WO2010034217A1 - 一种应用语音控制游戏系统的方法和游戏系统 - Google Patents

一种应用语音控制游戏系统的方法和游戏系统 Download PDF

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Publication number
WO2010034217A1
WO2010034217A1 PCT/CN2009/073162 CN2009073162W WO2010034217A1 WO 2010034217 A1 WO2010034217 A1 WO 2010034217A1 CN 2009073162 W CN2009073162 W CN 2009073162W WO 2010034217 A1 WO2010034217 A1 WO 2010034217A1
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WIPO (PCT)
Prior art keywords
game
command
voice
module
voice command
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PCT/CN2009/073162
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English (en)
French (fr)
Inventor
吕静
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腾讯科技(深圳)有限公司
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Publication date
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Priority to CA2713607A priority Critical patent/CA2713607A1/en
Publication of WO2010034217A1 publication Critical patent/WO2010034217A1/zh
Priority to US12/843,953 priority patent/US20100292991A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/424Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L15/00Speech recognition
    • G10L15/26Speech to text systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1081Input via voice recognition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6072Methods for processing data by generating or executing the game program for sound processing of an input signal, e.g. pitch and rhythm extraction, voice recognition
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L15/00Speech recognition
    • G10L15/22Procedures used during a speech recognition process, e.g. man-machine dialogue
    • G10L2015/223Execution procedure of a spoken command

Definitions

  • the present invention relates to the field of computer game technology and voice technology, and in particular, to a method and a game system for applying a voice control game system. Background of the invention
  • the current dominant method is the statistical speech recognition method, which is to identify which vocabulary the input speech signal corresponds to by calculating the co-occurrence probability between the vocabulary of the large-scale real corpus.
  • an object of embodiments of the present invention is to provide a method and a game system for applying a voice control game system to implement control of a game system using voice.
  • the technical solution of the embodiment of the present invention is specifically implemented as follows: A method for applying a voice control game system, the method comprising:
  • the voice command is pre-acquired, and the collected voice command is stored in association with the game command; the voice command issued by the user during the game is received, the game command associated with the voice command is searched, and the game system is controlled according to the found game command.
  • a game system comprising: a voice collection module, an associated storage module, a voice command recognition module, and a game control module;
  • the voice collection module is configured to collect voice commands, and send the collected voice commands to the associated storage module.
  • the associated storage module is configured to store the received voice command as a voice command and store the game command;
  • the voice command recognition module is configured to receive a voice command issued by the user during the game, search for a game command associated with the voice command from the associated storage module, and send the found game command to the game control module;
  • the game control module is configured to control the game system according to the game command sent by the voice command recognition module.
  • the collected voice command and the game command are stored, the voice command issued by the user during the game is received, the game command associated with the voice command is searched, and the game system is controlled according to the found game command.
  • voice commands By associating voice commands with game commands, it is possible to control the game system by voice, which facilitates the use of the game system by game users.
  • FIG. 1 is a flow chart of a method for applying a voice control game system of the present invention
  • FIG. 2 is a flow chart showing a voice command association in a method of applying a voice control game system
  • 3 is a flow chart of a voice command recognition in a method of applying a voice control game system
  • FIG. 4 is a structural diagram of a first embodiment of the game system of the present invention
  • Figure 5 is a structural view showing a second embodiment of the game system of the present invention.
  • Figure 6 is a structural view showing a third embodiment of the game system of the present invention.
  • FIG. 7 is a block diagram showing a fourth embodiment of the game system of the present invention. Mode for carrying out the invention
  • FIG. 1 is a flow chart of a method for applying a voice control game system according to the present invention. As shown in FIG. 1, the method includes:
  • Step 101 Acquire a voice command, and associate the collected voice command with the game command.
  • the collecting voice command in this step means that the voice command issued by the user itself is collected by the current user of the game system before the start of the game process, and the voice command may be a dialect voice or a standard voice.
  • Step 102 Receive a voice command issued by the user during the game, find a game command associated with the voice command, and control the game system according to the found game command.
  • the step of collecting the voice command in step 101 and storing the collected voice command in association with the game command is usually performed before the game starts, and the process specifically includes: the user selects the game command to be associated, and then uses the voice collection device (for example, The microphone, etc.) collect voice commands, and store the collected voice commands as game commands and selected game commands.
  • a game command can associate only one voice command or multiple voice commands.
  • the voice command associated with the game command in step 101 is a voice command issued by the user of the current game system, rather than a standardized voice collected uniformly, and the unified acquisition is standardized.
  • Speech is a speech obtained by using a corresponding algorithm in a large-scale corpus in the existing speech technology. Compared with the latter, the former can more accurately reflect the current user's speech characteristics, and therefore, can improve the accuracy of the speech command recognition.
  • the flexibility of voice command recognition can also be improved, and the user can also be used.
  • the user in a chess game, if the user often indicates "no” and “no", this time, "over” and “no", both voice commands are corresponding to this.
  • the game command is not played twice.
  • two users can use their respective dialect voices to correspond to one game command.
  • the user who uses the current game system is a Shanghai native, and the other is a Guangxi native.
  • Guangxi people can use the Shanghai voice and Guangxi voice to issue corresponding voice commands respectively. These two voice commands correspond to the same game command.
  • the user can create a set of voice commands that control the game system through voice commands. For example, in a chess game, the user collects a voice command "out”, associated with the "out card” game command, and can create a corresponding voice command for each card or card combination in the game, and then the voice command. Associated with the corresponding game command, for example, the voice command "red peach” is selected as the card selection command, and is associated with the game command "Select Red Peach".
  • the associated storage may have multiple implementations.
  • the voice command and the game command may be stored in different files respectively, and the index of the voice command and the game command associated with the voice command in the respective files may be established.
  • An index table indicating a relationship between a voice command and a game command, or a voice command and a game command associated with the voice command may be stored in the same file.
  • the former storage method associates the voice command and the game command by establishing an index table, and may update the association between the voice command and the game command by updating the index number in the index table or updating the storage content corresponding to the index number of each file. Relationship, flexibility, but the speed of the search and the access speed are slower when the voice command is recognized; When the latter storage mode is used, the flexibility of updating the association relationship between the voice command and the game command is poor, but the access speed is faster when the voice command is recognized.
  • the user When the voice command and the game command are stored in association, usually the user first selects the game command to be associated, and then collects the voice command through the voice collection module as a voice command associated with the selected game command, and the game command is Associated with the voice command for storage.
  • the speech signal belongs to a narrowband signal, considering the characteristics, complexity and matching precision of the speech signal, the differential pulse code modulation (DPCM) method can be selected to encode and store the speech signal.
  • DPCM differential pulse code modulation
  • the file storing the voice command and/or the game command may be in the form of a message header + information.
  • the header portion includes a necessary field such as a message type, a message length, and a message summary.
  • the voice is stored.
  • the command and game command files consist of "message 1" + "voice information” + “message 2" + "game signaling information”.
  • Header 1 is the flag indicating the voice command, this information segment (including this information)
  • the parameters of the voice command, the voice information is the content of the voice command
  • the header 2 is represented by the flag indicating the game command, the length of the information segment (including the header and the game signaling information).
  • the parameters of the game command are composed, and the game signaling information is the content of the game command.
  • the voice command signal duration is generally short, usually only a few seconds, the voice command occupies less storage space, and the current computer storage capacity can fully meet the requirements. OK. All the associated information of the voice command and the game command can be saved in the local configuration file, and the corresponding association relationship can be deleted by deleting the configuration file or deleting part of the content in the configuration file.
  • the configuration file is stored as described above. The file of the voice command and the game command, or the file in which only the voice command is stored, the file in which only the game command is stored, and the corresponding index table.
  • commonly used game commands may be preset, and then these commonly used game commands and voice commands associated with the commonly used game commands are preloaded after the game starts, so that in step 202, the user is sent during the game.
  • the game command associated with the received voice command is first searched in the preloaded game command and the voice command, and if the associated game command is not found in the preloaded game command and the voice command, A search is made in a game command associated with a voice command that is stored but not loaded.
  • This preloading method can improve the speed of finding common game commands and improve the user experience.
  • corresponding error processing can also be performed. For example, if the disk storage space is insufficient when the voice command is collected, the user may be prompted that the current storage space is insufficient, if the voice command is recognized. If no matching game command is found, the user may be prompted to re-enter a voice command or the like. If the recognized voice command is inconsistent with the current game logic when the voice command is recognized, an error may be prompted, for example, according to the game logic, in each In one round, the card produced by the player after the player needs to be greater than the card that has been played by the player. If the player who is out of the player is less than the card that has been played before, the player may be prompted to make a card error.
  • the method of applying a voice control game system actually includes two processes, namely: a voice command association process and a voice command recognition process.
  • FIG. 2 is a flow chart of a voice command association in a method of applying a voice control game system. As shown in FIG. 2, the process includes:
  • Step 201 the game system is initialized.
  • Step 202 Start a voice collection device.
  • the voice collecting device in this step may be an audio input device such as a microphone.
  • Step 203 The voice collection device receives a voice command input, and collects a voice command.
  • the game command to be associated may be selected first, then the voice command associated with the voice command may be collected, or the voice command may be collected first, and then the game command associated with the voice command may be selected.
  • Step 205 Associate the voice commands and the game commands associated with each other, and end the process.
  • FIG. 3 is a flow chart for identifying a voice command in a method of applying a voice control game system. As shown in FIG. 3, the method includes:
  • Step 301 start the game.
  • Step 302 Load a voice recognition module.
  • the speech recognition module in this step is a device for recognizing a voice command, and needs to be loaded after the game is started.
  • Step 303 The voice recognition module receives a voice command input.
  • Step 304 the speech recognition module looks for a game command that matches the received voice command.
  • Step 305 Determine whether a matching game command is found. If yes, go to step 306, otherwise go to step 307.
  • Step 306 The voice recognition module sends the found game command to the game control module, and the game control module controls the game system according to the game command, and ends the process.
  • the game control module in this step is used to interact with the server to control the game system.
  • a voice command corresponds to one game command or a plurality of voice commands correspond to one game command
  • only a game command matching the voice command is needed.
  • there are a plurality of voice commands respectively corresponding to different game commands and the different game commands correspond to the same game control operation.
  • the game system needs to identify the game commands corresponding to each voice command. Then, according to the combination of these game commands, the corresponding game control operations are performed.
  • the voice command "red peach” corresponds to "select the card of the red peach color”
  • the voice command "5" corresponds to the voice command of "select the card with the card number 5"
  • the voice commands "out” and “hit” both correspond to the "out card” game command.
  • the currently received voice command is "Out of Red Peach 5"
  • the game command corresponding to "Out of Red Peach 5" includes "Choose a red card color” and select a card with a card number of 5" And "the card, these three game commands, the combination of these three game commands, we can see that the current game control operation is "out of the current game user's red peach 5 this card.”
  • the priority of each voice command may be set in advance, or when the combined game command is set, The combination order or priority of each game command, so that the game logic control is actually performed according to the current user's wishes. If the corresponding game control operations are different after combining the game commands in different orders, the user may be prompted for the currently possible game control operations. And prompt the user to choose which game control operation to perform.
  • Step 307 Perform error processing to end the process.
  • different error conditions correspond to different error processing. For example, if there are cases where the found multiple game commands cannot be combined, the user is prompted to the current voice command error. If no matching game command is found, Prompt the user to re-enter voice commands, etc.
  • FIG. 4 is a structural diagram of a first embodiment of the game system of the present invention. As shown in FIG. 4, the game system includes a voice collection module 401, an associated storage module 402, a voice command recognition module 403, and a game control module 404.
  • the voice collection module 401 is configured to collect voice commands, and send the collected voice commands to the associated storage module 402.
  • the association storage module 402 is configured to associate the received voice command with the game command.
  • the voice command recognition module 403 is configured to receive a voice command issued by the user during the game, search for a game command associated with the voice command from the associated storage module 402, and send the found game command to the game control module 404.
  • the game control module 404 is configured to control the game system according to the game command sent by the voice command recognition module 403.
  • FIG 5 is a block diagram showing a second embodiment of the game system of the present invention.
  • the system further includes a game launch module 505 based on the system shown in Figure 4.
  • the game launching module 505 is configured to start the game, send a start instruction to the voice command recognition module 403 after the game is started, and close the game during the operation of the voice collection module 401.
  • the game launch module 505 can close the game through the game control module 404.
  • the voice command recognition module 403 is further configured to receive a start indication from the game launch module 505.
  • FIG 6 is a block diagram of a third embodiment of the gaming system of the present invention, the gaming system further including a preloading module 606 on the basis of the system shown in Figure 5.
  • the associative storage module 402 is further configured to preset a commonly used game command.
  • the preload module 606 is configured to receive an activation indication from the game launch module 505, preloading commonly used game commands and voice commands associated with the commonly used game commands.
  • the voice command recognition module 403 is further configured to: look up the preload module 606 for the The associated game command, if the associated game command is not found in the preload module 606, looks up the associated game command in the associated storage module 402.
  • the game launch module 505 is further configured to send a launch indication to the preload module 606 after the game is launched.
  • FIG. 7 is a block diagram of a fourth embodiment of the gaming system of the present invention further including an error handling module 707 on the basis of the system of Figure 4 or Figure 5 or Figure 6. Among them, FIG. 7 only shows a system structure diagram of the error adding processing module 707 based on FIG.
  • the error processing module 707 is configured to receive an error indication and perform error processing.
  • the error processing module 707 can determine the cause of the error, such as which module is used to determine the cause of the error based on the error indication, and then perform different error processing according to different error causes. For example, the error indication from the voice command recognition module 403 identifies that the error reason is that no matching game command was found, and accordingly, the error handling module 707 prompts that no matching game command was found.
  • the voice collection module 401 and/or the associated storage module 402 and/or the voice command recognition module 403 and/or the game control module 404 are further configured to send an error indication to the error processing module 707 after an error occurs.
  • the voice command is associated with the game command, and the game command matched with the voice command is searched according to the received voice command, thereby realizing the control of the game system by voice, which facilitates the game user.
  • the voice command since the voice command is to be issued by the user of the current game system, the voice command can well reflect the language characteristics of the game user and improve the matching accuracy of the voice command and the game command.
  • the voice command "out” corresponding to the "out card” game command has only one word, and the duration is short. Therefore, when the present invention is applied to the game system for voice control, Does not need to take up a lot of storage space to store the phase The voice command should be.

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Description

一种应用语音控制游戏系统的方法和游戏系统
技术领域
本发明涉及计算机游戏技术领域和语音技术领域, 尤其涉及一种应 用语音控制游戏系统的方法和游戏系统。 发明背景
随着计算机技术的发展, 人们的生活和娱乐越来越多地和计算机结 合起来, 其中, 计算机游戏就是人们目前休闲娱乐的一种重要方式。 随 着互联网的发展, 将计算机游戏与互联网技术相结合的网络游戏得到了 越来越多网络用户的青睐。 目前, 无论是单机游戏, 还是网络游戏, 都 需要用户借助鼠标、 键盘等手动输入设备进行操作。
近年来, 语音技术取得了巨大的发展, 已经从传统的语音编码技术 发展到了目前应用较广泛的语音识别技术。
语音识别技术中, 目前占主导地位的是基于统计的语音识别方法, 即通过统计大规模的真实语料的词汇之间的同现概率, 来识别输入的语 音信号究竟对应哪一词汇。
目前, 在与人们的休闲生活息息相关的计算机游戏这一技术领域, 还没有应用语音识别技术, 特别是在对计算机游戏系统进行控制方面, 仍然采用的是传统的键盘鼠标等输入设备进行控制, 目前, 尚没有利用 语音来控制计算机游戏系统的方案。 发明内容
有鉴于此, 本发明实施例的目的在于提供一种应用语音控制游戏系 统的方法和游戏系统, 以实现利用语音对游戏系统进行控制。 为达到上述目的, 本发明实施例的技术方案具体是这样实现的: 一种应用语音控制游戏系统的方法, 该方法包括:
预先采集语音命令, 并将采集到的语音命令与游戏命令关联存储; 接收用户在游戏过程中发出的语音命令, 查找与该语音命令关联的 游戏命令, 根据查找到的游戏命令控制游戏系统。
一种游戏系统, 该系统包括语音采集模块、 关联存储模块、 语音命 令识别模块和游戏控制模块;
所述语音采集模块, 用于采集语音命令, 将采集到的语音命令发给 关联存储模块;
所述关联存储模块, 用于将接收到语音命令作为语音命令与游戏命 令进行关联存储;
所述语音命令识别模块, 用于接收用户在游戏过程中发出的语音命 令, 从关联存储模块中查找与该语音命令关联的游戏命令, 将查找到的 游戏命令发给游戏控制模块;
所述游戏控制模块, 用于根据语音命令识别模块发来的游戏命令控 制游戏系统。
可见, 本发明实施例中, 将采集的语音命令与游戏命令进行存储, 接收用户在游戏过程中发出的语音命令, 查找与该语音命令关联的游戏 命令, 根据查找到的游戏命令控制游戏系统。 通过将语音命令与游戏命 令进行关联, 实现了通过语音来控制游戏系统, 方便了游戏用户对游戏 系统的使用。 附图简要说明
图 1是本发明应用语音控制游戏系统的方法流程图;
图 2是应用语音控制游戏系统的方法中的语音命令关联流程图; 图 3是应用语音控制游戏系统的方法中的语音命令识别流程图; 图 4是本发明游戏系统的第一实施例结构图;
图 5是本发明游戏系统的第二实施例结构图;
图 6是本发明游戏系统的第三实施例结构图;
图 7是本发明游戏系统的第四实施例结构图。 实施本发明的方式
为使本发明的目的、 技术方案及优点更加清楚明白, 以下参照附图 并举实施例, 对本发明进一步详细说明。
图 1是本发明应用语音控制游戏系统的方法流程图, 如图 1所示, 该方法包括:
步骤 101 , 采集语音命令, 并将采集到的语音命令与游戏命令关联 存储。
本步骤中的采集语音命令是指, 在游戏过程开始之前由游戏系统的 当前用户采集该用户自身发出的语音命令, 该语音命令可以是方言语 音, 也可以是标准语音。
步骤 102, 接收用户在游戏过程中发出的语音命令, 查找与该语音 命令关联的游戏命令, 根据查找到的游戏命令控制游戏系统。
步骤 101中采集语音命令、 将采集到的语音命令与游戏命令进行关 联存储的动作通常是在游戏开始之前进行的, 其过程具体包括: 用户选 择待关联的游戏命令, 然后利用语音采集装置(例如话筒等)采集语音 命令, 将采集的语音命令作为游戏命令和选定的游戏命令进行关联存 储。一条游戏命令可以只关联一条语音命令,也可以关联多条语音命令。
步骤 101中与游戏命令关联的语音命令是当前游戏系统的用户自身 发出的语音命令, 而非统一采集的标准化语音, 所述统一采集的标准化 语音是现有语音技术中、 以大规模语料为样本采用相应的算法得到的语 音, 前者与后者相比, 能够更加准确地反映当前用户的语音特点, 因此, 能够提高语音命令识别的精度。
另外, 当将两个以上的语音命令与同一个游戏命令进行关联存储 时,还可以提高语音命令识别的灵活性, 同时也方便用户的使用。 例如, 在棋牌类游戏中, 如果用户经常以 "过"和 "不出"来表示本次不出牌, 那么, 可以将 "过" 和 "不出,, 这两个语音命令都对应 "本次不出牌" 这一游戏命令。 另外, 还可以两个用户分别用各自的方言语音对应一个 游戏命令, 例如, 使用当前游戏系统的用户一个是上海人, 一个是广西 人, 则该上海人和广西人可以分别采用上海语音和广西语音发出相应的 语音命令, 这两个语音命令对应同一个游戏命令。
通过将语音命令和游戏命令进行关联存储, 用户可以建立一套语音 命令, 通过语音命令来控制游戏系统。 例如, 在棋牌类游戏中, 用户采 集语音命令 "出", 与 "出牌" 这一游戏命令关联, 对游戏中的每张牌 或者牌色组合都可以建立相应的语音命令, 然后将语音命令与相应的游 戏命令进行关联, 例如, 采集语音命令 "红桃" 作为选牌命令, 与 "选 择红桃" 这一游戏命令相关联。
所述的关联存储可以有多种实现方式, 例如, 可以是将语音命令和 游戏命令分别存储在不同的文件中, 根据语音命令和与该语音命令关联 的游戏命令在各自文件中的索引, 建立表示语音命令与游戏命令关联关 系的索引表, 也可以是将语音命令和与该语音命令关联的游戏命令存储 在同一个文件中。 其中, 前一种存储方式通过建立索引表来关联语音命 令和游戏命令, 可以通过更新索引表中的索引号、 或者更新每个文件的 索引号对应的存储内容来更新语音命令和游戏命令的关联关系, 灵活性 较好, 但是在进行语音命令识别时, 查找速度以及存取速度均较慢; 采 用后一种存储方式时, 更新语音命令和游戏命令的关联关系的灵活性较 差, 但是在进行语音命令识别时的访问速度较快。
在将语音命令和游戏命令进行关联存储时, 通常是用户先选择待关 联的游戏命令, 然后再通过语音采集模块采集语音命令, 作为与选定的 游戏命令关联的语音命令, 将所述游戏命令和所述语音命令进行关联存 储。 其中, 由于语音信号属于窄带信号, 综合考虑语音信号的特性、 复 杂度以及匹配精度, 可以选取差分脉沖编码调制 (DPCM ) 方式对语音 信号进行编码后存储。
其中, 存储语音命令和 /或游戏命令的文件可以采用信息头 +信息的 方式, 其中的信息头部分包含了信息类型、 信息长度、 信息摘要等必要 字段, 例如, 本实施例中, 存储有语音命令和游戏命令的文件由 "信息 头 1" + "语音信息" + "信息头 2" + "游戏信令信息" 组成, 信息头 1 由表示语音命令的标志位、 本信息段(包括该信息头 1和语音信息) 的 长度、 语音命令的参数组成, 语音信息就是语音命令的内容, 信息头 2 由表示游戏命令的标志位、 本信息段(包括该信息头和游戏信令信息) 的长度、 游戏命令的参数组成, 游戏信令信息就是游戏命令的内容。 当 采用信息头 +信息的形式存储语音命令和游戏命令时, 可以提高查找与 语音命令相关联的游戏命令的速度。
由于语音命令信号持续时间一般都很短, 通常只有几秒, 因此, 语 音命令占用的存储空间较小, 目前的计算机存储能力完全能够达到要 求。 行的。 所有的语音命令和游戏命令的关联信息都可以保存在本地的配置 文件中, 可以通过删除所述配置文件或者删除所述配置文件中的部分内 容来删除相应的关联关系。 所述的配置文件即为上文所述的同时存储有 语音命令和游戏命令的文件, 或者是上文所述只存储有语音命令的文 件、 只存储有游戏命令的文件和相应的索引表。
另外, 可以预先设置常用的游戏命令, 然后在游戏开始后预加载这 些常用的游戏命令以及与该常用的游戏命令关联的语音命令, 这样, 步 骤 202中, 在接收到用户在游戏过程中发出的语音命令后, 先在预加载 的游戏命令和语音命令中查找与接收的语音命令关联的游戏命令, 若在 预加载的游戏命令和语音命令中没有查找到所述关联的游戏命令, 则从 已存储但未加载的与语音命令相关联的游戏命令中进行查找。 通过这种 预加载的方式, 能够提高查找常用游戏命令的速度, 改善用户体验。
如果在应用语音控制游戏系统的过程中出现异常情况, 还可以进行 相应的差错处理, 例如, 如果在采集语音命令时磁盘存储空间不够, 则 可以提示用户当前存储空间不够, 如果在语音命令识别时未找到匹配的 游戏命令,则可提示用户重新输入语音命令等,如果在语音命令识别时, 发现识别出的语音命令与当前的游戏逻辑不一致,则可提示错误,例如, 按照游戏逻辑, 在每一轮中, 后出牌者出的牌需要大于该轮已出的牌, 如果所述后出牌者出的牌小于前面已出的牌, 则可提示出牌错误。
综上,应用语音控制游戏系统的方法实际上包括两个过程,分别是: 语音命令关联过程和语音命令识别过程。
图 2是应用语音控制游戏系统的方法中的语音命令关联流程图, 如 图 2所示, 该流程包括:
步骤 201 , 游戏系统初始化。
步骤 202, 启动语音采集装置。
本步骤中的语音采集装置可以是话筒等音频输入装置。
步骤 203 , 语音采集装置接收语音命令输入, 并采集语音命令。 步骤 204, 语音采集装置将采集的语音命令与游戏命令进行关联。 在步骤 203~204中, 可以先选择待关联的游戏命令, 然后再采集与 其关联的语音命令, 也可以先采集语音命令, 然后再选择与该语音命令 关联的游戏命令。
步骤 205 , 将相互关联的语音命令和游戏命令进行关联存储, 结束 本流程。
图 3是应用语音控制游戏系统的方法中的语音命令识别流程图, 如 图 3所示, 该包括:
步骤 301 , 启动游戏。
步骤 302, 加载语音识别模块。
本步骤中的语音识别模块是用于识别语音命令的装置, 需要在游戏 启动后进行加载。
步骤 303 , 语音识别模块接收语音命令输入。
步骤 304,语音识别模块查找与接收的语音命令相匹配的游戏命令。 步骤 305 , 判断是否找到了相匹配的游戏命令, 如果是, 执行步骤 306, 否则执行步骤 307。
步骤 306, 语音识别模块将查找到的游戏命令发给游戏控制模块, 游戏控制模块根据该游戏命令控制游戏系统, 结束本流程。
本步骤中的游戏控制模块用于与服务器进行交互, 对游戏系统进行 控制。
本步骤中, 在一条语音命令对应一条游戏命令或者多条语音命令对 应一条游戏命令时, 只需查找与该语音命令匹配的游戏命令即可。 除此 之外, 还存在多条语音命令分别对应不同的游戏命令, 而该不同的游戏 命令对应的是同一游戏控制操作的情形, 这时, 游戏系统需要识别每一 语音命令对应的游戏命令, 然后根据这些游戏命令的组合, 进行相应的 游戏控制操作。 例如, 语音命令 "红桃" 对应 "选择红桃花色的牌" 这 一游戏命令, 语音命令 " 5 " 对应 "选择牌面数字为 5的牌" 这一语音 命令, 而语音命令 "出" 和 "打" 这两个语音命令均对应 "出牌" 这一 游戏命令, 那么, 如果当前接收到的语音命令是 "出红桃 5 " , 那么, 该 "出红桃 5 " 对应的游戏命令包括 "选择红桃花色的牌"、 选择牌面 数字为 5的牌" 和 "出牌,, 这三个游戏命令, 对这三个游戏命令进行组 合, 可知当前需要进行的游戏控制操作是 "出当前游戏用户的红桃 5这 张牌 "。
在识别多条语音命令, 然后查找多条语音命令分别对应的游戏命 令, 对多条游戏命令进行组合来控制游戏逻辑之前, 还可以预先设置各 个语音命令的优先级, 或者设置组合游戏命令时, 各个游戏命令的组合 顺序或优先级, 以便真正按照当前用户的意愿进行游戏逻辑控制, 如果 按照不同的顺序组合游戏命令后对应的的游戏控制操作不同, 则可以提 示用户当前可能进行的游戏控制操作, 并提示用户选择究竟进行哪一游 戏控制操作。
在进行游戏命令组合时, 还可以判断当前需要组合的命令是否可以 组合, 例如 "出" 和 "过" 这两个语音命令分别对应 "出牌" 和 "不出 牌" 这两个游戏命令, 而这两个游戏命令不能组合在一起对应一个控制 操作, 因此, 当接收的当前语音命令是 "出过,, 时, 可以提示用户当前 语音命令错误。
步骤 307 , 进行差错处理, 结束本流程。
本步骤中, 不同的差错情况对应不同的差错处理, 例如, 如果出现 查找到的多个游戏命令不能组合在一起的情况, 则提示用户当前语音命 令错误, 如果未找到匹配的游戏命令, 则可提示用户重新输入语音命令 等。
下面给出应用语音控制游戏系统的系统实施例。 图 4是本发明游戏系统的第一实施例结构图, 如图 4所示, 该游戏 系统包括语音采集模块 401、 关联存储模块 402、语音命令识别模块 403 和游戏控制模块 404。
语音采集模块 401 , 用于采集语音命令, 将采集到的语音命令发给 关联存储模块 402。
关联存储模块 402, 用于将接收到的语音命令与游戏命令进行关联 存储。
语音命令识别模块 403 , 用于接收用户在游戏过程中发出的语音命 令, 从关联存储模块 402中查找与该语音命令关联的游戏命令, 将查找 到的游戏命令发给游戏控制模块 404。
游戏控制模块 404, 用于根据语音命令识别模块 403发来的游戏命 令控制游戏系统。
图 5是本发明游戏系统的第二实施例结构图, 该系统在图 4所示系 统的基础上进一步包括游戏启动模块 505。
游戏启动模块 505 , 用于启动游戏, 在游戏启动后向语音命令识别 模块 403发送启动指示, 并在语音采集模块 401运行期间关闭游戏。 其 中, 游戏启动模块 505可以通过游戏控制模块 404关闭游戏。
语音命令识别模块 403进一步用于, 接收来自游戏启动模块 505的 启动指示。
图 6是本发明游戏系统的第三实施例结构图, 该游戏系统在图 5所 示系统的基石出上进一步包括预加载模块 606。
关联存储模块 402进一步用于, 预先设置常用的游戏命令。
预加载模块 606用于, 接收来自游戏启动模块 505的启动指示, 预 加载常用的游戏命令和与该常用的游戏命令关联的语音命令。
语音命令识别模块 403进一步用于, 在预加载模块 606中查找所述 关联的游戏命令, 如果在预加载模块 606中没有找到所述关联的游戏命 令, 再在关联存储模块 402中查找所述关联的游戏命令。
游戏启动模块 505进一步用于, 在游戏启动后向预加载模块 606发 送启动指示。
图 7是本发明游戏系统的第四实施例结构图, 该系统在图 4或图 5 或图 6所示系统的基石出上进一步包括差错处理模块 707。 其中, 图 7仅 给出以图 4为基石出增加差错处理模块 707的系统结构示意图。
差错处理模块 707, 用于接收差错指示, 进行差错处理。 差错处理 模块 707可以判断差错原因, 比如根据差错指示来自哪一模块来判断差 错原因, 然后根据不同的差错原因进行不同的差错处理。 例如, 差错指 示来自语音命令识别模块 403 , 则识别出差错原因为没有找到匹配的游 戏命令, 相应地, 差错处理模块 707提示没有找到匹配的游戏命令。
语音采集模块 401和 /或关联存储模块 402和 /或语音命令识别模块 403和 /或游戏控制模块 404, 进一步用于, 出现差错后向差错处理模块 707发送差错指示。
由上述技术方案可知, 通过采集语音命令, 将语音命令与游戏命令 进行关联存储, 根据接收的语音命令查找与该语音命令匹配的游戏命 令, 实现了通过语音来控制游戏系统, 方便了游戏用户对游戏系统的使 用。
而且, 由于是将采集语音命令是由当前游戏系统的用户发出的, 因 此, 该语音命令能够很好地反映游戏用户自身的语言特点, 提高语音命 令和游戏命令的匹配精度。
另外, 由于语音命令持续时间较短, 例如, 对应 "出牌" 这一游戏 命令的语音命令 "出" 只有一个字, 持续时间很短, 因此, 在应用本发 明对游戏系统进行语音控制时, 并不需要占用很大的存储空间来存储相 应的语音命令。
以上所述, 仅为本发明的较佳实施例而已, 并非用于限定本发明的 保护范围, 凡在本发明的精神和原则之内所做的任何修改、 等同替换、 改进等, 均应包含在本发明的保护范围之内。

Claims

权利要求书
1、 一种应用语音控制游戏系统的方法, 其特征在于, 该方法包括: 采集语音命令, 并将采集到的语音命令与游戏命令关联存储; 接收用户在游戏过程中发出的语音命令, 查找与该语音命令关联的 游戏命令, 根据查找到的游戏命令控制游戏系统。
2、 如权利要求 1所述的方法, 其特征在于, 所述的关联存储包括: 一条游戏命令关联一条语音命令进行存储, 和 /或, 一条游戏命令关联两 条以上的语音命令进行存储。
3、 如权利要求 1所述的方法, 其特征在于, 所述关联存储包括: 将语音命令和游戏命令分别存储在不同的文件中, 根据语音命令和 与该语音命令关联的游戏命令在各自文件中的索引, 建立表示语音命令 与游戏命令关联关系的索引表。
4、 如权利要求 1所述的方法, 其特征在于, 所述关联存储包括: 将语音命令和与该语音命令关联的游戏命令对应存储在同一个文 件中。
5、 如权利要求 3或 4所述的方法, 其特征在于, 所述文件包括信 息头和信息两部分,
所述信息头用于存储语音命令的类型和参数, 所述信息为语音命令 的内容;
或者所述信息头用于存储游戏命令的类型, 所述信息为游戏命令的 内容。
6、 如权利要求 1所述的方法, 其特征在于, 所述采集语音命令是: 采集用方言语音或标准语音发出的语音命令。
7、 如权利要求 6所述的方法, 其特征在于, 对用方言语音或标准 语音发出的语音命令进行差分脉沖编码调制 DPCM。
8、 如权利要求 1 所述的方法, 其特征在于, 该方法进一步包括: 预先设置常用的游戏命令;
所述接收用户在游戏过程中发出的语音命令之前, 该方法进一步包 括:
预加载常用的游戏命令和与该常用的游戏命令关联的语音命令; 所述查找与该语音命令关联的游戏命令包括:
在预加载的游戏命令和语音命令中查找所述关联的游戏命令。
9、 如权利要求 8 所述的方法, 其特征在于, 所述在预加载的游戏 命令和语音命令中查找所述关联的游戏命令包括:
若在预加载的游戏命令和语音命令中没有查找到所述关联的游戏 命令, 则从所述语音命令与游戏命令关联存储中进行查找。
10、 如权利要求 1至 9任一权项所述的方法, 其特征在于, 该方法 进一步包括:
如果未找到与语音命令匹配的游戏命令, 和 /或, 判断得知识别出的 语音命令对应的游戏命令不符合游戏逻辑, 则发送提示信息。
11、 如权利要求 1至 9任一权项所述的方法, 其特征在于, 所述根 据查找到的游戏命令控制游戏系统包括: 对查找到的游戏命令进行组 合, 根据组合结果控制游戏系统。
12、 如权利要求 11 所述的方法, 其特征在于, 所述对查找到的游 戏命令进行组合, 根据组合结果控制游戏系统包括:
根据游戏逻辑判断查找到的各个游戏命令是否能够组合, 如果判断 出不能组合, 和 /或, 组合结果为两个以上, 则发送提示信息。
13、 一种游戏系统, 其特征在于, 该系统包括语音采集模块、 关联 存储模块、 语音命令识别模块和游戏控制模块; 所述语音采集模块, 用于采集语音命令, 将采集到的语音命令发给 关联存储模块;
所述关联存储模块, 用于将接收到的语音命令与游戏命令进行关联 存储;
所述语音命令识别模块, 用于接收用户在游戏过程中发出的语音命 令, 从关联存储模块中查找与该语音命令关联的游戏命令, 将查找到的 游戏命令发给游戏控制模块;
所述游戏控制模块, 用于根据语音命令识别模块发来的游戏命令控 制游戏系统。
14、 如权利要求 13 所述的游戏系统, 其特征在于, 该系统进一步 包括游戏启动模块,
所述游戏启动模块, 用于启动游戏, 在游戏启动后向语音命令识别 模块发送启动指示, 并在语音采集模块运行期间关闭游戏;
所述语音命令识别模块进一步用于, 接收来自所述游戏启动模块的 启动指示。
15、 如权利要求 14所述的游戏系统, 其特征在于, 该游戏系统进 一步包括预加载模块;
所述关联存储模块进一步用于, 预先设置常用的游戏命令; 所述预加载模块用于, 接收来自游戏启动模块的启动指示, 预加载 常用的游戏命令和与该常用的游戏命令关联的语音命令;
所述语音命令识别模块进一步用于, 在预加载模块中查找所述关联 的游戏命令, 如果在预加载模块中没有找到所述关联的游戏命令, 再在 所述关联存储模块中查找所述关联的游戏命令;
所述游戏启动模块进一步用于, 在游戏启动后向所述预加载模块发 送启动指示。
16、 如权利要求 13至 15任一权项所述的游戏系统, 其特征在于, 该系统进一步包括差错处理模块;
所述差错处理模块, 用于接收差错指示, 进行差错处理; 所述语音采集模块和 /或关联存储模块和 /或语音命令识别模块和 /或 游戏控制模块, 进一步用于, 出现差错后向所述差错处理模块发送差错 指示。
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