Evaluating a Virtual Agent Who Responses Attentively to Multiple Players in a Quiz Game

Q4 Computer Science Journal of Information Processing Pub Date : 2012-11-25 DOI:10.11185/IMT.8.81
Hung-Hsuan Huang, T. Nishida
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引用次数: 1

Abstract

In developing an entertainment application like a game, evaluating how the players actually interact with the system is an essential issue for its further improvements. This paper proposes and evaluates a quiz game agent who is attentive to the dynamics of multiple concurrent participants (players). The attentiveness of this agent is meant to be achieved by an utterance policy that determines the nature of the utterance and whether, when, and to whom to utter. Two heuristics are introduced to drive the policy: the interaction atmosphere (AT) of the participants and the participant who tends to lead the conversation (CLP) at a specific time point. They are estimated from the activeness of the participants’ face movements and acoustic information during their discussion of the answer. In order to prevent the inherent drawback of a 2D agent that makes it difficult for multiple concurrent users to distinguish the focus of its attention, a physical pointer is also introduced. This system is then evaluated from three aspects, participants’ own subjective measurement by questionnaires, participants’ implicit attitude by an external measuring test, and from third-person view by video data analysis. The joint results of the experiments indicated that the methods for estimating AT and CLP worked. The participants pay more attention to the agent and participate in the game more actively if the indication of the pointer is more comprehensive.
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评估一个在问答游戏中专心回应多个玩家的虚拟代理
在开发娱乐应用程序(如游戏)时,评估玩家与系统的实际互动方式是进一步改进的关键问题。本文提出并评价了一个关注多个并发参与者动态的智力游戏代理。这个主体的注意力是通过一个话语策略来实现的,这个话语策略决定了话语的性质,以及是否、何时、对谁说话。引入了两种启发式来驱动策略:参与者的交互氛围(AT)和在特定时间点倾向于引导对话的参与者(CLP)。他们是通过参与者在讨论答案时面部运动和声音信息的活跃度来估计的。为了避免2D代理的固有缺点,即多个并发用户难以区分其关注的焦点,还引入了物理指针。然后从三个方面对该系统进行评估,参与者通过问卷的主观测量,参与者通过外部测量测试的内隐态度,以及通过视频数据分析的第三人称视角。联合实验结果表明,该方法可以有效地估计AT和CLP。如果指针的指示越全面,参与者对代理人的关注程度越高,参与游戏的积极性越高。
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来源期刊
Journal of Information Processing
Journal of Information Processing Computer Science-Computer Science (all)
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