professional-level or a user-selected level. After the AI model starts, the server sends a ready notification to the device. 【0133】 Step 4: 【0134】 The user initiates a match via their device. Action data from the user's gameplay is sent from the device to the server. The server uses this data to calculate an appropriate response using an AI model. The calculated response is then sent back from the server to the device. 【0135】 Step 5: 【0136】 The terminal receives responses from the server and displays them visually to the user. The user can then consider their next strategy while viewing this. The terminal continues to send user actions to the server, and the match progresses in real time. 【0137】 Step 6: 【0138】 At the end of a match, the server saves the match results and history. The details of the match are recorded in a database, and the data is retained for future analysis and technical improvement. Users can check the results on their devices and perform self-analysis using their past match history. 【0139】 Furthermore, an emotion engine that estimates the user's emotions may be incorporated. That is, the identification processing unit 290 may use the emotion identification model 59 to estimate the user's emotions and perform identification processing using the user's emotions. 【0140】 This invention provides an advanced interactive system that leverages emotional responses as users improve their skills through intellectual competition. The system centers around a server, terminal, and user, and additionally incorporates an emotion engine for emotion recognition. 【0141】 The server manages AI models related to multiple intellectual competitions, enabling matches at various skill levels. The server pre-trains the AI for each competition using professional-level gameplay data, dynamically selecting and configuring the optimal model based on user requests. Furthermore, the server simultaneously processes user input and emotion recognition data, utilizing this information to inform AI responses and game progression. 【0142】 The terminal handles all communication between the user and the server, allowing users to select games and set difficulty levels through the user interface. Furthermore, the terminal senses the user's facial expressions, voice, and body movements in real time via sensors for the emotion engine, and transmits this information to the server. This enables the terminal to provide an interactive game experience tailored to the user's emotional state. 【0143】 Users select their desired game using their device and begin playing against the AI. During the game, the user's emotional state is recognized by an emotion engine, and the server adjusts its response, dynamically changing the game content and difficulty. For example, if the user is feeling stressed during the game, the system can lower the difficulty to help them relax. This adaptive flow provides a more comfortable and easier learning environment. 【0144】 In a specific example, if user B plays chess and the emotion engine recognizes the user's state of concentration from their facial expressions, the server will take this into account and adjust the AI's response speed to provide user B with an optimally challenging match. In this way, the system provides a game experience optimized for the user through emotion recognition, enhancing its learning effect. 【0145】 This invention enables users to improve their skills more effectively by receiving not only technical feedback but also emotional feedback through intellectual competition. 【0146】 The following describes the processing flow. 【0147】 Step 1: 【0148】 The user launches the application on their device, enters the required user information, and registers or logs in. 【0149】 Step 2: 【0150】 The terminal verifies the entered user information and sends it to the server. The server saves this information to its database and notifies the terminal that registration is complete. 【0151】 Step 3: 【0152】 Users select the intellectual game they want to play from the device's menu. Intellectual games include shogi, go, chess, and card games. 【0153】 Step 4: 【0154】 The terminal sends a request to the server based on the selected sport, displaying the available skill levels and modes. 【0155】 Step 5: 【0156】 The user selects their desired AI skill level. Options include professional and amateur levels. 【0157】 Step 6: 【0158】 The terminal sends the selected skill level information and competition details to the server. Based on this information, the server deploys the appropriate AI model and prepares it. 【0159】 Step 7: 【0160】 The emotion engine analyzes the user's facial expressions and voice in real time through sensors such as the camera and microphone built into the device. 【0161】 Step 8: 【0162】 When a user starts a competition, the device sends a request to the server to start the competition. 【0163】 Step 9: 【0164】 The server activates the AI and waits for the user's initial input. 【0165】 Step 10: 【0166】 When a user moves a piece on their device, that movement is sent to the server. The server calculates the AI's response and sends that response back to the user's device. 【0167】 Step 11: 【0168】 The terminal displays the response from the server on its screen, and the emotion engine analyzes the user's emotions and sends that data to the server. 【0169】 Step 12: 【0170】 The server dynamically adjusts AI responses and game progression based on data from the emotion engine, optimizing the user's gameplay experience during the summer. 【0171】 Step 13: 【0172】 If the user's facial expression indicates stress during gameplay, the server will take measures such as adjusting the AI's difficulty level and changing the game's pace. 【0173】 Step 14: 【0174】 Once the game ends, the server saves all gameplay and emotion data to its database. 【0175】 Step 15: 【0176】 The device displays game results to the user and provides options for replays and review. 【0177】 This series of steps allows users to enjoy intellectual competition in an optimized learning environment. 【0178】 (Example 2) 【0179】 Next, we will describe Example 2. In the following description, the data processing device 12 will be referred to as the "server" and the smart device 14 as the "terminal". 【0180】 In intellectual competitions, improving users' skills has traditionally been limited to providing matches against AIs fixed at a specific skill level. Therefore, there was a need for a system that could dynamically provide matches at appropriate difficulty levels while considering the user's emotional state, thereby creating a comfortable learning environment that addresses both technical and emotional aspects. 【0181】 The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. 【0182】 In this invention, the server includes means for providing an interface for receiving user input information, means for selecting a game based on the user's choice, and means for receiving the user's emotional state using an emotion recognition device and dynamically adjusting the artificial intelligence's response and game progress based on that data. This enables dynamic difficulty adjustment according to the user's emotional state, resulting in improved learning effectiveness and a more comfortable gaming experience. 【0183】 "User input information" refers to data that includes instructions and selections entered by the user through the system interface. 【0184】 An "interface" is a means or device for a user to communicate with a system and input or retrieve information. 【0185】 "Intellectual competitions" are competitions that require thinking skills and strategies, and aim to improve users' intellectual abilities and skills. 【0186】 "Artificial intelligence" refers to computer programs that simulate human intellectual tasks, particularly learning and reasoning. 【0187】 An "emotion recognition device" is a technology that includes a device or sensor for detecting human facial expressions, voice, body movements, etc., and determining their emotional state. 【0188】 "Dynamic adjustment" refers to a processing method that changes and adapts in real time according to the situation and conditions. 【0189】 "Game progression" refers to the process of managing the status and phases of play in a selected intellectual competition. 【0190】 "Difficulty adjustment" is a method of changing the difficulty level of a competition or task according to the user's skill level and emotional state. 【0191】 This invention provides an advanced interactive system that utilizes emotion recognition to help users improve their skills through intellectual competition. 【0192】 First, the server trains AI models for multiple intellectual competitions based on professional-level data. This prepares the AI to offer matches at diverse skill levels. Next, the server dynamically configures the optimal AI model based on the user's selection of competition and skill level, and then initiates the match. 【0193】 The terminal provides an interface for receiving user input, allowing users to select games and set difficulty levels. The terminal also incorporates an emotion recognition device that senses the user's facial expressions, voice, and body movements in real time. This data is immediately sent to a server, which uses this information to adjust the AI's responses and game progression. For example, if the terminal's sensors detect fatigue from the user's facial expressions, the server automatically takes action, such as lowering the game difficulty. 【0194】 Users select their desired sport through the interface and begin playing against the AI. If the user shows signs of stress or concentration during gameplay, the system recognizes these emotions and instantly optimizes the game environment. This allows for more effective skill improvement. 【0195】 As a concrete example, consider a scenario where a user selects chess and begins playing. When the user's facial expression shows signs of tension, the server detects this and slows down its response speed to provide time for calm and thoughtful consideration. 【0196】 An example of a prompt message would be, "Use the emotion data obtained from today's matches to enhance the learning of the new AI model," which can be used to improve the generative AI model. 【0197】 The flow of the specific processing in Example 2 will be explained using Figure 13. 【0198】 Step 1: 【0199】 The server collects professional-level data. Based on this, the server builds a generative AI model and trains the AI model for intelligent competition. The input to this process is professional-level gameplay data, and the output is an AI model appropriate to the skill level. 【0200】 Step 2: 【0201】 The server receives a request from the user. The input here is the user's chosen game and desired skill level. Based on this, the server selects the optimal AI model and prepares for the match. The output is the configuration information of the AI model suited to the user. 【0202】 Step 3: 【0203】 The terminal receives the user's input to start a game and sends it to the server. When the user selects a game using the interface and presses the start button, this becomes the input. Based on this information, the server starts the match with the selected AI model. The output is a confirmation that the game has started. 【0204】 Step 4: 【0205】 The device uses an emotion recognition device to collect real-time emotional data from the user. Inputs include the user's facial expressions, voice, and actions; this data is analyzed to extract the emotional state. Output is data indicating the user's emotional state. This data is sent to a server. 【0206】 Step 5: 【0207】 The server receives emotional data and dynamically adjusts the game's progression. Data indicating user stress levels and other factors are input, and based on this, the server adjusts the game difficulty or instructs the AI to respond in specific ways. The output consists of the adjusted game parameters and instructions for the next steps. 【0208】 Step 6: 【0209】 After the game ends, the server saves the results and history. Game results, user choices, and sentiment data are used as input, and a history file is created based on them. The output is the saved history data, which is used for future improvements and analysis. 【0210】 (Application Example 2) 【0211】 Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart device 14 will be referred to as the "terminal." 【0212】 When engaging in intellectual activities, there is a need to provide more interactive and personalized experiences that reflect the user's emotional state while improving their skills. Furthermore, a system is required that can analyze emotions and dynamically adjust activity content so that users can engage in activities at the optimal difficulty level. 【0213】 The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. 【0214】 In this invention, the server includes means for receiving user input information via a data processing device, means for selecting one of a plurality of intellectual activities based on the user's choice, and means for generating and managing artificial intelligence with a plurality of skill criteria for the activity. This makes it possible for the user to perform intellectual activities in an optimal environment and improve their skills by adjusting the appropriate difficulty level and response speed based on the user's emotional state. 【0215】 A "data processing device" is a device that receives user input information, analyzes that information, and processes appropriate commands. 【0216】 "Intellectual activities" refer to games that require mental effort, such as chess, Go, and Shogi, and are activities that users engage in to cultivate their thinking skills. 【0217】 "Skill standards" are criteria that define the ability level of artificial intelligence in intellectual activities, and are used to enable matches that are appropriate to the user's abilities. 【0218】 "Dynamic configuration" means changing the settings of the system or AI in real time according to the user's choices and circumstances. 【0219】 "Emotional state" refers to the type and degree of emotion analyzed from the user's facial expressions, voice, etc., and is a factor that influences the system's response and adjustments. 【0220】 "Response speed" refers to the speed at which artificial intelligence performs predetermined actions during interactions or battles with users. 【0221】 In this embodiment of the invention, a system is developed to support intellectual activities within the home. The server plays a central role, providing artificial intelligence based on the intellectual activity selected by the user and performing dynamically adaptable processing. When the user selects an activity via a terminal, that information is sent to the server. Based on the received input information, the server selects an appropriate AI model for the intellectual activity and starts the activity. 【0222】 The device acts as an interface with the user and is equipped with emotion recognition capabilities to capture voice and facial expressions. Specifically, it uses hardware devices such as a camera and microphone to analyze the user's emotional state in real time. For facial recognition, it can use a neural network model that leverages Google's TensorFlow library. This allows the server to acquire the user's emotional state in real time and dynamically adjust the difficulty of the activity and the AI's response speed. 【0223】 Users can enjoy intellectual activities at home, gaining positive experiences along with skill improvement. For example, if a user shows a focused expression while playing Go, the system can provide a challenging environment by speeding up the pace of play. Furthermore, by providing the AI model with a standardized prompt such as, "I want a Go partner to enjoy at home. I need an assistant that can read my emotions and adjust the game difficulty so I can enjoy the game while improving my skills," the system can generate a more user-friendly response. 【0224】 The flow of a specific process in Application Example 2 will be explained using Figure 14. 【0225】 Step 1: 【0226】 The terminal receives requests from the user to select and initiate an intellectual activity. Based on the user's selection, it collects the type of activity as data input and sends that information to the server. At this point, the output is the data for the intellectual activity selected by the user. 【0227】 Step 2: 【0228】 The server analyzes the data of intellectual activity received from the user and selects an appropriate generative AI model according to its type. If necessary, it retrieves corresponding professional data from databases on the internet and configures the selected AI model accordingly. The output of this process is the configured AI model. 【0229】 Step 3: 【0230】 The device activates its emotion recognition function and uses its camera and microphone to capture the user's facial expressions and voice in real time. The input data consists of the user's facial expressions and voice information, which is then analyzed by a neural network model to output the user's emotional state. 【0231】 Step 4: 【0232】 The server receives user emotional state information provided from the terminal and dynamically adjusts the progress of the activity and the AI's response based on the analyzed emotional data. Specifically, it changes the AI's response speed and activity difficulty according to the user's emotions. The output of this process is an adjusted activity command corresponding to the user's emotions. 【0233】 Step 5: 【0234】 The user interacts with pre-configured activities provided through the terminal and inputs the resulting activity progress into the terminal. The terminal monitors the progress in real time and sends the activity results to the server when the completion conditions are met. The output of this step is the activity progress results and historical data. 【0235】 Step 6: 【0236】 The server stores the activity results and historical data received from the terminal. This stored data is used for future activity adjustments and analysis of user skill improvement. The final output of this step is the stored activity results and historical data. 【0237】 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 user input for the result of the specific processing. The control unit 46A transmits the audio data indicating 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. 【0238】 Data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of data generation model 58 is ChatGPT (registered trademark) (Internet search).<URL: https: / / openai.com / blog / chatgpt> ), Gemini (registered trademark) (Internet search) <url: https: gemini.google.com ?hl="ja">Examples of generative AI include the following. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 is input with prompts containing instructions, and with inference data such as audio data representing speech, text data representing text, and image data representing images. The data generation model 58 infers from the input inference data according to the instructions indicated by the prompts, and outputs the inference results in data formats such as audio data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. 【0239】 In the above embodiment, an example was given in which specific processing is performed by the data processing device 12, but the technology of this disclosure is not limited thereto, and the specific processing may also be performed by the smart device 14. 【0240】 [Second Embodiment] 【0241】 Figure 3 shows an example of the configuration of the data processing system 210 according to the second embodiment. 【0242】 As shown in Figure 3, the data processing system 210 includes a data processing device 12 and smart glasses 214. An example of the data processing device 12 is a server. 【0243】 The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network). 【0244】 The smart glasses 214 include a computer 36, a microphone 238, a speaker 240, a camera 42, and a communication interface 44. The computer 36 includes a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The microphone 238, speaker 240, and camera 42 are also connected to the bus 52. 【0245】 The microphone 238 receives voice signals from the user 20 and receives instructions from the user 20. The microphone 238 captures the voice signals from the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to the instructions from the processor 46. 【0246】 Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the area around the user 20 (for example, an imaging range defined by a field of view equivalent to the width of a typical healthy person's field of vision). 【0247】 Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various information between processor 46 and processor 28 via network 54. The exchange of various information between processor 46 and processor 28 using communication interfaces 44 and 26 is performed in a secure manner. 【0248】 Figure 4 shows an example of the main functions of the data processing device 12 and the smart glasses 214. As shown in Figure 4, the data processing device 12 performs specific processing using the processor 28. The storage 32 stores the specific processing program 56. 【0249】 The specific processing program 56 is an example of a "program" relating to the technology of this 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. 【0250】 The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290. 【0251】 In the smart glasses 214, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. 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 processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48. 【0252】 Next, the identification processing performed by the identification processing unit 290 of the data processing device 12 will be described. 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". 【0253】 This invention provides a system that allows users to easily experience advanced intellectual competitions and aim to improve their skills. This system mainly consists of three elements: a server, a terminal, and a user. 【0254】 The server plays a central role in generating and managing the AI models for the competition in the backend. To this end, the server trains the AI models in advance based on professional-level gameplay data. These models support multiple competitions and possess specialized knowledge for each competition. The server also maintains a database, storing user information and game history. Furthermore, the server selects the appropriate AI level in response to user requests and generates real-time responses during matches. 【0255】 The terminal connects the user and the server via a user interface. When the user selects a game, the terminal communicates this to the server and displays difficulty setting options. When the user selects to start the game, the terminal communicates with the server based on the user's input, receives information about the match from the server, and displays it visually to the user. 【0256】 Users initiate matches of their chosen sport through the device's interface. By choosing to play against professional-level AI, users can gain advanced competitive experience that is difficult to obtain in everyday life. During the match, users can see each other's actions without delay, allowing them to adjust their strategies immediately. Finally, after the match ends, users can review the results on their device screen and perform self-analysis based on the history stored on the server. 【0257】 As a concrete example, if user A selects shogi and wishes to play against a professional-level AI, the terminal displays the shogi game screen and requests a professional-level AI from the server. The server generates a professional-level AI based on the request and prepares it before user A makes their first move. When user A moves a piece on the terminal, the input is transmitted to the server in real time, the AI's response is immediately calculated and returned to the terminal. This allows user A to enjoy a smooth game experience. 【0258】 Thus, the system of the present invention provides users with opportunities to improve their intellectual skills and allows them to easily replicate the experience of playing against professional opponents. 【0259】 The following describes the processing flow. 【0260】 Step 1: 【0261】 The user launches the application on their device and enters the required user information (e.g., name, email address, password) on the new registration or login screen. 【0262】 Step 2: 【0263】 The terminal verifies the entered information and sends the user information to the server. 【0264】 Step 3: 【0265】 The server records the received user information in its database and notifies the terminal that registration is complete. 【0266】 Step 4: 【0267】 The user selects an intellectual game of interest from the terminal's menu. Options include shogi, go, chess, and card games. 【0268】 Step 5: 【0269】 The device sends a request to the server based on the selected game, displaying the available difficulty levels and modes. 【0270】 Step 6: 【0271】 Users select their desired difficulty level for the artificial intelligence. Options include professional level, amateur level, and so on. 【0272】 Step 7: 【0273】 The device sends a request to the server with the selected difficulty level information. 【0274】 Step 8: 【0275】 The server generates an appropriate AI model based on the received information and transitions that AI to a battle-ready state. 【0276】 Step 9: 【0277】 When the user presses the game start button, the terminal sends a game start request to the server. 【0278】 Step 10: 【0279】 The server activates the AI and puts it in a state of waiting for the user's first move input. 【0280】 Step 11: 【0281】 When the user moves a piece on the terminal, that movement is sent to the server. 【0282】 Step 12: 【0283】 After the server receives the user's move, the AI calculates the optimal solution and sends a move to the terminal as a response. 【0284】 Step 13: 【0285】 The terminal receives the response move from the server and displays it on the screen. 【0286】 Step 14: 【0287】 The battle between the user and the AI continues with each making moves. During this time, the terminal sends the user's input to the server in real time and receives the AI's response. 【0288】 Step 15: 【0289】 When the game ends, the server saves the battle history and results including all the moves to the database. 【0290】 Step 16: 【0291】 The device displays the game results to the user and provides options for replay or ending the game. 【0292】 This step allows users to comfortably enjoy advanced intellectual competitions. 【0293】 (Example 1) 【0294】 Next, we will describe Example 1. 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." 【0295】 One challenge in intellectual activities is the difficulty for users to gain advanced competitive experience. In particular, playing against opponents with expert-level skills is not easily achieved in everyday life, hindering skill improvement and the development of strategic thinking. Furthermore, if the game does not progress smoothly, it is difficult to maintain the quality of the match and to maintain the user's concentration. 【0296】 The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 1 is realized by the following means. 【0297】 In this invention, the server includes information display means for receiving user input information, means for communicating with a terminal and providing a visual display, and means for selecting an artificial intelligence model and generating a response in real time. This allows the user to gain an advanced intellectual activity experience through playing against a professional-level AI, and enables smooth gameplay, allowing for skill improvement while maintaining concentration. 【0298】 "User input information" refers to information about selections and actions provided by the user through the interface. 【0299】 "Information display means" refers to interfaces or devices that provide information to users visually. 【0300】 "Intellectual activities" refers to various competitions, games, and academic pursuits that can be selected by the user. 【0301】 "Skill level" is a concept that indicates different levels of the capabilities and difficulties possessed by artificial intelligence. 【0302】 "Artificial intelligence" refers to a program that performs intellectual activities based on a trained model and enables对战 with the user. 【0303】 "Server" is a central computing device that performs tasks such as selection, generation, management of artificial intelligence models, and real-time generation of responses. 【0304】 "Terminal" is a device that provides a user interface and communicates with the server. 【0305】 "Means for generating responses in real time" refers to the technology and process of immediately calculating and providing responses of artificial intelligence to user inputs. 【0306】 "Means for performing visual display" is the technology and process for displaying the situation during对战 and the responses of artificial intelligence on the screen. 【0307】 "Expert level" refers to the level that indicates having advanced technology and knowledge beyond the skills of ordinary users. 【0308】 "Progress of对战" refers to the process in which the user and artificial intelligence respond to each other and the competition unfolds. 【0309】 This invention is a system that enables users to easily experience advanced intellectual activities and aims to improve technology. This system consists of three elements: a server, a terminal, and a user. 【0310】 The server is the central element of this system, generating and managing artificial intelligence at multiple skill levels. The server uses generative AI models trained on pre-collected expert data. These models receive prompts from the user and generate the necessary responses for the game in real time. The server also records the game's progress and stores the final results and history. 【0311】 The terminal acts as a link between the user and the server through the user interface. Users can select intellectual activities and input the start of a competition via the terminal. The terminal also receives responses from the server and displays them visually to the user. This provides an environment where users can enjoy a smooth competitive experience and participate in activities while maintaining concentration. 【0312】 Users can participate in intellectual activities through their devices and gain advanced competitive experience. Multiple genres of activities are available, and users can choose the one that interests them most. For example, if a user chooses shogi (Japanese chess) and wishes to play against a professional-level AI, the prompt would read, "I want to play against a professional-level shogi AI. I want to experience the strategy from the first move." 【0313】 This system provides users with new learning and growth opportunities through a diverse range of intellectual activity options, the use of appropriate artificial intelligence models, and real-time competitive responses. As a result, users can easily access expert-level opponents and hone their intellectual abilities. 【0314】 The flow of the specific processing in Example 1 will be explained using Figure 11. 【0315】 Step 1: 【0316】 The terminal provides a user interface for users to select intellectual activities and set the difficulty level. Users select an activity of interest (e.g., shogi) and a difficulty level (e.g., professional level) and input it into the terminal. This input is then formed into a prompt message such as, "I want to play against a professional-level shogi AI. I want to experience the strategy from the first move." 【0317】 Step 2: 【0318】 The terminal sends user selection information to the server. Specifically, the type of competition and difficulty level information are bundled together as a packet along with a prompt message and transmitted to the server via the network. This allows the server to receive the user's intent. 【0319】 Step 3: 【0320】 The server selects an appropriate AI model based on the received prompt and game information. This selection process identifies the best model from a selection of pre-trained models and loads it as needed. The selected AI model is optimized based on professional gameplay data. 【0321】 Step 4: 【0322】 The server uses the selected AI model to generate an AI response to the user's first move. In this process, the AI model analyzes the user's input (e.g., the movement of shogi pieces) and calculates the next move to obtain the output. The generated response is immediately sent to the terminal. 【0323】 Step 5: 【0324】 The terminal visually displays the AI's response received from the server to the user. The user reviews this response and decides on their next move. The terminal then sends the user's new input back to the server, which initiates the next turn. 【0325】 Step 6: 【0326】 Once a match ends, the server saves the final results and match history. The information recorded in the database is available for users to analyze their gameplay later. The terminal displays the game results to the user and provides the option to play again. 【0327】 (Application Example 1) 【0328】 Next, we will explain Application Example 1. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal." 【0329】 In knowledge-based competitions, users can easily compete against opponents with advanced skills in their daily lives, which creates a problem where opportunities to improve their skills become difficult. This is particularly true for consumer-grade automated devices used in home environments, where an effective solution is needed. 【0330】 The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following means. 【0331】 In this invention, the server includes means for providing a user interface for receiving user input information, means for selecting one of a plurality of knowledge competitions based on the user's selection, means for generating and managing multiple skill levels of artificial intelligence for the competition, means for receiving a competition start input from the user and starting a match against the artificial intelligence, means for receiving user actions during the match and generating and displaying responses from the artificial intelligence, means for saving results and history after the match is completed, and means for being installed on consumer automated devices to realize knowledge competition matches in a home environment. This makes it possible for users to have the opportunity to compete in knowledge competitions against professional-level opponents at home and improve their skills. 【0332】 "User input information" refers to data and commands provided by the user to a system or device, which form the basis for operations and selections. 【0333】 A "user interface" refers to the means or screens that allow a user to directly interact with a system, enabling them to receive instructions and obtain information. 【0334】 "Knowledge competition" is a general term for games and activities designed to test intellectual abilities, particularly those requiring advanced thinking and strategy. 【0335】 "Artificial intelligence" refers to technologies and systems that enable machines to perform thought processes similar to those of humans, and is used to automate specific tasks. 【0336】 "Consumer-use automated equipment" refers to machines and devices designed for use in the home, and are particularly intended for use by general consumers. 【0337】 "Competition" means competing against other participants or artificial intelligence in a knowledge competition of the user's choice. 【0338】 "Results and History" refers to the records of user activity and achievements recorded after a match ends, and is data used for self-analysis and strategy improvement. 【0339】 To implement this invention, a system is required in which a server, terminal, and user work in coordination. The server manages AI models generated based on professional-level gameplay data using Python and TensorFlow. This makes it possible to provide advanced AI opponents that can handle multiple knowledge competitions. The server has a database where user information and game history are stored, and the AI responses during matches are calculated on the server in real time. 【0340】 The terminal features a user interface for interaction with the user, and plays a role in sending requests to the server when the user selects a knowledge competition and starts the game. When the user operates the game through the terminal, the information of their actions is sent to the server, and the AI's response is displayed on the terminal. This allows the user to adjust their strategy as they progress through the competition while actually playing against the AI. 【0341】 Users can experience knowledge-based competitions using consumer-grade automated devices in their home environment. These devices provide professional-level opponents through AI models, offering the opportunity to learn advanced competitions at home. For example, a user could use their device in their free time in the afternoon to play against a professional-level AI in shogi (Japanese chess). An example of a prompt message used when a user starts a match would be a request such as, "I want to start playing shogi against a professional-level AI." 【0342】 Thus, the system of the present invention allows users to easily participate in advanced knowledge competitions in their daily lives and improve their skills. Furthermore, users can review their results and history after a match, providing opportunities for further self-analysis and growth. 【0343】 The flow of a specific process in Application Example 1 will be explained using Figure 12. 【0344】 Step 1: 【0345】 The terminal receives user input. The user uses the terminal's interface to select their desired knowledge competition and AI opponent level. The input information is sent to the terminal, which then prepares to send a request to the server based on this information. 【0346】 Step 2: 【0347】 The terminal sends a request to the server for a knowledge competition selection and AI level. The server receives this request and identifies an AI model suitable for the competition selected by the user. It then prepares to call the corresponding AI model from the database. 【0348】 Step 3: 【0349】 The server activates the selected AI model for the knowledge competition. It runs the AI model using TensorFlow, configuring it to be professional-level or a user-selected level. After the AI model starts, the server sends a ready notification to the device. 【0350】 Step 4: 【0351】 The user initiates a match via their device. Action data from the user's gameplay is sent from the device to the server. The server uses this data to calculate an appropriate response using an AI model. The calculated response is then sent back from the server to the device. 【0352】 Step 5: 【0353】 The terminal receives responses from the server and displays them visually to the user. The user can then consider their next strategy while viewing this. The terminal continues to send user actions to the server, and the match progresses in real time. 【0354】 Step 6: 【0355】 At the end of a match, the server saves the match results and history. The details of the match are recorded in a database, and the data is retained for future analysis and technical improvement. Users can check the results on their devices and perform self-analysis using their past match history. 【0356】 Furthermore, an emotion engine that estimates the user's emotions may be incorporated. That is, the identification processing unit 290 may use the emotion identification model 59 to estimate the user's emotions and perform identification processing using the user's emotions. 【0357】 This invention provides an advanced interactive system that leverages emotional responses as users improve their skills through intellectual competition. The system centers around a server, terminal, and user, and additionally incorporates an emotion engine for emotion recognition. 【0358】 The server manages AI models related to multiple intellectual competitions, enabling matches at various skill levels. The server pre-trains the AI for each competition using professional-level gameplay data, dynamically selecting and configuring the optimal model based on user requests. Furthermore, the server simultaneously processes user input and emotion recognition data, utilizing this information to inform AI responses and game progression. 【0359】 The terminal handles all communication between the user and the server, allowing users to select games and set difficulty levels through the user interface. Furthermore, the terminal senses the user's facial expressions, voice, and body movements in real time via sensors for the emotion engine, and transmits this information to the server. This enables the terminal to provide an interactive game experience tailored to the user's emotional state. 【0360】 Users select their desired game using their device and begin playing against the AI. During the game, the user's emotional state is recognized by an emotion engine, and the server adjusts its response, dynamically changing the game content and difficulty. For example, if the user is feeling stressed during the game, the system can lower the difficulty to help them relax. This adaptive flow provides a more comfortable and easier learning environment. 【0361】 In a specific example, if user B plays chess and the emotion engine recognizes the user's state of concentration from their facial expressions, the server will take this into account and adjust the AI's response speed to provide user B with an optimally challenging match. In this way, the system provides a game experience optimized for the user through emotion recognition, enhancing its learning effect. 【0362】 This invention enables users to improve their skills more effectively by receiving not only technical feedback but also emotional feedback through intellectual competition. 【0363】 The following describes the processing flow. 【0364】 Step 1: 【0365】 The user launches the application on their device, enters the required user information, and registers or logs in. 【0366】 Step 2: 【0367】 The terminal verifies the entered user information and sends it to the server. The server saves this information to its database and notifies the terminal that registration is complete. 【0368】 Step 3: 【0369】 Users select the intellectual game they want to play from the device's menu. Intellectual games include shogi, go, chess, and card games. 【0370】 Step 4: 【0371】 The terminal sends a request to the server based on the selected sport, displaying the available skill levels and modes. 【0372】 Step 5: 【0373】 The user selects their desired AI skill level. Options include professional and amateur levels. 【0374】 Step 6: 【0375】 The terminal sends the selected skill level information and competition details to the server. Based on this information, the server deploys the appropriate AI model and prepares it. 【0376】 Step 7: 【0377】 The emotion engine analyzes the user's facial expressions and voice in real time through sensors such as the camera and microphone built into the device. 【0378】 Step 8: 【0379】 When a user starts a competition, the device sends a request to the server to start the competition. 【0380】 Step 9: 【0381】 The server activates the AI and waits for the user's initial input. 【0382】 Step 10: 【0383】 When a user moves a piece on their device, that movement is sent to the server. The server calculates the AI's response and sends that response back to the user's device. 【0384】 Step 11: 【0385】 The terminal displays the response from the server on its screen, and the emotion engine analyzes the user's emotions and sends that data to the server. 【0386】 Step 12: 【0387】 The server dynamically adjusts AI responses and game progression based on data from the emotion engine, optimizing the user's gameplay experience during the summer. 【0388】 Step 13: 【0389】 If the user's facial expression indicates stress during gameplay, the server will take measures such as adjusting the AI's difficulty level and changing the game's pace. 【0390】 Step 14: 【0391】 Once the game ends, the server saves all gameplay and emotion data to its database. 【0392】 Step 15: 【0393】 The device displays game results to the user and provides options for replays and review. 【0394】 This series of steps allows users to enjoy intellectual competition in an optimized learning environment. 【0395】 (Example 2) 【0396】 Next, we will describe Example 2. 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". 【0397】 In intellectual competitions, improving users' skills has traditionally been limited to providing matches against AIs fixed at a specific skill level. Therefore, there was a need for a system that could dynamically provide matches at appropriate difficulty levels while considering the user's emotional state, thereby creating a comfortable learning environment that addresses both technical and emotional aspects. 【0398】 The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. 【0399】 In this invention, the server includes means for providing an interface for receiving user input information, means for selecting a game based on the user's choice, and means for receiving the user's emotional state using an emotion recognition device and dynamically adjusting the artificial intelligence's response and game progress based on that data. This enables dynamic difficulty adjustment according to the user's emotional state, resulting in improved learning effectiveness and a more comfortable gaming experience. 【0400】 "User input information" refers to data that includes instructions and selections entered by the user through the system interface. 【0401】 An "interface" is a means or device for a user to communicate with a system and input or retrieve information. 【0402】 "Intellectual competitions" are competitions that require thinking skills and strategies, and aim to improve users' intellectual abilities and skills. 【0403】 "Artificial intelligence" refers to computer programs that simulate human intellectual tasks, particularly learning and reasoning. 【0404】 An "emotion recognition device" is a technology that includes a device or sensor for detecting human facial expressions, voice, body movements, etc., and determining their emotional state. 【0405】 "Dynamic adjustment" refers to a processing method that changes and adapts in real time according to the situation and conditions. 【0406】 "Game progression" refers to the process of managing the status and phases of play in a selected intellectual competition. 【0407】 "Difficulty adjustment" is a method of changing the difficulty level of a competition or task according to the user's skill level and emotional state. 【0408】 This invention provides an advanced interactive system that utilizes emotion recognition to help users improve their skills through intellectual competition. 【0409】 First, the server trains AI models for multiple intellectual competitions based on professional-level data. This prepares the AI to offer matches at diverse skill levels. Next, the server dynamically configures the optimal AI model based on the user's selection of competition and skill level, and then initiates the match. 【0410】 The terminal provides an interface for receiving user input, allowing users to select games and set difficulty levels. The terminal also incorporates an emotion recognition device that senses the user's facial expressions, voice, and body movements in real time. This data is immediately sent to a server, which uses this information to adjust the AI's responses and game progression. For example, if the terminal's sensors detect fatigue from the user's facial expressions, the server automatically takes action, such as lowering the game difficulty. 【0411】 Users select their desired sport through the interface and begin playing against the AI. If the user shows signs of stress or concentration during gameplay, the system recognizes these emotions and instantly optimizes the game environment. This allows for more effective skill improvement. 【0412】 As a concrete example, consider a scenario where a user selects chess and begins playing. When the user's facial expression shows signs of tension, the server detects this and slows down its response speed to provide time for calm and thoughtful consideration. 【0413】 An example of a prompt message would be, "Use the emotion data obtained from today's matches to enhance the learning of the new AI model," which can be used to improve the generative AI model. 【0414】 The flow of the specific processing in Example 2 will be explained using Figure 13. 【0415】 Step 1: 【0416】 The server collects professional-level data. Based on this, the server builds a generative AI model and trains the AI model for intelligent competition. The input to this process is professional-level gameplay data, and the output is an AI model appropriate to the skill level. 【0417】 Step 2: 【0418】 The server receives a request from the user. The input here is the user's chosen game and desired skill level. Based on this, the server selects the optimal AI model and prepares for the match. The output is the configuration information of the AI model suited to the user. 【0419】 Step 3: 【0420】 The terminal receives the user's input to start a game and sends it to the server. When the user selects a game using the interface and presses the start button, this becomes the input. Based on this information, the server starts the match with the selected AI model. The output is a confirmation that the game has started. 【0421】 Step 4: 【0422】 The device uses an emotion recognition device to collect real-time emotional data from the user. Inputs include the user's facial expressions, voice, and actions; this data is analyzed to extract the emotional state. Output is data indicating the user's emotional state. This data is sent to a server. 【0423】 Step 5: 【0424】 The server receives emotional data and dynamically adjusts the game's progression. Data indicating user stress levels and other factors are input, and based on this, the server adjusts the game difficulty or instructs the AI to respond in specific ways. The output consists of the adjusted game parameters and instructions for the next steps. 【0425】 Step 6: 【0426】 After the game ends, the server saves the results and history. Game results, user choices, and sentiment data are used as input, and a history file is created based on them. The output is the saved history data, which is used for future improvements and analysis. 【0427】 (Application Example 2) 【0428】 Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server," and the smart glasses 214 will be referred to as the "terminal." 【0429】 When engaging in intellectual activities, there is a need to provide more interactive and personalized experiences that reflect the user's emotional state while improving their skills. Furthermore, a system is required that can analyze emotions and dynamically adjust activity content so that users can engage in activities at the optimal difficulty level. 【0430】 The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. 【0431】 In this invention, the server includes means for receiving user input information via a data processing device, means for selecting one of a plurality of intellectual activities based on the user's choice, and means for generating and managing artificial intelligence with a plurality of skill criteria for the activity. This makes it possible for the user to perform intellectual activities in an optimal environment and improve their skills by adjusting the appropriate difficulty level and response speed based on the user's emotional state. 【0432】 A "data processing device" is a device that receives user input information, analyzes that information, and processes appropriate commands. 【0433】 "Intellectual activities" refer to games that require mental effort, such as chess, Go, and Shogi, and are activities that users engage in to cultivate their thinking skills. 【0434】 "Skill standards" are criteria that define the ability level of artificial intelligence in intellectual activities, and are used to enable matches that are appropriate to the user's abilities. 【0435】 "Dynamic configuration" means changing the settings of the system or AI in real time according to the user's choices and circumstances. 【0436】 "Emotional state" refers to the type and degree of emotion analyzed from the user's facial expressions, voice, etc., and is a factor that influences the system's response and adjustments. 【0437】 "Response speed" refers to the speed at which artificial intelligence performs predetermined actions during interactions or battles with users. 【0438】 In this embodiment of the invention, a system is developed to support intellectual activities within the home. The server plays a central role, providing artificial intelligence based on the intellectual activity selected by the user and performing dynamically adaptable processing. When the user selects an activity via a terminal, that information is sent to the server. Based on the received input information, the server selects an appropriate AI model for the intellectual activity and starts the activity. 【0439】 The device acts as an interface with the user and is equipped with emotion recognition capabilities to capture voice and facial expressions. Specifically, it uses hardware devices such as a camera and microphone to analyze the user's emotional state in real time. For facial recognition, it can use a neural network model that leverages Google's TensorFlow library. This allows the server to acquire the user's emotional state in real time and dynamically adjust the difficulty of the activity and the AI's response speed. 【0440】 Users can enjoy intellectual activities at home, gaining positive experiences along with skill improvement. For example, if a user shows a focused expression while playing Go, the system can provide a challenging environment by speeding up the pace of play. Furthermore, by providing the AI model with a standardized prompt such as, "I want a Go partner to enjoy at home. I need an assistant that can read my emotions and adjust the game difficulty so I can enjoy the game while improving my skills," the system can generate a more user-friendly response. 【0441】 The flow of a specific process in Application Example 2 will be explained using Figure 14. 【0442】 Step 1: 【0443】 The terminal receives requests from the user to select and initiate an intellectual activity. Based on the user's selection, it collects the type of activity as data input and sends that information to the server. At this point, the output is the data for the intellectual activity selected by the user. 【0444】 Step 2: 【0445】 The server analyzes the data of intellectual activity received from the user and selects an appropriate generative AI model according to its type. If necessary, it retrieves corresponding professional data from databases on the internet and configures the selected AI model accordingly. The output of this process is the configured AI model. 【0446】 Step 3: 【0447】 The device activates its emotion recognition function and uses its camera and microphone to capture the user's facial expressions and voice in real time. The input data consists of the user's facial expressions and voice information, which is then analyzed by a neural network model to output the user's emotional state. 【0448】 Step 4: 【0449】 The server receives user emotional state information provided from the terminal and dynamically adjusts the progress of the activity and the AI's response based on the analyzed emotional data. Specifically, it changes the AI's response speed and activity difficulty according to the user's emotions. The output of this process is an adjusted activity command corresponding to the user's emotions. 【0450】 Step 5: 【0451】 The user interacts with pre-configured activities provided through the terminal and inputs the resulting activity progress into the terminal. The terminal monitors the progress in real time and sends the activity results to the server when the completion conditions are met. The output of this step is the activity progress results and historical data. 【0452】 Step 6: 【0453】 The server stores the activity results and historical data received from the terminal. This stored data is used for future activity adjustments and analysis of user skill improvement. The final output of this step is the stored activity results and historical data. 【0454】 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 user input for the result of the specific processing. The control unit 46A transmits the audio data indicating user input acquired by the microphone 238 to the data processing unit 12. In the data processing unit 12, the specific processing unit 290 acquires the audio data. 【0455】 Data generation model 58 is a type of so-called generative AI (Artificial Intelligence). An example of data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search) <url: https: gemini.google.com ?hl="ja">Examples of generative AI include the following. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 is input with prompts containing instructions, and with inference data such as audio data representing speech, text data representing text, and image data representing images. The data generation model 58 infers from the input inference data according to the instructions indicated by the prompts, and outputs the inference results in data formats such as audio data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. 【0456】 In the above embodiment, an example was given in which specific processing is performed by the data processing device 12, but the technology of this disclosure is not limited thereto, and the specific processing may also be performed by the smart glasses 214. 【0457】 [Third Embodiment] 【0458】 Figure 5 shows an example of the configuration of the data processing system 310 according to the third embodiment. 【0459】 As shown in Figure 5, the data processing system 310 includes a data processing device 12 and a headset terminal 314. An example of the data processing device 12 is a server. 【0460】 The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network). 【0461】 The headset terminal 314 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication interface 44, and a display 343. The computer 36 includes a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The microphone 238, speaker 240, camera 42, and display 343 are also connected to the bus 52. 【0462】 The microphone 238 receives voice signals from the user 20 and receives instructions from the user 20. The microphone 238 captures the voice signals from the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to the instructions from the processor 46. 【0463】 Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the area around the user 20 (for example, an imaging range defined by a field of view equivalent to the width of a typical healthy person's field of vision). 【0464】 Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various information between processor 46 and processor 28 via network 54. The exchange of various information between processor 46 and processor 28 using communication interfaces 44 and 26 is performed in a secure manner. 【0465】 Figure 6 shows an example of the main functions of the data processing device 12 and the headset terminal 314. As shown in Figure 6, the data processing device 12 performs specific processing using the processor 28. The storage 32 stores the specific processing program 56. 【0466】 The specific processing program 56 is an example of a "program" relating to the technology of this 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. 【0467】 The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290. 【0468】 In the headset terminal 314, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. 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 processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48. 【0469】 Next, the specific processing performed by the specific processing unit 290 of the data processing device 12 will be described. In the following description, the data processing device 12 will be referred to as the "server" and the headset terminal 314 will be referred to as the "terminal". 【0470】 This invention provides a system that allows users to easily experience advanced intellectual competitions and aim to improve their skills. This system mainly consists of three elements: a server, a terminal, and a user. 【0471】 The server plays a central role in generating and managing the AI models for the competition in the backend. To this end, the server trains the AI models in advance based on professional-level gameplay data. These models support multiple competitions and possess specialized knowledge for each competition. The server also maintains a database, storing user information and game history. Furthermore, the server selects the appropriate AI level in response to user requests and generates real-time responses during matches. 【0472】 The terminal connects the user and the server via a user interface. When the user selects a game, the terminal communicates this to the server and displays difficulty setting options. When the user selects to start the game, the terminal communicates with the server based on the user's input, receives information about the match from the server, and displays it visually to the user. 【0473】 Users initiate matches of their chosen sport through the device's interface. By choosing to play against professional-level AI, users can gain advanced competitive experience that is difficult to obtain in everyday life. During the match, users can see each other's actions without delay, allowing them to adjust their strategies immediately. Finally, after the match ends, users can review the results on their device screen and perform self-analysis based on the history stored on the server. 【0474】 As a concrete example, if user A selects shogi and wishes to play against a professional-level AI, the terminal displays the shogi game screen and requests a professional-level AI from the server. The server generates a professional-level AI based on the request and prepares it before user A makes their first move. When user A moves a piece on the terminal, the input is transmitted to the server in real time, the AI's response is immediately calculated and returned to the terminal. This allows user A to enjoy a smooth game experience. 【0475】 Thus, the system of the present invention provides users with opportunities to improve their intellectual skills and allows them to easily replicate the experience of playing against professional opponents. 【0476】 The following describes the processing flow. 【0477】 Step 1: 【0478】 The user launches the application on their device and enters the required user information (e.g., name, email address, password) on the new registration or login screen. 【0479】 Step 2: 【0480】 The terminal verifies the entered information and sends the user information to the server. 【0481】 Step 3: 【0482】 The server records the received user information in its database and notifies the terminal that registration is complete. 【0483】 Step 4: 【0484】 The user selects an intellectual game of interest from the terminal's menu. Options include shogi, go, chess, and card games. 【0485】 Step 5: 【0486】 The device sends a request to the server based on the selected game, displaying the available difficulty levels and modes. 【0487】 Step 6: 【0488】 Users select their desired difficulty level for the artificial intelligence. Options include professional level, amateur level, and so on. 【0489】 Step 7: 【0490】 The device sends a request to the server with the selected difficulty level information. 【0491】 Step 8: 【0492】 The server generates an appropriate AI model based on the information it receives and puts that AI into a battle-ready state. 【0493】 Step 9: 【0494】 When the user presses the game start button, the device sends a request to the server to start the game. 【0495】 Step 10: 【0496】 The server activates the AI and waits for the user's initial input. 【0497】 Step 11: 【0498】 When a user moves a piece on their device, that movement is sent to the server. 【0499】 Step 12: 【0500】 After receiving the user's action, the server's AI calculates the optimal solution and sends a hand to the terminal as a response. 【0501】 Step 13: 【0502】 The terminal receives a response from the server and displays it on the screen. 【0503】 Step 14: 【0504】 The user and the AI continue their battle, each making moves in turn. During this time, the device sends the user's input to the server in real time and receives the AI's response. 【0505】 Step 15: 【0506】 Once the game ends, the server saves the match history, including all moves, and the results to a database. 【0507】 Step 16: 【0508】 The device displays the game results to the user and provides options for replay or ending the game. 【0509】 This step allows users to comfortably enjoy advanced intellectual competitions. 【0510】 (Example 1) 【0511】 Next, we will describe Example 1. 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." 【0512】 One challenge in intellectual activities is the difficulty for users to gain advanced competitive experience. In particular, playing against opponents with expert-level skills is not easily achieved in everyday life, hindering skill improvement and the development of strategic thinking. Furthermore, if the game does not progress smoothly, it is difficult to maintain the quality of the match and to maintain the user's concentration. 【0513】 The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 1 is realized by the following means. 【0514】 In this invention, the server includes information display means for receiving user input information, means for communicating with a terminal and providing a visual display, and means for selecting an artificial intelligence model and generating a response in real time. This allows the user to gain an advanced intellectual activity experience through playing against a professional-level AI, and enables smooth gameplay, allowing for skill improvement while maintaining concentration. 【0515】 "User input information" refers to information about selections and actions provided by the user through the interface. 【0516】 "Information display means" refers to interfaces or devices that provide information to users visually. 【0517】 "Intellectual activities" refer to various competitions, games, and academic endeavors that users can choose to participate in. 【0518】 "Skill level" is a concept that indicates different stages of capabilities and difficulty levels possessed by artificial intelligence. 【0519】 "Artificial intelligence" refers to a program that performs intelligent activities based on a trained model and enables it to compete against users. 【0520】 A "server" is a central computing device that performs tasks such as selecting, generating, managing artificial intelligence models, and generating responses in real time. 【0521】 A "terminal" is a device that provides a user interface and communicates with a server. 【0522】 "Means of generating responses in real time" refers to technologies and processes that instantly calculate and provide artificial intelligence responses to user input. 【0523】 "Means of providing visual representations" refer to technologies and processes for displaying the situation during a match or the responses of artificial intelligence on a screen. 【0524】 "Expert level" refers to a stage where one possesses advanced skills and knowledge that exceed the capabilities of an average user. 【0525】 "Match progression" refers to the process by which a competition unfolds through the interaction between the user and the artificial intelligence. 【0526】 This invention is a system that enables users to easily experience advanced intellectual activities and improve their skills. This system consists of three elements: a server, a terminal, and a user. 【0527】 The server is the central element of this system, generating and managing artificial intelligence at multiple skill levels. The server uses generative AI models trained on pre-collected expert data. These models receive prompts from the user and generate the necessary responses for the game in real time. The server also records the game's progress and stores the final results and history. 【0528】 The terminal acts as a link between the user and the server through the user interface. Users can select intellectual activities and input the start of a competition via the terminal. The terminal also receives responses from the server and displays them visually to the user. This provides an environment where users can enjoy a smooth competitive experience and participate in activities while maintaining concentration. 【0529】 Users can participate in intellectual activities through their devices and gain advanced competitive experience. Multiple genres of activities are available, and users can choose the one that interests them most. For example, if a user chooses shogi (Japanese chess) and wishes to play against a professional-level AI, the prompt would read, "I want to play against a professional-level shogi AI. I want to experience the strategy from the first move." 【0530】 This system provides users with new learning and growth opportunities through a diverse range of intellectual activity options, the use of appropriate artificial intelligence models, and real-time competitive responses. As a result, users can easily access expert-level opponents and hone their intellectual abilities. 【0531】 The flow of the specific processing in Example 1 will be explained using Figure 11. 【0532】 Step 1: 【0533】 The terminal provides a user interface for users to select intellectual activities and set the difficulty level. Users select an activity of interest (e.g., shogi) and a difficulty level (e.g., professional level) and input it into the terminal. This input is then formed into a prompt message such as, "I want to play against a professional-level shogi AI. I want to experience the strategy from the first move." 【0534】 Step 2: 【0535】 The terminal sends user selection information to the server. Specifically, the type of competition and difficulty level information are bundled together as a packet along with a prompt message and transmitted to the server via the network. This allows the server to receive the user's intent. 【0536】 Step 3: 【0537】 The server selects an appropriate AI model based on the received prompt and game information. This selection process identifies the best model from a selection of pre-trained models and loads it as needed. The selected AI model is optimized based on professional gameplay data. 【0538】 Step 4: 【0539】 The server uses the selected AI model to generate an AI response to the user's first move. In this process, the AI model analyzes the user's input (e.g., the movement of shogi pieces) and calculates the next move to obtain the output. The generated response is immediately sent to the terminal. 【0540】 Step 5: 【0541】 The terminal visually displays the AI's response received from the server to the user. The user reviews this response and decides on their next move. The terminal then sends the user's new input back to the server, which initiates the next turn. 【0542】 Step 6: 【0543】 Once a match ends, the server saves the final results and match history. The information recorded in the database is available for users to analyze their gameplay later. The terminal displays the game results to the user and provides the option to play again. 【0544】 (Application Example 1) 【0545】 Next, we will explain Application Example 1. In the following explanation, 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." 【0546】 In knowledge-based competitions, users can easily compete against opponents with advanced skills in their daily lives, which creates a problem where opportunities to improve their skills become difficult. This is particularly true for consumer-grade automated devices used in home environments, where an effective solution is needed. 【0547】 The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following means. 【0548】 In this invention, the server includes means for providing a user interface for receiving user input information, means for selecting one of a plurality of knowledge competitions based on the user's selection, means for generating and managing multiple skill levels of artificial intelligence for the competition, means for receiving a competition start input from the user and starting a match against the artificial intelligence, means for receiving user actions during the match and generating and displaying responses from the artificial intelligence, means for saving results and history after the match is completed, and means for being installed on consumer automated devices to realize knowledge competition matches in a home environment. This makes it possible for users to have the opportunity to compete in knowledge competitions against professional-level opponents at home and improve their skills. 【0549】 "User input information" refers to data and commands provided by the user to a system or device, which form the basis for operations and selections. 【0550】 A "user interface" refers to the means or screens that allow a user to directly interact with a system, enabling them to receive instructions and obtain information. 【0551】 "Knowledge competition" is a general term for games and activities designed to test intellectual abilities, particularly those requiring advanced thinking and strategy. 【0552】 "Artificial intelligence" refers to technologies and systems that enable machines to perform thought processes similar to those of humans, and is used to automate specific tasks. 【0553】 "Consumer-use automated equipment" refers to machines and devices designed for use in the home, and are particularly intended for use by general consumers. 【0554】 "Competition" means competing against other participants or artificial intelligence in a knowledge competition of the user's choice. 【0555】 "Results and History" refers to the records of user activity and achievements recorded after a match ends, and is data used for self-analysis and strategy improvement. 【0556】 To implement this invention, a system is required in which a server, terminal, and user work in coordination. The server manages AI models generated based on professional-level gameplay data using Python and TensorFlow. This makes it possible to provide advanced AI opponents that can handle multiple knowledge competitions. The server has a database where user information and game history are stored, and the AI responses during matches are calculated on the server in real time. 【0557】 The terminal features a user interface for interaction with the user, and plays a role in sending requests to the server when the user selects a knowledge competition and starts the game. When the user operates the game through the terminal, the information of their actions is sent to the server, and the AI's response is displayed on the terminal. This allows the user to adjust their strategy as they progress through the competition while actually playing against the AI. 【0558】 Users can experience knowledge-based competitions using consumer-grade automated devices in their home environment. These devices provide professional-level opponents through AI models, offering the opportunity to learn advanced competitions at home. For example, a user could use their device in their free time in the afternoon to play against a professional-level AI in shogi (Japanese chess). An example of a prompt message used when a user starts a match would be a request such as, "I want to start playing shogi against a professional-level AI." 【0559】 Thus, the system of the present invention allows users to easily participate in advanced knowledge competitions in their daily lives and improve their skills. Furthermore, users can review their results and history after a match, providing opportunities for further self-analysis and growth. 【0560】 The flow of a specific process in Application Example 1 will be explained using Figure 12. 【0561】 Step 1: 【0562】 The terminal receives user input. The user uses the terminal's interface to select their desired knowledge competition and AI opponent level. The input information is sent to the terminal, which then prepares to send a request to the server based on this information. 【0563】 Step 2: 【0564】 The terminal sends a request to the server for a knowledge competition selection and AI level. The server receives this request and identifies an AI model suitable for the competition selected by the user. It then prepares to call the corresponding AI model from the database. 【0565】 Step 3: 【0566】 The server activates the selected AI model for the knowledge competition. It runs the AI model using TensorFlow, configuring it to be professional-level or a user-selected level. After the AI model starts, the server sends a ready notification to the device. 【0567】 Step 4: 【0568】 The user initiates a match via their device. Action data from the user's gameplay is sent from the device to the server. The server uses this data to calculate an appropriate response using an AI model. The calculated response is then sent back from the server to the device. 【0569】 Step 5: 【0570】 The terminal receives responses from the server and displays them visually to the user. The user can then consider their next strategy while viewing this. The terminal continues to send user actions to the server, and the match progresses in real time. 【0571】 Step 6: 【0572】 At the end of a match, the server saves the match results and history. The details of the match are recorded in a database, and the data is retained for future analysis and technical improvement. Users can check the results on their devices and perform self-analysis using their past match history. 【0573】 Furthermore, an emotion engine that estimates the user's emotions may be incorporated. That is, the identification processing unit 290 may use the emotion identification model 59 to estimate the user's emotions and perform identification processing using the user's emotions. 【0574】 This invention provides an advanced interactive system that leverages emotional responses as users improve their skills through intellectual competition. The system centers around a server, terminal, and user, and additionally incorporates an emotion engine for emotion recognition. 【0575】 The server manages AI models related to multiple intellectual competitions, enabling matches at various skill levels. The server pre-trains the AI for each competition using professional-level gameplay data, dynamically selecting and configuring the optimal model based on user requests. Furthermore, the server simultaneously processes user input and emotion recognition data, utilizing this information to inform AI responses and game progression. 【0576】 The terminal handles all communication between the user and the server, allowing users to select games and set difficulty levels through the user interface. Furthermore, the terminal senses the user's facial expressions, voice, and body movements in real time via sensors for the emotion engine, and transmits this information to the server. This enables the terminal to provide an interactive game experience tailored to the user's emotional state. 【0577】 Users select their desired game using their device and begin playing against the AI. During the game, the user's emotional state is recognized by an emotion engine, and the server adjusts its response, dynamically changing the game content and difficulty. For example, if the user is feeling stressed during the game, the system can lower the difficulty to help them relax. This adaptive flow provides a more comfortable and easier learning environment. 【0578】 In a specific example, if user B plays chess and the emotion engine recognizes the user's state of concentration from their facial expressions, the server will take this into account and adjust the AI's response speed to provide user B with an optimally challenging match. In this way, the system provides a game experience optimized for the user through emotion recognition, enhancing its learning effect. 【0579】 This invention enables users to improve their skills more effectively by receiving not only technical feedback but also emotional feedback through intellectual competition. 【0580】 The following describes the processing flow. 【0581】 Step 1: 【0582】 The user launches the application on their device, enters the required user information, and registers or logs in. 【0583】 Step 2: 【0584】 The terminal verifies the entered user information and sends it to the server. The server saves this information to its database and notifies the terminal that registration is complete. 【0585】 Step 3: 【0586】 Users select the intellectual game they want to play from the device's menu. Intellectual games include shogi, go, chess, and card games. 【0587】 Step 4: 【0588】 The terminal sends a request to the server based on the selected sport, displaying the available skill levels and modes. 【0589】 Step 5: 【0590】 The user selects their desired AI skill level. Options include professional and amateur levels. 【0591】 Step 6: 【0592】 The terminal sends the selected skill level information and competition details to the server. Based on this information, the server deploys the appropriate AI model and prepares it. 【0593】 Step 7: 【0594】 The emotion engine analyzes the user's facial expressions and voice in real time through sensors such as the camera and microphone built into the device. 【0595】 Step 8: 【0596】 When a user starts a competition, the device sends a request to the server to start the competition. 【0597】 Step 9: 【0598】 The server activates the AI and waits for the user's initial input. 【0599】 Step 10: 【0600】 When a user moves a piece on their device, that movement is sent to the server. The server calculates the AI's response and sends that response back to the user's device. 【0601】 Step 11: 【0602】 The terminal displays the response from the server on its screen, and the emotion engine analyzes the user's emotions and sends that data to the server. 【0603】 Step 12: 【0604】 The server dynamically adjusts AI responses and game progression based on data from the emotion engine, optimizing the user's gameplay experience during the summer. 【0605】 Step 13: 【0606】 If the user's facial expression indicates stress during gameplay, the server will take measures such as adjusting the AI's difficulty level and changing the game's pace. 【0607】 Step 14: 【0608】 Once the game ends, the server saves all gameplay and emotion data to its database. 【0609】 Step 15: 【0610】 The device displays game results to the user and provides options for replays and review. 【0611】 This series of steps allows users to enjoy intellectual competition in an optimized learning environment. 【0612】 (Example 2) 【0613】 Next, we will describe Example 2. 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." 【0614】 In intellectual competitions, improving users' skills has traditionally been limited to providing matches against AIs fixed at a specific skill level. Therefore, there was a need for a system that could dynamically provide matches at appropriate difficulty levels while considering the user's emotional state, thereby creating a comfortable learning environment that addresses both technical and emotional aspects. 【0615】 The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. 【0616】 In this invention, the server includes means for providing an interface for receiving user input information, means for selecting a game based on the user's choice, and means for receiving the user's emotional state using an emotion recognition device and dynamically adjusting the artificial intelligence's response and game progress based on that data. This enables dynamic difficulty adjustment according to the user's emotional state, resulting in improved learning effectiveness and a more comfortable gaming experience. 【0617】 "User input information" refers to data that includes instructions and selections entered by the user through the system interface. 【0618】 An "interface" is a means or device for a user to communicate with a system and input or retrieve information. 【0619】 "Intellectual competitions" are competitions that require thinking skills and strategies, and aim to improve users' intellectual abilities and skills. 【0620】 "Artificial intelligence" refers to computer programs that simulate human intellectual tasks, particularly learning and reasoning. 【0621】 An "emotion recognition device" is a technology that includes a device or sensor for detecting human facial expressions, voice, body movements, etc., and determining their emotional state. 【0622】 "Dynamic adjustment" refers to a processing method that changes and adapts in real time according to the situation and conditions. 【0623】 "Game progression" refers to the process of managing the status and phases of play in a selected intellectual competition. 【0624】 "Difficulty adjustment" is a method of changing the difficulty level of a competition or task according to the user's skill level and emotional state. 【0625】 This invention provides an advanced interactive system that utilizes emotion recognition to help users improve their skills through intellectual competition. 【0626】 First, the server trains AI models for multiple intellectual competitions based on professional-level data. This prepares the AI to offer matches at diverse skill levels. Next, the server dynamically configures the optimal AI model based on the user's selection of competition and skill level, and then initiates the match. 【0627】 The terminal provides an interface for receiving user input, allowing users to select games and set difficulty levels. The terminal also incorporates an emotion recognition device that senses the user's facial expressions, voice, and body movements in real time. This data is immediately sent to a server, which uses this information to adjust the AI's responses and game progression. For example, if the terminal's sensors detect fatigue from the user's facial expressions, the server automatically takes action, such as lowering the game difficulty. 【0628】 Users select their desired sport through the interface and begin playing against the AI. If the user shows signs of stress or concentration during gameplay, the system recognizes these emotions and instantly optimizes the game environment. This allows for more effective skill improvement. 【0629】 As a concrete example, consider a scenario where a user selects chess and begins playing. When the user's facial expression shows signs of tension, the server detects this and slows down its response speed to provide time for calm and thoughtful consideration. 【0630】 An example of a prompt message would be, "Use the emotion data obtained from today's matches to enhance the learning of the new AI model," which can be used to improve the generative AI model. 【0631】 The flow of the specific processing in Example 2 will be explained using Figure 13. 【0632】 Step 1: 【0633】 The server collects professional-level data. Based on this, the server builds a generative AI model and trains the AI model for intelligent competition. The input to this process is professional-level gameplay data, and the output is an AI model appropriate to the skill level. 【0634】 Step 2: 【0635】 The server receives a request from the user. The input here is the user's chosen game and desired skill level. Based on this, the server selects the optimal AI model and prepares for the match. The output is the configuration information of the AI model suited to the user. 【0636】 Step 3: 【0637】 The terminal receives the user's input to start a game and sends it to the server. When the user selects a game using the interface and presses the start button, this becomes the input. Based on this information, the server starts the match with the selected AI model. The output is a confirmation that the game has started. 【0638】 Step 4: 【0639】 The device uses an emotion recognition device to collect real-time emotional data from the user. Inputs include the user's facial expressions, voice, and actions; this data is analyzed to extract the emotional state. Output is data indicating the user's emotional state. This data is sent to a server. 【0640】 Step 5: 【0641】 The server receives emotional data and dynamically adjusts the game's progression. Data indicating user stress levels and other factors are input, and based on this, the server adjusts the game difficulty or instructs the AI to respond in specific ways. The output consists of the adjusted game parameters and instructions for the next steps. 【0642】 Step 6: 【0643】 After the game ends, the server saves the results and history. Game results, user choices, and sentiment data are used as input, and a history file is created based on them. The output is the saved history data, which is used for future improvements and analysis. 【0644】 (Application Example 2) 【0645】 Next, we will explain application example 2. In the following explanation, 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." 【0646】 When engaging in intellectual activities, there is a need to provide more interactive and personalized experiences that reflect the user's emotional state while improving their skills. Furthermore, a system is required that can analyze emotions and dynamically adjust activity content so that users can engage in activities at the optimal difficulty level. 【0647】 The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. 【0648】 In this invention, the server includes means for receiving user input information via a data processing device, means for selecting one of a plurality of intellectual activities based on the user's choice, and means for generating and managing artificial intelligence with a plurality of skill criteria for the activity. This makes it possible for the user to perform intellectual activities in an optimal environment and improve their skills by adjusting the appropriate difficulty level and response speed based on the user's emotional state. 【0649】 A "data processing device" is a device that receives user input information, analyzes that information, and processes appropriate commands. 【0650】 "Intellectual activities" refer to games that require mental effort, such as chess, Go, and Shogi, and are activities that users engage in to cultivate their thinking skills. 【0651】 "Skill standards" are criteria that define the ability level of artificial intelligence in intellectual activities, and are used to enable matches that are appropriate to the user's abilities. 【0652】 "Dynamic configuration" means changing the settings of the system or AI in real time according to the user's choices and circumstances. 【0653】 "Emotional state" refers to the type and degree of emotion analyzed from the user's facial expressions, voice, etc., and is a factor that influences the system's response and adjustments. 【0654】 "Response speed" refers to the speed at which artificial intelligence performs predetermined actions during interactions or battles with users. 【0655】 In this embodiment of the invention, a system is developed to support intellectual activities within the home. The server plays a central role, providing artificial intelligence based on the intellectual activity selected by the user and performing dynamically adaptable processing. When the user selects an activity via a terminal, that information is sent to the server. Based on the received input information, the server selects an appropriate AI model for the intellectual activity and starts the activity. 【0656】 The device acts as an interface with the user and is equipped with emotion recognition capabilities to capture voice and facial expressions. Specifically, it uses hardware devices such as a camera and microphone to analyze the user's emotional state in real time. For facial recognition, it can use a neural network model that leverages Google's TensorFlow library. This allows the server to acquire the user's emotional state in real time and dynamically adjust the difficulty of the activity and the AI's response speed. 【0657】 Users can enjoy intellectual activities at home, gaining positive experiences along with skill improvement. For example, if a user shows a focused expression while playing Go, the system can provide a challenging environment by speeding up the pace of play. Furthermore, by providing the AI model with a standardized prompt such as, "I want a Go partner to enjoy at home. I need an assistant that can read my emotions and adjust the game difficulty so I can enjoy the game while improving my skills," the system can generate a more user-friendly response. 【0658】 The flow of a specific process in Application Example 2 will be explained using Figure 14. 【0659】 Step 1: 【0660】 The terminal receives requests from the user to select and initiate an intellectual activity. Based on the user's selection, it collects the type of activity as data input and sends that information to the server. At this point, the output is the data for the intellectual activity selected by the user. 【0661】 Step 2: 【0662】 The server analyzes the data of intellectual activity received from the user and selects an appropriate generative AI model according to its type. If necessary, it retrieves corresponding professional data from databases on the internet and configures the selected AI model accordingly. The output of this process is the configured AI model. 【0663】 Step 3: 【0664】 The device activates its emotion recognition function and uses its camera and microphone to capture the user's facial expressions and voice in real time. The input data consists of the user's facial expressions and voice information, which is then analyzed by a neural network model to output the user's emotional state. 【0665】 Step 4: 【0666】 The server receives user emotional state information provided from the terminal and dynamically adjusts the progress of the activity and the AI's response based on the analyzed emotional data. Specifically, it changes the AI's response speed and activity difficulty according to the user's emotions. The output of this process is an adjusted activity command corresponding to the user's emotions. 【0667】 Step 5: 【0668】 The user interacts with pre-configured activities provided through the terminal and inputs the resulting activity progress into the terminal. The terminal monitors the progress in real time and sends the activity results to the server when the completion conditions are met. The output of this step is the activity progress results and historical data. 【0669】 Step 6: 【0670】 The server stores the activity results and historical data received from the terminal. This stored data is used for future activity adjustments and analysis of user skill improvement. The final output of this step is the stored activity results and historical data. 【0671】 The specific processing unit 290 transmits the result of the specific processing to the headset terminal 314. In the headset terminal 314, the control unit 46A causes the speaker 240 and display 343 to output the result of the specific processing. The microphone 238 acquires audio indicating user input for the result of the specific processing. The control unit 46A transmits the audio data indicating user input acquired by the microphone 238 to the data processing unit 12. In the data processing unit 12, the specific processing unit 290 acquires the audio data. 【0672】 Data generation model 58 is a type of so-called generative AI (Artificial Intelligence). An example of data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search) <url: https: gemini.google.com ?hl="ja">Examples of generative AI include the following. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 is input with prompts containing instructions, and with inference data such as audio data representing speech, text data representing text, and image data representing images. The data generation model 58 infers from the input inference data according to the instructions indicated by the prompts, and outputs the inference results in data formats such as audio data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. 【0673】 In the above embodiment, an example was given in which specific processing is performed by the data processing device 12, but the technology of this disclosure is not limited thereto, and specific processing may also be performed by the headset terminal 314. 【0674】 [Fourth Embodiment] 【0675】 Figure 7 shows an example of the configuration of the data processing system 410 according to the fourth embodiment. 【0676】 As shown in Figure 7, the 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. 【0677】 The data processing device 12 comprises a computer 22, a database 24, and a communication interface 26. The computer 22 is an example of a "computer" related to the technology of this disclosure. The computer 22 comprises a processor 28, RAM 30, and storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication interface 26 are also connected to the bus 34. The communication interface 26 is connected to a network 54. An example of the network 54 is a WAN (Wide Area Network) and / or a LAN (Local Area Network). 【0678】 The robot 414 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication interface 44, and a controlled object 443. The computer 36 includes a processor 46, RAM 48, and storage 50. The processor 46, RAM 48, and storage 50 are connected to a bus 52. The microphone 238, speaker 240, camera 42, and controlled object 443 are also connected to the bus 52. 【0679】 The microphone 238 receives voice signals from the user 20 and receives instructions from the user 20. The microphone 238 captures the voice signals from the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to the instructions from the processor 46. 【0680】 Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an image sensor such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the area around the user 20 (for example, an imaging range defined by a field of view equivalent to the width of a typical healthy person's field of vision). 【0681】 Communication interface 44 is connected to network 54. Communication interfaces 44 and 26 are responsible for the exchange of various information between processor 46 and processor 28 via network 54. The exchange of various information between processor 46 and processor 28 using communication interfaces 44 and 26 is performed in a secure manner. 【0682】 The controlled object 443 includes a display device, LEDs in the eyes, and motors that drive 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 robot 414's emotions can be expressed by controlling these motors. Furthermore, the robot 414's facial expressions can also be expressed by controlling the illumination state of the LEDs in its eyes. 【0683】 Figure 8 shows an example of the main functions of the data processing device 12 and the robot 414. As shown in Figure 8, the data processing device 12 performs specific processing using the processor 28. The storage 32 stores the specific processing program 56. 【0684】 The specific processing program 56 is an example of a "program" relating to the technology of this 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. 【0685】 The storage 32 stores the data generation model 58 and the emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290. 【0686】 In robot 414, the processor 46 performs the reception output processing. The storage 50 stores the reception output program 60. 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 processing is realized by the processor 46 operating as a control unit 46A according to the reception output program 60 executed on the RAM 48. 【0687】 Next, the specific processing performed by the specific processing unit 290 of the data processing device 12 will be described. In the following description, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal". 【0688】 This invention provides a system that allows users to easily experience advanced intellectual competitions and aim to improve their skills. This system mainly consists of three elements: a server, a terminal, and a user. 【0689】 The server plays a central role in generating and managing the AI models for the competition in the backend. To this end, the server trains the AI models in advance based on professional-level gameplay data. These models support multiple competitions and possess specialized knowledge for each competition. The server also maintains a database, storing user information and game history. Furthermore, the server selects the appropriate AI level in response to user requests and generates real-time responses during matches. 【0690】 The terminal connects the user and the server via a user interface. When the user selects a game, the terminal communicates this to the server and displays difficulty setting options. When the user selects to start the game, the terminal communicates with the server based on the user's input, receives information about the match from the server, and displays it visually to the user. 【0691】 Users initiate matches of their chosen sport through the device's interface. By choosing to play against professional-level AI, users can gain advanced competitive experience that is difficult to obtain in everyday life. During the match, users can see each other's actions without delay, allowing them to adjust their strategies immediately. Finally, after the match ends, users can review the results on their device screen and perform self-analysis based on the history stored on the server. 【0692】 As a concrete example, if user A selects shogi and wishes to play against a professional-level AI, the terminal displays the shogi game screen and requests a professional-level AI from the server. The server generates a professional-level AI based on the request and prepares it before user A makes their first move. When user A moves a piece on the terminal, the input is transmitted to the server in real time, the AI's response is immediately calculated and returned to the terminal. This allows user A to enjoy a smooth game experience. 【0693】 Thus, the system of the present invention provides users with opportunities to improve their intellectual skills and allows them to easily replicate the experience of playing against professional opponents. 【0694】 The following describes the processing flow. 【0695】 Step 1: 【0696】 The user launches the application on their device and enters the required user information (e.g., name, email address, password) on the new registration or login screen. 【0697】 Step 2: 【0698】 The terminal verifies the entered information and sends the user information to the server. 【0699】 Step 3: 【0700】 The server records the received user information in its database and notifies the terminal that registration is complete. 【0701】 Step 4: 【0702】 The user selects an intellectual game of interest from the terminal's menu. Options include shogi, go, chess, and card games. 【0703】 Step 5: 【0704】 The device sends a request to the server based on the selected game, displaying the available difficulty levels and modes. 【0705】 Step 6: 【0706】 Users select their desired difficulty level for the artificial intelligence. Options include professional level, amateur level, and so on. 【0707】 Step 7: 【0708】 The device sends a request to the server with the selected difficulty level information. 【0709】 Step 8: 【0710】 The server generates an appropriate AI model based on the information it receives and puts that AI into a battle-ready state. 【0711】 Step 9: 【0712】 When the user presses the game start button, the device sends a request to the server to start the game. 【0713】 Step 10: 【0714】 The server activates the AI and waits for the user's initial input. 【0715】 Step 11: 【0716】 When a user moves a piece on their device, that movement is sent to the server. 【0717】 Step 12: 【0718】 After receiving the user's action, the server's AI calculates the optimal solution and sends a hand to the terminal as a response. 【0719】 Step 13: 【0720】 The terminal receives a response from the server and displays it on the screen. 【0721】 Step 14: 【0722】 The user and the AI continue their battle, each making moves in turn. During this time, the device sends the user's input to the server in real time and receives the AI's response. 【0723】 Step 15: 【0724】 Once the game ends, the server saves the match history, including all moves, and the results to a database. 【0725】 Step 16: 【0726】 The device displays the game results to the user and provides options for replay or ending the game. 【0727】 This step allows users to comfortably enjoy advanced intellectual competitions. 【0728】 (Example 1) 【0729】 Next, we will describe Example 1. In the following description, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal". 【0730】 One challenge in intellectual activities is the difficulty for users to gain advanced competitive experience. In particular, playing against opponents with expert-level skills is not easily achieved in everyday life, hindering skill improvement and the development of strategic thinking. Furthermore, if the game does not progress smoothly, it is difficult to maintain the quality of the match and to maintain the user's concentration. 【0731】 The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 1 is realized by the following means. 【0732】 In this invention, the server includes information display means for receiving user input information, means for communicating with a terminal and providing a visual display, and means for selecting an artificial intelligence model and generating a response in real time. This allows the user to gain an advanced intellectual activity experience through playing against a professional-level AI, and enables smooth gameplay, allowing for skill improvement while maintaining concentration. 【0733】 "User input information" refers to information about selections and actions provided by the user through the interface. 【0734】 "Information display means" refers to interfaces or devices that provide information to users visually. 【0735】 "Intellectual activities" refer to various competitions, games, and academic endeavors that users can choose to participate in. 【0736】 "Skill level" is a concept that indicates different stages of capabilities and difficulty levels possessed by artificial intelligence. 【0737】 "Artificial intelligence" refers to a program that performs intelligent activities based on a trained model and enables it to compete against users. 【0738】 A "server" is a central computing device that performs tasks such as selecting, generating, managing artificial intelligence models, and generating responses in real time. 【0739】 A "terminal" is a device that provides a user interface and communicates with a server. 【0740】 "Means of generating responses in real time" refers to technologies and processes that instantly calculate and provide artificial intelligence responses to user input. 【0741】 "Means of providing visual representations" refer to technologies and processes for displaying the situation during a match or the responses of artificial intelligence on a screen. 【0742】 "Expert level" refers to a stage where one possesses advanced skills and knowledge that exceed the capabilities of an average user. 【0743】 "Match progression" refers to the process by which a competition unfolds through the interaction between the user and the artificial intelligence. 【0744】 This invention is a system that enables users to easily experience advanced intellectual activities and improve their skills. This system consists of three elements: a server, a terminal, and a user. 【0745】 The server is the central element of this system, generating and managing artificial intelligence at multiple skill levels. The server uses generative AI models trained on pre-collected expert data. These models receive prompts from the user and generate the necessary responses for the game in real time. The server also records the game's progress and stores the final results and history. 【0746】 The terminal acts as a link between the user and the server through the user interface. Users can select intellectual activities and input the start of a competition via the terminal. The terminal also receives responses from the server and displays them visually to the user. This provides an environment where users can enjoy a smooth competitive experience and participate in activities while maintaining concentration. 【0747】 Users can participate in intellectual activities through their devices and gain advanced competitive experience. Multiple genres of activities are available, and users can choose the one that interests them most. For example, if a user chooses shogi (Japanese chess) and wishes to play against a professional-level AI, the prompt would read, "I want to play against a professional-level shogi AI. I want to experience the strategy from the first move." 【0748】 This system provides users with new learning and growth opportunities through a diverse range of intellectual activity options, the use of appropriate artificial intelligence models, and real-time competitive responses. As a result, users can easily access expert-level opponents and hone their intellectual abilities. 【0749】 The flow of the specific processing in Example 1 will be explained using Figure 11. 【0750】 Step 1: 【0751】 The terminal provides a user interface for users to select intellectual activities and set the difficulty level. Users select an activity of interest (e.g., shogi) and a difficulty level (e.g., professional level) and input it into the terminal. This input is then formed into a prompt message such as, "I want to play against a professional-level shogi AI. I want to experience the strategy from the first move." 【0752】 Step 2: 【0753】 The terminal sends user selection information to the server. Specifically, the type of competition and difficulty level information are bundled together as a packet along with a prompt message and transmitted to the server via the network. This allows the server to receive the user's intent. 【0754】 Step 3: 【0755】 The server selects an appropriate AI model based on the received prompt and game information. This selection process identifies the best model from a selection of pre-trained models and loads it as needed. The selected AI model is optimized based on professional gameplay data. 【0756】 Step 4: 【0757】 The server uses the selected AI model to generate an AI response to the user's first move. In this process, the AI model analyzes the user's input (e.g., the movement of shogi pieces) and calculates the next move to obtain the output. The generated response is immediately sent to the terminal. 【0758】 Step 5: 【0759】 The terminal visually displays the AI's response received from the server to the user. The user reviews this response and decides on their next move. The terminal then sends the user's new input back to the server, which initiates the next turn. 【0760】 Step 6: 【0761】 Once a match ends, the server saves the final results and match history. The information recorded in the database is available for users to analyze their gameplay later. The terminal displays the game results to the user and provides the option to play again. 【0762】 (Application Example 1) 【0763】 Next, we will explain Application Example 1. In the following explanation, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal". 【0764】 In knowledge-based competitions, users can easily compete against opponents with advanced skills in their daily lives, which creates a problem where opportunities to improve their skills become difficult. This is particularly true for consumer-grade automated devices used in home environments, where an effective solution is needed. 【0765】 The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 1 is realized by the following means. 【0766】 In this invention, the server includes means for providing a user interface for receiving user input information, means for selecting one of a plurality of knowledge competitions based on the user's selection, means for generating and managing multiple skill levels of artificial intelligence for the competition, means for receiving a competition start input from the user and starting a match against the artificial intelligence, means for receiving user actions during the match and generating and displaying responses from the artificial intelligence, means for saving results and history after the match is completed, and means for being installed on consumer automated devices to realize knowledge competition matches in a home environment. This makes it possible for users to have the opportunity to compete in knowledge competitions against professional-level opponents at home and improve their skills. 【0767】 "User input information" refers to data and commands provided by the user to a system or device, which form the basis for operations and selections. 【0768】 A "user interface" refers to the means or screens that allow a user to directly interact with a system, enabling them to receive instructions and obtain information. 【0769】 "Knowledge competition" is a general term for games and activities designed to test intellectual abilities, particularly those requiring advanced thinking and strategy. 【0770】 "Artificial intelligence" refers to technologies and systems that enable machines to perform thought processes similar to those of humans, and is used to automate specific tasks. 【0771】 "Consumer-use automated equipment" refers to machines and devices designed for use in the home, and are particularly intended for use by general consumers. 【0772】 "Competition" means competing against other participants or artificial intelligence in a knowledge competition of the user's choice. 【0773】 "Results and History" refers to the records of user activity and achievements recorded after a match ends, and is data used for self-analysis and strategy improvement. 【0774】 To implement this invention, a system is required in which a server, terminal, and user work in coordination. The server manages AI models generated based on professional-level gameplay data using Python and TensorFlow. This makes it possible to provide advanced AI opponents that can handle multiple knowledge competitions. The server has a database where user information and game history are stored, and the AI responses during matches are calculated on the server in real time. 【0775】 The terminal features a user interface for interaction with the user, and plays a role in sending requests to the server when the user selects a knowledge competition and starts the game. When the user operates the game through the terminal, the information of their actions is sent to the server, and the AI's response is displayed on the terminal. This allows the user to adjust their strategy as they progress through the competition while actually playing against the AI. 【0776】 Users can experience knowledge-based competitions using consumer-grade automated devices in their home environment. These devices provide professional-level opponents through AI models, offering the opportunity to learn advanced competitions at home. For example, a user could use their device in their free time in the afternoon to play against a professional-level AI in shogi (Japanese chess). An example of a prompt message used when a user starts a match would be a request such as, "I want to start playing shogi against a professional-level AI." 【0777】 Thus, the system of the present invention allows users to easily participate in advanced knowledge competitions in their daily lives and improve their skills. Furthermore, users can review their results and history after a match, providing opportunities for further self-analysis and growth. 【0778】 The flow of a specific process in Application Example 1 will be explained using Figure 12. 【0779】 Step 1: 【0780】 The terminal receives user input. The user uses the terminal's interface to select their desired knowledge competition and AI opponent level. The input information is sent to the terminal, which then prepares to send a request to the server based on this information. 【0781】 Step 2: 【0782】 The terminal sends a request to the server for a knowledge competition selection and AI level. The server receives this request and identifies an AI model suitable for the competition selected by the user. It then prepares to call the corresponding AI model from the database. 【0783】 Step 3: 【0784】 The server activates the selected AI model for the knowledge competition. It runs the AI model using TensorFlow, configuring it to be professional-level or a user-selected level. After the AI model starts, the server sends a ready notification to the device. 【0785】 Step 4: 【0786】 The user initiates a match via their device. Action data from the user's gameplay is sent from the device to the server. The server uses this data to calculate an appropriate response using an AI model. The calculated response is then sent back from the server to the device. 【0787】 Step 5: 【0788】 The terminal receives responses from the server and displays them visually to the user. The user can then consider their next strategy while viewing this. The terminal continues to send user actions to the server, and the match progresses in real time. 【0789】 Step 6: 【0790】 At the end of a match, the server saves the match results and history. The details of the match are recorded in a database, and the data is retained for future analysis and technical improvement. Users can check the results on their devices and perform self-analysis using their past match history. 【0791】 Furthermore, an emotion engine that estimates the user's emotions may be incorporated. That is, the identification processing unit 290 may use the emotion identification model 59 to estimate the user's emotions and perform identification processing using the user's emotions. 【0792】 This invention provides an advanced interactive system that leverages emotional responses as users improve their skills through intellectual competition. The system centers around a server, terminal, and user, and additionally incorporates an emotion engine for emotion recognition. 【0793】 The server manages AI models related to multiple intellectual competitions, enabling matches at various skill levels. The server pre-trains the AI for each competition using professional-level gameplay data, dynamically selecting and configuring the optimal model based on user requests. Furthermore, the server simultaneously processes user input and emotion recognition data, utilizing this information to inform AI responses and game progression. 【0794】 The terminal handles all communication between the user and the server, allowing users to select games and set difficulty levels through the user interface. Furthermore, the terminal senses the user's facial expressions, voice, and body movements in real time via sensors for the emotion engine, and transmits this information to the server. This enables the terminal to provide an interactive game experience tailored to the user's emotional state. 【0795】 Users select their desired game using their device and begin playing against the AI. During the game, the user's emotional state is recognized by an emotion engine, and the server adjusts its response, dynamically changing the game content and difficulty. For example, if the user is feeling stressed during the game, the system can lower the difficulty to help them relax. This adaptive flow provides a more comfortable and easier learning environment. 【0796】 In a specific example, if user B plays chess and the emotion engine recognizes the user's state of concentration from their facial expressions, the server will take this into account and adjust the AI's response speed to provide user B with an optimally challenging match. In this way, the system provides a game experience optimized for the user through emotion recognition, enhancing its learning effect. 【0797】 This invention enables users to improve their skills more effectively by receiving not only technical feedback but also emotional feedback through intellectual competition. 【0798】 The following describes the processing flow. 【0799】 Step 1: 【0800】 The user launches the application on their device, enters the required user information, and registers or logs in. 【0801】 Step 2: 【0802】 The terminal verifies the entered user information and sends it to the server. The server saves this information to its database and notifies the terminal that registration is complete. 【0803】 Step 3: 【0804】 Users select the intellectual game they want to play from the device's menu. Intellectual games include shogi, go, chess, and card games. 【0805】 Step 4: 【0806】 The terminal sends a request to the server based on the selected sport, displaying the available skill levels and modes. 【0807】 Step 5: 【0808】 The user selects their desired AI skill level. Options include professional and amateur levels. 【0809】 Step 6: 【0810】 The terminal sends the selected skill level information and competition details to the server. Based on this information, the server deploys the appropriate AI model and prepares it. 【0811】 Step 7: 【0812】 The emotion engine analyzes the user's facial expressions and voice in real time through sensors such as the camera and microphone built into the device. 【0813】 Step 8: 【0814】 When a user starts a competition, the device sends a request to the server to start the competition. 【0815】 Step 9: 【0816】 The server activates the AI and waits for the user's initial input. 【0817】 Step 10: 【0818】 When a user moves a piece on their device, that movement is sent to the server. The server calculates the AI's response and sends that response back to the user's device. 【0819】 Step 11: 【0820】 The terminal displays the response from the server on its screen, and the emotion engine analyzes the user's emotions and sends that data to the server. 【0821】 Step 12: 【0822】 The server dynamically adjusts AI responses and game progression based on data from the emotion engine, optimizing the user's gameplay experience during the summer. 【0823】 Step 13: 【0824】 If the user's facial expression indicates stress during gameplay, the server will take measures such as adjusting the AI's difficulty level and changing the game's pace. 【0825】 Step 14: 【0826】 Once the game ends, the server saves all gameplay and emotion data to its database. 【0827】 Step 15: 【0828】 The device displays game results to the user and provides options for replays and review. 【0829】 This series of steps allows users to enjoy intellectual competition in an optimized learning environment. 【0830】 (Example 2) 【0831】 Next, we will describe Example 2. In the following description, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal". 【0832】 In intellectual competitions, improving users' skills has traditionally been limited to providing matches against AIs fixed at a specific skill level. Therefore, there was a need for a system that could dynamically provide matches at appropriate difficulty levels while considering the user's emotional state, thereby creating a comfortable learning environment that addresses both technical and emotional aspects. 【0833】 The identification process performed by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. 【0834】 In this invention, the server includes means for providing an interface for receiving user input information, means for selecting a game based on the user's choice, and means for receiving the user's emotional state using an emotion recognition device and dynamically adjusting the artificial intelligence's response and game progress based on that data. This enables dynamic difficulty adjustment according to the user's emotional state, resulting in improved learning effectiveness and a more comfortable gaming experience. 【0835】 "User input information" refers to data that includes instructions and selections entered by the user through the system interface. 【0836】 An "interface" is a means or device for a user to communicate with a system and input or retrieve information. 【0837】 "Intellectual competitions" are competitions that require thinking skills and strategies, and aim to improve users' intellectual abilities and skills. 【0838】 "Artificial intelligence" refers to computer programs that simulate human intellectual tasks, particularly learning and reasoning. 【0839】 An "emotion recognition device" is a technology that includes a device or sensor for detecting human facial expressions, voice, body movements, etc., and determining their emotional state. 【0840】 "Dynamic adjustment" refers to a processing method that changes and adapts in real time according to the situation and conditions. 【0841】 "Game progression" refers to the process of managing the status and phases of play in a selected intellectual competition. 【0842】 "Difficulty adjustment" is a method of changing the difficulty level of a competition or task according to the user's skill level and emotional state. 【0843】 This invention provides an advanced interactive system that utilizes emotion recognition to help users improve their skills through intellectual competition. 【0844】 First, the server trains AI models for multiple intellectual competitions based on professional-level data. This prepares the AI to offer matches at diverse skill levels. Next, the server dynamically configures the optimal AI model based on the user's selection of competition and skill level, and then initiates the match. 【0845】 The terminal provides an interface for receiving user input, allowing users to select games and set difficulty levels. The terminal also incorporates an emotion recognition device that senses the user's facial expressions, voice, and body movements in real time. This data is immediately sent to a server, which uses this information to adjust the AI's responses and game progression. For example, if the terminal's sensors detect fatigue from the user's facial expressions, the server automatically takes action, such as lowering the game difficulty. 【0846】 Users select their desired sport through the interface and begin playing against the AI. If the user shows signs of stress or concentration during gameplay, the system recognizes these emotions and instantly optimizes the game environment. This allows for more effective skill improvement. 【0847】 As a concrete example, consider a scenario where a user selects chess and begins playing. When the user's facial expression shows signs of tension, the server detects this and slows down its response speed to provide time for calm and thoughtful consideration. 【0848】 An example of a prompt message would be, "Use the emotion data obtained from today's matches to enhance the learning of the new AI model," which can be used to improve the generative AI model. 【0849】 The flow of the specific processing in Example 2 will be explained using Figure 13. 【0850】 Step 1: 【0851】 The server collects professional-level data. Based on this, the server builds a generative AI model and trains the AI model for intelligent competition. The input to this process is professional-level gameplay data, and the output is an AI model appropriate to the skill level. 【0852】 Step 2: 【0853】 The server receives a request from the user. The input here is the user's chosen game and desired skill level. Based on this, the server selects the optimal AI model and prepares for the match. The output is the configuration information of the AI model suited to the user. 【0854】 Step 3: 【0855】 The terminal receives the user's input to start a game and sends it to the server. When the user selects a game using the interface and presses the start button, this becomes the input. Based on this information, the server starts the match with the selected AI model. The output is a confirmation that the game has started. 【0856】 Step 4: 【0857】 The device uses an emotion recognition device to collect real-time emotional data from the user. Inputs include the user's facial expressions, voice, and actions; this data is analyzed to extract the emotional state. Output is data indicating the user's emotional state. This data is sent to a server. 【0858】 Step 5: 【0859】 The server receives emotional data and dynamically adjusts the game's progression. Data indicating user stress levels and other factors are input, and based on this, the server adjusts the game difficulty or instructs the AI to respond in specific ways. The output consists of the adjusted game parameters and instructions for the next steps. 【0860】 Step 6: 【0861】 After the game ends, the server saves the results and history. Game results, user choices, and sentiment data are used as input, and a history file is created based on them. The output is the saved history data, which is used for future improvements and analysis. 【0862】 (Application Example 2) 【0863】 Next, we will explain application example 2. In the following explanation, the data processing device 12 will be referred to as the "server" and the robot 414 as the "terminal". 【0864】 When engaging in intellectual activities, there is a need to provide more interactive and personalized experiences that reflect the user's emotional state while improving their skills. Furthermore, a system is required that can analyze emotions and dynamically adjust activity content so that users can engage in activities at the optimal difficulty level. 【0865】 The specific processing performed by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. 【0866】 In this invention, the server includes means for receiving user input information via a data processing device, means for selecting one of a plurality of intellectual activities based on the user's choice, and means for generating and managing artificial intelligence with a plurality of skill criteria for the activity. This makes it possible for the user to perform intellectual activities in an optimal environment and improve their skills by adjusting the appropriate difficulty level and response speed based on the user's emotional state. 【0867】 A "data processing device" is a device that receives user input information, analyzes that information, and processes appropriate commands. 【0868】 "Intellectual activities" refer to games that require mental effort, such as chess, Go, and Shogi, and are activities that users engage in to cultivate their thinking skills. 【0869】 "Skill standards" are criteria that define the ability level of artificial intelligence in intellectual activities, and are used to enable matches that are appropriate to the user's abilities. 【0870】 "Dynamic configuration" means changing the settings of the system or AI in real time according to the user's choices and circumstances. 【0871】 "Emotional state" refers to the type and degree of emotion analyzed from the user's facial expressions, voice, etc., and is a factor that influences the system's response and adjustments. 【0872】 "Response speed" refers to the speed at which artificial intelligence performs predetermined actions during interactions or battles with users. 【0873】 In this embodiment of the invention, a system is developed to support intellectual activities within the home. The server plays a central role, providing artificial intelligence based on the intellectual activity selected by the user and performing dynamically adaptable processing. When the user selects an activity via a terminal, that information is sent to the server. Based on the received input information, the server selects an appropriate AI model for the intellectual activity and starts the activity. 【0874】 The device acts as an interface with the user and is equipped with emotion recognition capabilities to capture voice and facial expressions. Specifically, it uses hardware devices such as a camera and microphone to analyze the user's emotional state in real time. For facial recognition, it can use a neural network model that leverages Google's TensorFlow library. This allows the server to acquire the user's emotional state in real time and dynamically adjust the difficulty of the activity and the AI's response speed. 【0875】 Users can enjoy intellectual activities at home, gaining positive experiences along with skill improvement. For example, if a user shows a focused expression while playing Go, the system can provide a challenging environment by speeding up the pace of play. Furthermore, by providing the AI model with a standardized prompt such as, "I want a Go partner to enjoy at home. I need an assistant that can read my emotions and adjust the game difficulty so I can enjoy the game while improving my skills," the system can generate a more user-friendly response. 【0876】 The flow of a specific process in Application Example 2 will be explained using Figure 14. 【0877】 Step 1: 【0878】 The terminal receives requests from the user to select and initiate an intellectual activity. Based on the user's selection, it collects the type of activity as data input and sends that information to the server. At this point, the output is the data for the intellectual activity selected by the user. 【0879】 Step 2: 【0880】 The server analyzes the data of intellectual activity received from the user and selects an appropriate generative AI model according to its type. If necessary, it retrieves corresponding professional data from databases on the internet and configures the selected AI model accordingly. The output of this process is the configured AI model. 【0881】 Step 3: 【0882】 The device activates its emotion recognition function and uses its camera and microphone to capture the user's facial expressions and voice in real time. The input data consists of the user's facial expressions and voice information, which is then analyzed by a neural network model to output the user's emotional state. 【0883】 Step 4: 【0884】 The server receives user emotional state information provided from the terminal and dynamically adjusts the progress of the activity and the AI's response based on the analyzed emotional data. Specifically, it changes the AI's response speed and activity difficulty according to the user's emotions. The output of this process is an adjusted activity command corresponding to the user's emotions. 【0885】 Step 5: 【0886】 The user interacts with pre-configured activities provided through the terminal and inputs the resulting activity progress into the terminal. The terminal monitors the progress in real time and sends the activity results to the server when the completion conditions are met. The output of this step is the activity progress results and historical data. 【0887】 Step 6: 【0888】 The server stores the activity results and historical data received from the terminal. This stored data is used for future activity adjustments and analysis of user skill improvement. The final output of this step is the stored activity results and historical data. 【0889】 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 controlled object 443 to output the result of the specific processing. The microphone 238 acquires audio indicating user input for the result of the specific processing. The control unit 46A transmits the audio data indicating user input acquired by the microphone 238 to the data processing unit 12. In the data processing unit 12, the specific processing unit 290 acquires the audio data. 【0890】 Data generation model 58 is a type of so-called generative AI (Artificial Intelligence). An example of data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search) <url: https: gemini.google.com ?hl="ja">Examples of generative AI include the following. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 is input with prompts containing instructions, and with inference data such as audio data representing speech, text data representing text, and image data representing images. The data generation model 58 infers from the input inference data according to the instructions indicated by the prompts, and outputs the inference results in data formats such as audio data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. 【0891】 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 this disclosure is not limited thereto, and the specific processing may also be performed by the robot 414. 【0892】 Furthermore, the emotion identification model 59, acting 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 a specific mapping, which is an emotion map (see Figure 9). Similarly, the emotion identification model 59 may also determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion. 【0893】 Figure 9 shows an emotion map 400 in which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. The closer to the center of the concentric circles, the more primitive the emotions are located. Further out of the concentric circles, emotions representing states and actions arising from mental states are located. Emotion is a concept that includes feelings and mental states. On the left side of the concentric circles, emotions that are generally generated from reactions occurring in the brain are located. On the right side of the concentric circles, emotions that are generally induced by situational judgment are located. Above and below the concentric circles, emotions that are generally generated from reactions occurring in the brain and induced by situational judgment are located. In addition, the emotion of "pleasure" is located on the upper side of the concentric circles, and the emotion of "displeasure" is located on the lower side. Thus, in the emotion map 400, multiple emotions are mapped based on the structure in which emotions arise, and emotions that are likely to occur simultaneously are mapped close together. 【0894】 These emotions are distributed at the 3 o'clock position on the Emotion Map 400, and usually fluctuate between feelings of security and anxiety. In the right half of the Emotion Map 400, situational awareness takes precedence over internal feelings, resulting in a calm impression. 【0895】 The inside of the Emotion Map 400 represents inner thoughts, while the outside represents actions. Therefore, the further you go from the outside of the Emotion Map 400, the more visible (expressed in actions) your emotions become. 【0896】 Here, human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, it results in discomfort, and when they approach the ideal, it results in pleasure. Similarly, in robots, cars, motorcycles, etc., emotions can be created based on various balances, such as posture and battery level. When these balances deviate from the ideal, it results in discomfort, and when they approach the ideal, it results in pleasure. The emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on a system for analyzing brain physiological signals of speech emotion recognition and emotion, Tokushima University, doctoral dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map contains emotions belonging to a region called "response," where sensation is dominant. The right half of the emotion map contains emotions belonging to a region called "situation," where situational awareness is dominant. 【0897】 The emotion map defines two emotions that promote learning. One is the emotion around the middle of the negative "repentance" and "reflection" on the situation side. In other words, it is 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 the emotion around the positive "desire" on the reaction side. In other words, it is when the robot has positive feelings such as "I want more" or "I want to know more." 【0898】 The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values representing each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple training data sets, which are combinations of user input and emotion values representing each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions located close together have similar values, as shown in the emotion map 900 in Figure 10. Figure 10 shows an example where multiple emotions such as "reassured," "calm," and "confident" have similar emotion values. 【0899】 The above description primarily focuses on the functions of the data processing device 12 in relation to this disclosure. However, the system related to this disclosure is not necessarily implemented on a server. The system related to this disclosure may be implemented as a general information processing system. This disclosure may be implemented, for example, as a software program that runs on a personal computer or as an application that runs on a smartphone. The method related to this disclosure may be provided to users in SaaS (Software as a Service) format. 【0900】 In the above embodiment, an example was given in which a specific process is performed by a single computer 22. However, the technology of this disclosure is not limited thereto, and a distributed processing of the specific process may be performed by multiple computers, including computer 22. For example, a data generation model 58 may be provided in an external device of the data processing device 12, and the external device may generate data according to the input data. 【0901】 In the above embodiment, an example was given in which the specific processing program 56 is stored in the storage 32, but the technology of this disclosure is not limited thereto. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-temporary storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-temporary storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes specific processing according to the specific processing program 56. 【0902】 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. 【0903】 Furthermore, it is not necessary to store the entirety 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 the entirety of the specific processing program 56 in the storage 32; it is acceptable to store only a portion of the specific processing program 56. 【0904】 The following types of processors can be used as hardware resources to perform specific processing. Examples of processors include a CPU, a general-purpose processor that functions as a hardware resource to perform specific processing by executing software, i.e., a program. Other examples of processors include dedicated electrical circuits, such as FPGAs (Field-Programmable Gate Arrays), PLDs (Programmable Logic Devices), or ASICs (Application Specific Integrated Circuits), which have circuit configurations specifically designed to perform specific processing. All of these processors have built-in or connected memory, and all of them perform specific processing by using memory. 【0905】 The hardware resource that performs a specific process may consist of one of these various processors, or it may consist of 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). Alternatively, the hardware resource that performs a specific process may consist of a single processor. 【0906】 Examples of configurations using a single processor include, firstly, a configuration in which one or more CPUs and software are combined to form a single processor, and this processor functions as a hardware resource that performs a specific process. Secondly, there is a configuration using a processor that realizes the functions of the entire system, including multiple hardware resources that perform a specific process, on a single IC chip, as exemplified by SoCs (System-on-a-chip). In this way, a specific process is realized using one or more of the above types of processors as hardware resources. 【0907】 Furthermore, the hardware structure of these various processors can more specifically utilize electrical circuits that combine circuit elements such as semiconductor devices. Also, the specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps can be deleted, new steps added, or the processing order rearranged, as long as it does not deviate from the main purpose. 【0908】 The descriptions and illustrations presented above are detailed explanations of the technical aspects of this disclosure and are merely examples of the technical aspects. For example, the above descriptions of the structure, function, operation, and effect are examples of the structure, function, operation, and effect of the technical aspects of this disclosure. Therefore, it goes without saying that you may delete unnecessary parts, add new elements, or replace elements in the descriptions and illustrations presented above, as long as you do not deviate from the essence of the technical aspects of this disclosure. Furthermore, in order to avoid confusion and facilitate understanding of the technical aspects of this disclosure, explanations of common technical knowledge and the like that do not require special explanation to enable the implementation of the technical aspects of this disclosure have been omitted from the descriptions and illustrations presented above. 【0909】 All documents, patent applications, and technical standards described herein are incorporated by reference to the same extent as if each individual document, patent application, and technical standard were specifically and individually noted to be incorporated by reference. 【0910】 The following is further disclosed regarding the embodiments described above. 【0911】 (Claim 1) 【0912】 A means of providing a user interface for receiving user input information, 【0913】 A means of selecting one of several intellectual competitions based on user choice, 【0914】 Means for generating and managing artificial intelligence with multiple skill levels for the aforementioned competition, 【0915】 A means for receiving a competition start input from the user and starting a match against the artificial intelligence, 【0916】 A means for receiving user actions during a match and generating and displaying responses from artificial intelligence, 【0917】 A means of saving the results and history after the match ends, 【0918】 A system that includes this. 【0919】 (Claim 2) 【0920】 The system according to claim 1, comprising means for dynamically configuring both professional-level and amateur-level artificial intelligence according to the user's selection. 【0921】 (Claim 3) 【0922】 The system according to claim 1, comprising means for training multiple different models for intelligent competitions based on professional-level play data and switching between them based on user input. 【0923】 "Example 1" 【0924】 (Claim 1) 【0925】 Information display means for receiving user input information, 【0926】 A means of selecting one of several intellectual activities based on the user's choice, 【0927】 Means for generating and managing artificial intelligence with multiple skill levels for the aforementioned activities, 【0928】 A means for receiving an activity start input from the user and starting a match against the artificial intelligence, 【0929】 A means for receiving user input during a match and generating and displaying an artificial intelligence response, 【0930】 A means of saving the results and history after the match ends, 【0931】 A means by which the server selects an artificial intelligence model and generates a response in real time, 【0932】 The terminal is equipped with means to communicate with the server and display visual information. 【0933】 A system that includes this. 【0934】 (Claim 2) 【0935】 The system according to claim 1, comprising means for dynamically configuring both professional-level and general-user-level artificial intelligence according to the user's selection. 【0936】 (Claim 3) 【0937】 The system according to claim 1, comprising means for training different models for multiple intellectual activities based on specialized data and switching between them based on user input. 【0938】 "Application Example 1" 【0939】 (Claim 1) 【0940】 A means of providing a user interface for receiving user input information, 【0941】 A means of selecting one of several knowledge competitions based on user choice, 【0942】 Means for generating and managing artificial intelligence with multiple skill levels for the aforementioned competition, 【0943】 A means for receiving a competition start input from the user and starting a match against the artificial intelligence, 【0944】 A means for receiving user actions during a match and generating and displaying responses from artificial intelligence, 【0945】 A means of saving the results and history after the match ends, 【0946】 It is installed in consumer automated devices and is a means of realizing knowledge-based competitions in a home environment. 【0947】 A system that includes this. 【0948】 (Claim 2) 【0949】 The system according to claim 1, comprising means for dynamically configuring both professional-level and amateur-level artificial intelligence according to the user's selection. 【0950】 (Claim 3) 【0951】 The system according to claim 1, comprising means for training different models for multiple knowledge competitions based on professional-level activity data and switching between them based on user input. 【0952】 "Example 2 of combining an emotion engine" 【0953】 (Claim 1) 【0954】 A means for providing an interface for receiving user input information, 【0955】 A means of selecting one of several intellectual competitions based on user choice, 【0956】 Means for generating and managing artificial intelligence with multiple skill levels for the aforementioned competition, 【0957】 A means for receiving a competition start input from the user and starting a match against the artificial intelligence, 【0958】 A means for receiving the user's emotional state using an emotion recognition device and dynamically adjusting the AI's response and game progression based on that data, 【0959】 A means of saving the results and history after the match ends, 【0960】 A system that includes this. 【0961】 (Claim 2) 【0962】 The system according to claim 1, which dynamically configures both professional and amateur level artificial intelligence according to the user's selection, and further optimizes the game experience based on the user's emotional state. 【0963】 (Claim 3) 【0964】 The system according to claim 1, comprising means for training multiple different models for intelligence competitions on professional-level data, switching between them based on user input and sentiment data, and providing appropriate responses. 【0965】 "Application example 2 when combining with an emotional engine" 【0966】 (Claim 1) 【0967】 A means for providing a data processing device for receiving user input information, 【0968】 A means of selecting one of several intellectual activities based on the user's choice, 【0969】 Means for generating and managing artificial intelligence for multiple skill standards for the aforementioned activities, 【0970】 A means for receiving an activity start input from the user and starting a match against the artificial intelligence, 【0971】 A means for receiving the user's actions and emotional state during a match, and for generating and displaying an artificial intelligence response, 【0972】 A means of saving the results and history after the match ends, 【0973】 A means of dynamically adjusting the content and difficulty of the competition based on user emotions, 【0974】 A system that includes this. 【0975】 (Claim 2) 【0976】 The system according to claim 1, comprising means for dynamically configuring both professional and general-level artificial intelligence according to the user's selection. 【0977】 (Claim 3) 【0978】 The system according to claim 1, comprising means for training different models for multiple intellectual activities based on expert-level data and switching between them based on user input. [Explanation of Symbols] 【0979】 10, 210, 310, 410 Data Processing Systems 12 Data Processing Devices 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robots< / url:> < / url:> < / url:> < / url:>
Claims
[Claim 1] A means for providing a user interface for receiving user input information, A means of selecting one of several intellectual competitions based on user choice, Means for generating and managing artificial intelligence with multiple skill levels for the aforementioned competition, A means for receiving a competition start input from the user and starting a match against the artificial intelligence, A means for receiving user actions during a match and generating and displaying responses from artificial intelligence, A means of saving the results and history after the match ends, A system that includes this. [Claim 2] The system according to claim 1, comprising means for dynamically configuring both professional-level and amateur-level artificial intelligence according to the user's selection. [Claim 3] The system according to claim 1, comprising means for training multiple different models for intelligent competitions based on professional-level play data and switching between them based on user input.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A