著者
Ryo Ishii Ryuichiro Higashinaka Koh Mitsuda Taichi Katayama Masahiro Mizukami Junji Tomita Hidetoshi Kawabata Emi Yamaguchi Noritake Adachi Yushi Aono
出版者
Information Processing Society of Japan
雑誌
Journal of Information Processing (ISSN:18826652)
巻号頁・発行日
vol.29, pp.30-44, 2021 (Released:2021-01-15)
参考文献数
30
被引用文献数
3

Starting from their early years, many persons dream of being able to chat with their favorite anime characters. To make such a dream possible, we propose an efficient method for constructing a system that enables users to text chat with existing anime characters. We tackled two research problems to generate verbal and nonverbal behaviors for a text-chat agent system utilizing an existing character. A major issue in creating verbal behavior is generating utterance text that reflects the personality of existing characters in response to any user questions. To cope with this problem we propose use of role play-based question-answering to efficiently collect high-quality paired data of user questions and system answers reflecting the personality of an anime character. We also propose a new utterance generation method that uses a neural translation model with the collected data. Rich and natural expressions of nonverbal behavior greatly enhance the appeal of agent systems. However, not all existing anime characters move as naturally and as diversely as humans. Therefore, we propose a method that can automatically generate whole-body motion from spoken text in order to give the anime characters natural, human-like movements. In addition to these movements, we try to add a small amount of characteristic movement on a rule basis to reflect personality. We created a text-dialogue agent system of a popular existing anime character using our proposed generation methods. As a result of a subjective evaluation of the implemented system, our methods for generating verbal and nonverbal behavior improved the impression of the agent's responsiveness and reflected the personality of the character. Since generating characteristic motions with a small amount of characteristic movement on the basis of heuristic rules was not effective, our proposed motion generation method which can generate the average motion of many people, is useful for generating motion for existing anime characters. Therefore, our proposed methods for generating verbal and nonverbal behaviors and the system-construction method are likely to prove a powerful tool for achieving text-dialogue agent systems for existing characters.