TY - GEN
T1 - FML-based emotional expression system for computer Go application
AU - Lee, Chang Shing
AU - Wang, Mei Hui
AU - Wu, Meng Jhen
AU - Nakagawa, Yuki
AU - Tsuji, Hiroshi
AU - Yamazaki, Yoichi
AU - Hirota, Kaoru
PY - 2012
Y1 - 2012
N2 - There are millions of people that regularly play Go in many countries around the world. Played by two players, Black and White, the stones of their colors are placed consecutively on an empty intersection of a square grid. In order to support beginners of Go to enjoy and concentrate on the game, this paper proposes a fuzzy markup language (FML)-based emotional expression system and applies it to computer Go. First, the knowledge base and rule base of the proposed system are defined by using FML. Based on the inferred board situation of the Go regional alarm level system, the fuzzy inference mechanism for emotional pleasure and the fuzzy inference mechanism for emotional arousal are responsible for inferring the pleasure degree and arousal degree, respectively. Emotional expression mapping mechanism maps the inferred pleasure degree and arousal degree into the emotional expression of the eye robot. The protocol transmission mechanism finally sends the pre-defined protocol to the eye robot via universal serial bus (USB) interface to make the eye robot express its emotional motions. From the experimental results, it shows that the eye robot could support Go's beginners to keep their tension, have them fun, and understand about Go when playing game of Go.
AB - There are millions of people that regularly play Go in many countries around the world. Played by two players, Black and White, the stones of their colors are placed consecutively on an empty intersection of a square grid. In order to support beginners of Go to enjoy and concentrate on the game, this paper proposes a fuzzy markup language (FML)-based emotional expression system and applies it to computer Go. First, the knowledge base and rule base of the proposed system are defined by using FML. Based on the inferred board situation of the Go regional alarm level system, the fuzzy inference mechanism for emotional pleasure and the fuzzy inference mechanism for emotional arousal are responsible for inferring the pleasure degree and arousal degree, respectively. Emotional expression mapping mechanism maps the inferred pleasure degree and arousal degree into the emotional expression of the eye robot. The protocol transmission mechanism finally sends the pre-defined protocol to the eye robot via universal serial bus (USB) interface to make the eye robot express its emotional motions. From the experimental results, it shows that the eye robot could support Go's beginners to keep their tension, have them fun, and understand about Go when playing game of Go.
KW - Fuzzy markup language
KW - computer Go
KW - emotional expression
KW - fuzzy inference mechanism
KW - ontology
UR - http://www.scopus.com/inward/record.url?scp=84867614615&partnerID=8YFLogxK
U2 - 10.1109/FUZZ-IEEE.2012.6251157
DO - 10.1109/FUZZ-IEEE.2012.6251157
M3 - Conference contribution
AN - SCOPUS:84867614615
SN - 9781467315067
T3 - IEEE International Conference on Fuzzy Systems
BT - 2012 IEEE International Conference on Fuzzy Systems, FUZZ 2012
T2 - 2012 IEEE International Conference on Fuzzy Systems, FUZZ 2012
Y2 - 10 June 2012 through 15 June 2012
ER -