User adaptive control of object having pseudo-emotions by learning adjustments of emotion generating and behavior generating algorithms
First Claim
1. A control method for controlling operation of an object used by a user in an environment, said object capable of receiving signals of variable conditions which represent at least a state of the user and which are associated with operation of the object, said object capable of being programmed to behave in response to the received signals, and method comprising the steps of:
- (a) defining pseudo-emotions of the object, which are elements for deciding output of the object, in relation to the signals;
(b) formulating emotion generation algorithms to establish the relationship between the signals and the pseudo-emotions;
(c) formulating behavior decision algorithms to establish the relationship between input, including the pseudo-emotions, and the behavior of the object;
(d) detecting signals of variable conditions and inputting the signals into the object;
(e) generating a pseudo-emotion of the object based on the signals using the emotion generation algorithms;
(f) determining the variable conditions from the signals;
(g) making the object behave based on the variable conditions and the pseudo-emotion using the behavior decision algorithms;
(h) evaluating reaction of the user in response to the behavior of the object;
(i) if the reaction of the user does not match the pseudo-emotion of the object in the emotion generation algorithms, adjusting and updating at least either of the emotion generation algorithms or the behavior decision algorithms, followed by learning the adjustment; and
(j) repeating steps (d) through (i).
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Abstract
A control method for controlling operation of an object used by a user in an environment includes the steps of: defining pseudo-emotions of the object for deciding output of the object, in relation to the user'"'"'s state; formulating emotion generation algorithms to establish the relationship between the user'"'"'s state and the pseudo-emotions; formulating behavior decision algorithms to establish the relationship between input, including the pseudo-emotions, and the behavior of the object; detecting the user'"'"'s state; generating a pseudo-emotion of the object based on the user'"'"'s state using the emotion generation algorithms; making the object behave based on the user'"'"'s state and the pseudo-emotion using the behavior decision algorithms; evaluating reaction of the user in response to the behavior of the object; and if the reaction of the user does not match the pseudo-emotion of the object in the emotion generation algorithms, adjusting at least either of the emotion generation algorithms or the behavior decision algorithms, followed by learning the adjustment. The object can detect the user'"'"'s state in a visual, tactile, and auditory manner as do humans, and can act upon generation of pseudo-emotions based thereon. Thus, natural communication between the user and the object can be performed, i.e., more human like communication can be established.
197 Citations
11 Claims
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1. A control method for controlling operation of an object used by a user in an environment, said object capable of receiving signals of variable conditions which represent at least a state of the user and which are associated with operation of the object, said object capable of being programmed to behave in response to the received signals, and method comprising the steps of:
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(a) defining pseudo-emotions of the object, which are elements for deciding output of the object, in relation to the signals;
(b) formulating emotion generation algorithms to establish the relationship between the signals and the pseudo-emotions;
(c) formulating behavior decision algorithms to establish the relationship between input, including the pseudo-emotions, and the behavior of the object;
(d) detecting signals of variable conditions and inputting the signals into the object;
(e) generating a pseudo-emotion of the object based on the signals using the emotion generation algorithms;
(f) determining the variable conditions from the signals;
(g) making the object behave based on the variable conditions and the pseudo-emotion using the behavior decision algorithms;
(h) evaluating reaction of the user in response to the behavior of the object;
(i) if the reaction of the user does not match the pseudo-emotion of the object in the emotion generation algorithms, adjusting and updating at least either of the emotion generation algorithms or the behavior decision algorithms, followed by learning the adjustment; and
(j) repeating steps (d) through (i). - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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Specification