Fighting Game Commentator with Pitch and Loudness Adjustment Utilizing Highlight Cues
Junjie H. Xu, Zhou Fang, Qihang Chen, Satoru Ohno, Pujana Paliyawan

TL;DR
This paper introduces a real-time fighting game commentator system that adjusts pitch and loudness based on game highlight cues to enhance entertainment, utilizing TTS technology and dynamic adjustment mechanisms.
Contribution
It proposes a novel AI system that dynamically adjusts TTS pitch and loudness based on game highlight cues for improved game commentary.
Findings
Loudness adjustment enhances entertainment value.
Dynamic pitch and loudness control improves commentary relevance.
Pilot study confirms effectiveness of highlight-based adjustments.
Abstract
This paper presents a commentator for providing real-time game commentary in a fighting game. The commentary takes into account highlight cues, obtained by analyzing scenes during gameplay, as input to adjust the pitch and loudness of commentary to be spoken by using a Text-to-Speech (TTS) technology. We investigate different designs for pitch and loudness adjustment. The proposed AI consists of two parts: a dynamic adjuster for controlling pitch and loudness of the TTS and a real-time game commentary generator. We conduct a pilot study on a fighting game, and our result shows that by adjusting the loudness significantly according to the level of game highlight, the entertainment of the gameplay can be enhanced.
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Taxonomy
TopicsVideo Analysis and Summarization · Artificial Intelligence in Games · Human Motion and Animation
