WO2018000258A1 - Method and system for generating robot interaction content, and robot - Google Patents

Method and system for generating robot interaction content, and robot Download PDF

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Publication number
WO2018000258A1
WO2018000258A1 PCT/CN2016/087736 CN2016087736W WO2018000258A1 WO 2018000258 A1 WO2018000258 A1 WO 2018000258A1 CN 2016087736 W CN2016087736 W CN 2016087736W WO 2018000258 A1 WO2018000258 A1 WO 2018000258A1
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WIPO (PCT)
Prior art keywords
robot
time axis
information
user
life
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PCT/CN2016/087736
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French (fr)
Chinese (zh)
Inventor
邱楠
杨新宇
王昊奋
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深圳狗尾草智能科技有限公司
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Application filed by 深圳狗尾草智能科技有限公司 filed Critical 深圳狗尾草智能科技有限公司
Priority to PCT/CN2016/087736 priority Critical patent/WO2018000258A1/en
Priority to CN201680001754.6A priority patent/CN106489114A/en
Publication of WO2018000258A1 publication Critical patent/WO2018000258A1/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N3/00Computing arrangements based on biological models
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures

Definitions

  • the invention relates to the field of robot interaction technology, and in particular to a method, a system and a robot for generating robot interactive content.
  • the robot is generally based on the question and answer interaction in the solid scene, the life scene of the person on a certain time axis, such as eating, sleeping, exercising, etc., the changes of various life scene values will affect the human expression.
  • the feedback, and for the scene in which it is located, will affect the changes in human expression, such as: excited in the billiard room, very happy at home.
  • the robot wants to make the expression feedback, mainly through the pre-set method and depth learning, there is no better solution to the question and answer on the scene, which leads to the robot can not be more anthropomorphic, Can not be like humans, life scenes at different time points, location scenes, showing different expressions, that is, the way the robot interactive content is generated is completely passive, so the generation of expressions requires a lot of human-computer interaction, resulting in the intelligence of the robot Very poor sex.
  • the object of the present invention is to provide a method, a system and a robot for generating robot interactive content, so that the robot has a human lifestyle in the life time axis, and the method can improve the anthropomorphicity of the robot interaction content generation and enhance the human-computer interaction experience. Improve intelligence.
  • a method for generating robot interactive content comprising:
  • the robot interaction content is generated in combination with the current robot life time axis.
  • the method for generating parameters of the life time axis of the robot includes:
  • the self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
  • the step of expanding the self-cognition of the robot specifically comprises: combining the life scene with the self-knowledge of the robot to form a self-cognitive curve based on the life time axis.
  • the step of fitting the self-cognitive parameter of the robot to the parameter in the life time axis comprises: using a probability algorithm to calculate each parameter of the robot on the life time axis after the time axis scene parameter is changed.
  • the probability of change forms a fitted curve.
  • the life time axis refers to a time axis including 24 hours a day
  • the parameters in the life time axis include at least a daily life behavior performed by the user on the life time axis and parameter values representing the behavior.
  • the step of acquiring location scene information specifically includes: acquiring location scene information by using video information.
  • the step of acquiring location scene information specifically includes: acquiring location scene information by using picture information.
  • the step of acquiring location scene information specifically includes: acquiring location scene information by using gesture information.
  • the user information includes voice information
  • the step of acquiring user information, and determining the user's intention according to the user information specifically includes: acquiring voice information, and determining a user intention according to the voice information.
  • the invention discloses a system for generating robot interactive content, comprising:
  • An intention identification module configured to acquire user information, and determine a user intention according to the user information
  • a scene recognition module configured to acquire location scene information
  • the content generating module is configured to generate the robot interaction content according to the current user life time axis according to the user intention and the location scene information.
  • the system comprises a time axis based and artificial intelligence cloud processing module for:
  • the self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
  • the time-based and artificial intelligence cloud processing module is specifically configured to combine a life scene with a self-awareness of the robot to form a self-cognitive curve based on a life time axis.
  • the time-based and artificial intelligence cloud processing module is specifically configured to: use a probability algorithm to calculate a probability of each parameter change of the robot on the life time axis after the time axis scene parameter is changed, to form a fitting curve.
  • the life time axis refers to a time axis including 24 hours a day
  • the parameters in the life time axis include at least a daily life behavior performed by the user on the life time axis and parameter values representing the behavior.
  • the scene recognition module is specifically configured to acquire location scene information by using video information.
  • the scene recognition module is specifically configured to acquire location scene information by using picture information.
  • the scene recognition module is specifically configured to acquire gesture information.
  • the location scene information is obtained by the gesture information.
  • the user information includes voice information
  • the intent identification module is specifically configured to: acquire voice information, and determine a user intention according to the voice information.
  • the invention discloses a robot comprising a system for generating interactive content of a robot as described above.
  • the present invention has the following advantages: the existing robot is generally based on the method of generating the interactive interactive content of the question and answer interactive robot in the fixed scene, and cannot generate the robot more accurately based on the current scene.
  • Interactive content includes: acquiring user information, determining user intent according to the user information; acquiring location scene information; and generating robot interaction content according to the current user life time axis according to the user intention and location scene information.
  • the robot interaction content can be more accurately generated, thereby more accurately and anthropomorphic interaction and communication with people. For people, everyday life has a certain regularity.
  • the present invention adds the life time axis in which the robot is located to the interactive content generation of the robot, and makes the robot more humanized when interacting with the human, so that the robot has a human lifestyle in the life time axis, and the method can enhance the robot interaction content.
  • Generate anthropomorphic enhance the human-computer interaction experience and improve intelligence.
  • FIG. 1 is a flowchart of a method for generating interactive content of a robot according to Embodiment 1 of the present invention
  • FIG. 2 is a schematic diagram of a system for generating interactive content of a robot according to a second embodiment of the present invention.
  • Computer devices include user devices and network devices.
  • the user equipment or the client includes but is not limited to a computer, a smart phone, a PDA, etc.;
  • the network device includes but is not limited to a single network server, a server group composed of multiple network servers, or a cloud computing-based computer or network server. cloud.
  • the computer device can operate alone to carry out the invention, and can also access the network and implement the invention through interoperation with other computer devices in the network.
  • the network in which the computer device is located includes, but is not limited to, the Internet, a wide area network, a metropolitan area network, a local area network, a VPN network, and the like.
  • first means “first,” “second,” and the like may be used herein to describe the various elements, but the elements should not be limited by these terms, and the terms are used only to distinguish one element from another.
  • the term “and/or” used herein includes any and all combinations of one or more of the associated listed items. When a unit is referred to as being “connected” or “coupled” to another unit, it can be directly connected or coupled to the other unit, or an intermediate unit can be present.
  • a method for generating interactive content of a robot including:
  • the existing robot is generally based on the method of generating the interaction content of the question and answer interactive robot in the fixed scene, and cannot generate the interactive content of the robot more accurately based on the current scene.
  • the generating method of the present invention includes: acquiring user information, determining user intent according to the user information; acquiring location scene information; and generating robot interaction content according to the current user life time axis according to the user intention and location scene information. In this way, according to the current location scene information, combined with the life time axis of the robot, the robot interaction content can be more accurately generated, thereby more accurately and anthropomorphic interaction and communication with people. For people, everyday life has a certain regularity.
  • the present invention adds the life time axis in which the robot is located to the interactive content generation of the robot, and makes the robot more humanized when interacting with the human, so that the robot has a human lifestyle in the life time axis, and the method can enhance the robot interaction content.
  • Generate anthropomorphic enhance the human-computer interaction experience and improve intelligence.
  • the interactive content can be an expression or text or voice.
  • the robot life timeline 300 is completed and set in advance. Specifically, the robot life timeline 300 is a series of parameter collections, and this parameter is transmitted to the system to generate interactive content.
  • the user information in this embodiment may be one or more of user expression, voice information, gesture information, scene information, image information, video information, face information, pupil iris information, light sense information, and fingerprint information.
  • the user's expression is preferred, so that the recognition is accurate and the recognition efficiency is high.
  • the life time axis is specifically: according to the time axis of human daily life, according to the human way, the self-cognition value of the robot itself in the time axis of daily life is fitted, and the behavior of the robot is according to this The action is to get the robot's own behavior in one day, so that the robot can perform its own behavior based on the life time axis, such as generating interactive content and communicating with humans. If the robot is always awake, it will act according to the behavior on this timeline, and the robot's self-awareness will be changed according to this timeline.
  • the life timeline and variable parameters can be used to change the attributes of self-cognition, such as mood values, fatigue values, etc., and can also automatically add new self-awareness information, such as no previous anger value, based on the life time axis and The scene of the variable factor will automatically add to the self-cognition of the robot based on the scene that previously simulated the human self-cognition.
  • the user speaks to the robot: “It’s so sleepy”, the robot understands that the user is very sleepy, and then combines the collected scene scene information into the room, and the robot life timeline. For example, if the current time is 9:00 am, then the robot knows that the owner just got up, then he should ask the owner early, for example, answer "good morning” as a reply, or with an expression, a picture, etc., the interactive content in the present invention. Can be understood as the response of the robot.
  • the robot understands that the user is very sleepy, and then combines the collected scene scene information into the room, and the robot life time axis, for example, the current time is 9:00 pm Then, the robot knows that the owner needs to sleep, then he will reply to the words "master good night, sleep well” and other similar terms, and can also be accompanied by expressions, pictures and so on. This kind of approach is more anthropomorphic than simply relying on scene recognition to generate replies and expressions that are more intimate with people's lives.
  • the method for generating parameters of the robot life time axis includes:
  • the self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
  • the life time axis is added to the self-cognition of the robot itself, so that the robot has an anthropomorphic life. For example, add the cognition of lunch to the robot.
  • the step of expanding the self-cognition of the robot specifically includes: combining the life scene with the self-awareness of the robot to form a self-cognitive curve based on the life time axis.
  • the life time axis can be specifically added to the parameters of the robot itself.
  • the step of fitting the parameter of the self-cognition of the robot to the parameter in the life time axis comprises: using a probability algorithm to calculate the time of the robot on the life time axis after the time axis scene parameter is changed The probability of each parameter change forms a fitted curve.
  • the probability algorithm may be a Bayesian probability algorithm.
  • the robot will have sleep, exercise, eat, dance, read books, eat, make up, sleep and other actions. Each action will affect the self-cognition of the robot itself, and combine the parameters on the life time axis with the self-cognition of the robot itself.
  • the robot's self-cognition includes, mood, fatigue value, intimacy. , goodness, number of interactions, three-dimensional cognition of the robot, age, height, weight, intimacy, game scene value, game object value, location scene value, location object value, etc. For the robot to identify the location of the scene, such as cafes, bedrooms, etc.
  • the machine will perform different actions in the time axis of the day, such as sleeping at night and eating at noon. Daytime sports, etc., all of these scenes in the life timeline have an impact on self-awareness. These numerical changes are modeled by the dynamic fit of the probability model, fitting the probability that all of these actions occur on the time axis.
  • Scene Recognition This type of scene recognition changes the value of the geographic scene in self-cognition.
  • the step of acquiring location scene information specifically includes: acquiring location scene information by using video information.
  • location scene information can be obtained through video, and the video acquisition is more accurate.
  • the step of acquiring location scene information specifically includes: acquiring location scene information by using picture information.
  • the image acquisition can save the robot's calculations and make the robot's reaction more rapid.
  • the step of acquiring location scene information specifically includes: acquiring location scene information by using gesture information.
  • the gesture can be used to make the robot more applicable. For example, if the disabled or the owner sometimes does not want to talk, the gesture can be used to transmit information to the robot.
  • the user information includes voice information
  • the step of acquiring user information, and determining the user's intention according to the user information specifically includes: acquiring voice information, and determining a user intention according to the voice information.
  • the user's voice can be used to obtain the user's intention, so that the robot grasps the user's intention more accurately.
  • other methods such as text input may be used to let the robot know the intention of the user.
  • the self-cognition of the robot itself through the scene of the robot on the life time axis, such as the normal life scene within a day, eating, sleeping, exercising, these life scenes It will affect the mood and fatigue value of the robot itself.
  • We will fit these effects to form a self-cognitive curve based on the time axis.
  • the Bayesian probability algorithm to estimate the parameters between the robots using the Bayesian network to calculate the probability on the life time axis. After the time axis parameters of the robot itself change, the probability of each parameter change forms a fitting curve, which dynamically affects the self-cognition of the robot itself.
  • the life time axis makes regular changes to the robot itself during the time period.
  • the change comes from the fitting of the self-cognition in the life scene in the previous algorithm, which produces the influence of personification.
  • the robot will know its geographical location, and will change the way the interactive content is generated according to the geographical environment in which it is located. Geographical changes are based on our geographic scene recognition algorithms that allow robots to know where they are located, such as cafes or bedrooms.
  • this innovative module makes the robot itself have a human lifestyle. For the expression, it can be changed according to the scene in the ground.
  • a system for generating interactive content of a robot includes:
  • the intent identification module 201 is configured to acquire user information, and determine a user intention according to the user information;
  • the scene recognition module 202 is configured to acquire location scene information.
  • the content generation module 203 is configured to generate the robot interaction content according to the current robot life time axis sent by the robot life timeline module 301 according to the user intention and the location scene information.
  • the robot interaction content can be more accurately generated, thereby more accurately and anthropomorphic interaction and communication with people.
  • everyday life has a certain regularity.
  • the present invention adds the life time axis in which the robot is located to the interactive content generation of the robot, and makes the robot more humanized when interacting with the human, so that the robot has a human lifestyle in the life time axis, and the method can enhance the robot interaction content.
  • Generate anthropomorphic enhance the human-computer interaction experience and improve intelligence.
  • the user speaks to the robot: “It’s so sleepy”, the robot understands that the user is very sleepy, and then combines the collected scene scene information into the room, and the robot life timeline, for example, the current time is 9:00 am. Then, the robot knows that the owner just got up, then he should ask the owner early, for example, answer "good morning” as a reply, and can also be accompanied by expressions, pictures, etc.
  • the interactive content in the present invention can be understood as the reply of the robot.
  • the robot understands that the user is very sleepy, and then combines the collected scene scene information into the room, and the robot life time axis, for example, the current time is 9:00 pm Then, the robot knows that the owner needs to sleep, then he will reply to the words "master good night, sleep well” and other similar terms, and can also be accompanied by expressions, pictures and so on. This kind of approach is more anthropomorphic than simply relying on scene recognition to generate replies and expressions that are more intimate with people's lives.
  • the system includes a time axis based and artificial intelligence cloud processing module for:
  • the self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
  • the life time axis is added to the self-cognition of the robot itself, so that the robot has an anthropomorphic life. For example, add the cognition of lunch to the robot.
  • the time-based and artificial intelligence cloud processing module is specifically configured to combine a life scene with a self-awareness of the robot to form a self-cognitive curve based on a life time axis.
  • the life time axis can be specifically added to the parameters of the robot itself.
  • the time-based and artificial intelligence cloud processing module is specifically configured to: use a probability algorithm to calculate a probability of each parameter change of a robot on a life time axis after a change of a time axis scene parameter, to form a fit curve.
  • the probability algorithm may be a Bayesian probability algorithm.
  • the robot will have sleep, exercise, eat, dance, read books, eat, make up, sleep and other actions. Each action will affect the self-cognition of the robot itself, and combine the parameters on the life time axis with the self-cognition of the robot itself.
  • the robot's self-cognition includes, mood, fatigue value, intimacy. , goodness, number of interactions, three-dimensional cognition of the robot, age, height, weight, intimacy, game scene value, game object value, location scene value, location object value, etc. For the robot to identify the location of the scene, such as cafes, bedrooms, etc.
  • the machine will perform different actions in the time axis of the day, such as sleeping at night, eating at noon, exercising during the day, etc. All the scenes in the life time axis will have an impact on self-awareness. These numerical changes are modeled by the dynamic fit of the probability model, fitting the probability that all of these actions occur on the time axis.
  • Scene Recognition This type of scene recognition changes the value of the geographic scene in self-cognition.
  • the scene recognition module is specifically configured to acquire location scene information by using video information.
  • location scene information can be obtained through video, and the video acquisition is more accurate.
  • the scene recognition module is specifically configured to acquire location scene information by using picture information.
  • the image acquisition can save the robot's calculations and make the robot's reaction more rapid.
  • the scene recognition module is specifically configured to obtain by using gesture information. Take location scene information.
  • the gesture can be used to make the robot more applicable. For example, if the disabled or the owner sometimes does not want to talk, the gesture can be used to transmit information to the robot.
  • the user information includes voice information
  • the intent recognition module is specifically configured to: acquire voice information, and determine a user intention according to the voice information.
  • the user's voice can be used to obtain the user's intention, so that the robot grasps the user's intention more accurately.
  • other methods such as text input may be used to let the robot know the intention of the user.
  • a robot is further disclosed, including a robot interaction content generation system according to any of the above.

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Abstract

A method for generating robot interaction content, comprising: obtaining user information, and determining a user intention according to the user information; obtaining place scene information; and generating robot interaction content by combining the user intention, the place scene information, and a current robot life timeline. The life timeline of a robot is added to generation of the robot interaction content, such that the robot is more humanized when interacting with human and has a human lifestyle within the life timeline. By the method, the humanization of robot interaction content generation, the human-robot interaction experience, and the intelligence can be improved.

Description

一种机器人交互内容的生成方法、系统及机器人Method, system and robot for generating robot interactive content 技术领域Technical field
本发明涉及机器人交互技术领域,尤其涉及一种机器人交互内容的生成方法、系统及机器人。The invention relates to the field of robot interaction technology, and in particular to a method, a system and a robot for generating robot interactive content.
背景技术Background technique
通常机器人对于应用场景来说,一般是基于固的场景中的问答交互,人在某一天的时间轴上的生活情景,比如吃饭,睡觉,运动等,各种生活情景值的变化会影响人类表情的反馈,而且对于本身所在的场景来说,更会影响人类本身的表情变化,比如:在桌球室很兴奋,在家很开心等。而对于机器人而言,目前想让机器人做出表情上的反馈,主要通过预先设置好的方式与深度学习得来,对于场景上问答还没有较好的应对方案,这导致机器人不能更加拟人化,不能像人类一样,在不同的时间点的生活场景,地点场景,表现出不同的表情,即机器人交互内容的生成方式完全是被动的,因此表情的生成需要大量的人机交互,导致机器人的智能性很差。Usually, for the application scenario, the robot is generally based on the question and answer interaction in the solid scene, the life scene of the person on a certain time axis, such as eating, sleeping, exercising, etc., the changes of various life scene values will affect the human expression. The feedback, and for the scene in which it is located, will affect the changes in human expression, such as: excited in the billiard room, very happy at home. For the robot, at present, the robot wants to make the expression feedback, mainly through the pre-set method and depth learning, there is no better solution to the question and answer on the scene, which leads to the robot can not be more anthropomorphic, Can not be like humans, life scenes at different time points, location scenes, showing different expressions, that is, the way the robot interactive content is generated is completely passive, so the generation of expressions requires a lot of human-computer interaction, resulting in the intelligence of the robot Very poor sex.
因此,如何提供一种机器人交互内容的生成方法,提升人机交互体验成为亟需解决的技术问题。Therefore, how to provide a method for generating interactive content of robots and improve the human-computer interaction experience has become an urgent technical problem.
发明内容Summary of the invention
本发明的目的是提供一种机器人交互内容的生成方法、系统及机器人,使得机器人在生活时间轴内具有人类的生活方式,该方法能够提升机器人交互内容生成的拟人性,提升人机交互体验,提高智能性。The object of the present invention is to provide a method, a system and a robot for generating robot interactive content, so that the robot has a human lifestyle in the life time axis, and the method can improve the anthropomorphicity of the robot interaction content generation and enhance the human-computer interaction experience. Improve intelligence.
本发明的目的是通过以下技术方案来实现的:The object of the present invention is achieved by the following technical solutions:
一种机器人交互内容的生成方法,包括:A method for generating robot interactive content, comprising:
获取用户信息,根据所述用户信息确定用户意图;Obtaining user information, and determining a user intention according to the user information;
获取地点场景信息;Obtain location scene information;
根据所述用户意图和地点场景信息,结合当前的机器人生活时间轴生成机器人交互内容。According to the user intent and location scene information, the robot interaction content is generated in combination with the current robot life time axis.
优选的,所述机器人生活时间轴的参数的生成方法包括:Preferably, the method for generating parameters of the life time axis of the robot includes:
将机器人的自我认知进行扩展; Extend the robot's self-awareness;
获取生活时间轴的参数;Get the parameters of the life timeline;
对机器人的自我认知的参数与生活时间轴中的参数进行拟合,生成机器人生活时间轴。The self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
优选的,所述将机器人的自我认知进行扩展的步骤具体包括:将生活场景与机器人的自我认识相结合形成基于生活时间轴的自我认知曲线。Preferably, the step of expanding the self-cognition of the robot specifically comprises: combining the life scene with the self-knowledge of the robot to form a self-cognitive curve based on the life time axis.
优选的,所述对机器人的自我认知的参数与生活时间轴中的参数进行拟合的步骤具体包括:使用概率算法,计算生活时间轴上的机器人在时间轴场景参数改变后的每个参数改变的概率,形成拟合曲线。Preferably, the step of fitting the self-cognitive parameter of the robot to the parameter in the life time axis comprises: using a probability algorithm to calculate each parameter of the robot on the life time axis after the time axis scene parameter is changed. The probability of change forms a fitted curve.
优选的,其中,所述生活时间轴指包含一天24小时的时间轴,所述生活时间轴中的参数至少包括用户在所述生活时间轴上进行的日常生活行为以及代表该行为的参数值。Preferably, wherein the life time axis refers to a time axis including 24 hours a day, and the parameters in the life time axis include at least a daily life behavior performed by the user on the life time axis and parameter values representing the behavior.
优选的,所述获取地点场景信息的步骤具体包括:通过视频信息获取地点场景信息。Preferably, the step of acquiring location scene information specifically includes: acquiring location scene information by using video information.
优选的,所述获取地点场景信息的步骤具体包括:通过图片信息获取地点场景信息。Preferably, the step of acquiring location scene information specifically includes: acquiring location scene information by using picture information.
优选的,所述获取地点场景信息的步骤具体包括:通过手势信息获取地点场景信息。Preferably, the step of acquiring location scene information specifically includes: acquiring location scene information by using gesture information.
优选的,所述用户信息包括语音信息,所述获取用户信息,根据所述用户信息确定用户意图的步骤具体包括:获取语音信息,根据所述语音信息确定用户意图。Preferably, the user information includes voice information, the step of acquiring user information, and determining the user's intention according to the user information specifically includes: acquiring voice information, and determining a user intention according to the voice information.
本发明公开一种机器人交互内容的生成系统,包括:The invention discloses a system for generating robot interactive content, comprising:
意图识别模块,用于获取用户信息,根据所述用户信息确定用户意图;An intention identification module, configured to acquire user information, and determine a user intention according to the user information;
场景识别模块,用于获取地点场景信息;a scene recognition module, configured to acquire location scene information;
内容生成模块,用于根据所述用户意图和地点场景信息,结合当前的机器人生活时间轴生成机器人交互内容。The content generating module is configured to generate the robot interaction content according to the current user life time axis according to the user intention and the location scene information.
优选的,所述系统包括基于时间轴与人工智能云处理模块,用于:Preferably, the system comprises a time axis based and artificial intelligence cloud processing module for:
将机器人的自我认知进行扩展;Extend the robot's self-awareness;
获取生活时间轴的参数;Get the parameters of the life timeline;
对机器人的自我认知的参数与生活时间轴中的参数进行拟合,生成机器人生活时间轴。The self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
优选的,所述基于时间轴与人工智能云处理模块具体用于:将生活场景与机器人的自我认识相结合形成基于生活时间轴的自我认知曲线。 Preferably, the time-based and artificial intelligence cloud processing module is specifically configured to combine a life scene with a self-awareness of the robot to form a self-cognitive curve based on a life time axis.
优选的,所述基于时间轴与人工智能云处理模块具体用于:使用概率算法,计算生活时间轴上的机器人在时间轴场景参数改变后的每个参数改变的概率,形成拟合曲线。Preferably, the time-based and artificial intelligence cloud processing module is specifically configured to: use a probability algorithm to calculate a probability of each parameter change of the robot on the life time axis after the time axis scene parameter is changed, to form a fitting curve.
优选的,其中,所述生活时间轴指包含一天24小时的时间轴,所述生活时间轴中的参数至少包括用户在所述生活时间轴上进行的日常生活行为以及代表该行为的参数值。Preferably, wherein the life time axis refers to a time axis including 24 hours a day, and the parameters in the life time axis include at least a daily life behavior performed by the user on the life time axis and parameter values representing the behavior.
优选的,所述场景识别模块具体用于,通过视频信息获取地点场景信息。Preferably, the scene recognition module is specifically configured to acquire location scene information by using video information.
优选的,所述场景识别模块具体用于,通过图片信息获取地点场景信息。Preferably, the scene recognition module is specifically configured to acquire location scene information by using picture information.
优选的,所述场景识别模块具体用于,获取手势信息。通过手势信息获取地点场景信息。Preferably, the scene recognition module is specifically configured to acquire gesture information. The location scene information is obtained by the gesture information.
优选的,所述用户信息包括语音信息,所述意图识别模块具体用于:获取语音信息,根据所述语音信息确定用户意图。Preferably, the user information includes voice information, and the intent identification module is specifically configured to: acquire voice information, and determine a user intention according to the voice information.
本发明公开一种机器人,包括如上述任一所述的一种机器人交互内容的生成系统。The invention discloses a robot comprising a system for generating interactive content of a robot as described above.
相比现有技术,本发明具有以下优点:现有机器人对于应用场景来说,一般是基于固定的场景中的问答交互机器人交互内容的生成方法,无法基于当前的场景来更加准确的生成机器人的交互内容。本发明的生成方法包括:获取用户信息,根据所述用户信息确定用户意图;获取地点场景信息;根据所述用户意图和地点场景信息,结合当前的机器人生活时间轴生成机器人交互内容。这样就可以根据当前的地点场景信息,结合机器人的生活时间轴来更加准确地生成机器人交互内容,从而更加准确、拟人化的与人进行交互和沟通。对于人来讲每天的生活都具有一定的规律性,为了让机器人与人沟通时更加拟人化,在一天24小时中,让机器人也会有睡觉,运动,吃饭,跳舞,看书,吃饭,化妆,睡觉等动作。因此本发明将机器人所在的生活时间轴加入到机器人的交互内容生成中去,使机器人与人交互时更加拟人化,使得机器人在生活时间轴内具有人类的生活方式,该方法能够提升机器人交互内容生成的拟人性,提升人机交互体验,提高智能性。Compared with the prior art, the present invention has the following advantages: the existing robot is generally based on the method of generating the interactive interactive content of the question and answer interactive robot in the fixed scene, and cannot generate the robot more accurately based on the current scene. Interactive content. The generating method of the present invention includes: acquiring user information, determining user intent according to the user information; acquiring location scene information; and generating robot interaction content according to the current user life time axis according to the user intention and location scene information. In this way, according to the current location scene information, combined with the life time axis of the robot, the robot interaction content can be more accurately generated, thereby more accurately and anthropomorphic interaction and communication with people. For people, everyday life has a certain regularity. In order to make robots communicate with people more anthropomorphic, let the robots sleep, exercise, eat, dance, read books, eat, make up, etc. in 24 hours a day. Sleep and other actions. Therefore, the present invention adds the life time axis in which the robot is located to the interactive content generation of the robot, and makes the robot more humanized when interacting with the human, so that the robot has a human lifestyle in the life time axis, and the method can enhance the robot interaction content. Generate anthropomorphic, enhance the human-computer interaction experience and improve intelligence.
附图说明DRAWINGS
图1是本发明实施例一的一种机器人交互内容的生成方法的流程图; 1 is a flowchart of a method for generating interactive content of a robot according to Embodiment 1 of the present invention;
图2是本发明实施例二的一种机器人交互内容的生成系统的示意图。2 is a schematic diagram of a system for generating interactive content of a robot according to a second embodiment of the present invention.
具体实施方式detailed description
虽然流程图将各项操作描述成顺序的处理,但是其中的许多操作可以被并行地、并发地或者同时实施。各项操作的顺序可以被重新安排。当其操作完成时处理可以被终止,但是还可以具有未包括在附图中的附加步骤。处理可以对应于方法、函数、规程、子例程、子程序等等。Although the flowcharts describe various operations as a sequential process, many of the operations can be implemented in parallel, concurrently or concurrently. The order of the operations can be rearranged. Processing may be terminated when its operation is completed, but may also have additional steps not included in the figures. Processing can correspond to methods, functions, procedures, subroutines, subroutines, and the like.
计算机设备包括用户设备与网络设备。其中,用户设备或客户端包括但不限于电脑、智能手机、PDA等;网络设备包括但不限于单个网络服务器、多个网络服务器组成的服务器组或基于云计算的由大量计算机或网络服务器构成的云。计算机设备可单独运行来实现本发明,也可接入网络并通过与网络中的其他计算机设备的交互操作来实现本发明。计算机设备所处的网络包括但不限于互联网、广域网、城域网、局域网、VPN网络等。Computer devices include user devices and network devices. The user equipment or the client includes but is not limited to a computer, a smart phone, a PDA, etc.; the network device includes but is not limited to a single network server, a server group composed of multiple network servers, or a cloud computing-based computer or network server. cloud. The computer device can operate alone to carry out the invention, and can also access the network and implement the invention through interoperation with other computer devices in the network. The network in which the computer device is located includes, but is not limited to, the Internet, a wide area network, a metropolitan area network, a local area network, a VPN network, and the like.
在这里可能使用了术语“第一”、“第二”等等来描述各个单元,但是这些单元不应当受这些术语限制,使用这些术语仅仅是为了将一个单元与另一个单元进行区分。这里所使用的术语“和/或”包括其中一个或更多所列出的相关联项目的任意和所有组合。当一个单元被称为“连接”或“耦合”到另一单元时,其可以直接连接或耦合到所述另一单元,或者可以存在中间单元。The terms "first," "second," and the like may be used herein to describe the various elements, but the elements should not be limited by these terms, and the terms are used only to distinguish one element from another. The term "and/or" used herein includes any and all combinations of one or more of the associated listed items. When a unit is referred to as being "connected" or "coupled" to another unit, it can be directly connected or coupled to the other unit, or an intermediate unit can be present.
这里所使用的术语仅仅是为了描述具体实施例而不意图限制示例性实施例。除非上下文明确地另有所指,否则这里所使用的单数形式“一个”、“一项”还意图包括复数。还应当理解的是,这里所使用的术语“包括”和/或“包含”规定所陈述的特征、整数、步骤、操作、单元和/或组件的存在,而不排除存在或添加一个或更多其他特征、整数、步骤、操作、单元、组件和/或其组合。The terminology used herein is for the purpose of describing the particular embodiments, The singular forms "a", "an", It is also to be understood that the terms "comprising" and """ Other features, integers, steps, operations, units, components, and/or combinations thereof.
下面结合附图和较佳的实施例对本发明作进一步说明。The invention will now be further described with reference to the drawings and preferred embodiments.
实施例一Embodiment 1
如图1所示,本实施例中公开一种机器人交互内容的生成方法,包括:As shown in FIG. 1 , a method for generating interactive content of a robot is disclosed in this embodiment, including:
S101、获取用户信息,根据所述用户信息确定用户意图;S101. Acquire user information, and determine a user intention according to the user information.
S102、获取地点场景信息;S102. Acquire location scene information.
S103、根据所述用户意图和地点场景信息,结合当前的机器人生活时间轴300生成机器人交互内容。 S103. Generate robot interaction content according to the current user life timeline 300 according to the user intention and location scene information.
现有机器人对于应用场景来说,一般是基于固定的场景中的问答交互机器人交互内容的生成方法,无法基于当前的场景来更加准确的生成机器人的交互内容。本发明的生成方法包括:获取用户信息,根据所述用户信息确定用户意图;获取地点场景信息;根据所述用户意图和地点场景信息,结合当前的机器人生活时间轴生成机器人交互内容。这样就可以根据当前的地点场景信息,结合机器人的生活时间轴来更加准确地生成机器人交互内容,从而更加准确、拟人化的与人进行交互和沟通。对于人来讲每天的生活都具有一定的规律性,为了让机器人与人沟通时更加拟人化,在一天24小时中,让机器人也会有睡觉,运动,吃饭,跳舞,看书,吃饭,化妆,睡觉等动作。因此本发明将机器人所在的生活时间轴加入到机器人的交互内容生成中去,使机器人与人交互时更加拟人化,使得机器人在生活时间轴内具有人类的生活方式,该方法能够提升机器人交互内容生成的拟人性,提升人机交互体验,提高智能性。交互内容可以是表情或文字或语音等。机器人生活时间轴300是提前进行拟合和设置完成的,具体来讲,机器人生活时间轴300是一系列的参数合集,将这个参数传输给系统进行生成交互内容。For the application scenario, the existing robot is generally based on the method of generating the interaction content of the question and answer interactive robot in the fixed scene, and cannot generate the interactive content of the robot more accurately based on the current scene. The generating method of the present invention includes: acquiring user information, determining user intent according to the user information; acquiring location scene information; and generating robot interaction content according to the current user life time axis according to the user intention and location scene information. In this way, according to the current location scene information, combined with the life time axis of the robot, the robot interaction content can be more accurately generated, thereby more accurately and anthropomorphic interaction and communication with people. For people, everyday life has a certain regularity. In order to make robots communicate with people more anthropomorphic, let the robots sleep, exercise, eat, dance, read books, eat, make up, etc. in 24 hours a day. Sleep and other actions. Therefore, the present invention adds the life time axis in which the robot is located to the interactive content generation of the robot, and makes the robot more humanized when interacting with the human, so that the robot has a human lifestyle in the life time axis, and the method can enhance the robot interaction content. Generate anthropomorphic, enhance the human-computer interaction experience and improve intelligence. The interactive content can be an expression or text or voice. The robot life timeline 300 is completed and set in advance. Specifically, the robot life timeline 300 is a series of parameter collections, and this parameter is transmitted to the system to generate interactive content.
本实施例中的用户信息可以是用户表情、语音信息、手势信息、场景信息、图像信息、视频信息、人脸信息、瞳孔虹膜信息、光感信息和指纹信息等其中的其中一种或几种。本实施例中优选为用户表情,这样识别的准确并且识别的效率高。The user information in this embodiment may be one or more of user expression, voice information, gesture information, scene information, image information, video information, face information, pupil iris information, light sense information, and fingerprint information. . In this embodiment, the user's expression is preferred, so that the recognition is accurate and the recognition efficiency is high.
本实施例中,基于生活时间轴具体是:根据人类日常生活的时间轴,按照人类的方式,将机器人本身在日常生活时间轴中的自我认知的数值做拟合,机器人的行为按照这个拟合行动,也就是得到一天中机器人自己的行为,从而让机器人基于生活时间轴去进行自己的行为,例如生成交互内容与人类沟通等。假如机器人一直唤醒的话,就会按照这个时间轴上的行为行动,机器人的自我认知也会根据这个时间轴进行相应的更改。生活时间轴与可变参数可以对自我认知中的属性,例如心情值,疲劳值等等的更改,也可以自动加入新的自我认知信息,比如之前没有愤怒值,基于生活时间轴和可变因素的场景就会自动根据之前模拟人类自我认知的场景,从而对机器人的自我认知进行添加。In this embodiment, the life time axis is specifically: according to the time axis of human daily life, according to the human way, the self-cognition value of the robot itself in the time axis of daily life is fitted, and the behavior of the robot is according to this The action is to get the robot's own behavior in one day, so that the robot can perform its own behavior based on the life time axis, such as generating interactive content and communicating with humans. If the robot is always awake, it will act according to the behavior on this timeline, and the robot's self-awareness will be changed according to this timeline. The life timeline and variable parameters can be used to change the attributes of self-cognition, such as mood values, fatigue values, etc., and can also automatically add new self-awareness information, such as no previous anger value, based on the life time axis and The scene of the variable factor will automatically add to the self-cognition of the robot based on the scene that previously simulated the human self-cognition.
例如,用户向机器人说话:“好困啊”,机器人听到后理解的为用户很困,然后结合采集到的地点场景信息为房间内,以及机器人生活时间轴, 例如当前的时间为上午9点,那么机器人就知道主人是刚刚起床,那么就应该向主人问早,例如回答“早上好”作为回复,也可以配上表情、图片等,本发明中的交互内容可以理解为机器人的回复。而如果用户向机器人说话:“好困啊”,机器人听到后理解的为用户很困,然后结合采集到的地点场景信息为房间内,以及机器人生活时间轴,例如当前的时间为晚上9点,那么机器人就知道主人需要睡觉了,那么就会回复“主人晚安,睡个好觉”等类似用语,也可以配上表情、图片等。这种方式要比单纯的靠场景识别生成回复和表情更加贴近人的生活,更加拟人化。For example, the user speaks to the robot: “It’s so sleepy”, the robot understands that the user is very sleepy, and then combines the collected scene scene information into the room, and the robot life timeline. For example, if the current time is 9:00 am, then the robot knows that the owner just got up, then he should ask the owner early, for example, answer "good morning" as a reply, or with an expression, a picture, etc., the interactive content in the present invention. Can be understood as the response of the robot. And if the user speaks to the robot: "It's so sleepy", the robot understands that the user is very sleepy, and then combines the collected scene scene information into the room, and the robot life time axis, for example, the current time is 9:00 pm Then, the robot knows that the owner needs to sleep, then he will reply to the words "master good night, sleep well" and other similar terms, and can also be accompanied by expressions, pictures and so on. This kind of approach is more anthropomorphic than simply relying on scene recognition to generate replies and expressions that are more intimate with people's lives.
根据其中一个示例,所述机器人生活时间轴的参数的生成方法包括:According to one example, the method for generating parameters of the robot life time axis includes:
将机器人的自我认知进行扩展;Extend the robot's self-awareness;
获取生活时间轴的参数;Get the parameters of the life timeline;
对机器人的自我认知的参数与生活时间轴中的参数进行拟合,生成机器人生活时间轴。The self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
这样将生活时间轴加入到机器人本身的自我认知中去,使机器人具有拟人化的生活。例如将中午吃饭的认知加入到机器人中去。In this way, the life time axis is added to the self-cognition of the robot itself, so that the robot has an anthropomorphic life. For example, add the cognition of lunch to the robot.
根据其中另一个示例,所述将机器人的自我认知进行扩展的步骤具体包括:将生活场景与机器人的自我认识相结合形成基于生活时间轴的自我认知曲线。According to another example, the step of expanding the self-cognition of the robot specifically includes: combining the life scene with the self-awareness of the robot to form a self-cognitive curve based on the life time axis.
这样就可以具体的将生活时间轴加入到机器人本身的参数中去。In this way, the life time axis can be specifically added to the parameters of the robot itself.
根据其中另一个示例,所述对机器人的自我认知的参数与生活时间轴中的参数进行拟合的步骤具体包括:使用概率算法,计算生活时间轴上的机器人在时间轴场景参数改变后的每个参数改变的概率,形成拟合曲线。这样就可以具体的将机器人的自我认知的参数与生活时间轴中的参数进行拟合。其中概率算法可以是贝叶斯概率算法。According to another example, the step of fitting the parameter of the self-cognition of the robot to the parameter in the life time axis comprises: using a probability algorithm to calculate the time of the robot on the life time axis after the time axis scene parameter is changed The probability of each parameter change forms a fitted curve. In this way, the parameters of the robot's self-cognition can be specifically matched with the parameters in the life time axis. The probability algorithm may be a Bayesian probability algorithm.
例如,在一天24小时中,使机器人会有睡觉,运动,吃饭,跳舞,看书,吃饭,化妆,睡觉等动作。每个动作会影响机器人本身的自我认知,将生活时间轴上的参数与机器人本身的自我认知进行结合,拟合后,即让机器人的自我认知包括了,心情,疲劳值,亲密度,好感度,交互次数,机器人的三维的认知,年龄,身高,体重,亲密度,游戏场景值,游戏对象值,地点场景值,地点对象值等。为机器人可以自己识别所在的地点场景,比如咖啡厅,卧室等。For example, in 24 hours a day, the robot will have sleep, exercise, eat, dance, read books, eat, make up, sleep and other actions. Each action will affect the self-cognition of the robot itself, and combine the parameters on the life time axis with the self-cognition of the robot itself. After fitting, the robot's self-cognition includes, mood, fatigue value, intimacy. , goodness, number of interactions, three-dimensional cognition of the robot, age, height, weight, intimacy, game scene value, game object value, location scene value, location object value, etc. For the robot to identify the location of the scene, such as cafes, bedrooms, etc.
机器一天的时间轴内会进行不同的动作,比如夜里睡觉,中午吃饭, 白天运动等等,这些所有的生活时间轴中的场景,对于自我认知都会有影响。这些数值的变化采用的概率模型的动态拟合方式,将这些所有动作在时间轴上发生的几率拟合出来。场景识别:这种地点场景识别会改变自我认知中的地理场景值。The machine will perform different actions in the time axis of the day, such as sleeping at night and eating at noon. Daytime sports, etc., all of these scenes in the life timeline have an impact on self-awareness. These numerical changes are modeled by the dynamic fit of the probability model, fitting the probability that all of these actions occur on the time axis. Scene Recognition: This type of scene recognition changes the value of the geographic scene in self-cognition.
根据其中另一个示例,所述获取地点场景信息的步骤具体包括:通过视频信息获取地点场景信息。这样地点场景信息可以通过视频来获取,通过视频获取更加准确。According to another example, the step of acquiring location scene information specifically includes: acquiring location scene information by using video information. Such location scene information can be obtained through video, and the video acquisition is more accurate.
根据其中另一个示例,所述获取地点场景信息的步骤具体包括:通过图片信息获取地点场景信息。通过图片获取可以省去机器人的计算量,使机器人的反应更加迅速。According to another example, the step of acquiring location scene information specifically includes: acquiring location scene information by using picture information. The image acquisition can save the robot's calculations and make the robot's reaction more rapid.
根据其中另一个示例,所述获取地点场景信息的步骤具体包括:通过手势信息获取地点场景信息。通过手势获取可以使机器人的适用范围更加广,例如对于残疾人士或者主人有时候不想说话,就可以通过手势向机器人传递信息。According to another example, the step of acquiring location scene information specifically includes: acquiring location scene information by using gesture information. The gesture can be used to make the robot more applicable. For example, if the disabled or the owner sometimes does not want to talk, the gesture can be used to transmit information to the robot.
根据其中另一个示例,所述用户信息包括语音信息,所述获取用户信息,根据所述用户信息确定用户意图的步骤具体包括:获取语音信息,根据所述语音信息确定用户意图。这样就可以通过用户的语音来获取用户的意图,使机器人掌握用户的意图更加准确。当然本实施例中也可以采用其他的例如文字输入等方式让机器人了解到用户的意图。According to another example, the user information includes voice information, the step of acquiring user information, and determining the user's intention according to the user information specifically includes: acquiring voice information, and determining a user intention according to the voice information. In this way, the user's voice can be used to obtain the user's intention, so that the robot grasps the user's intention more accurately. Of course, in this embodiment, other methods such as text input may be used to let the robot know the intention of the user.
在更加具体的应用中,详细阐述如下,通过在生活时间轴上的机器人的场景,将机器人本身的自我认知行扩展,例如一天之内正常生活场景中,吃饭,睡觉,运动,这些生活场景,会对机器人本身的心情,疲劳值等产生影响,我们将这些影响拟合,形成一个基于时间轴的自我认知曲线。对自我认知中的参数与生活时间轴中使用场景的参数进行拟合,我们可以使用贝叶斯概率算法,将机器人之间的参数用贝叶斯网络做概率估计,计算生活时间轴上的机器人本身时间轴场景参数改变后,每个参数改变的概率,形成拟合曲线,动态影响机器人本身的自我认知。使得生活时间轴对于机器人本身在时间周期内会有规律性的变化,变化来自于之前算法中的生活场景中的自我认知的拟合,产生拟人化的影响。同时,加上对于地点场景的识别,使得机器人会知道自己的地理位置,会根据自己所处的地理环境,改变交互内容生成的方式。地理位置的改变根据我们的地理场景识别算法,使机器人可以知道自己所处的外界地理环境,比如再咖啡厅或者卧室等。 另外,这种创新的模块使得机器人本身具有人类的生活方式,对于表情这块,可按照所处的地里场景,做表情方面的改变。In more specific applications, the following is a detailed explanation of the self-cognition of the robot itself through the scene of the robot on the life time axis, such as the normal life scene within a day, eating, sleeping, exercising, these life scenes It will affect the mood and fatigue value of the robot itself. We will fit these effects to form a self-cognitive curve based on the time axis. By fitting the parameters in self-cognition with the parameters of the scene used in the life timeline, we can use the Bayesian probability algorithm to estimate the parameters between the robots using the Bayesian network to calculate the probability on the life time axis. After the time axis parameters of the robot itself change, the probability of each parameter change forms a fitting curve, which dynamically affects the self-cognition of the robot itself. The life time axis makes regular changes to the robot itself during the time period. The change comes from the fitting of the self-cognition in the life scene in the previous algorithm, which produces the influence of personification. At the same time, coupled with the identification of the location scene, the robot will know its geographical location, and will change the way the interactive content is generated according to the geographical environment in which it is located. Geographical changes are based on our geographic scene recognition algorithms that allow robots to know where they are located, such as cafes or bedrooms. In addition, this innovative module makes the robot itself have a human lifestyle. For the expression, it can be changed according to the scene in the ground.
实施例二Embodiment 2
如图2所示,本实施例中公开一种机器人交互内容的生成系统,包括:As shown in FIG. 2, in this embodiment, a system for generating interactive content of a robot includes:
意图识别模块201,用于获取用户信息,根据所述用户信息确定用户意图;The intent identification module 201 is configured to acquire user information, and determine a user intention according to the user information;
场景识别模块202,用于获取地点场景信息;The scene recognition module 202 is configured to acquire location scene information.
内容生成模块203,用于根据所述用户意图和地点场景信息,结合机器人生活时间轴模块301发送的当前的机器人生活时间轴生成机器人交互内容。The content generation module 203 is configured to generate the robot interaction content according to the current robot life time axis sent by the robot life timeline module 301 according to the user intention and the location scene information.
这样就可以根据当前的地点场景信息,结合机器人的生活时间轴来更加准确地生成机器人交互内容,从而更加准确、拟人化的与人进行交互和沟通。对于人来讲每天的生活都具有一定的规律性,为了让机器人与人沟通时更加拟人化,在一天24小时中,让机器人也会有睡觉,运动,吃饭,跳舞,看书,吃饭,化妆,睡觉等动作。因此本发明将机器人所在的生活时间轴加入到机器人的交互内容生成中去,使机器人与人交互时更加拟人化,使得机器人在生活时间轴内具有人类的生活方式,该方法能够提升机器人交互内容生成的拟人性,提升人机交互体验,提高智能性。In this way, according to the current location scene information, combined with the life time axis of the robot, the robot interaction content can be more accurately generated, thereby more accurately and anthropomorphic interaction and communication with people. For people, everyday life has a certain regularity. In order to make robots communicate with people more anthropomorphic, let the robots sleep, exercise, eat, dance, read books, eat, make up, etc. in 24 hours a day. Sleep and other actions. Therefore, the present invention adds the life time axis in which the robot is located to the interactive content generation of the robot, and makes the robot more humanized when interacting with the human, so that the robot has a human lifestyle in the life time axis, and the method can enhance the robot interaction content. Generate anthropomorphic, enhance the human-computer interaction experience and improve intelligence.
例如,用户向机器人说话:“好困啊”,机器人听到后理解的为用户很困,然后结合采集到的地点场景信息为房间内,以及机器人生活时间轴,例如当前的时间为上午9点,那么机器人就知道主人是刚刚起床,那么就应该向主人问早,例如回答“早上好”作为回复,也可以配上表情、图片等,本发明中的交互内容可以理解为机器人的回复。而如果用户向机器人说话:“好困啊”,机器人听到后理解的为用户很困,然后结合采集到的地点场景信息为房间内,以及机器人生活时间轴,例如当前的时间为晚上9点,那么机器人就知道主人需要睡觉了,那么就会回复“主人晚安,睡个好觉”等类似用语,也可以配上表情、图片等。这种方式要比单纯的靠场景识别生成回复和表情更加贴近人的生活,更加拟人化。For example, the user speaks to the robot: “It’s so sleepy”, the robot understands that the user is very sleepy, and then combines the collected scene scene information into the room, and the robot life timeline, for example, the current time is 9:00 am. Then, the robot knows that the owner just got up, then he should ask the owner early, for example, answer "good morning" as a reply, and can also be accompanied by expressions, pictures, etc. The interactive content in the present invention can be understood as the reply of the robot. And if the user speaks to the robot: "It's so sleepy", the robot understands that the user is very sleepy, and then combines the collected scene scene information into the room, and the robot life time axis, for example, the current time is 9:00 pm Then, the robot knows that the owner needs to sleep, then he will reply to the words "master good night, sleep well" and other similar terms, and can also be accompanied by expressions, pictures and so on. This kind of approach is more anthropomorphic than simply relying on scene recognition to generate replies and expressions that are more intimate with people's lives.
根据其中一个示例,所述系统包括基于时间轴与人工智能云处理模块,用于:According to one example, the system includes a time axis based and artificial intelligence cloud processing module for:
将机器人的自我认知进行扩展; Extend the robot's self-awareness;
获取生活时间轴的参数;Get the parameters of the life timeline;
对机器人的自我认知的参数与生活时间轴中的参数进行拟合,生成机器人生活时间轴。The self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
这样将生活时间轴加入到机器人本身的自我认知中去,使机器人具有拟人化的生活。例如将中午吃饭的认知加入到机器人中去。In this way, the life time axis is added to the self-cognition of the robot itself, so that the robot has an anthropomorphic life. For example, add the cognition of lunch to the robot.
根据其中另一个示例,所述基于时间轴与人工智能云处理模块具体用于:将生活场景与机器人的自我认识相结合形成基于生活时间轴的自我认知曲线。这样就可以具体的将生活时间轴加入到机器人本身的参数中去。According to another example, the time-based and artificial intelligence cloud processing module is specifically configured to combine a life scene with a self-awareness of the robot to form a self-cognitive curve based on a life time axis. In this way, the life time axis can be specifically added to the parameters of the robot itself.
根据其中另一个示例,所述基于时间轴与人工智能云处理模块具体用于:使用概率算法,计算生活时间轴上的机器人在时间轴场景参数改变后的每个参数改变的概率,形成拟合曲线。这样就可以具体的将机器人的自我认知的参数与生活时间轴中的参数进行拟合。其中概率算法可以是贝叶斯概率算法。According to another example, the time-based and artificial intelligence cloud processing module is specifically configured to: use a probability algorithm to calculate a probability of each parameter change of a robot on a life time axis after a change of a time axis scene parameter, to form a fit curve. In this way, the parameters of the robot's self-cognition can be specifically matched with the parameters in the life time axis. The probability algorithm may be a Bayesian probability algorithm.
例如,在一天24小时中,使机器人会有睡觉,运动,吃饭,跳舞,看书,吃饭,化妆,睡觉等动作。每个动作会影响机器人本身的自我认知,将生活时间轴上的参数与机器人本身的自我认知进行结合,拟合后,即让机器人的自我认知包括了,心情,疲劳值,亲密度,好感度,交互次数,机器人的三维的认知,年龄,身高,体重,亲密度,游戏场景值,游戏对象值,地点场景值,地点对象值等。为机器人可以自己识别所在的地点场景,比如咖啡厅,卧室等。For example, in 24 hours a day, the robot will have sleep, exercise, eat, dance, read books, eat, make up, sleep and other actions. Each action will affect the self-cognition of the robot itself, and combine the parameters on the life time axis with the self-cognition of the robot itself. After fitting, the robot's self-cognition includes, mood, fatigue value, intimacy. , goodness, number of interactions, three-dimensional cognition of the robot, age, height, weight, intimacy, game scene value, game object value, location scene value, location object value, etc. For the robot to identify the location of the scene, such as cafes, bedrooms, etc.
机器一天的时间轴内会进行不同的动作,比如夜里睡觉,中午吃饭,白天运动等等,这些所有的生活时间轴中的场景,对于自我认知都会有影响。这些数值的变化采用的概率模型的动态拟合方式,将这些所有动作在时间轴上发生的几率拟合出来。场景识别:这种地点场景识别会改变自我认知中的地理场景值。The machine will perform different actions in the time axis of the day, such as sleeping at night, eating at noon, exercising during the day, etc. All the scenes in the life time axis will have an impact on self-awareness. These numerical changes are modeled by the dynamic fit of the probability model, fitting the probability that all of these actions occur on the time axis. Scene Recognition: This type of scene recognition changes the value of the geographic scene in self-cognition.
根据其中另一个示例,所述场景识别模块具体用于,通过视频信息获取地点场景信息。这样地点场景信息可以通过视频来获取,通过视频获取更加准确。According to another example, the scene recognition module is specifically configured to acquire location scene information by using video information. Such location scene information can be obtained through video, and the video acquisition is more accurate.
根据其中另一个示例,所述场景识别模块具体用于,通过图片信息获取地点场景信息。通过图片获取可以省去机器人的计算量,使机器人的反应更加迅速。According to another example, the scene recognition module is specifically configured to acquire location scene information by using picture information. The image acquisition can save the robot's calculations and make the robot's reaction more rapid.
根据其中另一个示例,所述场景识别模块具体用于,通过手势信息获 取地点场景信息。通过手势获取可以使机器人的适用范围更加广,例如对于残疾人士或者主人有时候不想说话,就可以通过手势向机器人传递信息。According to another example, the scene recognition module is specifically configured to obtain by using gesture information. Take location scene information. The gesture can be used to make the robot more applicable. For example, if the disabled or the owner sometimes does not want to talk, the gesture can be used to transmit information to the robot.
根据其中另一个示例,所述用户信息包括语音信息,所述意图识别模块具体用于:获取语音信息,根据所述语音信息确定用户意图。这样就可以通过用户的语音来获取用户的意图,使机器人掌握用户的意图更加准确。当然本实施例中也可以采用其他的例如文字输入等方式让机器人了解到用户的意图。According to another example, the user information includes voice information, and the intent recognition module is specifically configured to: acquire voice information, and determine a user intention according to the voice information. In this way, the user's voice can be used to obtain the user's intention, so that the robot grasps the user's intention more accurately. Of course, in this embodiment, other methods such as text input may be used to let the robot know the intention of the user.
此外,本实施例中,还公开一种机器人,包括如上述任一所述的一种机器人交互内容的生成系统。In addition, in this embodiment, a robot is further disclosed, including a robot interaction content generation system according to any of the above.
以上内容是结合具体的优选实施方式对本发明所作的进一步详细说明,不能认定本发明的具体实施只局限于这些说明。对于本发明所属技术领域的普通技术人员来说,在不脱离本发明构思的前提下,还可以做出若干简单推演或替换,都应当视为属于本发明的保护范围。 The above is a further detailed description of the present invention in connection with the specific preferred embodiments, and the specific embodiments of the present invention are not limited to the description. It will be apparent to those skilled in the art that the present invention may be made without departing from the spirit and scope of the invention.

Claims (19)

  1. 一种机器人交互内容的生成方法,其特征在于,包括:A method for generating interactive content of a robot, comprising:
    获取用户信息,根据所述用户信息确定用户意图;Obtaining user information, and determining a user intention according to the user information;
    获取地点场景信息;Obtain location scene information;
    根据所述用户意图和地点场景信息,结合当前的机器人生活时间轴生成机器人交互内容。According to the user intent and location scene information, the robot interaction content is generated in combination with the current robot life time axis.
  2. 根据权利要求1所述的生成方法,其特征在于,所述机器人生活时间轴的参数的生成方法包括:The generating method according to claim 1, wherein the generating method of the parameter of the life time axis of the robot comprises:
    将机器人的自我认知进行扩展;Extend the robot's self-awareness;
    获取生活时间轴的参数;Get the parameters of the life timeline;
    对机器人的自我认知的参数与生活时间轴中的参数进行拟合,生成机器人生活时间轴。The self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
  3. 根据权利要求2所述的生成方法,其特征在于,所述将机器人的自我认知进行扩展的步骤具体包括:将生活场景与机器人的自我认识相结合形成基于生活时间轴的自我认知曲线。The generating method according to claim 2, wherein the step of expanding the self-cognition of the robot specifically comprises: combining the life scene with the self-awareness of the robot to form a self-cognitive curve based on the life time axis.
  4. 根据权利要求2所述的生成方法,其特征在于,所述对机器人的自我认知的参数与生活时间轴中的参数进行拟合的步骤具体包括:使用概率算法,计算生活时间轴上的机器人在时间轴场景参数改变后的每个参数改变的概率,形成拟合曲线。The generating method according to claim 2, wherein the step of fitting the parameter of the self-cognition of the robot to the parameter in the life time axis comprises: using a probability algorithm to calculate the robot on the life time axis The probability of each parameter change after the time axis scene parameter is changed forms a fitted curve.
  5. 根据权利要求1所述的生成方法,其特征在于,其中,所述生活时间轴指包含一天24小时的时间轴,所述生活时间轴中的参数至少包括用户在所述生活时间轴上进行的日常生活行为以及代表该行为的参数值。The generating method according to claim 1, wherein the living time axis refers to a time axis including 24 hours a day, and the parameter in the living time axis includes at least a user performing on the living time axis. Daily life behavior and the values of the parameters that represent the behavior.
  6. 根据权利要求1所述的生成方法,其特征在于,所述获取地点场景信息的步骤具体包括:通过视频信息获取地点场景信息。The generating method according to claim 1, wherein the step of acquiring location scene information comprises: acquiring location scene information by using video information.
  7. 根据权利要求1所述的生成方法,其特征在于,所述获取地点场景信息的步骤具体包括:通过图片信息获取地点场景信息。The generating method according to claim 1, wherein the step of acquiring location scene information comprises: acquiring location scene information by using picture information.
  8. 根据权利要求1所述的生成方法,其特征在于,所述获取地点场景信息的步骤具体包括:通过手势信息获取地点场景信息。The generating method according to claim 1, wherein the step of acquiring location scene information comprises: acquiring location scene information by using gesture information.
  9. 根据权利要求1所述的生成方法,其特征在于,所述用户信息包括语音信息,所述获取用户信息,根据所述用户信息确定用户意图的步骤具体包括:获取语音信息,根据所述语音信息确定用户意图。The generating method according to claim 1, wherein the user information comprises voice information, the step of acquiring user information, and determining the user's intention according to the user information comprises: acquiring voice information according to the voice information. Determine user intent.
  10. 一种机器人交互内容的生成系统,其特征在于,包括: A system for generating interactive content of a robot, comprising:
    意图识别模块,用于获取用户信息,根据所述用户信息确定用户意图;An intention identification module, configured to acquire user information, and determine a user intention according to the user information;
    场景识别模块,用于获取地点场景信息;a scene recognition module, configured to acquire location scene information;
    内容生成模块,用于根据所述用户意图和地点场景信息,结合当前的机器人生活时间轴生成机器人交互内容。The content generating module is configured to generate the robot interaction content according to the current user life time axis according to the user intention and the location scene information.
  11. 根据权利要求10所述的生成系统,其特征在于,所述系统包括基于时间轴与人工智能云处理模块,用于:The generating system according to claim 10, wherein the system comprises a time axis based and artificial intelligence cloud processing module for:
    将机器人的自我认知进行扩展;Extend the robot's self-awareness;
    获取生活时间轴的参数;Get the parameters of the life timeline;
    对机器人的自我认知的参数与生活时间轴中的参数进行拟合,生成机器人生活时间轴。The self-cognitive parameters of the robot are fitted to the parameters in the life time axis to generate a robot life time axis.
  12. 根据权利要求11所述的生成系统,其特征在于,所述基于时间轴与人工智能云处理模块具体用于:将生活场景与机器人的自我认识相结合形成基于生活时间轴的自我认知曲线。The generating system according to claim 11, wherein the time-based and artificial intelligence cloud processing module is specifically configured to combine a life scene with a self-awareness of the robot to form a self-cognitive curve based on a life time axis.
  13. 根据权利要求11所述的生成系统,其特征在于,所述基于时间轴与人工智能云处理模块具体用于:使用概率算法,计算生活时间轴上的机器人在时间轴场景参数改变后的每个参数改变的概率,形成拟合曲线。The generating system according to claim 11, wherein the time-based and artificial intelligence cloud processing module is specifically configured to: use a probability algorithm to calculate each of the robots on the life time axis after the time axis scene parameter changes The probability of a parameter change forms a fitted curve.
  14. 根据权利要求10所述的生成系统,其特征在于,其中,所述生活时间轴指包含一天24小时的时间轴,所述生活时间轴中的参数至少包括用户在所述生活时间轴上进行的日常生活行为以及代表该行为的参数值。The generating system according to claim 10, wherein said life time axis refers to a time axis including 24 hours a day, and parameters in said life time axis include at least a user performing on said life time axis Daily life behavior and the values of the parameters that represent the behavior.
  15. 根据权利要求10所述的生成系统,其特征在于,所述场景识别模块具体用于,通过视频信息获取地点场景信息。The generating system according to claim 10, wherein the scene recognition module is specifically configured to acquire location scene information by using video information.
  16. 根据权利要求10所述的生成系统,其特征在于,所述场景识别模块具体用于,通过图片信息获取地点场景信息。The generating system according to claim 10, wherein the scene recognition module is specifically configured to acquire location scene information by using picture information.
  17. 根据权利要求10所述的生成系统,其特征在于,所述场景识别模块具体用于,通过手势信息获取地点场景信息。The generating system according to claim 10, wherein the scene recognition module is specifically configured to acquire location scene information by using gesture information.
  18. 根据权利要求10所述的生成系统,其特征在于,所述用户信息包括语音信息,所述意图识别模块具体用于:获取语音信息,根据所述语音信息确定用户意图。The generating system according to claim 10, wherein the user information comprises voice information, and the intent recognition module is specifically configured to: acquire voice information, and determine a user intent according to the voice information.
  19. 一种机器人,其特征在于,包括如权利要求10至18任一所述的一种机器人交互内容的生成系统。 A robot comprising a robot interactive content generating system according to any one of claims 10 to 18.
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