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기계 학습 기반 감정 인식 게임 개발 2016.06.03 홍익대학교 게임학부 / 조교수 강신진

History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

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Page 1: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

기계학습기반감정인식게임개발

2016.06.03

홍익대학교게임학부 / 조교수

강신진

Page 2: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

소개: 강신진

• 경력- 홍익대학교게임학부, 조교수 (2008-현재) - 엔씨소프트(NCsoft) (2006-2008)- 소니컴퓨터엔터테인먼트 코리아(Sony Computer Entertainment Korea)

(2003-2006)

• 상용 게임- 아이온 (AION), 와일드스타 (WildStar), 블레이드 앤소울 (Blade and Soul) 외

10여 개의 PC, 모바일, 콘솔 게임프로젝트 참여

Page 3: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Evolutionary Game Lab

Page 4: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

EGLAB Research

Emotion Recognition Emotional ModelECA Content

++

Multimodal Emotion

Recognition Rule-based Model / DQN Embodied

Conversational Agent

Page 5: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Index

- Machine Learning in Computer Games

- Affective Computing in Computer Games

- [ML + Affective Computing] Game Development

Page 6: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Machine Learning in Commercial Games

Page 7: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Black and White (Lionhead, 2001)

Page 8: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Forza Motorsport (Microsoft, 2005)

Page 9: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

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

Page 10: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

HALO3 (Microsoft, 2007)

Page 11: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Virtua Fighter Ghost System (SEGA, 2015)

Page 12: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Tekken 5: Dark Resurrection (Namco, 2016)

Page 13: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Blade & Soul (NCsoft, 2016)

Page 14: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

ML in Computer Games

Strengths

- Re-playability

- Emergent Game Play

Weakness

- Limitation of CPU resources for AI

- Low Development Priority

- Absence of Evaluation Function

- ML Content is not Fun

- ML Content is Unpredictable

Page 15: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Index

- Machine Learning in Computer Games

- Affective Computing in Computer Games

- [ML + Affective Computing] Game Development

Page 16: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Affective Computing in Commercial Games

Page 17: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Mindlink (ATARI, 1984)

Page 18: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Tokimeki Memorial (Konami, 1997)

Page 19: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Relax to Win Game (McDarby, 2002)

Page 20: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

PlayStation Eyetoy / Microsoft Kinect (2003)

Page 21: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Mindwave (Neurosky, 2012)

Page 22: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Affective Computing in Computer Games

Strengths

- Providing New Experience

- Market Share Expansion

Weakness

- Intrusive Additional Hardware

- Low Recognition Rate of Player’s

Emotion

Page 23: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Index

- Machine Learning in Computer Games

- Affective Computing in Computer Games

- [ML + Affective Computing] Game Development

Page 24: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

[ML + AC] in Computer Games

Page 25: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Commercially Successful Games

Page 26: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

[ML + AC] in Computer Games

Page 27: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

[ML + AC] in Computer Games

Strengths

- Providing New Experience

- Market Share Expansion

Weakness

- Intrusive Additional Hardware

- Low Recognition Rate of Player’s

Emotion

Strengths

- Re-playability

- Emergent Game Play

Weakness

- Limitation of CPU resources for AI

- Low Development Priority

- Absence of Evaluation Function

- ML Content is not Fun

- ML Content is Unpredictable

Page 28: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

[ML + AC] in Computer Games

- Limitation of CPU resources for AI

- Low Development Priority

- Content is not Fun

- Content is Unpredictable

- Intrusive Additional Hardware

- Low Recognition Rate of Player’s Emotion

- Absence of Evaluation Function

Page 29: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Solutions

- Limitation of CPU resources for AI AI Oriented Content

- Low Development Priority Long Term Project

- Content is not Fun Appropriate Genre

- Content is Unpredictable Non-Competitive Game

- Intrusive Additional Hardware Non-Intrusive/Default Hardware

- Low Recognition Rate of Player’s Emotion ML with Big Data

- Absence of Evaluation Function Robust Emotional Model

Page 30: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

EGLAB Research

Emotion Recognition Emotional ModelECA Content

++

Multimodal Emotion

Recognition Rule-based Model / DQN Embodied

Conversational Agent

Page 31: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Embodied Conversational Agent (ECA)

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

Page 34: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

ECA Core Technologies

Non-Verbal

Communication

Verbal

Communication

Page 35: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

ECA Core Technologies

Non-Verbal

Communication

Verbal

Communication

High-Poly

Modeling

Facial

Expression

Gestures /

Realistic

AnimationEye-

Gazing

Language

Generation

Language

Understand

ing

Page 36: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Implementation Results

“Love Senor”

Page 37: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Implementation Results

Page 38: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Solutions

- Limitation of CPU resources for AI AI Oriented Content

- Low Development Priority Long Term Project

- Content is not Fun Appropriate Genre

- Content is Unpredictable Non-Competitive Game

- Intrusive Additional Hardware Non-Intrusive/Default Hardware

- Low Recognition Rate of Player’s Emotion ML with Big Data

- Absence of Evaluation Function Robust Emotional Model

Page 39: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Hardware for Affective Computing

Intrusive H/W

- EEG

- Heart Rate

- Depth Camera

- Brain Wave

Non-Intrusive H/W

- Multimodal Interface

- Keyboard

- Mouse

- Webcam

Page 40: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

EGLAB Research

Emotion Recognition Emotional ModelECA Content

++

Multimodal Emotion

Recognition Rule-based Model / DQN Embodied

Conversational Agent

Page 41: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Implementation Result

“Emotion Recognition System with Multimodal Interface”

Page 42: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Implementation Result

“Emotion Tracer Client”

Page 43: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Solutions

- Limitation of CPU resources for AI AI Oriented Content

- Low Development Priority Long Term Project

- Content is not Fun Appropriate Genre

- Content is Unpredictable Non-Competitive Game

- Intrusive Additional Hardware Non-Intrusive/Default Hardware

- Low Recognition Rate of Player’s Emotion ML with Big Data

- Absence of Evaluation Function Robust Emotional Model

Page 44: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

EGLAB Research

Emotion Recognition Emotional ModelECA Content

++

Multimodal Emotion

Recognition Rule-based Model / DQN Embodied

Conversational Agent

Page 45: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Discrete Emotion Model

- Ekman’s 6 Universal Emotions

Page 46: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Dimensional Theory

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

Page 47: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Evolutionary Model

- Plutchik's wheel of emotions

Page 48: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

OCC Model

- “OCC-model” of emotions (Ortony, Clore & Collins 1988)

Page 49: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Circuit Model (Neural Darwinism)

Page 50: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Finite State Machine (FSM)

Page 51: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Behavior Tree

Page 52: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Decision Tree

Page 53: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

MHP (Model Human Process)

- Cognitive Model ( Card, Moran, and Newell )

Page 54: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

ACT-R (Adaptive Control of Thought)

- Cognitive Architecture (Anderson & Lebiere)

Page 55: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

SOAR (State, Operator And Result)

- Cognitive Architecture (Laird, 2008; Laird, Newell, & Rosenbloom, 1987; Newell, 1990)

Page 56: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Deep Q-Learning

Page 57: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Neural Engineering Framework

- Nengo: graphical and scripting based software package for simulating large-scale neural systems,

- SPAUN: 2.5 million simulated neurons

Page 58: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

EGLAB Research

Emotion Recognition Emotional ModelECA Content

++

Multimodal Emotion

Recognition Rule-based Model / DQN Embodied

Conversational Agent

Page 59: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Future Works: Façade (Mateas & Stern, 2004)

Page 60: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

Future Works: Seaman (SEGA, 1999)

Page 61: History of Emotional Model for Gamessigai.or.kr/workshop/ai-applications/2016/slides... · - 아이온(AION), 와일드스타(WildStar), 블레이드앤소울(Blade and Soul) 외

QnA

경청해주셔서감사합니다.

http://www.myeglab.com/