Patent Publication Number: US-11645947-B1

Title: Natural language configuration and operation for tangible games

Description:
BACKGROUND 
     Speech recognition systems have progressed to the point where humans can interact with computing devices using their voices. Such systems employ techniques to identify the words spoken by a human user based on the various qualities of a received audio input. Speech recognition combined with natural language understanding processing techniques enable speech-based user control of a computing device to perform tasks based on the user&#39;s spoken commands. Speech recognition and natural language understanding processing techniques may be referred to collectively or separately herein as speech processing. Speech processing may also involve converting a user&#39;s speech into text data which may then be provided to various text-based software applications. 
     Speech processing may be used by computers, hand-held devices, telephone computer systems, kiosks, and a wide variety of other devices to improve human-computer interactions. 
    
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
       For a more complete understanding of the present disclosure, reference is now made to the following description taken in conjunction with the accompanying drawings. 
         FIG.  1    is a conceptual diagram illustrating a system for natural language configuration of a tabletop/tangible game assistant, according to embodiments of the present disclosure. 
         FIG.  2    is a conceptual diagram of components of the system, according to embodiments of the present disclosure. 
         FIG.  3    is a conceptual diagram of a game manager and a game database, according to embodiments of the present disclosure. 
         FIG.  4    is a conceptual diagram of a generic representation of game data stored in the game database, according to embodiments of the present disclosure. 
         FIG.  5    is a conceptual diagram of a first example representation of game data stored in the game database, according to embodiments of the present disclosure. 
         FIG.  6    is a conceptual diagram of a second example representation of game data stored in the game database, according to embodiments of the present disclosure. 
         FIG.  7    is a conceptual diagram of a third example representation of game data stored in the game database, according to embodiments of the present disclosure. 
         FIG.  8    illustrates a user guiding ingestion of a game by the system, according to embodiments of the present disclosure. 
         FIG.  9    illustrates a device capturing images of a game board, according to embodiments of the present disclosure. 
         FIG.  10    illustrates a device capturing images of game tokens, according to embodiments of the present disclosure. 
         FIG.  11    illustrates an example interaction between a user and the system in which the system identifies a flaw in the game data, according to embodiments of the present disclosure. 
         FIG.  12    illustrates an example of the system observing a first player and a second player playing a game via a camera of the device. 
         FIG.  13    is a conceptual diagram of an image processing component, according to embodiments of the present disclosure. 
         FIG.  14    is a conceptual diagram of an ASR component, according to embodiments of the present disclosure. 
         FIG.  15    is a conceptual diagram of how natural language processing is performed, according to embodiments of the present disclosure. 
         FIG.  16    is a conceptual diagram of how natural language processing is performed, according to embodiments of the present disclosure. 
         FIG.  17    illustrates a data framework that can be used to import content, according to embodiments of the present disclosure. 
         FIG.  18    illustrates received content text data and associated metadata according to embodiments of the present disclosure. 
         FIG.  19    illustrates stored and associated content data and metadata for easy recall in response to receiving a spoken command according to embodiments of the present disclosure. 
         FIG.  20    illustrates the training of new domains specific to content source text data. 
         FIG.  21    illustrates a content source&#39;s labels may be associated with generalized and specific language model components. 
         FIG.  22    illustrates a content source&#39;s labels may be associated with generalized and specific intent classification (IC) components and NER components. 
         FIG.  23    is a conceptual diagram of text-to-speech components according to embodiments of the present disclosure. 
         FIG.  24    is a schematic diagram of an illustrative architecture in which sensor data is combined to recognize one or more users according to embodiments of the present disclosure. 
         FIG.  25    is a system flow diagram illustrating user recognition according to embodiments of the present disclosure. 
         FIG.  26    is a conceptual diagram illustrating a sentiment detection component according to embodiments of the present disclosure. 
         FIG.  27    is a conceptual diagram illustrating a system configured to guide and/or participate in playing a tabletop game, according to embodiments of the present disclosure. 
         FIG.  28    illustrates users interacting with a device to begin playing a tabletop game, according to embodiments of the present disclosure. 
         FIG.  29    illustrates the system describing an initial game setup using natural language, according to embodiments of the present disclosure. 
         FIG.  30    illustrates a user asking the system a question about the game, according to embodiments of the present disclosure. 
         FIG.  31    illustrates the system learning the appearance of a game piece whose definition is standard across game sets but whose appearance may vary, according to embodiments of the present disclosure. 
         FIG.  32    illustrates the system using natural language to dictate a move of a computerized player to a human player, according to embodiments of the present disclosure. 
         FIG.  33 A- 33 C  illustrate the system using a light projection component to indicate a move of a computerized player to a human player, according to embodiments of the present disclosure. 
         FIG.  34    illustrates the system using a light projection component to provide a display of a game board and multiple tokens, according to embodiments of the present disclosure. 
         FIG.  35    illustrates the system providing a game instance in progress on a portable device, according to embodiments of the present disclosure. 
         FIG.  36    is a block diagram conceptually illustrating example components of a device, according to embodiments of the present disclosure. 
         FIG.  37    is a block diagram conceptually illustrating example components of a system, according to embodiments of the present disclosure. 
         FIG.  38    illustrates an example of a computer network for use with the overall system, according to embodiments of the present disclosure. 
     
    
    
     DETAILED DESCRIPTION 
     Tabletop gaming (for example playing games with a board, cards, or other tangible tokens) represent a large and growing field. New board games, card games, and dice games are authored every year. With the number and complexity of games growing, the burden of reading and understanding game instructions reduces actual playing time and limits the number of new games players can learn. Meanwhile, advances in speech processing and computerized speech generation have made it possible for users to interact with computing devices by voice using natural language. A voice-enabled device/system, sufficiently configured, could act as an assistant, guiding players through tangible game setup and gameplay, possibly answering questions about game rules, detecting invalid moves, and suggesting moves to a frustrated player. In some cases, such a system may be able to act as an additional player or players as well with the system capable of determining what is happening with the tangible game through inputs such as image data and audio data (such as through processing a user&#39;s spoken input) and comparing the inputs with game data to participate in the game and/or assist with user play. 
     Configuring such assistant system presents additional challenges. Guiding and/or participating in a tabletop game may require sophisticated programming that traditionally may have been input as code by a trained programmer or team of programmers. A game developer may not have sufficient programming skill to configure such a system themselves, nor the resources to hire a programmer or programmers. 
     The following therefore describes systems and methods that leverage speech processing, computer vision, natural language generation, and other techniques, to configure a voice-enabled gaming system. This disclosure describes ingesting data (e.g., receiving, processing, and storing) representing natural language rules for a tabletop game system that can guide, referee, and/or participate in a game through spoken interactions and/or a camera and projector/screen interface. The tabletop game system may include features that enable a game developer to “teach” the system the rules of a game using natural language inputs to reduce or eliminate the need for providing dedicated code to train the system. For example, the developer can provide the system with instructions for the game in the form of a data file (for example through an application programming interface (API) or other mechanism) including text data or image data corresponding to images of a printed instruction booklet. For board games, the developer can additionally provide image data or other data representing the board. The developer can also input data about tokens such as game pieces and/or cards. The system can build a logical model of the game and refer to the model to guide human players of the game and, in some cases, participate as a player itself. 
     The system may be configured to incorporate user permissions and may only perform activities disclosed herein if approved by a user. As such, the systems, devices, other types of components, and techniques described herein would be typically configured to restrict processing where appropriate and only process user information in a manner that ensures compliance with all appropriate laws, regulations, standards, and the like. The system and techniques can be implemented on a geographic basis to ensure compliance with laws in various jurisdictions and entities in which the components of the system and/or user are located. 
     Further described is a tabletop game system that can participate in (e.g., referee) a game through spoken interactions and/or a camera and projector/screen interface. The system may include features for guiding players of the game and/or participating as a player in the game. The system can receive data describing a logical model of the game and guide human players on game setup. The system can describe rules verbally (for example through a text-to-speech interface), and follow play by, e.g., microphone and/or camera to ensure compliance with rules. For games in which a token, such as a card or other type of game piece, is standard in function but varies in appearance, the system can ask a player to “show” the token to the camera (e.g., place into the camera&#39;s field of view) so the system can learn how to recognize the token through image data captured by the camera. In some implementations, the system may include a projector for using light to show on a physical surface moves, a game piece, game board, etc. The system may also make use of user recognition and/or user sentiment detection to customize game play for a particular user and/or customize a response for a user who may be, for example, happy or frustrated. 
     The system can leverage different computerized voice-enabled technologies. Automatic speech recognition (ASR) is a field of computer science, artificial intelligence, and linguistics concerned with transforming audio data associated with speech into text representative of that speech. Similarly, natural language understanding (NLU) is a field of computer science, artificial intelligence, and linguistics concerned with enabling computers to derive meaning from text input containing natural language. ASR and NLU are often used together as part of a speech processing system. Text-to-speech (TTS) is a field of computer science concerning transforming textual and/or other data into audio data that is synthesized to resemble human speech. ASR, NLU, and TTS may be used together as part of the speech-processing system. 
     Categories of tabletop games can include games of strategy and chance, generally falling into several categories with overlap between them; for example, board games, card games, and dice games. Games can include a game board that can set out game spaces with relationships between them that can be defined by the rules of the game. A game board can be represented logically, for example by data representing to a graph where the spaces are nodes and the relationships are indicated by edges. Each edge and/or node can be assigned certain properties. In some cases, the graph may represent a grid, with interconnected squares, triangles, hexagons, etc. In some cases, a directed graph may represent a linear progression of spaces and possibly include shortcuts between non-adjacent spaces. Other examples of graphical representations are possible. Games can include tokens such as one or more game pieces or cards. Other tokens can include other objects used to indicate additional properties of a player, a space on a board, or another token. Games can include inventories such as a global and/or “house” (e.g., user-specific, special edition, custom, damaged) inventory and/or player inventories. Inventories can include game pieces, tokens, money, points, or other quantity. 
     At each point in time, a game can have a state that describes information about the game such as game piece positions (e.g., with reference to nodes on the graph), inventories, whose turn it is, and/or a current stage of a game (e.g., which rules are in effect if the rules change over the course of the game). For example, a game can begin with an initial state described by the instructions and taking into account the number of players and any rule modifications adopted by the players, game player difficulty adjustments, etc. A game progression may be divided into different portions. For the purpose of the description herein, a game may be divided into stages, with different rules applying to each stage. A game may be divided into rounds, with a round consisting of one turn taken by each player and, in some cases, the house. Each turn may include one or more events, described further below. Each event changes the game state. An event can include engaging a random output generator, or “randomizer” for short; for example, rolling dice, drawing card from a shuffled deck, flipping a coin, or spinning a spinner. An event can include an action, such as discretionary or mandatory, taken by a player or players and/or the house (which may include a discretionary use of the randomizer). An action may include moving or placing a piece, drawing a token, trading money for a token, etc. Actions may be dictated or limited by a randomizer output. An event can include performing a calculation and/or applying one or more conditions at some point during a turn, at some point during a round, or at a transition between stages. The game conditions such as rounds, turns, etc. may be defined in game data stored and processed by the system. 
     A game may be subject to one or more conditions that, when met, result in a progressing to a next stage or ending the game. The conditions may identify any winning and/or losing players. In some cases, a condition may be imposed at certain times; for example, based on a calculation performed only at the end of a turn or round. In some cases, a condition may be imposed at all times, and cause a specified result at the instant the condition is met. 
     Each player may be able to perform an action for an event in a turn. An action may be governed by a rule describing an option with one or more constraints. Example options can include invoking a randomizer, moving one or more pieces, and/or drawing or playing one or more cards. An option may be subject to one or more constraints that limit how the option may be exercised based on a current game state. For example, a constraint may dictate that an otherwise valid move for a piece cannot result in that piece landing on the same space as another piece. Another constraint may prevent a player from drawing a specified number of cards if it results in the player exceeding a specified maximum number of cards in their inventory. Another constraint may prevent a player from making an otherwise permitted purchase if they do not have enough money. 
       FIG.  1    is a conceptual diagram illustrating a system  100  for natural language configuration of a tabletop game system, according to embodiments of the present disclosure. As shown in  FIG.  1   , the system  100  may include a voice-enabled device  110  local to a user  5 , a natural language command processing system  120  (abbreviated “system  120 ”), and one or more skill support systems  125  connected across one or more networks  199 . While the user  5  is illustrated as being a human, other types of users (e.g., computing systems) may exist. In some implementations, the user  5  may be a tabletop game developer or an individual tasked with “teaching” or otherwise guiding ingestion of a game into the system  100 . In some implementations, the user  5  may be a tabletop game player, playing the game with, against, or with guidance from the system  100 . In some cases, there may be multiple developer users  5  and/or multiple player users  5 . The particular tabletop game may include a game board  9 ; however, various tabletop games played with cards, dice, or other media are contemplated. Although the figures and discussion of the present disclosure illustrate certain steps in a particular order, the steps described may be performed in a different order (as well as certain steps removed or added) without departing from the present disclosure. 
     The device  110  may receive audio corresponding to a spoken natural language input originating from the user  5 . The device  110  may record audio following detection of a wakeword. The device  110  may generate audio data corresponding to the audio, and may send the audio data to the system  120 . The device  110  may send the audio data to the system  120  via an application that is installed on the device  110  and associated with the system  120 . An example of such an application is the Amazon Alexa application that may be installed on a smart phone, tablet, or the like. In some implementations, the device  110  may receive text data corresponding to a natural language input originating from the user  5 , and send the text data to the system  120 . The device  110  may also receive output data from the system  120 , and generate a spoken-word audio output. The device  110  may include a camera for capturing image and/or video data for processing by the system  120 . In some implementations, the device  110  may receive text files or files representing scanned text and/or images for transmission to the system  120  and subsequent natural language processing. Examples of various devices  110  are further illustrated in  FIG.  38   . 
     The following describes example operations for natural language configuration of a tabletop game system. The system  120  can receive first data representing a natural language representation of instructions for playing a game ( 150 ). The system  120  can perform natural language processing on the first data to generate first NLU results data corresponding to the instructions ( 152 ). The system  120  can process the first NLU results data to determine game data ( 154 ). The system  120  can process at least a portion of the game data to configure a first speech processing model for use with a future natural language input corresponding to the game ( 156 ). 
     The system  120  can receive first data representing a natural language representation of instructions for playing a game ( 150 ). The user  5  may provide a representation of the instructions to the system  120  directly as a data file including text and/or images presented to the device  110  or other device  110 , and later processed, for example, by optical character recognition (OCR). For example, the user may provide the system with images of an instruction manual of a book, for example taken by another device (e.g., smart phone, tablet, etc.). Alternatively the user may perform optical scanning on a physical rulebook and may send the scanned images to a destination associated with the system for processing. Alternatively, the user may hold up the rulebook in a field of view of a camera of device  110  so that the device  110  may capture image date for the rulebook. In some implementations, the input can be supplemented based on voice input by the user  5 . For example, the user may read a rulebook (or portions thereof) to the device  110  which may capture the audio data and process it to convert it into text or other machine operable format. The system  120  may also obtain data representing the rulebook (for example in a natural language data form) from a game developer or game seller. Combinations of the above may also be used. For example the user may scan portions of a rulebook, read portions, and/or take images of other portions while other portions may be received from a game developer. 
     The system  120  can perform natural language processing on the first data to generate first NLU results data corresponding to the instructions ( 152 ). Following any OCR on image data or automatic speech recognition (ASR) on spoken input, the system  120  can perform NLU processing on the text data. ASR is described in further detail below with regard to  FIG.  14   . NLU is described in further detail below with regard to  FIGS.  15  and  16   . 
     The system  120  can process the first NLU results data to determine game data ( 154 ). The system  120  may identify words in the NLU results data that may be new or may be used differently outside of the context of the game, such as words that describe features of the game and actions that can be performed within the game. The system  120  may parse the NLU results data to identify information related to different aspects of game data. For example, game instructions may describe game setup, a structure of game progression, rules, and conditions for ending the game and declaring any winners or losers. The system  120  may identify portions of the instructions related to different aspects of the games through topic headings or by recognizing words generic to tabletop gaming such as “setup,” “begin,” “turn,” “roll,” “move,” “draw,” “end,” “win,” etc. The system  120  can thus process the NLU results to determine, from the interpretation of the natural language of the information provided in the rulebook (or other data), at least first state data representing an initial state of the game, first condition data representing at least a first condition that results in ending the game, first player data representing at least one player of the game, and first event data representing at least one action available during at least a first player&#39;s turn. The system  120  can then generate a model of the game by determining game data including at least the first state data, first condition data, first player data and first event data. A game manager including game ingestion engine configured to process the input data is described below with regard to  FIGS.  2  and  3   . Example conceptual diagrams of game data for various types of games are described below with regard to  FIGS.  4 - 7   . An example framework for importing and integrating game instructions with a speech-controlled system is described below with regard to  FIGS.  17  through  22   . 
     In some implementations, the system  120  can identify a random output generator such as one or more die, spinners, coin flips, or card shuffling represented in the instructions. The system  120  process the NLU results data describing the random output generator to determine a type, a use, and an expected output. The system  120  can use this to build randomizer data for each random output generator described by the instructions. The randomizer data may include one or more parameters describing a format of the expected output of the randomizer. For example, rolling two six-sided dice can be described with the parameters:
         type: random_integer   range: [1, 6]   num_values: 2   output: sum(value1, value2)
 
Thus, an invocation of this randomizer will return two random integers between 1 and 6 (or a sum of the two random integers).
       

     In another example, a randomizer might include a spinner used to randomly pick one of six colors: red, orange, yellow, green, blue, or purple. Additionally, the spaces corresponding to each of red and green may be twice as large, respectively, as each of orange, yellow, blue, and purple (such that red represents 90 degrees of arc, orange 45 degrees of arc, etc.). In this case, the randomizer parameters may be as follows:
         type: random_color   range: [1, 8]   num_values: 1   output: value=1→red    value=2→red    value=3→orange    value=4→yellow    value=5→green    value=6→green    value=7→blue    value=8→purple       

     In some cases, the system  120  may not be able to generate a complete definition for a randomizer based on the NLU results data. In such cases, the system  120  may prompt the user  5  with a question; for example, “How many spaces are there on the spinner?”, “Is each space on the spinner the same size?”, “How many sides does the die have?”, “How many dice are rolled per invocation?”, etc. The system  120  can process a natural language response to generate the missing parameters for the randomizer, and add the randomizer definition to the game data. 
     In some implementations, the system  120  can determine one or more rules based on the NLU results data. A rule can describe, for example movement of a game piece. The rule may be associated with token data for that game piece. The rule may consist of one or more options and one or more constraints. Example options can include invoking a randomizer, moving one or more pieces, and/or drawing or playing one or more cards. An option may be subject to one or more constraints that limit how the option may be exercised based on a current game state. For example, a constraint may dictate that an otherwise valid move for a piece cannot cause the piece to leave the game board. Another constraint may set a specified maximum number of cards in a player&#39;s inventory, and prevent the player from drawing a number of cards dictated by the corresponding option if doing so would cause the number of cards in the player&#39;s inventory to exceed the specified maximum. Another constraint may prevent a player from making an otherwise permitted purchase if they do not have enough money. 
     The system  120  can process at least a portion of the game data to configure a first speech processing model for use with a future natural language input corresponding to the game ( 156 ). The system  120  can use the resulting game data to configure a speech-enabled system to guide and/or participate in the game. Game ingestions and guiding/participating are controlled by a game manager with game data stored in a game database. The game manager and game databased are introduced below with regard to  FIG.  2    and described in additional detail with regard to  FIGS.  3  through  7   .  FIGS.  17  through  22    describe an example framework for importing and integrating game instructions with a speech-controlled system. The system  120  can use the game data generated during the ingestion process to guide and/or participate in the game with one or more players. The system  120  can, for example, guide the player(s) through game setup, provide verbal instruction regarding the rules, answer frequently asked questions, provide utilities for game play such as maintaining inventories and providing random outputs (e.g., dice rolls), detect illegal moves, suggest moves or offer congratulations based on sentiment detection signals, and participating in the game as the “house” or as an ally or opponent player. Game participation by the system  120  is described in additional detail below with regard to  FIG.  27   . 
     In some implementations, the system  120  can employ image recognition in game ingestion. For example, the device  110  may be used to capture an image of a game board and transmit it to the system  120 . The system  120  may process the image to detect game spaces and connections between them, and generate a corresponding graph representing the game board. The system  120  may store the graph as part of the game data. In some implementations, the system  120  may employ additional image processing to detect background graphics of the game board and differentiate them from visual features directly implicating game play. The image processing capabilities of the system  120  are described in additional detail below with regard to  FIG.  13   . 
     In some implementations, the system  120  can employ image capture and processing to ingest game tokens. The game tokens can be game pieces, cards, or other objects. The system  120  may determine based on the NLU results from processing the game instructions that the game includes one or more tokens. The system  120  can use text-to-speech (TTS) capabilities to cause the device  110  to output a request that a token be positioned within a field of view of the device&#39;s  110  camera. The system  120  can receive the image data from the device  110  and perform image processing on the image data to generate representational data of the token. In some implementations, the system  120  can output additional prompts to rotate or move the token so additional images may be captured. The representational data can be used to allow a camera to recognize the token in play during a game. 
     Some games may use pieces with standard properties (that is, the tokens are associated with the same options and constraints) but whose appearance varies. For example, chess pieces and playing cards can include, for example, kings and queens whose properties are the same but whose appearance may be different from set to set and deck to deck. Thus, during a game setup, the system  120  may “learn” to recognize the particular tokens being used. In such cases, the system  120  can, after receiving a request to play a game that may include such variable tokens, output a request that an object corresponding to the first token be positioned within a field of view of the camera so that an image may be captured.  FIG.  31    shows an example interaction in which a user  6  is showing a game piece to the device  110 . In some implementations, the system  120  may output prompts requesting additional views of the token. The system  120  can process the image data to generate second representational data of the token for use by the system during game play. The data obtained by the system  120  related to appearance of the token may be stored in a manner associated with the user  6  and/or may be stored in a manner usable for games with other users who may use the same token. 
     In some implementations, the system  120  may detect flaws in the game data. Flaws can represent one or more ambiguities, contradictions, or unidentified states in the game data. The system  120  may include a game playthrough engine that simulate a hypothetical game with or without human players, and detect situations where playing the game according to the current game data results in a situation in which, for example, a rule or condition become ambiguous or contradictory in its application, or where the game reaches a state where no path forward is defined; that is, a dead end. In some implementations, the system  120  can output data indicating the flaw in the game data, and process a natural language response, by the user  5  or based in additional textual input, to determine a modification of the game data.  FIG.  11    illustrates an example interaction between a user  5  and the device  110  in which the system  120  identifies a flaw in the game data. The system  120  can then generate second game data based on the game data and the modification. 
     In some implementations, the system  120  may augment game data by observing games being played. The system  120  may observe games instead of or in addition to playing through its own games using its internal playthrough engine.  FIG.  12    illustrates the system  120  observing a first user  5  and a second user  6  playing a game via a camera  1210  of the device  110 . The system  120  may use the observations to resolve apparent ambiguities in the game data if the players consistently choose one course of action when more than one course of action seems acceptable under the rules. The system  120  may use the observations to resolve apparent contradictions in the game data if the players consistently choose a course of action when the rules seem to forbid it. Having made such an observation, the system  120  may output a request for clarification of the rule. The system  120  may observe that certain strategies are more effective than others during different stages of a game, and can thus recommend certain moves or actions to novice players. This may be particularly useful for games with decision trees complex enough to prevent complete searching. 
     The system  100  may operate using various components as described in  FIG.  2   . The various components may be located on same or different physical devices. Communication between various components may occur directly or across a network(s)  199 . The device  110  may include audio capture component(s), such as a microphone or array of microphones of a device  110 , captures audio  11  and creates corresponding audio data. A wakeword detector of the device  110  may process the audio data, representing the audio  11 , to determine whether speech is represented therein. The device  110  may use various techniques to determine whether the audio data includes speech. In some examples, the device  110  may apply voice-activity detection (VAD) techniques. Such techniques may determine whether speech is present in audio data based on various quantitative aspects of the audio data, such as the spectral slope between one or more frames of the audio data; the energy levels of the audio data in one or more spectral bands; the signal-to-noise ratios of the audio data in one or more spectral bands; or other quantitative aspects. In other examples, the device  110  may implement a classifier configured to distinguish speech from background noise. The classifier may be implemented by techniques such as linear classifiers, support vector machines, and decision trees. In still other examples, the device  110  may apply hidden Markov model (HMM) or Gaussian mixture model (GMM) techniques to compare the audio data to one or more acoustic models in storage, which acoustic models may include models corresponding to speech, noise (e.g., environmental noise or background noise), or silence. Still other techniques may be used to determine whether speech is present in audio data. 
     Once the wakeword is detected by the wakeword detector and/or input is detected by an input detector, the device  110  may wake and begin transmitting audio data  211 , representing the audio  11 , to the system(s)  120 . The audio data  211  may include data corresponding to the wakeword; in other embodiments, the portion of the audio corresponding to the wakeword is removed by the device  110  prior to sending the audio data  211  to the system(s)  120 . In the case of touch input detection, the audio data may not include a wakeword. 
     In some implementations, the system  100  may include more than one system  120 . The systems  120  may respond to different wakewords and/or perform different categories of tasks. Each system  120  may be associated with its own wakeword such that speaking a certain wakeword results in audio data be sent to and processed by a particular system. For example, detection of the wakeword “Alexa” by the wakeword detector may result in sending audio data to system  120   a  for processing while detection of the wakeword “Computer” by the wakeword detector may result in sending audio data to system  120   b  for processing. The system may have a separate wakeword and system for game play (e.g., “Dungeon Master”/ 120   c ) and/or game play may be coordinated by one or more skill(s)  290  of one or more systems  120 . 
     Upon receipt by the system(s)  120 , the audio data  211  may be sent to an orchestrator component  230 . The orchestrator component  230  may include memory and logic that enables the orchestrator component  230  to transmit various pieces and forms of data to various components of the system, as well as perform other operations as described herein. 
     The orchestrator component  230  may send the audio data  211  to a language processing component  292 . The language processing component  292  includes an automatic speech recognition (ASR) component  250  and a natural language understanding (NLU) component  260 . The ASR component  250  may transcribe the audio data  211  into text data. The text data output by the ASR component  250  represents one or more than one (e.g., in the form of an N-best list) ASR hypotheses representing speech represented in the audio data  211 . The ASR component  250  interprets the speech in the audio data  211  based on a similarity between the audio data  211  and pre-established language models. For example, the ASR component  250  may compare the audio data  211  with models for sounds (e.g., acoustic units such as phonemes, senons, phones, etc.) and sequences of sounds to identify words that match the sequence of sounds of the speech represented in the audio data  211 . The ASR component  250  sends the text data generated thereby to an NLU component  260 , via, in some embodiments, the orchestrator component  230 . The text data sent from the ASR component  250  to the NLU component  260  may include a single top-scoring ASR hypothesis or may include an N-best list including multiple top-scoring ASR hypotheses. An N-best list may additionally include a respective score associated with each ASR hypothesis represented therein. The ASR component  250  is described in greater detail below with regard to  FIG.  14   . 
     The language processing component  292  may further include a NLU component  260 . The NLU component  260  may receive the text data from the ASR component. The NLU component  260  may attempts to make a semantic interpretation of the phrase(s) or statement(s) represented in the text data input therein by determining one or more meanings associated with the phrase(s) or statement(s) represented in the text data. The NLU component  260  may determine an intent representing an action that a user desires be performed and may determine information that allows a device (e.g., the device  110 , the system(s)  120 , a skill component  290 , a skill support system(s)  125 , etc.) to execute the intent. For example, if the text data corresponds to “play Forest Magic by Dark Arts,” the NLU component  260  may determine an intent that the system provide a game and may identify “Dark Arts” as a game publisher and “Forest Magic” as the game. For further example, if the text data corresponds to “what is a night beacon,” the NLU component  260  may determine an intent that the system output information associated with a night beacon token. In another example, if the text data corresponds to “roll for damage,” the NLU component  260  may determine an intent that the system invoke a random output generator such as a virtual die. 
     The NLU component  260  may return NLU results data (which may include tagged text data, indicators of intent, etc.) back to the orchestrator component  230 . The orchestrator component  230  may forward the NLU results data to a skill component(s)  290 . If the NLU results data includes a single NLU hypothesis, the NLU component  260  and the orchestrator component  230  may direct the NLU results data to the skill component(s)  290  associated with the NLU hypothesis. If the NLU results data includes an N-best list of NLU hypotheses, the NLU component  260  and the orchestrator component  230  may direct the top scoring NLU hypothesis to a skill component(s)  290  associated with the top scoring NLU hypothesis. The NLU component  260  is described in greater detail below with regard to  FIGS.  15  and  16   . 
     The NLU component  260  can further be configured to process input related to the ingestion of a game or the playing of a game. For example, the NLU component  260  can include recognizers, grammars, and/or lexicons related to games and gaming. In addition, the entity resolution component  1670  can be similarly configured to resolve entities related to games and gaming. The NLU component  260  can therefore be configured to recognize language related to game states, structure (e.g., stages, turns, and/or events), constraints, tokens, rules, etc. For natural language inputs corresponding to a game being ingested or participated in by the system(s)  120 , the NLU component  260  can provide the NLU results data, via the orchestrator component  230 , to the game manager  265 . The game manager  265  can use the NLU results data for generating game data representing the game and/or participating in a game in progress. The game manager  265  can feed back words and phrases used in the game instructions as additional catalogs for use by the NLU component  260 . The game manager  265  and the game database  270  are described in greater detail below with regard to  FIG.  3   . The game manager  265  may be operated as part of a game skill  290 . Examples of game data for different types of games are described in greater detail below with regard to  FIGS.  4  through  7   . 
     A “skill component” may be software running on the system(s)  120  that is akin to a software application. That is, a skill component  290  may enable the system(s)  120  to execute specific functionality in order to provide data or produce some other requested output. The system(s)  120  may be configured with more than one skill component  290 . For example, a weather service skill component may enable the system(s)  120  to provide weather information, a car service skill component may enable the system(s)  120  to book a trip with respect to a taxi or ride sharing service, a restaurant skill component may enable the system(s)  120  to order a pi27 with respect to the restaurant&#39;s online ordering system, etc. A skill component  290  may operate in conjunction between the system(s)  120  and other devices, such as the device  110 , in order to complete certain functions. Inputs to a skill component  290  may come from speech processing interactions or through other interactions or input sources. A skill component  290  may include hardware, software, firmware, or the like that may be dedicated to a particular skill component  290  or shared among different skill components  290 . 
     A skill support system(s)  125  may communicate with a skill component(s)  290  within the system(s)  120  and/or directly with the orchestrator component  230  or with other components. A skill support system(s)  125  may be configured to perform one or more actions. An ability to perform such action(s) may sometimes be referred to as a “skill.” That is, a skill may enable a skill support system(s)  125  to execute specific functionality in order to provide data or perform some other action requested by a user. For example, a weather service skill may enable a skill support system(s)  125  to provide weather information to the system(s)  120 , a car service skill may enable a skill support system(s)  125  to book a trip with respect to a taxi or ride sharing service, an order pi27 skill may enable a skill support system(s)  125  to order a pi27 with respect to a restaurant&#39;s online ordering system, etc. Additional types of skills include home automation skills (e.g., skills that enable a user to control home devices such as lights, door locks, cameras, thermostats, etc.), entertainment device skills (e.g., skills that enable a user to control entertainment devices such as smart televisions), video skills, flash briefing skills, as well as custom skills that are not associated with any pre-configured type of skill. 
     The system(s)  120  may be configured with a skill component  290  dedicated to interacting with the skill support system(s)  125 . Unless expressly stated otherwise, reference to a skill, skill device, or skill component may include a skill component  290  operated by the system(s)  120  and/or skill operated by the skill support system(s)  125 . Moreover, the functionality described herein as a skill or skill may be referred to using many different terms, such as an action, bot, app, or the like. The skill  290  and or skill support system(s)  125  may return output data to the orchestrator component  230 . 
     The system  120  includes a language generation component  293 . The language generation component includes a natural language generation (NLG) component  279  and a text-to-speech (TTS) component  280 . The NLG component  279  can generate text for purposes of TTS output to a user. For example the NLG component  279  may generate text corresponding to instructions for gameplay (e.g., “move piece forward two squares,” etc.) corresponding to a particular action for the user to perform. The NLG component  279  may generate appropriate text for various outputs as described herein. The NLG component  279  may include one or more trained models configured to output text appropriate for a particular input related to the game play. The text output by the NLG component  279  may become input for the TTS component  280  (e.g., input text data  2310  discussed below). Alternatively or in addition, the TTS component  280  may receive text data from a skill  290  or other system component for output. The TTS component  280  may generate audio data (e.g., synthesized speech) from text data using one or more different methods. Text data input to the TTS component  280  may come from a skill component  290 , the orchestrator component  230 , or another component of the system. 
     In one method of synthesis called unit selection, the TTS component  280  matches text data against a database of recorded speech. The TTS component  280  selects matching units of recorded speech and concatenates the units together to form audio data. In another method of synthesis called parametric synthesis, the TTS component  280  varies parameters such as frequency, volume, and noise to create audio data including an artificial speech waveform. Parametric synthesis uses a computerized voice generator, sometimes called a vocoder. 
     The device  110  may include still image and/or video capture components such as a camera or cameras to capture one or more images  21 . The device  110  may include circuitry for digitizing the images and/or video for transmission to the system(s)  120  as image data  221 . The device  110  may further include circuitry for voice command-based control of the camera, allowing a user  5  to request capture of image or video data. The device  110  may process the commands locally or send audio data  211  representing the commands to the system(s)  120  for processing, after which the system(s)  120  may return output data that can cause the device  110  to engage its camera. 
     Upon receipt by the system(s)  120 , the image data may be sent to an orchestrator component  230 . The orchestrator component  230  may send the image data to an image processing component/computer vision  240 . The image processing component/computer vision  240  can perform computer vision functions such as object recognition, modeling, reconstruction, etc. For example, the image processing component/computer vision  240  can receive image data  221  representing a game board of a game, recognize spaces—that is, possible discrete locations of one or more tokens—and connections between them. In some cases, the image processing/computer vision component  240  can attempt to differentiate between functional objects on the game board and background graphics. The image processing/computer vision component  240  can send the resulting processed image data, via the orchestrator component  230 , to the game manager  265 , which can use the processed image data to generate game data representing the game. 
     In some implementations, the image processing/computer vision component  240  can detect the presence of text in an image. In such implementations, the image processing/computer vision component  240  can recognize the presence of text, convert the image data to text data, and send the resulting text data via the orchestrator component  230  to the language processing component  292  for processing by the NLU component  260 . The NLU component  260  may return NLU results data, which the game manager  265  can use for generating game data representing the game. 
     In some implementations, the image processing/computer vision component  240  can attempt to determine the location of one or more tokens during game play. The image processing/computer vision component  240  can send the processed image data to the game manager  265 . The game manager  265  may, based on the game data, determine whether the position and/or movement of the token complies with the rules of the game. The image processing/computer vision component  240  is described in greater detail below with regard to  FIG.  13   . 
     The system(s)  120  may also include a game manager  265 . The game manager  265  may process input to generate game data representing a model of the game, and use the game data for later guiding of and/or participating in the game. The game manager  265  can store the game data in the game database  270 . The game database  270  can store game data corresponding to one or more game models, and, in some implementations, store state data for one or more games in progress. The game manager  265  can retrieve the game data from the game database  270  for guiding and/or participating in a game. The game manager  265  and the game database  270  are described in greater detail below with regard to  FIG.  3   . Examples of game data for different types of games are described in greater detail below with regard to  FIGS.  4  through  7   . 
     The system(s)  120  may include a user recognition component  295  that recognizes one or more users using a variety of data, as described in greater detail below with regard to  FIGS.  24 - 25   . However, the disclosure is not limited thereto, and the device  110  may include a user recognition component  295  instead of and/or in addition to the system(s)  120  without departing from the disclosure. 
     The user-recognition component  295  may take as input the audio data  211  and/or text data output by the ASR component  250 . The user-recognition component  295  may perform user recognition by comparing audio characteristics in the audio data  211  to stored audio characteristics of users. The user-recognition component  295  may also perform user recognition by comparing biometric data (e.g., fingerprint data, iris data, etc.), received by the system in correlation with the present user input, to stored biometric data of users assuming user permission and previous authorization. The user-recognition component  295  may further perform user recognition by comparing image data (e.g., including a representation of at least a feature of a user), received by the system in correlation with the present user input, with stored image data including representations of features of different users. The user-recognition component  295  may perform additional user recognition processes, including those known in the art. 
     The user-recognition component  295  determines scores indicating whether user input originated from a particular user. For example, a first score may indicate a likelihood that the user input originated from a first user, a second score may indicate a likelihood that the user input originated from a second user, etc. The user-recognition component  295  also determines an overall confidence regarding the accuracy of user recognition operations. 
     Output of the user-recognition component  295  may include a single user identifier corresponding to the most likely user that originated the user input. Alternatively, output of the user-recognition component  295  may include an N-best list of user identifiers with respective scores indicating likelihoods of respective users originating the user input. The output of the user-recognition component  295  may be used to inform NLU processing as well as processing performed by other components of the system. 
     The user-recognition component  295  may include profile storage for storing a variety of information related to individual users, groups of users, devices, etc. that interact with the system. A “profile” refers to a set of data associated with a user, device, etc. The data of a profile may include preferences specific to the user, device, etc.; input and output capabilities of the device; internet connectivity information; user bibliographic information; subscription information, as well as other information. The profile storage may include one or more user profiles, with each user profile being associated with a different user identifier. Each user profile may include various user identifying information. Each user profile may also include preferences of the user and/or one or more device identifiers, representing one or more devices of the user. When a user logs into to an application installed on a device  110 , the user profile (associated with the presented login information) may be updated to include information about the device  110 . The profile storage may include one or more group profiles. Each group profile may be associated with a different group identifier. A group profile may be specific to a group of users. That is, a group profile may be associated with two or more individual user profiles. For example, a group profile may be a household profile that is associated with user profiles associated with multiple users of a single household. A group profile may include preferences shared by all the user profiles associated therewith. Each user profile associated with a group profile may additionally include preferences specific to the user associated therewith. That is, each user profile may include preferences unique from one or more other user profiles associated with the same group profile. A user profile may be a stand-alone profile or may be associated with a group profile. The profile storage may include one or more device profiles. Each device profile may be associated with a different device identifier. Each device profile may include various device identifying information. Each device profile may also include one or more user identifiers, representing one or more users associated with the device. For example, a household device&#39;s profile may include the user identifiers of users of the household. 
     The system(s)  120  may also include a sentiment detection component  275  that may be configured to detect a sentiment of a user from audio data representing speech/utterances from the user, image data representing an image of the user, and/or the like as described in greater detail below with regard to  FIG.  26   . The sentiment detection component  275  may be included in system(s)  120 , as illustrated in  FIG.  2   , although the disclosure is not limited thereto and the sentiment detection component  275  may be included in other components without departing from the disclosure. For example the sentiment detection component  275  may be included in the device  110 , as a separate component, etc. The system  120  may use the sentiment detection component  275  to, for example, customize a response for a user based on an indication that the user is happy or frustrated. 
     Although the components of  FIG.  2    may be illustrated as part of system(s)  120 , device  110 , or otherwise, the components may be arranged in other device(s) (such as in device  110  if illustrated in system(s)  120  or vice-versa, or in other device(s) altogether) without departing from the disclosure. 
       FIG.  3    is a conceptual diagram of a game manager  265  and a game database  270 , according to embodiments of the present disclosure. The game manager  265  can include components for both the ingestion and playing of games. The game manager  265  may include a game ingestion engine  310 , a game play engine  320 , and a game state component  330 . In some implementations, the game manager  265  can additionally include a game playthrough engine  390 . The game database  270  may store game data  315   a ,  315   b  and  315   c , etc. (collectively “game data  315 ”) for one or more different games. Examples of game data  315  for different types of games are discussed in additional detail below with regard to  FIGS.  4  through  7   . 
     The game ingestion engine  310  may receive the NLU results data from the language processing component  292 —for example, following natural language processing of printed game instructions and possibly supplemented with natural language spoken inputs—and ingest them into the game data. Game ingestion may include learning words and phrases that may be new or may be used differently outside of the context of the game, such as words that describe features of the game and actions that can be performed within the game. In some implementations the game ingestion engine  310  may feed the vocabulary data back into the language processing component  292  to augment grammars, catalogs, and lexicons of the ASR and NLU components.  FIGS.  17  through  22    describe an example framework for importing and integrating game instructions with a speech-controlled system. 
     The game ingestion engine  310  may parse the NLU results data to identify information related to different aspects of the game. For example, game instructions may describe game setup, a structure of game progression, rules, and conditions for ending the game and declaring any winners or losers. The game ingestion engine  310  may identify portions of the instructions related to different aspects of the games through topic headings or by the language used; for example, describing rules related to game setup, random elements (e.g., dice), definition of a turn, conditions for ending the game, etc. The game ingestion engine  310  can process the NLU results data to identify data related to various features typical of tabletop gaming; for example, an initial state of a game, one or more conditions that results in ending the game, descriptions of players and their abilities, descriptions of a turn, etc. The game ingestion engine  310  can generate a model of the game by determining game data based on the identified features. The game ingestion engine  310  can store the game model in the form of game data  315  in the game database  270 . The game ingestion engine  310  may process at least a portion o the game data to configure one or more speech processing models for use with first natural language input corresponding to the game; for example, domain-specific libraries for ASR, NLU, entity resolution, etc. The game ingestion engine  310  may ingest multiple games, and store the resulting respective game data  315   a ,  315   b ,  315   c , etc. in the game database  270 . A generic example of game data  315  is described below with regard to  FIG.  4   . Examples of game data  315   a ,  315   b , and  315   c  for different example game types are described with regard to  FIGS.  4  through  7   . The game data in these figures may be used by the game play manager  265 . For example, the game data of these figures may be configured using a game ingestion engine  310 , may be used by a game playthrough engine  390  to play test games, may be used by a game play engine  320  to play instances of games involving users, etc. 
       FIG.  4    is a conceptual diagram of a generic representation of game data  315  stored in the game database, according to embodiments of the present disclosure. The game data  315  can represent a game model generated by, for example, the game ingestion engine  310 . The game data  315  may include game progression data  410 , token data  460 , randomizer data  450 , and rules data  480 . The game progression data  410  can include data relating to beginning a game, ending a game, and the structure of the game in between. More specifically, the game progression data  410  may include initial state data  415 , conditions data  420 , one or more graphs  425 , stage data  430 , and/or turn data  435 . The initial state data  415  can describe game setup. The initial state data  415  can describe, for a specified number of players, initial inventories and token positions, as well as information related to how to commence game play; for example, engaging any randomizers and/or selecting a first player to take a turn. 
     The conditions data  420  can describe one or more conditions that, when met, cause a game to progress to a next stage or end. For a condition, the conditions data  420  can include information about when and how that condition is applied, such as at any time, at the end of a turn, at the end of a round (e.g., of each player taking one turn), etc. A condition may specify how to identify the winner(s). An example condition may be in the form of: GameEnd=&lt;PieceLocation=Postion24&gt;, and state that the game ends when a token reaches the 24 th  position in the game graph. Another example condition may be in the form of: GameEnd=&lt;TotalCredits=10000&gt;, and state that the game ends when the first player reaches 10,000 credits in an inventory. Yet another example condition may be in the form of: GameEnd=&lt;#PlayersRemaining=1&gt;, and state that that, as players get eliminated, the game ends when there is only one player remaining. 
     The graph  425  can describe a game environment in mathematical terms. For example, the graph  425  can include a logical representation of all game spaces on a game board as well as the relationships between them. One example graph  425  can be a directed graph describing a game with sequential spaces. Another example graph  425  may be a two-dimensional array representing a grid of adjacent spaces. A graph  425  may also represent a game progression; for example, an example graph may represent different stages a game may progress through, such as various drawing and betting stages in a game of poker. 
     The stage data  430  may include data describing various stages of a game. For some games, for example chess or checkers, the same rules may apply throughout. Other games, for example poker, may have distinct stages; e.g., a first betting stage, a draw stage, a second betting stage, etc. Accordingly, the stage data  430  can describe the various stages of multi-stage games including, for example and without limitation, when different conditions, tokens, rules or graphs apply, and whether the structure of a turn or round changes. 
     The token data  460  can include one or more token definitions  465   a ,  465   b ,  465   c , etc. (collectively, “token definitions  465 ”). A token definition  465  can describe aspects of a token including a name, an appearance, and properties, including which particular rules apply to the token. A token definition  465  can describe—for example, for a game piece—information regarding a starting position, options (e.g., movement capabilities), and constraints (e.g., cannot move to an occupied space). In some implementations, a token definition  465  can include two-dimensional or three-dimensional representational data that can be used by an image processing component of the system  120  to recognize the token in an image captured with a camera of a device  110 . The representational data can include image data in raster and/or vector formats. In some implementations, a token definition  465  can include representational data that can allow the system  120  to reproduce an image of the token using a display, light emitting diode (LED), projector, screen, or other visual output component. 
     The rules data  480  can include data representing one or more rules  482   a ,  482   b ,  482   c , etc. (collectively, “rules  482 ”). A rule  482  can be described according to one or more options  484   a ,  484   b ,  484   c , etc. (collectively, “options  484 ”) and one or more constraints  486   a ,  486   b ,  486   c , etc. (collectively, “constraints  486 ”). Example options  484  can include invoking a randomizer, moving one or more pieces, and/or drawing or playing one or more cards. An option  484  may be subject to one or more constraints  486  that limit how the option  484  may be exercised based on a current game state. For example, a constraint  486  may dictate that an otherwise valid move for a token cannot cause the token to leave the game board. Another constraint may set a specified maximum number of tokens in a player&#39;s inventory, and prevent the player from drawing a number of tokens dictated by the corresponding option  484 , if doing so would cause the number of tokens in the player&#39;s inventory to exceed the maximum. Another constraint  486  may prevent a player from making an otherwise permitted purchase if they do not have enough money in their inventory. 
     The game language data  490  can include game instructions and other natural language input regarding the game. The game ingestion engine  310  can import and integrate this natural language input according to, for example, the framework set forth in  FIGS.  17 - 22   . The game language data  490  can include a domain-specific libraries including a domain-specific language model (e.g., the language model  1454 -X described herein), a domain-specific named entity resolution (NER) component (e.g., the NER component  1562 -X), and/or a domain-specific intent classification (IC) component (e.g., the IC component  1564 -X). In some implementations, the game language data  490  may additionally or alternatively include data for inclusion in one or more general purpose libraries. The game language data  490  may include natural language generation data that may be used by the NLG component  279  component and/or text-to-speech data that may be used by the TTS component  280  to generate speech in the context of the game; for example, words and/or phrases unique to the game. 
     The randomizer data  450  can describe one or more randomizers  455   a ,  455   b ,  455   c , etc. (collectively “randomizers  455 ”). Each randomizer  455  can include parameters for generating a random output such as a coin flip, a die roll, a spinner, or a card draw from a shuffled deck. The parameters can define output type (e.g., integer, color, etc.), an output range (e.g., 1-6 for a six-sided die), and how many values to output (e.g., roll two dice). 
     Returning to  FIG.  3   , in some implementations, the game manager  265  can additionally include the game playthrough engine  390 . The game playthrough engine  390  can simulate hypothetical games to detect flaws the game data  315 . For example the game playthrough engine  390 , based on simulating one or more hypothetical games, may detect situations in which, for example, a rule or condition become ambiguous or contradictory in its application, or where the game reaches a state where no valid action is available; that is to say, a possible dead end. The game playthrough engine  390  can determine that the game data does not address such a state. In some implementations, the game playthrough engine  390  can output data indicating the flaw in the game data  315 , causing the system  120  to output a request for clarification or correction and process a natural language response to determine a modification of the game data  315 . The game playthrough engine  390  can determine that the modification resolves the potential flaw. The system  120  can then generate second, revised game data  315  based on the game data  315  and the modification.  FIG.  11    illustrates an example interaction between the user  5  and the system  120  in which the system  120  identifies a flaw in the game data, and causes the device  110  to output an indication of the flaw. In the example shown in  FIG.  11   , the game playthrough engine  390  may have simulated one or many hypothetical games using the game data. The game playthrough engine  390  has identified a situation in which a die roll of 6 while a player token is on a space A4 results in an ambiguous outcome. The user  5  can respond to the system  120  with natural language speech to with a rule clarification. In some implementations, the system  120  may also engage the game playthrough engine  390  to act as one or more computerized players participating in a game with one or more human users  5 . 
     The game play engine  320  may perform aspects game guidance on behalf of the system  120 . The game play engine  320  may, based on NLU results data for a spoken utterance, retrieve game data  315  for a requested game from the game database  270 . The game play engine  320  may, for example based on NLU results data for a spoken utterance, begin a game session. The game play engine  320  can receive information regarding the number of players participating in the game, including any computerized players to be managed by the game manager  265 . The game play engine  320  may determine the identity of player(s) in the game (for example based on data provided by user recognition component  295 ). The game play engine  320  may determine a level of difficulty of the game for each player (for example as a result of a user selection or spoken input to device  110  or other device). The game play engine  320  can use the game data  315  to set an initial state of the game in the game state component  330  (described further below) based on the game data  315  and the number of players. The game play engine  320  can also determine which rules to use for a particular game instance based on difficult level, house rules, game expansions, or the like. The game play engine  320  can generate output data describing an initial game setup, which the language generation component  293  can convert into verbal instructions. The game play engine  320  may also process questions about the rules, and generate verbal answers. The guidance can include instructions on how to perform an initial setup of the physical game board and/or physical tokens such as playing pieces, cards, etc., both globally and for each player. The game play engine  320  can guide the players through turns, rounds, and stages of the game based on the stage data  430  and turn data  435 . The game play engine  320  can apply rules data  480 , and notify players of invalid moves or other actions. The game play engine  320  may generate random outputs according to the randomizer data  450 . Each action can change the game state, and the game play engine  320  can perform a corresponding update to the game state component  330 . The game play engine  320  can monitor aspects of the game to determine if and when conditions data  420  may be invoked. In some implementations, the game play engine  320  may suggest moves, such as upon request of a player, following a certain period of inaction, or based on a sentiment detection signal from the sentiment detection component  275 . In some implementations, the game play engine  320  may offer kudos or congratulations based on a sentiment detection signal of happiness following a particular event or end of the game. Sentiment detection is described in additional detail below with regard to  FIG.  26   . 
     The game manager  265  can include a game state component  330 . The game state component  330  can keep track of state data such as values for various parameters and/or variables related to a game in progress. The state data can include positional data regarding what pieces are in what game spaces; for example, which tokens are associated with which nodes of the graph. The state data can include inventory data regarding tokens and/or points/money that are in the possession of each player, the house, and/or in play or in reserve globally; for example, which playing cards are in which players&#39; hands and which are in a draw pile and/or a discard pile. The state data can include turn data regarding the current position within a game progression; for example, that it is the beginning of Player 1&#39;s turn. 
     The game state component  330  can include player data  340   a ,  340   b , and  340   c  (collectively “player data  340 ”) and global data  360 . Each player of the game may be associated with an instance of the player data  340 . The player data  340  may also include an identifier for the player, which may be linked to a specific identified individual (for example using user recognition component  295 ) or may simply identify the user anonymously (e.g., Player1, Player2, etc.). The player data  340  may include a proper name and/or avatar for the player. If the system(s)  120  is acting as an additional player, for example a co-player, an opponent, or the house, there may be an additional player data  340  associated with the player representing the system. Player data  340  may be initially defined for players generally in the game data  315 , and then change over the course of the game based on, for example, user decisions and in-game events. The player data  340  can include a player inventory  380   a ,  380   b , and  380   c  (collectively “player inventories  380 ”) and player token data  345   a ,  345   b , and  345   c  (collectively “player token data  345 ”). The player inventories  380  can maintain an amount of various player possessions such as points, money, counters, etc. The player token data  345  can store position and other state information for tokens in play; for example, token modifiers such as counters or flags associated with individual tokens, which play is associated with which token, etc. 
     The global data  360  can further include global token data  350  and global inventory  370 . Similar to the player token data  345 , the global token data  350  can store position and other state information for tokens in play yet not associated with individual players; for example, a draw pile and/or other dynamic objects of a board game such as a roving hazard. The global token data  350  may additionally maintain information related to any token modifiers and/or counters or flags associated with individual tokens. The global inventory  370  can maintain total available inventories for the game, or remaining inventories less items and amounts belonging to individual player inventories  380 . In some implementations, the game state component  330  may reside in the game database  270 . 
       FIGS.  5  through  7    are conceptual diagrams of various examples of game data stored in the game database, according to embodiments of the present disclosure.  FIG.  5    illustrates example game data  315  generated by the game ingestion engine  310  for a game played with pieces on a game board with game spaces distributed in a rectangular grid, such as could be used for a game of chess or checkers. Accordingly, the game graph  525  may be represented in the form of a two-dimensional array. The game graph  525  may have directionality. The directionality may be different for each player; for example, north to south may be forward for a first player while south to north may be forward for a second player. In this example, the token data  560  may specify multiple token definitions  565   a ,  565   b ,  565   c , etc. (collectively “token definitions  565 ”). For a game of checkers, however, the token data  560  may only include one or two token definitions  565  to define a normal piece and one that has, for example, become a king by virtue of reaching the far side of the board. The token definition  565  may include representational data that can allow for recognition of the piece via a camera of the device  110 . The game progression data  510  may include initial state data  515  describing an initial layout of the game board, initial player inventories (e.g., how many pieces each player starts with, for example on the board or in reserve) and dictating which player moves first. The conditions data  520  may dictate various ends of the game (e.g., a draw if no player has a move available, a win/loss if a player loses all pieces or a key piece). Turn data  535  may specify what may occur during each player&#39;s turn; for example, a player may move a single piece according to its corresponding rule  582 . The rules data  580  may store rules  582   a ,  582   b ,  582   c , etc. (collectively “rules  582 ”). Each rule may consist of one or more options  584   a ,  584   b ,  584   c , etc. (collectively “options  584 ”) and one or more constraints  586   a ,  586   b ,  586   c , etc. (collectively “constraints  586 ”). For example, an option  584  may dictate that a particular piece may move forward one space and attack diagonally forward one space. A corresponding constraint  586  may dictate that the piece may move forward to an occupied space, and may not attack an empty space. In some implementations, the option  584  may be associated with more than one constraint  586 . 
       FIG.  6    illustrates example game data  315   b  generated by the game ingestion engine  310  for a game played with pieces on a game board having a linear and incremental distribution of spaces, with possible links forwards and/or backwards between non-adjacent spaces. Accordingly, the game graph  625  may be represented by a directed graph such as the graph  625 . In some cases, each node in the graph  625  may have additional information such as properties of the node. For example, each node may be assigned a color, and the game may progress by players moving based on a color randomly selected by a virtual spinner according randomizer data. Each player may have a single token representing her or his position on the game board. Accordingly, the token data  660  may include only a single token definition  665  describing the properties of the game piece (e.g., representational data corresponding to its appearance so the system  120  can observe the position of the piece on the game board). The game may be played with a spinner that a user may spin to a random color. Accordingly, the randomizer data  650  may include a randomizer definition  655  for only a single randomizer. The randomizer definition  655  may include parameters for generating an integer value between 1 and a number equal to the number of possible colors, plus a lookup table for mapping the resulting integer to a color. A TTS component  280  of the system  120  may be engaged to verbally announce the result of a spin. The rules data  680  may include one or more rules  682   a ,  682   b ,  682   c , etc. (collectively “rules  682 ”) of the game that may, for example, dictate that a player&#39;s move may blocked if the output of the spin results in the player&#39;s token landing on an occupied space; that is, a space already occupied another player&#39;s token or other token of the game. The game progression data  610  may include the graph  625 , initial state data  615 , conditions data  620 , and turn data  635 . The initial state data  615  may state that the game starts with each player&#39;s token positioned on a first space (possibly represented by a “0” or “1” space in the graph  625 ), and that the youngest player goes first. The turn data  635  may describe each turn of the game, specifying, for example, that a turn starts with a spin and then a player moving their token to the next space of that color. The conditions data  620  may specify that the first player to get their token to an ultimate space of the game board—e.g., a final node in the graph  625 , is the winner. 
       FIG.  7    illustrates example game data  315   c  generated by the game ingestion engine  310  for a game played with only a deck of cards; for example, a variant of poker. Accordingly, the game data  315   c  may not include a graph. In some implementations, however, the game data  315   c  may include positional data indicating relative positions of played cards (for example, runs and triples in Rummy), a draw pile, a discard pile, etc. The token data  760  may include token definitions  765   a ,  765   b ,  765   c , etc. (collectively “token definitions  765 ”). A token definition  765  may describe a card in the deck, including its appearance and rank, and, when applicable, its suit. The game data  315   c  may include randomizer data  750  having a randomizer  755 . The randomizer  755  may describe shuffling the deck. For example, for a 52-card deck, the randomizer  755  may include parameters for outputting fifty-two random integers between 1 and 52 (without repeats) assigning those values sequentially to the cards, and then ordering those cards into a stack (e.g., a virtual shoe) in order of the randomly assigned value. The initial state data  715  may specify how many cards are assigned to each player&#39;s inventory at the beginning of the game, as well as any cards that may be in play. The stage data  730  may specify different stages of the game; for example, one or more betting and/or drawing stages. The turn data  735  may specify the actions a player may take during a betting stage turn and/or a drawing stage turn. The rules data  780  may include rules  782   a ,  782   b ,  782   c , etc. (collectively “rules  782 ”) that may describe, for example, how a player may respond to another player&#39;s bet, how many cards may be discarded and/or drawn during a draw phase, etc. The conditions data  720  may include conditions for deciding winner(s) and/or loser(s) at the end of a game. For example, the conditions data  720  may state that at the end of so many stages and/or rounds, any player who has not folded must show their cards. The conditions data  720  may include information for scoring a player&#39;s hand. The conditions data  720  may state that the player having the hand with the highest score wins. 
       FIG.  8    illustrates a user  5  guiding ingestion of a game by the system  120 , according to embodiments of the present disclosure. The user  5  (which may be a tabletop game developer during the ingestion phase, but an actual player during game play) can provide the system  120  with information representing the text of the game instructions. The developer may, via the device  110  and a camera  810  of the device  110 , provide images of a game board  9  of the game to the system  120 . In doing so, the user  5  may use verbal and visual cues (such as hand gestures) to indicate which portions of the game board  9  are spaces for purposes of the game, which include information such as a legend, which represent locations for tokens such as a stack of cards, and which features merely represent background graphics. The user  5  may be able to interact with the system  120  using spoken natural language to answer questions regarding flaws the system  120  may detect in game data generated from the instructions and images provided to it. A framework for importing and integrating the natural language game input is described in additional detail below with regard to  FIGS.  17 - 22   . 
       FIG.  9    illustrates a device  110  capturing images of a game board  9 , according to embodiments of the present disclosure. The game board  9  has various features including a starting space  910  and an end space  915  connected by a linear progression of spaces. Some of the spaces are marked with symbols (e.g., a square or triangle) indicating additional properties of the space. A legend  920  in the upper right includes a description of the symbols. The game board  9  includes a matrix bar code  925  such as a QR code. The system  120  can use the matrix bar code  925  to simplify identification of the game; e.g., without performing more complicated computer vision/image processing. The game board  9  may include background graphics  930 . The system  120  may use image processing to distinguish background graphics  930  from visual features of the game board  9  related to game play. In some implementations, the system  120  may request the user  5  to indicate relevant and non-relevant graphics; for example, by pointing or using other hand gestures in combination with spoken input. Depending on system permissions, data obtained by the system  120  during this process may be stored with regard to the particular user  6  and/or may be stored in a manner so that the game data may be used with regard to other users who may operate the same game. 
       FIG.  10    illustrates a device  110  capturing images of game tokens, according to embodiments of the present disclosure. In  FIG.  10   , the tokens are cards that can represent different creatures, artifacts, and/or powers. An image data ingestion component  1310  of the image processing/computer vision component  240  may coordinate ingestion of image data and creating data that can then be used for later recognition of objects, for example, game pieces. The image processing/computer vision component  240  is described in additional detail below with regard to  FIG.  13   . The system  120  can process the image of the tokens to learn the appearance of each and process the accompanying text  1040  and/or symbols  1045 . The system  120  can generate token definitions  465  based on the captured images. In some implementations, the user  5  can supplement the input with verbal descriptions of the cards and their properties. The system  120  may be able to learn, through guidance, the meaning of the different symbols. For example, if the user  5  describes the symbols with regard to one card, the system  120  may be able to apply that description to cards with similar symbols. In some cases, the cards may include a code  1025  for easier recognition by the system  120 . The matrix bar codes  925 / 1025  may be a code that is recognizable through quick computer vision/image processing techniques (e.g., a QR code, UPC code, or other code). The matrix bar code  925 / 1025  may be recognized by the system and may be associated with a unique identifier such that the system can determine the unique identifier upon recognizing the code. The system can then identify the card associated with the unique identifier within the appropriate game data  315 . The system can then use game data according to the aspects described herein. Although the code  1025  is shown with regard to a card, such a code  1025  can be used with a variety of other game play components such as a board (as shown above with code  925 ), board segment (e.g., a board may have multiple codes  925 ), game play token, game piece, etc. thus allowing quick computer recognition of the game aspect including the code  1025 . 
     The system(s)  120  may include image processing/computer vision component  240 . The image processing/computer vision component  240  may located across different physical and/or virtual machines. The image processing/computer vision component  240  may receive and analyze image data (which may include single images or a plurality of images such as in a video feed). The image processing/computer vision component  240  may work with other components of the system  120  to perform various operations. For example the image processing/computer vision component  240  may work with user recognition component  295  to assist with user recognition using image data. The image processing/computer vision component  240  may also work with game manager  265  to assist with game play based on image data, for example identifying pieces/cards, board configuration, card position, or a variety of other image based operations. The image processing/computer vision component  240  may be configured to add data to and/or operate on data available through game database  270 . The image processing/computer vision component  240  may also include or otherwise be associated with image data storage  1370  which may store aspects of image data used by image processing/computer vision component  240 . The image data may be of different formats such as JPEG, GIF, BMP, MPEG, and the like. 
     Image data ingestion component  1310  may coordinate ingestion of image data and creating data that can then be used for later recognition of objects, for example, game pieces. In certain configurations image data may be pre-provided by a game manufacturer and may be accompanied by tags or other metadata for automated ingestion by image data ingestion component  1310  to populate the game database  270  with information about game play components. In other situations, for example, as discussed in reference to  FIGS.  8  through  12   , the system may guide the user through providing images of a game that may be ingested by the system. The system may walk the user through obtaining different images of game components along with descriptions thereof (which may be obtained through optical character recognition (OCR) operations, spoken descriptions processed by language processing component  292 , or otherwise). For example, several images of a particular object may be taken from multiple points of view (for example, left view, right view, top view, bottom view, etc.). The system  120  may guide the user through the process of obtaining these images by knowing how many points of view are desired and asking the user to present each one. The user may also identify the point of view when showing a game piece to the system for image capture/analysis. These images from the multiple points of view may then be used to train a planar recognizer or other component for later recognition. During later operations geometric verification techniques may then be used (for example by object detection component  1330 ) to confirm that an object in a query image matches an object in a stored database image. In this manner, recognition of 3D objects may be performed in the absence of a 3D model. 
     Image matching algorithms, such as those used by image processing/computer vision component  240 , may take advantage of the fact that an image of an object or scene contains a number of feature points. Feature points are specific points in an image which are robust to changes in image rotation, scale, viewpoint or lighting conditions. This means that these feature points will often be present in both the images to be compared, even if the two images differ. These feature points may also be known as “points of interest.” Therefore, a first stage of the image matching algorithm may include finding these feature points in the image. An image pyramid may be constructed to determine the feature points of an image. An image pyramid is a scale-space representation of the image, e.g., it contains various pyramid images, each of which is a representation of the image at a particular scale. The scale-space representation enables the image matching algorithm to match images that differ in overall scale (such as images taken at different distances from an object). Pyramid images may be smoothed and downsampled versions of an original image. 
     To build a database of object images, with multiple objects per image, a number of different images of an object may be taken from different viewpoints. From those images, feature points may be extracted and pyramid images constructed. Multiple images from different points of view of each particular object may be taken and linked within the database (for example within a tree structure described below). The multiple images may correspond to different viewpoints of the object sufficient to identify the object from any later angle that may be included in a user&#39;s query image. For example, a shoe may look very different from a bottom view than from a top view than from a side view. For certain objects, this number of different image angles may be 6 (top, bottom, left side, right side, front, back), for other objects this may be more or less depending on various factors, including how many images should be taken to ensure the object may be recognized in an incoming query image. With different images of the object available, it is more likely that an incoming image from a user may be recognized by the system and the object identified, even if the user&#39;s incoming image is taken at a slightly different angle. 
     This process may be repeated for multiple objects. For large databases, such as an online shopping database where a user may submit an image of an object to be identified, this process may be repeated thousands, if not millions of times to construct a database of images and data for image matching. The database also may continually be updated and/or refined to account for a changing catalog of objects to be recognized. 
     When configuring the database, pyramid images, feature point data, and/or other information from the images or objects may be used to cluster features and build a tree of objects and images, where each node of the tree will keep lists of objects and corresponding features. The tree may be configured to group visually significant subsets of images/features to ease matching of submitted images for object detection. Data about objects to be recognized may be stored by the system in image data storage  1370 , game database  270 , or other storage component. 
     Image selection component  1320  may select desired images from input image data to use for image processing at runtime. For example, input image data may come from a series of sequential images, such as a video stream where each image is a frame of the video stream. These incoming images need to be sorted to determine which images will be selected for further object recognition processing as performing image processing on low quality images may result in an undesired user experience. To avoid such an undesirable user experience, the time to perform the complete recognition process, from first starting the video feed to delivering results to the user, should be as short as possible. As images in a video feed may come in rapid succession, the image processing/computer vision component  240  may be configured to select or discard an image quickly so that the system can, in turn, quickly process the selected image and deliver results to a user. The image selection component  1320  may select an image for object recognition by computing a metric/feature for each frame in the video feed and selecting an image for processing if the metric exceeds a certain threshold. While  FIG.  13    illustrates image selection component  1320  as part of system  120 , it may also be located on device  110  so that the device may select only desired image(s) to send to system  120 , thus avoiding sending too much image data to system  120  (thus expending unnecessary computing/communication resources). Thus the device may select only the best quality images for purposes of image analysis. 
     The metrics used to select an image may be general image quality metrics (focus, sharpness, motion, etc.) or may be customized image quality metrics. The metrics may be computed by software components or hardware components. For example, the metrics may be derived from output of device sensors such as a gyroscope, accelerometer, field sensors, inertial sensors, camera metadata, or other components. The metrics may thus be image based (such as a statistic derived from an image or taken from camera metadata like focal length or the like) or may be non-image based (for example, motion data derived from a gyroscope, accelerometer, GPS sensor, etc.). As images from the video feed are obtained by the system, the system, such as a device, may determine metric values for the image. One or more metrics may be determined for each image. To account for temporal fluctuation, the individual metrics for each respective image may be compared to the metric values for previous images in the image feed and thus a historical metric value for the image and the metric may be calculated. This historical metric may also be referred to as a historical metric value. The historical metric values may include representations of certain metric values for the image compared to the values for that metric for a group of different images in the same video feed. The historical metric(s) may be processed using a trained classifier model to select which images are suitable for later processing. 
     For example, if a particular image is to be measured using a focus metric, which is a numerical representation of the focus of the image, the focus metric may also be computed for the previous N frames to the particular image. N is a configurable number and may vary depending on system constraints such as latency, accuracy, etc. For example, N may be 30 image frames, representing, for example, one second of video at a video feed of 30 frames-per-second. A mean of the focus metrics for the previous N images may be computed, along with a standard deviation for the focus metric. For example, for an image number X+1 in a video feed sequence, the previous N images, may have various metric values associated with each of them. Various metrics such as focus, motion, and contrast are discussed, but others are possible. A value for each metric for each of the N images may be calculated, and then from those individual values, a mean value and standard deviation value may be calculated. The mean and standard deviation (STD) may then be used to calculate a normalized historical metric value, for example STD(metric)/MEAN(metric). Thus, the value of a historical focus metric at a particular image may be the STD divided by the mean for the focus metric for the previous N frames. For example, historical metrics (HIST) for focus, motion, and contrast may be expressed as: 
     
       
         
           
             
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     In one embodiment the historical metric may be further normalized by dividing the above historical metrics by the number of frames N, particularly in situations where there are small number of frames under consideration for the particular time window. The historical metrics may be recalculated with each new image frame that is received as part of the video feed. Thus each frame of an incoming video feed may have a different historical metric from the frame before. The metrics for a particular image of a video feed may be compared historical metrics to select a desirable image on which to perform image processing. 
     Image selection component  1320  may perform various operations to identify potential locations in an image that may contain recognizable text. This process may be referred to as glyph region detection. A glyph is a text character that has yet to be recognized. If a glyph region is detected, various metrics may be calculated to assist the eventual optical character recognition (OCR) process. For example, the same metrics used for overall image selection may be re-used or recalculated for the specific glyph region. Thus, while the entire image may be of sufficiently high quality, the quality of the specific glyph region (e.g., focus, contrast, intensity, etc.) may be measured. If the glyph region is of poor quality, the image may be rejected for purposes of text recognition. 
     Image selection component  1320  may generate a bounding box that bounds a line of text. The bounding box may bound the glyph region. Value(s) for image/region suitability metric(s) may be calculated for the portion of the image in the bounding box. Value(s) for the same metric(s) may also be calculated for the portion of the image outside the bounding box. The value(s) for inside the bounding box may then be compared to the value(s) outside the bounding box to make another determination on the suitability of the image. This determination may also use a classifier. 
     Additional features may be calculated for determining whether an image includes a text region of sufficient quality for further processing. The values of these features may also be processed using a classifier to determine whether the image contains true text character/glyphs or is otherwise suitable for recognition processing. To locally classify each candidate character location as a true text character/glyph location, a set of features that capture salient characteristics of the candidate location is extracted from the local pixel pattern. Such features may include aspect ratio (bounding box width/bounding box height), compactness (4*π*candidate glyph area/(perimeter) 2 ), solidity (candidate glyph area/bounding box area), stroke-width to width ratio (maximum stroke width/bounding box width), stroke-width to height ratio (maximum stroke width/bounding box height), convexity (convex hull perimeter/perimeter), raw compactness (4*π*(candidate glyph number of pixels)/(perimeter) 2 ), number of holes in candidate glyph, or other features. Other candidate region identification techniques may be used. For example, the system may use techniques involving maximally stable extremal regions (MSERs). Instead of MSERs (or in conjunction with MSERs), the candidate locations may be identified using histogram of oriented gradients (HoG) and Gabor features. 
     If an image is sufficiently high quality it may be selected by image selection component  1320  for sending to another component (e.g., from device to system  120 ) and/or for further processing, such as text recognition, object detection/resolution, etc. 
     The feature data calculated by image selection component  1320  may be sent to other components such as text recognition component  1340 , object detection component  1330 , object resolution component  1350 , etc. so that those components may use the feature data in their operations. Other preprocessing operations such as masking, binarization, etc. may be performed on image data prior to recognition/resolution operations. Those preprocessing operations may be performed by the device prior to sending image data or by system  120 . 
     Object detection component  1330  may be configured to analyze image data to identify one or more objects represented in the image data. Various approaches can be used to attempt to recognize and identify objects, as well as to determine the types of those objects and applications or actions that correspond to those types of objects, as is known or used in the art. For example, various computer vision algorithms can be used to attempt to locate, recognize, and/or identify various types of objects in an image or video sequence. Computer vision algorithms can utilize various different approaches, as may include edge matching, edge detection, recognition by parts, gradient matching, histogram comparisons, interpretation trees, and the like. 
     The object detection component  1330  may process at least a portion of the image data to determine feature data. The feature data is indicative of one or more features that are depicted in the image data. For example, the features may be game pieces, board pieces, or other objects, for example as represented by stored data in game database  270 . Other examples of features may include shapes of body parts or other such features that identify the presence of a human. Other examples of features may include edges of doors, shadows on the wall, texture on the walls, portions of artwork in the environment, and so forth to identify a space. The object detection component  1330  may compare detected features to stored data (e.g., in game database  270 , image data storage  1370 , or other storage) indicating how detected features may relate to known objects for purposes of object detection. 
     Various techniques may be used to determine the presence of features in image data. For example, one or more of a Canny detector, Sobel detector, difference of Gaussians, features from accelerated segment test (FAST) detector, scale-invariant feature transform (SIFT), speeded up robust features (SURF), color SIFT, local binary patterns (LBP), trained convolutional neural network, or other detection methodologies may be used to determine features in the image data. A feature that has been detected may have an associated descriptor that characterizes that feature. The descriptor may comprise a vector value in some implementations. For example, the descriptor may comprise data indicative of the feature with respect to many (e.g.,  256 ) different dimensions. 
     One statistical algorithm that may be used for geometric matching of images is the Random Sample Consensus (RANSAC) algorithm, although other variants of RANSAC-like algorithms or other statistical algorithms may also be used. In RANSAC, a small set of putative correspondences is randomly sampled. Thereafter, a geometric transformation is generated using these sampled feature points. After generating the transformation, the putative correspondences that fit the model are determined. The putative correspondences that fit the model and are geometrically consistent and called “inliers.” The inliers are pairs of feature points, one from each image, that may correspond to each other, where the pair fits the model within a certain comparison threshold for the visual (and other) contents of the feature points, and are geometrically consistent (as explained below relative to motion estimation). A total number of inliers may be determined. The above mentioned steps may be repeated until the number of repetitions/trials is greater than a predefined threshold or the number of inliers for the image is sufficiently high to determine an image as a match (for example the number of inliers exceeds a threshold). The RANSAC algorithm returns the model with the highest number of inliers corresponding to the model. 
     To further test pairs of putative corresponding feature points between images, after the putative correspondences are determined, a topological equivalence test may be performed on a subset of putative correspondences to avoid forming a physically invalid transformation. After the transformation is determined, an orientation consistency test may be performed. An offset point may be determined for the feature points in the subset of putative correspondences in one of the images. Each offset point is displaced from its corresponding feature point in the direction of the orientation of that feature point. The transformation is discarded based on orientation of the feature points obtained from the feature points in the subset of putative correspondences if any one of the images being matched and its offset point differs from an estimated orientation by a predefined limit. Subsequently, motion estimation may be performed using the subset of putative correspondences which satisfy the topological equivalence test. 
     Motion estimation (also called geometric verification) may determine the relative differences in position between corresponding pairs of putative corresponding feature points. A geometric relationship between putative corresponding feature points may determine where in one image (e.g., the image input to be matched) a particular point is found relative to that potentially same point in the putatively matching image (e.g., a database image). The geometric relationship between many putatively corresponding feature point pairs may also be determined, thus creating a potential map between putatively corresponding feature points across images. Then the geometric relationship of these points may be compared to determine if a sufficient number of points correspond (that is, if the geometric relationship between point pairs is within a certain threshold score for the geometric relationship), thus indicating that one image may represent the same real-world physical object, albeit from a different point of view. Thus, the motion estimation may determine that the object in one image is the same as the object in another image, only rotated by a certain angle or viewed from a different distance, etc. 
     The above processes of image comparing feature points and performing motion estimation across putative matching images may be performed multiple times for a particular query image to compare the query image to multiple potential matches among the stored database images. Dozens of comparisons may be performed before one (or more) satisfactory matches that exceed the relevant thresholds (for both matching feature points and motion estimation) may be found. The thresholds may also include a confidence threshold, which compares each potential matching image with a confidence score that may be based on the above processing. If the confidence score exceeds a certain high threshold, the system may stop processing additional candidate matches and simply select the high confidence match as the final match. Or if, the confidence score of an image is within a certain range, the system may keep the candidate image as a potential match while continuing to search other database images for potential matches. In certain situations, multiple database images may exceed the various matching/confidence thresholds and may be determined to be candidate matches. In this situation, a comparison of a weight or confidence score may be used to select the final match, or some combination of candidate matches may be used to return results. The system may continue attempting to match an image until a certain number of potential matches are identified, a certain confidence score is reached (e.g., individually with a single potential match or among multiple matches), or some other search stop indicator is triggered. For example, a weight may be given to each object of a potential matching database image. That weight may incrementally increase if multiple query images (for example, multiple frames from the same image stream) are found to be matches with database images of a same object. If that weight exceeds a threshold, a search stop indicator may be triggered and the corresponding object selected as the match. 
     Once an object is detected by object detection component  1330  the system may determine which object is actually seen using object resolution component  1350 . Thus one component, such as object detection component  1330 , may detect if an object is represented in an image while another component, object resolution component  1350  may determine which object is actually represented. Although illustrated as separate components, the system may also be configured so that a single component may perform both object detection and object resolution. 
     For example, when a database image is selected as a match to the query image, the object in the query image may be determined to be the object in the matching database image. An object identifier associated with the database image (such as a product ID or other identifier) may be used to return results to a user, along the lines of “I see you holding piece X” along with other information, such giving the user information about the piece or giving the user the description of how a game component is used in game play. If multiple potential matches are returned (such as when the system can&#39;t determine exactly what object is found or if multiple objects appear in the query image) the system may indicate to the user that multiple potential matching objects are found and may return information/options related to the multiple objects. 
     In another example, object detection component  1330  may determine that a type of object is represented in image data and object resolution component  1350  may then determine which specific object is represented, for example performing specific operations to determine which game piece is shown that goes with a specific game, or which specific card that has which attributes, etc. The object resolution component  1350  may also make available specific data about a recognized object to further components such as game manager  265 , etc. so that further operations may be performed with regard to the resolved object. 
     If an object is detected in image data, the image processing/computer vision component  240  may determine position data within an image that identifies the location of the object within the image. The system  120  may then determine (using image processing/computer vision component  240 , game manager  265 , or other component) position data relative to the game playing environment in which the object is located. The system  120  may then make that data available to other components (e.g., game manager  265 , etc.) to take operations relative to the object. For example, if a certain game piece is detected in image data by the image processing/computer vision component  240 , the game manager  265  may determine the piece should be illuminated for some game playing purposes such as suggesting a move. The system  120  may determine where the piece is in the environment of the game relative to device  110 , and may then instruct the light projection component  3330  to project a certain color light on the piece&#39;s location in the environment to highlight the piece to the user. 
     Object detection component  1330  may be configured to process image data to detect a representation of an approximately two-dimensional (2D) object (such as a flat card) or a three-dimensional (3D) object (such as a game piece). Such recognition may be based on available stored data (e.g., in the game database  270 , the image data storage  1370 , etc.) which in turn may have been provided through an image data ingestion process managed by image data ingestion component  1310 . Various techniques may be used to determine the presence of features in image data. For example, one or more of a Canny detector, Sobel detector, difference of Gaussians, features from accelerated segment test (FAST) detector, scale-invariant feature transform (SIFT), speeded up robust features (SURF), color SIFT, local binary patterns (LBP), trained convolutional neural network, or other detection methodologies may be used to determine features in the image data. A feature that has been detected may have an associated descriptor that characterizes that feature. The descriptor may comprise a vector value in some implementations. For example, the descriptor may comprise data indicative of the feature with respect to many (e.g.,  256 ) different dimensions. 
       FIG.  14    is a conceptual diagram of an ASR component  250 , according to embodiments of the present disclosure. The ASR component  250  may interpret a spoken natural language input based on the similarity between the spoken natural language input and pre-established language model(s)  1454  stored in an ASR model storage  1452 . For example, the ASR component  250  may compare the audio data with models for sounds (e.g., subword units or phonemes) and sequences of sounds to identify words that match the sequence of sounds spoken in the natural language input. The language model(s)  1454  can include domain-specific language model(s), such as a language model  1454 -X generated for a particular game as described further below with regard to  FIGS.  17 - 22   . Alternatively, the ASR component  250  may use a finite state transducer (FST)  1455  to implement the language model functions. 
     The ASR component  250  may generate ASR output data  1405  in the form of one or more ASR hypotheses. When the ASR component  250  generates more than one ASR hypothesis for a single spoken natural language input, each ASR hypothesis may be assigned a score (e.g., probability score, confidence score, etc.) representing a likelihood that the corresponding ASR hypothesis matches the spoken natural language input (e.g., representing a likelihood that a particular set of words matches those spoken in the natural language input). The score may be based on a number of factors including, for example, the similarity of the sound in the spoken natural language input to models for language sounds (e.g., an acoustic model  1453  stored in the ASR model storage  1452 ), and the likelihood that a particular word, which matches the sounds, would be included in the sentence at the specific location (e.g., using a language or grammar model  1454 ). Based on the considered factors and the assigned confidence score, the ASR component  250  may output an ASR hypothesis that most likely matches the spoken natural language input, or may output multiple ASR hypotheses in the form of a lattice or an N-best list, with each ASR hypothesis corresponding to a respective score. 
     The ASR component  250  may include a speech recognition engine  1458 . The ASR component  250  receives audio data  211  (for example, received from a local device  110  having processed audio detected by a microphone by an acoustic front end (AFE) or other component). The speech recognition engine  1458  compares the audio data  211  with acoustic models  1453 , language models  1454 , FST(s)  1455 , and/or other data models and information for recognizing the speech conveyed in the audio data. The audio data  211  may be audio data that has been digitized (for example by an AFE) into frames representing time intervals for which the AFE determines a number of values, called features, representing the qualities of the audio data, along with a set of those values, called a feature vector, representing the features/qualities of the audio data within the frame. In at least some embodiments, audio frames may be 10 ms each. Many different features may be determined, as known in the art, and each feature may represent some quality of the audio that may be useful for ASR processing. A number of approaches may be used by an AFE to process the audio data, such as mel-frequency cepstral coefficients (MFCCs), perceptual linear predictive (PLP) techniques, neural network feature vector techniques, linear discriminant analysis, semi-tied covariance matrices, or other approaches known to those of skill in the art. 
     The speech recognition engine  1458  may process the audio data  211  with reference to information stored in the ASR model storage  1452 . Feature vectors of the audio data  211  may arrive at the system  120  encoded, in which case they may be decoded prior to processing by the speech recognition engine  1458 . 
       FIGS.  15  and  16    illustrates how the NLU component  260  may perform NLU processing.  FIG.  15    is a conceptual diagram of how natural language processing is performed, according to embodiments of the present disclosure. And  FIG.  16    is a conceptual diagram of how natural language processing is performed, according to embodiments of the present disclosure. The NLU component  260  may include one or more recognizers  1563 . In at least some embodiments, a recognizer  1563  may be associated with a skill system  125  (e.g., the recognizer may be configured to interpret text data to correspond to the skill system  125 ). In at least some other examples, a recognizer  1563  may be associated with a domain (e.g., the recognizer may be configured to interpret text data to correspond to the domain). 
     Recognizers  1563  may process text data in parallel, in series, partially in parallel, etc. For example, a recognizer corresponding to a first domain may process text data at least partially in parallel to a recognizer corresponding to a second domain. For further example, a recognizer corresponding to a first skill system may process text data at least partially in parallel to a recognizer corresponding to a second skill system. 
     The NLU component  260  may communicate with various storages. The NLU component  260  may communicate with an NLU storage  1573 , which includes skill system grammars ( 1576   a - 1576   n ), representing how natural language inputs may be formulated to invoke skill systems  125 , and skill system intents ( 1578   a - 1578   n ) representing intents supported by respective skill systems  125 . 
     Each recognizer  1563  may be associated with a particular grammar  1576 , a particular intent(s)  1578 , and a particular personalized lexicon  1586  (stored in an entity library  1582 ). A gazetteer  1584  may include skill system-indexed lexical information associated with a particular user. For example, Gazetteer A ( 1584   a ) may include skill system-indexed lexical information  1586   aa  to  1586   an . A user&#39;s music skill system lexical information might include album titles, artist names, and song names, for example, whereas a user&#39;s contact list skill system lexical information might include the names of contacts. Since every user&#39;s music collection and contact list is presumably different, this personalized information may improve entity resolution. 
     Each recognizer  1563  may include a NER component  1562  that attempts to identify grammars and lexical information that may be used to construe meaning with respect to text data input therein. A NER component  1562  identifies portions of text data that correspond to a named entity that may be recognizable by the system  120 . A NER component  1562  may also determine whether a word refers to an entity that is not explicitly mentioned in the text, for example “him,” “her,” “it” or other anaphora, exophora or the like. 
     A NER component  1562  applies grammar models  1576  and lexical information  1586  associated with one or more skill systems  125  to determine a mention of one or more entities in text data input therein. In this manner, a NER component  1562  identifies “slots” (e.g., particular words in text data) that may be needed for later processing. A NER component  1562  may also label each slot with a type (e.g., noun, place, city, artist name, song name, etc.). 
     Each grammar model  1576  may include the names of entities (e.g., nouns) commonly found in speech about a particular skill system  125  to which the grammar model  1576  relates, whereas lexical information  1586  may be personalized to the user identifier output by a user recognition component  295  for the natural language input. For example, a grammar model  1576  associated with a shopping skill system may include a database of words commonly used when people discuss shopping. 
     A downstream process called named entity resolution actually links a portion of text data (identified by a NER component  1562 ) to a specific entity known to the system  120 . To perform named entity resolution, the NLU component  260  may use gazetteer information ( 1584   a - 1584   n ) stored in the entity library storage  1582 . The gazetteer information  1584  may be used to match text data (identified by a NER component  1562 ) with different entities, such as song titles, contact names, etc. Gazetteers may be linked to users (e.g., a particular gazetteer may be associated with a specific user&#39;s music collection), may be linked to certain skill systems  125  (e.g., a shopping skill system, a music skill system, a video skill system, a communications skill system, etc.), or may be organized in another manner. 
     Each recognizer  1563  may also include an IC component  1564  that processes text data input thereto to determine an intent(s) of a skill system(s)  125  that potentially corresponds to the natural language input represented in the text data. An intent corresponds to an action to be performed that is responsive to the natural language input represented by the text data. An IC component  1564  may communicate with a database  1578  of words linked to intents. For example, a music intent database may link words and phrases such as “quiet,” “volume off,” and “mute” to a &lt;Mute&gt; intent. A game intent database may link words and phrases such as “draw,” “roll,” and “move.” An IC component  1564  identifies potential intents by comparing words and phrases in text data to the words and phrases in an intents database  1578  associated with the skill system(s)  125  that is associated with the recognizer  1563  implementing the IC component  1564 . 
     The intents identifiable by a specific ICIC component  1564  may be linked to one or more skill system-specific grammar frameworks  1576  with “slots” to be filled. Each slot of a grammar framework  1576  corresponds to a portion of text data that a NER component  1562  believes corresponds to an entity. For example, a grammar framework  1576  corresponding to a &lt;PlayMusic&gt; intent may correspond to text data sentence structures such as “Play {Artist Name},” “Play {Album Name},” “Play {Song name},” “Play {Song name} by {Artist Name},” etc. A grammar framework  1576  corresponding to a &lt;PlayGame&gt; intent may correspond to text data sentence structures such as “Play {Game Title},” “Play {Game Publisher},” “Play {Saved Game Instance},” “Play {Game Title} by {Game Publisher},” etc. However, to make resolution more flexible, grammar frameworks  1576  may not be structured as sentences, but rather based on associating slots with grammatical tags. 
     For example, a NER component  1562  may identify words in text data as subject, object, verb, preposition, etc. based on grammar rules and/or models prior to recognizing named entities in the text data. An ICIC component  1564  (implemented by the same recognizer  1563 ) may use the identified verb to identify an intent. The NER component  1562  may then determine a grammar model  1576  associated with the identified intent. For example, a grammar model  1576  for an intent corresponding to &lt;PlayMusic&gt; may specify a list of slots applicable to play the identified “object” and any object modifier (e.g., a prepositional phrase), such as {Artist Name}, {Album Name}, {Song name}, etc. A grammar model  1576  for an intent corresponding to &lt;PlayGame&gt; may specify a list of slots such as {Game Title}, {Game Publisher}, {Saved Game Instance}, etc. The NER component  1562  may then search corresponding fields in a lexicon  1586 , attempting to match words and phrases in the text data the NER component  1562  previously tagged as a grammatical object or object modifier with those identified in the lexicon  1586 . 
     A NER component  1562  may perform semantic tagging, which is the labeling of a word or combination of words according to their type/semantic meaning. A NER component  1562  may parse text data using heuristic grammar rules, or a model may be constructed using techniques such as hidden Markov models, maximum entropy models, log linear models, conditional random fields (CRF), and the like. For example, a NER component  1562 , implemented by a music skill system or music domain recognizer  1563 , may parse and tag text data corresponding to “play mother&#39;s little helper by the rolling stones” as {Verb}: “Play,” {Object}: “mother&#39;s little helper,” {Object Preposition}: “by,” and {Object Modifier}: “the rolling stones.” The NER component  1562  may identify “Play” as a verb based on a word database associated with the music skill system or music domain, which an IC component  1564  may determine corresponds to a &lt;PlayMusic&gt; intent. At this stage, no determination has been made as to the meaning of “mother&#39;s little helper” and “the rolling stones,” but based on grammar rules and models, the NER component  1562  has determined that the text of these phrases relates to the grammatical object (e.g., entity). Similarly, an NER component  1562  specific to a game domain may parse additional commands related to playing a game, such as {Verb}: “Move,” {Object}: “green piece,” {Object Preposition}: “forward,” and {Object Modifier}: “two spaces.” 
     The frameworks linked to the intent are then used to determine what database fields should be searched to determine the meaning of these phrases, such as searching a user&#39;s gazetteer  1584  for similarity with the framework slots. For example, a framework for a &lt;PlayGame&gt; intent may attempt to resolve the identified object based on {Game Title}, {Game Publisher}, and {Saved Game Instance}. Similarly, a framework for a &lt;PlayMusic&gt; intent might indicate to attempt to resolve the identified object based {Artist Name}, {Album Name}, and {Song name}, and another framework for the same intent might indicate to attempt to resolve the object modifier based on {Artist Name}, and resolve the object based on {Album Name} and {Song Name} linked to the identified {Artist Name}. If the search of the gazetteer  1584  does not resolve a slot/field using gazetteer information, the NER component  1562  may search a database of generic words (in the knowledge base  1572 ). For example, if the text data corresponds to “play songs by the rolling stones,” after failing to determine an album name or song name called “songs” by “the rolling stones,” the NER component  1562  may search a music skill system vocabulary for the word “songs.” In the alternative, generic words may be checked before the gazetteer information, or both may be tried, potentially producing two different results. 
     A recognizer  1563  may tag text data to attribute meaning thereto. For example, a recognizer  1563  may tag “play mother&#39;s little helper by the rolling stones” as: {skill system} Music, {intent} Play Music, {artist name} rolling stones, {media type} SONG, and {song title} mother&#39;s little helper. For further example, a recognizer  1563  may tag “play songs by the rolling stones” as: {skill system} Music, {intent} Play Music, {artist name} rolling stones, and {media type} SONG. 
     As described above, more than one recognizer  1563  may process with respect to text data representing a single natural language input. In such instances, each recognizer  1563  may output NLU hypothesis data including at least one NLU hypothesis including an intent indicator (determined by an IC component  1564  of the recognizer  1563 ) and at least one tagged named entity (determined by a NER component  1562  of the recognizer  1563 ). 
     The NLU component  260  may compile the NLU hypotheses (output by multiple recognizers  1563 ) into cross-recognizer N-best list data  1640 . Each NLU hypothesis may be associated with a respective score indicating a likelihood that the NLU hypothesis corresponds to the domain, one or more skill systems  125 , etc. associated with the recognizer  1563  from which the NLU hypothesis was output. For example, for a &lt;PlayMusic&gt; intent, the cross-recognizer N-best list data  1640  may be represented as: 
     [0.95] Intent: &lt;PlayMusic&gt; ArtistName: Lady Gaga SongName: Poker Face 
     [0.70] Intent: &lt;PlayVideo&gt; ArtistName: Lady Gaga VideoName: Poker Face 
     [0.01] Intent: &lt;PlayMusic&gt; ArtistName: Lady Gaga AlbumName: Poker Face 
     [0.01] Intent: &lt;PlayMusic&gt; SongName: Pokerface 
     with each line of the foregoing corresponding to a different NLU hypothesis and associated score. For a &lt;PlayGame&gt; intent, the N-best list data  1640  may be represented as: 
     [0.90] Intent: &lt;PlayGame&gt; GameName: Forest Magic PublisherName: Dark Arts 
     [0.30] Intent: &lt;PlayGame&gt; GameName: Dark Arts PublisherName: Forest Magic 
     [0.01] Intent: &lt;PlayGame&gt; SavedGameName: Dark Arts GameName: Forest Magic 
     [0.01] Intent: &lt;PlayGame&gt; SavedGameName: Dark Arts by Forest Magic 
     The NLU component  260  may send the cross-recognizer N-best list data  1640  to a pruning component  1650 , which sorts the NLU hypotheses, represented in the cross-recognizer N-best list data  1640 , according to their respective scores. The pruning component  1650  may then perform score thresholding with respect to the cross-recognizer N-best list data  1640 . For example, the pruning component  1650  may select NLU hypotheses, represented in the cross-recognizer N-best list data  1640 , associated with scores satisfying (e.g., meeting and/or exceeding) a threshold score. The pruning component  1650  may additionally or alternatively perform number of NLU hypothesis thresholding. For example, the pruning component  1650  may select a threshold number of top-scoring NLU hypotheses represented in the cross-recognizer N-best list data  1640 . 
     The pruning component  1650  may generate cross-recognizer N-best list data  1660  including the selected NLU hypotheses. The purpose of the pruning component  1650  is to create a reduced list of NLU hypotheses so that downstream, more resource intensive, processes may only operate on NLU hypotheses that most likely represent the natural language input. 
     The NLU component  260  may include a light slot filler component  1652  that takes text from slots, represented in the NLU hypotheses output by the pruning component  1650 , and alter it to make the text more easily processed by downstream components. The light slot filler component  1652  may perform low latency operations that do not involve heavy operations such as reference to a knowledge base. The purpose of the light slot filler component  1652  is to replace words with other words or values that may be more easily understood by downstream components. For example, if a NLU hypothesis includes the word “tomorrow,” the light slot filler component  1652  may replace the word “tomorrow” with an actual date for purposes of downstream processing. Similarly, the light slot filler component  1652  may replace the word “CD” with “album” or the words “compact disc.” The replaced words are then included in the cross-recognizer N-best list data  1660 . 
     The cross-recognizer N-best list data  1660  may be sent to an entity resolution component  1670 . The entity resolution component  1670  can apply rules or other instructions to standardize labels or tokens in the NLU hypotheses represented in the cross-recognizer N-best list data  1660 . The precise transformation may depend on the skill system  125 , domain, etc. to which a NLU hypothesis relates. For example, for a travel skill system-specific NLU hypothesis, the entity resolution component  1670  may transform text corresponding to “Boston airport” to the standard BOS three-letter code referring to the airport. The entity resolution component  1670  can refer to a knowledge base that is used to specifically identify the precise entity referred to in each slot of each NLU hypothesis represented in the cross-recognizer N-best list data  1660 . 
     Specific intent/slot combinations may also be tied to a particular source, which may then be used to resolve the text. In the example “play songs by the stones,” the entity resolution component  1670  may reference a personal music catalog, Amazon Music account, a user profile, or the like with entity data that the entity resolution component  1670  can leverage to identify entities corresponding to slots or entity mentions in the cross-recognizer N-best list data  1660 . The entity resolution component  1670  may refer to one or more search indices  1662 . The search index  1662  may be a data structure including one or more lists, tables, catalogs, etc. For example, the search index  1662  may include a catalog built by the game manager  265  for the particular game being ingested or played. Each game may have an associated catalog that includes words and phrases used in a game. The entity resolution component  1670  may output N-best list data, altered from the cross-recognizer N-best list data  1660 , that includes more detailed information (e.g., entity IDs) about the specific entities mentioned in the slots and/or more detailed slot data that can eventually be used by a skill system  125  to perform an action responsive to the natural language input. The NLU component  260  may include multiple entity resolution components  1670  that are each specific to one or more different skill systems  125 , domains, etc. 
     The NLU component  260  may include a ranker component  1690  that assigns a particular score to each NLU hypothesis input therein. The score of a particular NLU hypothesis may be affected by whether the NLU hypothesis has unfilled slots. For example, if a first NLU hypothesis includes slots that are all filled/resolved, the ranker component  1690  may assign the first NLU hypothesis a higher score than a second NLU hypothesis including at least one slot that is unfilled/unresolved by the entity resolution component  1670 . 
     The ranker component  1690  may apply re-scoring, biasing, or other techniques. To do so, the ranker component  1690  may consider not only the data output by the entity resolution component  1670 , but may also consider other data  1691 . The other data  1691  may include a variety of information including information specific to the particular game being ingested or played. 
     For example, the other data  1691  may include skill system  125  rating or popularity data. For example, if a skill system  125  has a high rating, the ranker component  1690  may increase the score of a NLU hypothesis associated with that skill system  125 , and vice versa. 
     The other data  1691  may additionally or alternatively include information about skill systems  125  that have been enabled by the user that originated the natural language input. For example, the ranker component  1690  may assign higher scores to NLU hypotheses associated with enabled skill systems  125  than NLU hypotheses associated with skill systems  125  that have not been enabled by the user. 
     The other data  1691  may additionally or alternatively include data indicating system usage history (e.g., specific to the user), such as if the user, that originated the natural language input, regularly invokes a particular skill system  125  or does so at particular times of day. The other data  1691  may additionally or alternatively include data indicating date, time, location, weather, type of device  110 , user identifier, context, as well as other information. For example, the ranker component  1690  may consider when any particular skill system  125  is currently active with respect to the present user and/or device  110  (e.g., music being output by the skill system  125 , a game being executed by the skill system  125 , etc.). 
     The ranker component  1690  may output NLU results data  1685  including one or more NLU hypotheses. The NLU results data  1685  may include all or a portion of cross-recognizer n-best list data  1640 , cross-recognizer n-best list data  1660 , entity resolution  1670 , ranker  1690 , or from other components. For example the NLU results data  1685  may include an indication of an intent, an indication of a portion of the ASR output data  1405 /text data that corresponds to an entity mention (e.g., a slot), an identifier of an entity mentioned (e.g., an indicator output by entity resolution component  1670 ), a user identifier corresponding to the entity, or other information. The NLU component  260  may send the NLU results data  1685  to the orchestrator component  230  which may in turn pass it to another component, for example a skill  290  such as a game skill. 
     As described above, the system  120  may perform speech processing using two different components (e.g., the ASR component  250  and the NLU component  260 ). One skilled in the art will appreciate that the system  120 , in at least some embodiments, may implement a spoken language understanding (SLU) component that is configured to process audio data  211  to generate NLU results data  1685 . 
     In some examples, the SLU component may be equivalent to the ASR component  250  and the NLU component  260 . While the SLU component may be equivalent to a combination of the ASR component  250  and the NLU component  260 , the SLU component may process audio data  211  and directly generate the NLU results data  1685 , without an intermediate step of generating text data (as does the ASR component  250 ). As such, the SLU component may take audio data  211  representing speech and attempt to make a semantic interpretation of the speech. That is, the SLU component may determine a meaning associated with the speech and then implement that meaning. For example, the SLU component may interpret audio data  211  representing speech from the user  5  in order to derive a desired action. In some examples, the SLU component outputs NLU hypothesis data including a most likely NLU hypothesis, or multiple NLU hypotheses in the form of a lattice or an N-best list with individual NLU hypotheses corresponding to confidence scores or other scores (such as probability scores, etc.). 
       FIG.  17    illustrates a data framework that can be pre-established for a system to use with content sources such as textual representations of game instructions to ease the importing and integration of content with a speech-controlled system. A content source may provide the speech processing system with text data corresponding to one or more portions of content (e.g., one or more articles or sets of instructions, etc.). More than one portion of content may grouped into a library of content and a content source may provide multiple libraries of content. Metadata tags (e.g., [Content Text Data 1 Start], [Content Text Data 1 Stop], etc.) may delineate respective portions of content text data. Metadata data tags (e.g., [Section Break]) may indicate start and stop locations of sections of respective content text data. The text data may also be tagged with [SSML] tags indicating how certain words should be pronounced in TTS speech. The metadata tags may be line specific, word specific, or the like. The text data may additionally be tagged to indicate the content source, as well as tagged to indicate topics that, when spoken by a user, trigger selection of respective content text data. 
     Upon receiving text data from a content source, the system may associate the tagged section breaks, content text data starts/stops with pre-established executable commands/intents (e.g., “skip to next section”, “skip to next article”, etc.) so the content source does not need to create such associations. This results in text data and associated metadata provided by a content source being linked/associated to pre-established NLU commands/intents of the speech-processing system. 
     The system(s)  120  may receive text data specific to a single portion of content (e.g., game instructions) in one instance. Alternatively, the system(s)  120  may receive text data specific to a library or group of content (e.g., game instructions, text from a game board or one or more tokens, or other content about the game including articles and the like) in one instance.  FIG.  18    illustrates received content text data and associated metadata. In the example shown in  FIG.  18   , the content text data has been delineated into Game Setup Data, Game Objective Data, Turn Description Data, and Player Data. Other possible content text data sections could include token data, randomizer data, conditions data (e.g., for ending the game), etc. The content text data may not include content break delineations, section break delineations, etc. The content text data may simply be lines of content text, and the metadata may wholly include content break data, section break data, etc. The format of the content text data may be informed by the metadata accompanying the content text data, business rules, etc. If text data specific to multiple portions of content is received, the metadata associated with all of the portions of content may include content source identifying information (e.g., indicating a content source from which the text data was received), as well as content breaks indicating the start and end points of portions of content in the received library. 
     Text data specific to a single portion of content may be associated with metadata including content source identifying information, one or more topic that may be used to recall the specific content text data, and one or more section breaks indicating the start and end points of sections of a specific portion of content. 
     Upon receiving content text data from device  110  or elsewhere, the system(s)  120  may associate the received content and metadata in a specific format.  FIG.  19    illustrates stored and associated content data and metadata for easy recall in response to receiving a spoken command. As shown in  FIG.  19   , content items may be received from multiple content sources such as, for example, the game instructions and text on the game board. Each content source may be associated with a content source title (e.g., “Game Instructions” or “Game Board Text”) so a user  5  may invoke the content source where desired by speaking the name which will then be recognized in ASR/NLU processing as referring to the particular content source. Each content source may also have a number of content items associated with each source. For example, the Game Instructions has four content items, each having its own section of content text data (e.g., Game Setup Data, Game Objective Data, and Player Data). Each content item may be associated with a tag useable by the NLU system (e.g., &lt;content item&gt;) which identifies the text data as corresponding to a content item. Content items relevant to a game could represent, for example, an initial game setup, a description of a token and its properties, details regarding a random output generator, etc. 
     Each content item may correspond to one or more topic labels which may be used to identify the content items by a user when speaking a command to receive the content item. For example, the Game Setup Data is associated with Setup such that if a user speaks the name of the topic (e.g., “Please describe game setup.”) the system recognizes the Setup as corresponding to the Game Setup Data and can return the Game Setup Data to the user. Each topic may be associated with a tag useable by the NLU system (e.g., &lt;topic&gt;) which identifies the text of the topic name as corresponding to a topic. A single content item may also be associated with multiple topics (e.g., as illustrated in  FIG.  19   , Game Objective Data is associated both with both topics “Winning” and “Game End”). This allows a single content item to be retrieved using different topic names. In another example, a section on a particular token may be associated with one topic name of “&lt;token name&gt;” and another of “using &lt;token type&gt;.” 
     Depending on system configuration the same topic description may be used for different content items across content sources. For example, topic text “castle” may refer to a section about the rook for the content source “Chess Pieces” but may refer to a section about castling for the content source “Moves.” Thus, if a command is received asking for the system to return information about “castle,” the NLU module may process information about the content source (e.g., “how do I castle?”) to further determine which content item corresponds to the topic text. 
     The data may be stored in a format similar or identical to how a spoken command may be spoken. For example, the spoken command framework discussed herein may correspond to “&lt;intent&gt; &lt;content source&gt; about &lt;topic&gt;”. As such, the system(s)  120  may store the content source data as associated with topic data, since those are portions of the spoken command framework. The system(s)  120  may also associate topic data with content text data to which it relates. Therefore, if a user says “how do I castle?”, the system(s)  120  may determine the content source of “Moves”, determine the topic “castling” that is associated with the content source “rook”, and therefrom determine content text data associated with the topic. 
     Once the speech processing system has content text data from a specific content source, the speech processing system can train particular components to recognize incoming commands that wish to receive or operate on the new incoming content. For example, the system may establish new domains specific to the content text data. This is illustrated in  FIG.  20   . In particular, the speech processing system can train recognizers  1563 , NERs  1562 , and IC components  1564 , as well as cross domain processing components  2055  and heavy slot filler and entity resolvers  2070  with respect to particular content text data/content sources. For example, for a new content source X, the system may create a new domain X and train an NER  1562 -X and/or IC component  1564 -X that are configured to process incoming text (such as post ASR text) to recognize text such as content source name, topic label name, intent text, etc. The configured components may recognize such text and associate them with tags corresponding to the established framework (e.g., &lt;intent&gt;, &lt;topic&gt;, &lt;content source&gt;, or the like). 
       FIG.  21    illustrates a content source&#39;s labels/text may be associated with generalized and specific language model components. As illustrated in  FIG.  21   , a language model component  1454 /FST  1455  or other component may be configured to recognize a content source&#39;s label text (e.g., a name included in a content source for ASR purposes). For example, a language model component  1454 /FST  1455  may be trained to recognize the names/descriptions of game specific operations or pieces or other words that may not otherwise be included in the language model. The language model component  1454 /FST  1455  may also be trained on how users may interact with the game to understand the words in context to improve ASR processing. The training may be based on sample utterances received from a game developer and/or may be based on system generated text/sentence constructions, for example as a result of ingesting instructions/game data and constructing potential sentences on how the user may interact with the game, for example using NLG component  279  which may be used to simulate game play. Other information, such as metadata associated with the game information may be used to train the language model  1454 /FST  1455  so that an ASR component  250  may properly recognize inputs specific to the game. For example, if the system determines that an input such as “rotarize the dragonmorpher” is a likely input related to a game (for example as resulting from the ingestion/processing of the game data), but that an ASR component  250  as currently configured may not properly recognize such an input if it was received, the system may train a language model  1455 /FST  1455  to recognize the potential input so as to improve game play. 
       FIG.  22    illustrates a content source&#39;s data may be associated with generalized and specific intent classification (IC) components and NER components. As illustrated in  FIG.  22   , a domain-specific IC components  1564  may be configured to recognize a content source&#39;s text (e.g., the name of a content source, game name, game piece label, game operation description, etc. for NLU recognition purposes). For example, an IC component  1564 -X associated with a domain X may be trained to recognize the content source X label text; e.g., Game Instructions label text. Further, a content source&#39;s label text may be associated with a general IC component, such as  1564  which may be used with multiple domains. The IC components associated with specific domains and the general IC component  1564  may be trained using metadata. For example, metadata associated with the domain X may be used to train the IC component  1564 -X to properly recognize content source X label text. 
     In addition, a content source&#39;s topic label text may be may be used to retain an NER component(s) associated with the content source. For example, an NER component  1562 -X associated with a domain X may be trained to recognize the label text for topics associated with content source X (e.g., Setup, Winning, Game End, Player). Further, one or more content source&#39;s topic label text may be used to retain other NLU components, for example a generalized heavy slot filler and entity resolver  2070  that can determine tags and other NLU data to properly link text data to NLU data corresponding to the new content source(s). 
     For example, the framework described herein may be used by a game publisher to efficiently incorporate large amounts of game instruction text data into a speech processing system that would allow a user to verbally search and obtain content from the instructions. Moreover, the framework may be used to allow a user to verbally search the instructions, and, in some implementations, online data such as blogs and articles further describing game play, rules, and strategy. Thus, it should be appreciated that a user  5  may interact with various types of content from various sources using the same commands (e.g., skip, next section, etc.). 
     A game developer may generate an initial corpus of content based on game instructions, and possibly images of a game board and/or tokens. Alternatively or in addition, content text data can be pushed to the speech processing system by the content source and/or pulled by the speech processing system. The speech processing system may be configured to pull data from additional content sources on a periodic basis (e.g., hourly, daily, weekly, and the like). 
     Components of a system that may be used to perform unit selection, parametric TTS processing, and/or model-based audio synthesis are shown in  FIG.  23   . As shown in  FIG.  23   , the TTS component  280  may include a TTS front end  2316 , a speech synthesis engine  2318 , TTS unit storage  2372 , TTS parametric storage  2380 , and a TTS back end  2334 . The TTS unit storage  2372  may include, among other things, voice inventories  2378   a - 288   n  that may include pre-recorded audio segments (called units) to be used by the unit selection engine  2330  when performing unit selection synthesis as described below. The TTS parametric storage  2380  may include, among other things, parametric settings  2368   a - 268   n  that may be used by the parametric synthesis engine  2332  when performing parametric synthesis as described below. A particular set of parametric settings  2368  may correspond to a particular voice profile (e.g., whispered speech, excited speech, etc.). 
     In various embodiments of the present disclosure, model-based synthesis of audio data may be performed using by a speech model  2322  and a TTS front end  2316 . The TTS front end  2316  may be the same as front ends used in traditional unit selection or parametric systems. In other embodiments, some or all of the components of the TTS front end  2316  are based on other trained models. The present disclosure is not, however, limited to any particular type of TTS front end  2316 . The speech model  2322  may be used to synthesize speech without requiring the TTS unit storage  2372  or the TTS parametric storage  2380 , as described in greater detail below. 
     The TTS front end  2316  transforms input text data  2310  (from, for example, an application, user, device, or other text source) into a symbolic linguistic representation, which may include linguistic context features such as phoneme data, punctuation data, syllable-level features, word-level features, and/or emotion, speaker, accent, or other features for processing by the speech synthesis engine  2318 . The syllable-level features may include syllable emphasis, syllable speech rate, syllable inflection, or other such syllable-level features; the word-level features may include word emphasis, word speech rate, word inflection, or other such word-level features. The emotion features may include data corresponding to an emotion associated with the input text data  2310 , such as surprise, anger, or fear. The speaker features may include data corresponding to a type of speaker, such as sex, age, or profession. The accent features may include data corresponding to an accent associated with the speaker, such as Southern, Boston, English, French, or other such accent. 
     The TTS front end  2316  may also process other input data  2315 , such as text tags or text metadata, that may indicate, for example, how specific words should be pronounced, for example by indicating the desired output speech quality in tags formatted according to the speech synthesis markup language (SSML) or in some other form. For example, a first text tag may be included with text marking the beginning of when text should be whispered (e.g., &lt;begin whisper&gt;) and a second tag may be included with text marking the end of when text should be whispered (e.g., &lt;end whisper&gt;). The tags may be included in the input text data  2310  and/or the text for a TTS request may be accompanied by separate metadata indicating what text should be whispered (or have some other indicated audio characteristic). The speech synthesis engine  2318  may compare the annotated phonetic units models and information stored in the TTS unit storage  2372  and/or TTS parametric storage  2380  for converting the input text into speech. The TTS front end  2316  and speech synthesis engine  2318  may include their own controller(s)/processor(s) and memory or they may use the controller/processor and memory of the server  120 , device  110 , or other device, for example. Similarly, the instructions for operating the TTS front end  2316  and speech synthesis engine  2318  may be located within the TTS component  280 , within the memory and/or storage of the server  120 , device  110 , or within an external device. 
     Text data  2310  input into the TTS component  280  may be sent to the TTS front end  2316  for processing. The front-end may include components for performing text normalization, linguistic analysis, linguistic prosody generation, or other such components. During text normalization, the TTS front end  2316  may first process the text input and generate standard text, converting such things as numbers, abbreviations (such as Apt., St., etc.), symbols ($, %, etc.) into the equivalent of written out words. 
     During linguistic analysis, the TTS front end  2316  may analyze the language in the normalized text to generate a sequence of phonetic units corresponding to the input text. This process may be referred to as grapheme-to-phoneme conversion. Phonetic units include symbolic representations of sound units to be eventually combined and output by the system as speech. Various sound units may be used for dividing text for purposes of speech synthesis. The TTS component  280  may process speech based on phonemes (individual sounds), half-phonemes, di-phones (the last half of one phoneme coupled with the first half of the adjacent phoneme), bi-phones (two consecutive phonemes), syllables, words, phrases, sentences, or other units. Each word may be mapped to one or more phonetic units. Such mapping may be performed using a language dictionary stored by the system, for example in the TTS unit storage  2372 . The linguistic analysis performed by the TTS front end  2316  may also identify different grammatical components such as prefixes, suffixes, phrases, punctuation, syntactic boundaries, or the like. Such grammatical components may be used by the TTS component  280  to craft a natural-sounding audio waveform output. The language dictionary may also include letter-to-sound rules and other tools that may be used to pronounce previously unidentified words or letter combinations that may be encountered by the TTS component  280 . Generally, the more information included in the language dictionary, the higher quality the speech output. 
     Based on the linguistic analysis the TTS front end  2316  may then perform linguistic prosody generation where the phonetic units are annotated with desired prosodic characteristics, also called acoustic features, which indicate how the desired phonetic units are to be pronounced in the eventual output speech. During this stage the TTS front end  2316  may consider and incorporate any prosodic annotations that accompanied the text input to the TTS component  280 . Such acoustic features may include syllable-level features, word-level features, emotion, speaker, accent, language, pitch, energy, duration, and the like. Application of acoustic features may be based on prosodic models available to the TTS component  280 . Such prosodic models indicate how specific phonetic units are to be pronounced in certain circumstances. A prosodic model may consider, for example, a phoneme&#39;s position in a syllable, a syllable&#39;s position in a word, a word&#39;s position in a sentence or phrase, neighboring phonetic units, etc. As with the language dictionary, prosodic model with more information may result in higher quality speech output than prosodic models with less information. Further, a prosodic model and/or phonetic units may be used to indicate particular speech qualities of the speech to be synthesized, where those speech qualities may match the speech qualities of input speech (for example, the phonetic units may indicate prosodic characteristics to make the ultimately synthesized speech sound like a whisper based on the input speech being whispered). 
     The output of the TTS front end  2316 , which may be referred to as a symbolic linguistic representation, may include a sequence of phonetic units annotated with prosodic characteristics. This symbolic linguistic representation may be sent to the speech synthesis engine  2318 , which may also be known as a synthesizer, for conversion into an audio waveform of speech for output to an audio output device and eventually to a user. The speech synthesis engine  2318  may be configured to convert the input text into high-quality natural-sounding speech in an efficient manner. Such high-quality speech may be configured to sound as much like a human speaker as possible, or may be configured to be understandable to a listener without attempts to mimic a precise human voice. 
     The speech synthesis engine  2318  may perform speech synthesis using one or more different methods. In one method of synthesis called unit selection, described further below, a unit selection engine  2330  matches the symbolic linguistic representation created by the TTS front end  2316  against a database of recorded speech, such as a database (e.g., TTS unit storage  2372 ) storing information regarding one or more voice corpuses (e.g., voice inventories  2378   a - n ). Each voice inventory may correspond to various segments of audio that was recorded by a speaking human, such as a voice actor, where the segments are stored in an individual inventory  2378  as acoustic units (e.g., phonemes, diphones, etc.). Each stored unit of audio may also be associated with an index listing various acoustic properties or other descriptive information about the unit. Each unit includes an audio waveform corresponding with a phonetic unit, such as a short .wav file of the specific sound, along with a description of various features associated with the audio waveform. For example, an index entry for a particular unit may include information such as a particular unit&#39;s pitch, energy, duration, harmonics, center frequency, where the phonetic unit appears in a word, sentence, or phrase, the neighboring phonetic units, or the like. The unit selection engine  2330  may then use the information about each unit to select units to be joined together to form the speech output. 
     The unit selection engine  2330  matches the symbolic linguistic representation against information about the spoken audio units in the database. The unit database may include multiple examples of phonetic units to provide the system with many different options for concatenating units into speech. Matching units which are determined to have the desired acoustic qualities to create the desired output audio are selected and concatenated together (for example by a synthesis component  2320 ) to form output audio data  2390  representing synthesized speech. Using all the information in the unit database, a unit selection engine  2330  may match units to the input text to select units that can form a natural sounding waveform. One benefit of unit selection is that, depending on the size of the database, a natural sounding speech output may be generated. As described above, the larger the unit database of the voice corpus, the more likely the system will be able to construct natural sounding speech. 
     In another method of synthesis—called parametric synthesis—parameters such as frequency, volume, noise, are varied by a parametric synthesis engine  2332 , digital signal processor or other audio generation device to create an artificial speech waveform output. Parametric synthesis uses a computerized voice generator, sometimes called a vocoder. Parametric synthesis may use an acoustic model and various statistical techniques to match a symbolic linguistic representation with desired output speech parameters. Using parametric synthesis, a computing system (for example, a synthesis component  2320 ) can generate audio waveforms having the desired acoustic properties. Parametric synthesis may include the ability to be accurate at high processing speeds, as well as the ability to process speech without large databases associated with unit selection, but also may produce an output speech quality that may not match that of unit selection. Unit selection and parametric techniques may be performed individually or combined together and/or combined with other synthesis techniques to produce speech audio output. 
     The TTS component  280  may be configured to perform TTS processing in multiple languages. For each language, the TTS component  280  may include specially configured data, instructions and/or components to synthesize speech in the desired language(s). To improve performance, the TTS component  280  may revise/update the contents of the TTS parametric storage  2380  based on feedback of the results of TTS processing, thus enabling the TTS component  280  to improve speech recognition. 
     In some implementations, the TTS component  280  may be configured to generate speech particular to a game. For example, the TTS component  280  may include a voice inventory  2378  and/or parametric settings  2368  specific to gaming, or supplemental voice data particular to gaming for inclusion in an existing voice inventory  2378  and/or parametric settings  2368 . The voice and/or parameter data can include information for dialogs related to game ingestion, such as reporting flaws and requesting additional information, as well as game play, such as describing a game setup and answering questions based on natural langue rule data. In some implementations, the TTS component  280  may be configured to for generating speech for a particular game. For example, the game language data  490  may include voice and/or parameter data specific to the game, or supplemental voice data particular to the game for inclusion in an existing voice inventory  2378  and/or parametric settings  2368 . For example, the TTS component  280  may be configured to output speech in one voice for the game master/question answering, another voice for one character of the game, still another voice for another character of the game, etc. Similarly the TTS component  280  (and/or NLG component  279 ) may be configured to include words and phrases unique to the game or particular voice profile (game master, character, etc.), or otherwise unusual in the language more broadly, such as names for tokens, characters, places, actions, etc. 
     The TTS component  280  may be customized for an individual user based on his/her individualized desired speech output. In particular, the speech unit stored in a unit database may be taken from input audio data of the user speaking. For example, to create the customized speech output of the system, the system may be configured with multiple voice inventories  2378   a - 2238   n , where each unit database is configured with a different “voice” to match desired speech qualities. Such voice inventories may also be linked to user accounts. The voice selected by the TTS component  280  to synthesize the speech. For example, one voice corpus may be stored to be used to synthesize whispered speech (or speech approximating whispered speech), another may be stored to be used to synthesize excited speech (or speech approximating excited speech), and so on. To create the different voice corpuses a multitude of TTS training utterances may be spoken by an individual (such as a voice actor) and recorded by the system. The audio associated with the TTS training utterances may then be split into small audio segments and stored as part of a voice corpus. The individual speaking the TTS training utterances may speak in different voice qualities to create the customized voice corpuses, for example the individual may whisper the training utterances, say them in an excited voice, and so on. Thus the audio of each customized voice corpus may match the respective desired speech quality. The customized voice inventory  2378  may then be used during runtime to perform unit selection to synthesize speech having a speech quality corresponding to the input speech quality. 
     Additionally, parametric synthesis may be used to synthesize speech with the desired speech quality. For parametric synthesis, parametric features may be configured that match the desired speech quality. If simulated excited speech was desired, parametric features may indicate an increased speech rate and/or pitch for the resulting speech. Many other examples are possible. The desired parametric features for particular speech qualities may be stored in a “voice” profile (e.g., parametric settings  2368 ) and used for speech synthesis when the specific speech quality is desired. Customized voices may be created based on multiple desired speech qualities combined (for unit selection, parametric synthesis or neural network synthesis). For example, one voice may be “shouted” while another voice may be “shouted and emphasized.” Many such combinations are possible. 
     Unit selection speech synthesis may be performed as follows. Unit selection includes a two-step process. First a unit selection engine  2330  determines what speech units to use and then it combines them so that the particular combined units match the desired phonemes and acoustic features and create the desired speech output. Units may be selected based on a cost function which represents how well particular units fit the speech segments to be synthesized. The cost function may represent a combination of different costs representing different aspects of how well a particular speech unit may work for a particular speech segment. For example, a target cost indicates how well an individual given speech unit matches the features of a desired speech output (e.g., pitch, prosody, etc.). A join cost represents how well a particular speech unit matches an adjacent speech unit (e.g., a speech unit appearing directly before or directly after the particular speech unit) for purposes of concatenating the speech units together in the eventual synthesized speech. The overall cost function is a combination of target cost, join cost, and other costs that may be determined by the unit selection engine  2330 . As part of unit selection, the unit selection engine  2330  chooses the speech unit with the lowest overall combined cost. For example, a speech unit with a very low target cost may not necessarily be selected if its join cost is high. 
     The system may be configured with one or more voice corpuses for unit selection. Each voice corpus may include a speech unit database. The speech unit database may be stored in TTS unit storage  2372  or in another storage component. For example, different unit selection databases may be stored in TTS unit storage  2372 . Each speech unit database (e.g., voice inventory) includes recorded speech utterances with the utterances&#39; corresponding text aligned to the utterances. A speech unit database may include many hours of recorded speech (in the form of audio waveforms, feature vectors, or other formats), which may occupy a significant amount of storage. The unit samples in the speech unit database may be classified in a variety of ways including by phonetic unit (phoneme, diphone, word, etc.), linguistic prosodic label, acoustic feature sequence, speaker identity, etc. The sample utterances may be used to create mathematical models corresponding to desired audio output for particular speech units. When matching a symbolic linguistic representation the speech synthesis engine  2318  may attempt to select a unit in the speech unit database that most closely matches the input text (including both phonetic units and prosodic annotations). Generally the larger the voice corpus/speech unit database the better the speech synthesis may be achieved by virtue of the greater number of unit samples that may be selected to form the precise desired speech output. 
     Vocoder-based parametric speech synthesis may be performed as follows. A TTS component  280  may include an acoustic model, or other models, which may convert a symbolic linguistic representation into a synthetic acoustic waveform of the text input based on audio signal manipulation. The acoustic model includes rules which may be used by the parametric synthesis engine  2332  to assign specific audio waveform parameters to input phonetic units and/or prosodic annotations. The rules may be used to calculate a score representing a likelihood that a particular audio output parameter(s) (such as frequency, volume, etc.) corresponds to the portion of the input symbolic linguistic representation from the TTS front end  2316 . 
     The parametric synthesis engine  2332  may use a number of techniques to match speech to be synthesized with input phonetic units and/or prosodic annotations. One common technique is using Hidden Markov Models (HMMs). HMMs may be used to determine probabilities that audio output should match textual input. HMMs may be used to translate from parameters from the linguistic and acoustic space to the parameters to be used by a vocoder (the digital voice encoder) to artificially synthesize the desired speech. Using HMMs, a number of states are presented, in which the states together represent one or more potential acoustic parameters to be output to the vocoder and each state is associated with a model, such as a Gaussian mixture model. Transitions between states may also have an associated probability, representing a likelihood that a current state may be reached from a previous state. Sounds to be output may be represented as paths between states of the HMM and multiple paths may represent multiple possible audio matches for the same input text. Each portion of text may be represented by multiple potential states corresponding to different known pronunciations of phonemes and their parts (such as the phoneme identity, stress, accent, position, etc.). An initial determination of a probability of a potential phoneme may be associated with one state. As new text is processed by the speech synthesis engine  2318 , the state may change or stay the same, based on the processing of the new text. For example, the pronunciation of a previously processed word might change based on later processed words. A Viterbi algorithm may be used to find the most likely sequence of states based on the processed text. The HMMs may generate speech in parameterized form including parameters such as fundamental frequency (f0), noise envelope, spectral envelope, etc. that are translated by a vocoder into audio segments. The output parameters may be configured for particular vocoders such as a STRAIGHT vocoder, TANDEM-STRAIGHT vocoder, WORLD vocoder, HNM (harmonic plus noise) based vocoders, CELP (code-excited linear prediction) vocoders, GlottHMM vocoders, HSM (harmonic/stochastic model) vocoders, or others. 
     In addition to calculating potential states for one audio waveform as a potential match to a phonetic unit, the parametric synthesis engine  2332  may also calculate potential states for other potential audio outputs (such as various ways of pronouncing a particular phoneme or diphone) as potential acoustic matches for the acoustic unit. In this manner multiple states and state transition probabilities may be calculated. 
     The probable states and probable state transitions calculated by the parametric synthesis engine  2332  may lead to a number of potential audio output sequences. Based on the acoustic model and other potential models, the potential audio output sequences may be scored according to a confidence level of the parametric synthesis engine  2332 . The highest scoring audio output sequence, including a stream of parameters to be synthesized, may be chosen and digital signal processing may be performed by a vocoder or similar component to create an audio output including synthesized speech waveforms corresponding to the parameters of the highest scoring audio output sequence and, if the proper sequence was selected, also corresponding to the input text. The different parametric settings  2368 , which may represent acoustic settings matching a particular parametric “voice”, may be used by the synthesis component  2320  to ultimately create the output audio data  2390 . 
     When performing unit selection, after a unit is selected by the unit selection engine  2330 , the audio data corresponding to the unit may be passed to the synthesis component  2320 . The synthesis component  2320  may then process the audio data of the unit to create modified audio data where the modified audio data reflects a desired audio quality. The synthesis component  2320  may store a variety of operations that can convert unit audio data into modified audio data where different operations may be performed based on the desired audio effect (e.g., whispering, shouting, etc.). 
     As an example, input text may be received along with metadata, such as SSML tags, indicating that a selected portion of the input text should be whispered when output by the TTS component  280 . For each unit that corresponds to the selected portion, the synthesis component  2320  may process the audio data for that unit to create a modified unit audio data. The modified unit audio data may then be concatenated to form the output audio data  2390 . The modified unit audio data may also be concatenated with non-modified audio data depending on when the desired whispered speech starts and/or ends. While the modified audio data may be sufficient to imbue the output audio data with the desired audio qualities, other factors may also impact the ultimate output of audio such as playback speed, background effects, or the like, that may be outside the control of the TTS component  280 . In that case, other output data  2385  may be output along with the output audio data  2390  so that an ultimate playback device (e.g., device  110 ) receives instructions for playback that can assist in creating the desired output audio. Thus, the other output data  2385  may include instructions or other data indicating playback device settings (such as volume, playback rate, etc.) or other data indicating how output audio data including synthesized speech should be output. For example, for whispered speech, the output audio data  2390  may include other output data  2385  that may include a prosody tag or other indicator that instructs the device  110  to slow down the playback of the output audio data  2390 , thus making the ultimate audio sound more like whispered speech, which is typically slower than normal speech. In another example, the other output data  2385  may include a volume tag that instructs the device  110  to output the speech at a volume level less than a current volume setting of the device  110 , thus improving the quiet whisper effect. 
     The device  110  and/or the system(s)  120  may include a user recognition component  295  that recognizes one or more users using a variety of data. The system  120  can use user recognition data to, based on who may be detected requesting a game, load customized rules such as “house” rules, set handicaps and/or difficulty settings, and/or load games in progress for a player to resume. Other game settings or system-wide settings may be associated with user recognition data, such as a language used, a preferred avatar, unlocked levels, in-game player inventories, etc. In some implementations, the user recognition data may be used for associating a user with a license (e.g., a paid subscription) to certain games or certain supplemental features of games. As illustrated in  FIG.  24   , the user recognition component  295  may include one or more subcomponents including a computer vision component  2408 , an audio component  2410 , a biometric component  2412 , a radio frequency (RF) component  2414 , a machine learning (ML) component  2416 , and a recognition confidence component  2418 . In some instances, the user recognition component  295  may monitor data and determinations from one or more subcomponents to determine an identity of one or more users associated with data input to the device  110  and/or the system(s)  120 . The user recognition component  295  may output user recognition data  2495 , which may include a user identifier associated with a user the user recognition component  295  determines originated data input to the device  110  and/or the system(s)  120 . The user recognition data  2495  may be used to inform processes performed by various components of the device  110  and/or the system(s)  120 . 
     The computer vision component  2408  may receive data from one or more sensors capable of providing images (e.g., cameras) or sensors indicating motion (e.g., motion sensors). The computer vision component  2408  can perform facial recognition or image analysis to determine an identity of a user and to associate that identity with a user profile associated with the user. In some instances, when a user is facing a camera, the computer vision component  2408  may perform facial recognition and identify the user with a high degree of confidence. In other instances, the computer vision component  2408  may have a low degree of confidence of an identity of a user, and the user recognition component  295  may utilize determinations from additional components to determine an identity of a user. The computer vision component  2408  can be used in conjunction with other components to determine an identity of a user. For example, the user recognition component  295  may use data from the computer vision component  2408  with data from the audio component  2410  to identify what user&#39;s face appears to be speaking at the same time audio is captured by a device  110  the user is facing for purposes of identifying a user who spoke an input to the device  110  and/or the system(s)  120 . 
     The overall system of the present disclosure may include biometric sensors that transmit data to the biometric component  2412 . For example, the biometric component  2412  may receive data corresponding to fingerprints, iris or retina scans, thermal scans, weights of users, a size of a user, pressure (e.g., within floor sensors), etc., and may determine a biometric profile corresponding to a user. The biometric component  2412  may distinguish between a user and sound from a television, for example. Thus, the biometric component  2412  may incorporate biometric information into a confidence level for determining an identity of a user. Biometric information output by the biometric component  2412  can be associated with specific user profile data such that the biometric information uniquely identifies a user profile of a user. 
     The radio frequency (RF) component  2414  may use RF localization to track devices that a user may carry or wear. For example, a user (and a user profile associated with the user) may be associated with a device. The device may emit RF signals (e.g., Wi-Fi, Bluetooth®, etc.). A device may detect the signal and indicate to the RF component  2414  the strength of the signal (e.g., as a received signal strength indication (RSSI)). The RF component  2414  may use the RSSI to determine an identity of a user (with an associated confidence level). In some instances, the RF component  2414  may determine that a received RF signal is associated with a mobile device that is associated with a particular user identifier. 
     In some instances, a personal device (such as a phone, tablet, wearable or other device) may include some RF or other detection processing capabilities so that a user who speaks an input may scan, tap, or otherwise acknowledge his/her personal device to the device  110 . In this manner, the user may “register” with the system  100  for purposes of the system  100  determining who spoke a particular input. Such a registration may occur prior to, during, or after speaking of an input. 
     The ML component  2416  may track the behavior of various users as a factor in determining a confidence level of the identity of the user. By way of example, a user may adhere to a regular schedule such that the user is at a first location during the day (e.g., at work or at school). In this example, the ML component  2416  would factor in past behavior and/or trends in determining the identity of the user that provided input to the device  110  and/or the system(s)  120 . Thus, the ML component  2416  may use historical data and/or usage patterns over time to increase or decrease a confidence level of an identity of a user. 
     In at least some instances, the recognition confidence component  2418  receives determinations from the various components  2408 ,  2410 ,  2412 ,  2414 , and  2416 , and may determine a final confidence level associated with the identity of a user. In some instances, the confidence level may determine whether an action is performed in response to a user input. For example, if a user input includes a request to unlock a door, a confidence level may need to be above a threshold that may be higher than a threshold confidence level needed to perform a user request associated with playing a playlist or sending a message. The confidence level or other score data may be included in the user recognition data  2495 . 
     The audio component  2410  may receive data from one or more sensors capable of providing an audio signal (e.g., one or more microphones) to facilitate recognition of a user. The audio component  2410  may perform audio recognition on an audio signal to determine an identity of the user and associated user identifier. In some instances, aspects of device  110  and/or the system(s)  120  may be configured at a computing device (e.g., a local server). Thus, in some instances, the audio component  2410  operating on a computing device may analyze all sound to facilitate recognition of a user. In some instances, the audio component  2410  may perform voice recognition to determine an identity of a user. 
     The audio component  2410  may also perform user identification based on audio data  211  input into the device  110  and/or the system(s)  120  for speech processing. The audio component  2410  may determine scores indicating whether speech in the audio data  211  originated from particular users. For example, a first score may indicate a likelihood that speech in the audio data  211  originated from a first user associated with a first user identifier, a second score may indicate a likelihood that speech in the audio data  211  originated from a second user associated with a second user identifier, etc. The audio component  2410  may perform user recognition by comparing speech characteristics represented in the audio data  211  to stored speech characteristics of users (e.g., stored voice profiles associated with the device  110  that captured the spoken user input). 
       FIG.  25    illustrates user recognition processing as may be performed by the user recognition component  295 . The ASR component  250  performs ASR processing on ASR feature vector data  2550 . ASR confidence data  2507  may be passed to the user recognition component  295 . 
     The user recognition component  295  performs user recognition using various data including the user recognition feature vector data  2540 , feature vectors  2505  representing voice profiles of users of the system  100 , the ASR confidence data  2507 , and other data  2509 . The user recognition component  295  may output the user recognition data  2495 , which reflects a certain confidence that the user input was spoken by one or more particular users. The user recognition data  2495  may include one or more user identifiers (e.g., corresponding to one or more voice profiles). Each user identifier in the user recognition data  2495  may be associated with a respective confidence value, representing a likelihood that the user input corresponds to the user identifier. A confidence value may be a numeric or binned value. 
     The feature vector(s)  2505  input to the user recognition component  295  may correspond to one or more voice profiles. The user recognition component  295  may use the feature vector(s)  2505  to compare against the user recognition feature vector data  2540 , representing the present user input, to determine whether the user recognition feature vector data  2540  corresponds to one or more of the feature vectors  2505  of the voice profiles. Each feature vector  2505  may be the same size as the user recognition feature vector data  2540 . 
     To perform user recognition, the user recognition component  295  may determine the device  110  from which the audio data  211  originated. For example, the audio data  211  may be associated with metadata including a device identifier representing the device  110 . The device  110 , the system(s)  120 , or other device(s) may generate the metadata. The system  100  may determine a group profile identifier associated with the device identifier, may determine user identifiers associated with the group profile identifier, and may include the group profile identifier and/or the user identifiers in the metadata. The system  100  may associate the metadata with the user recognition feature vector data  2540  produced from the audio data  211 . The user recognition component  295  may send a signal to voice profile storage  2585 , with the signal requesting only audio data and/or feature vectors  2505  (depending on whether audio data and/or corresponding feature vectors are stored) associated with the device identifier, the group profile identifier, and/or the user identifiers represented in the metadata. This limits the universe of possible feature vectors  2505  the user recognition component  295  considers at runtime and thus decreases the amount of time to perform user recognition processing by decreasing the amount of feature vectors  2505  needed to be processed. Alternatively, the user recognition component  295  may access all (or some other subset of) the audio data and/or feature vectors  2505  available to the user recognition component  295 . However, accessing all audio data and/or feature vectors  2505  will likely increase the amount of time needed to perform user recognition processing based on the magnitude of audio data and/or feature vectors  2505  to be processed. 
     If the user recognition component  295  receives audio data from the voice profile storage  2585 , the user recognition component  295  may generate one or more feature vectors  2505  corresponding to the received audio data. 
     The user recognition component  295  may attempt to identify the user that spoke the speech represented in the audio data  211  by comparing the user recognition feature vector data  2540  to the feature vector(s)  2505 . The user recognition component  295  may include a scoring component  2522  that determines respective scores indicating whether the user input (represented by the user recognition feature vector data  2540 ) was spoken by one or more particular users (represented by the feature vector(s)  2505 ). The user recognition component  295  may also include a confidence component  2524  that determines an overall accuracy of user recognition processing (such as those of the scoring component  2522 ) and/or an individual confidence value with respect to each user potentially identified by the scoring component  2522 . The output from the scoring component  2522  may include a different confidence value for each received feature vector  2505 . For example, the output may include a first confidence value for a first feature vector  2505   a  (representing a first voice profile), a second confidence value for a second feature vector  2505   b  (representing a second voice profile), etc. Although illustrated as two separate components, the scoring component  2522  and the confidence component  2524  may be combined into a single component or may be separated into more than two components. 
     The scoring component  2522  and the confidence component  2524  may implement one or more trained machine learning models (such as neural networks, classifiers, etc.) as known in the art. For example, the scoring component  2522  may use probabilistic linear discriminant analysis (PLDA) techniques. PLDA scoring determines how likely it is that the user recognition feature vector data  2540  corresponds to a particular feature vector  2505 . The PLDA scoring may generate a confidence value for each feature vector  2505  considered and may output a list of confidence values associated with respective user identifiers. The scoring component  2522  may also use other techniques, such as GMMs, generative Bayesian models, or the like, to determine confidence values. 
     The confidence component  2524  may input various data including information about the ASR confidence data  2507 , speech length (e.g., number of frames or other measured length of the user input), audio condition/quality data (such as signal-to-interference data or other metric data), fingerprint data, image data, or other factors to consider how confident the user recognition component  295  is with regard to the confidence values linking users to the user input. The confidence component  2524  may also consider the confidence values and associated identifiers output by the scoring component  2522 . For example, the confidence component  2524  may determine that a lower ASR confidence  2507 , or poor audio quality, or other factors, may result in a lower confidence of the user recognition component  295 . Whereas a higher ASR confidence  2507 , or better audio quality, or other factors, may result in a higher confidence of the user recognition component  295 . Precise determination of the confidence may depend on configuration and training of the confidence component  2524  and the model(s) implemented thereby. The confidence component  2524  may operate using a number of different machine learning models/techniques such as GMM, neural networks, etc. For example, the confidence component  2524  may be a classifier configured to map a score output by the scoring component  2522  to a confidence value. 
     The user recognition component  295  may output user recognition data  2495  specific to a one or more user identifiers. For example, the user recognition component  295  may output user recognition data  2495  with respect to each received feature vector  2505 . The user recognition data  2495  may include numeric confidence values (e.g., 0.0-1.0, 0-1000, or whatever scale the system is configured to operate). Thus, the user recognition data  2495  may output an n-best list of potential users with numeric confidence values (e.g., user identifier  123 —0.2, user identifier  234 —0.8). Alternatively or in addition, the user recognition data  2495  may include binned confidence values. For example, a computed recognition score of a first range (e.g., 0.0-0.33) may be output as “low,” a computed recognition score of a second range (e.g., 0.34-0.66) may be output as “medium,” and a computed recognition score of a third range (e.g., 0.67-1.0) may be output as “high.” The user recognition component  295  may output an n-best list of user identifiers with binned confidence values (e.g., user identifier  123 —low, user identifier  234 —high). Combined binned and numeric confidence value outputs are also possible. Rather than a list of identifiers and their respective confidence values, the user recognition data  2495  may only include information related to the top scoring identifier as determined by the user recognition component  295 . The user recognition component  295  may also output an overall confidence value that the individual confidence values are correct, where the overall confidence value indicates how confident the user recognition component  295  is in the output results. The confidence component  2524  may determine the overall confidence value. 
     The confidence component  2524  may determine differences between individual confidence values when determining the user recognition data  2495 . For example, if a difference between a first confidence value and a second confidence value is large, and the first confidence value is above a threshold confidence value, then the user recognition component  295  is able to recognize a first user (associated with the feature vector  2505  associated with the first confidence value) as the user that spoke the user input with a higher confidence than if the difference between the confidence values were smaller. 
     The user recognition component  295  may perform thresholding to avoid incorrect user recognition data  2495  being output. For example, the user recognition component  295  may compare a confidence value output by the confidence component  2524  to a threshold confidence value. If the confidence value does not satisfy (e.g., does not meet or exceed) the threshold confidence value, the user recognition component  295  may not output user recognition data  2495 , or may only include in that data  2495  an indicator that a user that spoke the user input could not be recognized. Further, the user recognition component  295  may not output user recognition data  2495  until enough user recognition feature vector data  2540  is accumulated and processed to verify a user above a threshold confidence value. Thus, the user recognition component  295  may wait until a sufficient threshold quantity of audio data of the user input has been processed before outputting user recognition data  2495 . The quantity of received audio data may also be considered by the confidence component  2524 . 
     The user recognition component  295  may be defaulted to output binned (e.g., low, medium, high) user recognition confidence values. However, such may be problematic in certain situations. For example, if the user recognition component  295  computes a single binned confidence value for multiple feature vectors  2505 , the system may not be able to determine which particular user originated the user input. In this situation, the user recognition component  295  may override its default setting and output numeric confidence values. This enables the system to determine a user, associated with the highest numeric confidence value, originated the user input. 
     The user recognition component  295  may use other data  2509  to inform user recognition processing. A trained model(s) or other component of the user recognition component  295  may be trained to take other data  2509  as an input feature when performing user recognition processing. Other data  2509  may include a variety of data types depending on system configuration and may be made available from other sensors, devices, or storage. The other data  2509  may include a time of day at which the audio data  211  was generated by the device  110  or received from the device  110 , a day of a week in which the audio data audio data  211  was generated by the device  110  or received from the device  110 , etc. 
     The other data  2509  may include image data or video data. For example, facial recognition may be performed on image data or video data received from the device  110  from which the audio data  211  was received (or another device). Facial recognition may be performed by the user recognition component  295 . The output of facial recognition processing may be used by the user recognition component  295 . That is, facial recognition output data may be used in conjunction with the comparison of the user recognition feature vector data  2540  and one or more feature vectors  2505  to perform more accurate user recognition processing. 
     The other data  2509  may include location data of the device  110 . The location data may be specific to a building within which the device  110  is located. For example, if the device  110  is located in user A&#39;s bedroom, such location may increase a user recognition confidence value associated with user A and/or decrease a user recognition confidence value associated with user B. 
     The other data  2509  may include data indicating a type of the device  110 . Different types of devices may include, for example, a smart watch, a smart phone, a tablet, and a vehicle. The type of the device  110  may be indicated in a profile associated with the device  110 . For example, if the device  110  from which the audio data  211  was received is a smart watch or vehicle belonging to a user A, the fact that the device  110  belongs to user A may increase a user recognition confidence value associated with user A and/or decrease a user recognition confidence value associated with user B. 
     The other data  2509  may include geographic coordinate data associated with the device  110 . For example, a group profile associated with a vehicle may indicate multiple users (e.g., user A and user B). The vehicle may include a global positioning system (GPS) indicating latitude and longitude coordinates of the vehicle when the vehicle generated the audio data  211 . As such, if the vehicle is located at a coordinate corresponding to a work location/building of user A, such may increase a user recognition confidence value associated with user A and/or decrease user recognition confidence values of all other users indicated in a group profile associated with the vehicle. A profile associated with the device  110  may indicate global coordinates and associated locations (e.g., work, home, etc.). One or more user profiles may also or alternatively indicate the global coordinates. 
     The other data  2509  may include data representing activity of a particular user that may be useful in performing user recognition processing. For example, a user may have recently entered a code to disable a home security alarm. A device  110 , represented in a group profile associated with the home, may have generated the audio data  211 . The other data  2509  may reflect signals from the home security alarm about the disabling user, time of disabling, etc. If a mobile device (such as a smart phone, Tile, dongle, or other device) known to be associated with a particular user is detected proximate to (for example physically close to, connected to the same WiFi network as, or otherwise nearby) the device  110 , this may be reflected in the other data  2509  and considered by the user recognition component  295 . 
     Depending on system configuration, the other data  2509  may be configured to be included in the user recognition feature vector data  2540  so that all the data relating to the user input to be processed by the scoring component  2522  may be included in a single feature vector. Alternatively, the other data  2509  may be reflected in one or more different data structures to be processed by the scoring component  2522 . 
       FIG.  26    is a conceptual diagram illustrating sentiment detection component  275  according to embodiments of the present disclosure. The sentiment detection component  275  may determine a user sentiment based on audio data  211 , image data  211 , and other data. Although certain configurations/operations of the sentiment detection component  275  are illustrated in  FIG.  26    and described herein, other techniques/configurations of sentiment detection may be used depending on system configuration. The system  120  may use the sentiment data to, for example, wish a congratulation or compliment to a player of a game who exhibits a positive sentiment, or offer suggestions to a player exhibiting a negative sentiment. 
     The sentiment detection component  275  may include a voice activity detection (VAD) component  2605 , a user identification component  2610 , an encoder component  2620 , a modality attention component  2635 , a trained model  2640 , an utterance attention component  2645 , and a trained model component  2665 . The audio data  211  captured by a device  110  may be inputted into the VAD component  2605 . The VAD component  2605  may determine if the audio data  211  includes speech spoken by a human or voice activity by a human, and may determine a portion of the audio data  211  that includes speech or voice activity. The VAD component  2605  may send the portion of the audio data  211  including speech or voice activity to the user identification component  2610 . The VAD component  2605  may employ voice activity detection techniques. Such techniques may determine whether speech is present in audio data based on various quantitative aspects of the audio data, such as the spectral slope between one or more frames of the audio data; the energy levels of the audio data in one or more spectral bands; the signal-to-noise ratios of the audio data in one or more spectral bands; or other quantitative aspects. In other examples, the VAD component  2605  may implement a limited classifier configured to distinguish speech from background noise. The classifier may be implemented by techniques such as linear classifiers, support vector machines, and decision trees. In still other examples, the device  110  may apply Hidden Markov Model (HMM) or Gaussian Mixture Model (GMM) techniques to compare the audio data to one or more acoustic models in storage, which acoustic models may include models corresponding to speech, noise (e.g., environmental noise or background noise), or silence. Still other techniques may be used to determine whether speech is present in audio data. 
     The user identification component  2610  may communicate with the user recognition component  295  to determine user audio data  2615  that corresponds to a particular user profile. The user recognition component  295  may recognize one or more users as described in connection with  FIGS.  24  and  25   . The user audio data  2615  may be a portion of the audio data  211  that includes speech or one or more utterances from a particular user associated with the user profile. In other words, audio data representing a particular user&#39;s speech may be isolated and stored as the user audio data  2615  for further analysis. In an example embodiment, the user may be associated with or using the device  110 , and may have provided permission to the system  100  to record and analyze his or her voice/conversations to determine a sentiment category corresponding to the conversation. 
     The user audio data  2615  may be input into the encoder component  2620  to determine frame feature vector(s)  2625 . The encoder component  2620  may be a bidirectional LSTM. The frame feature vector(s)  2625  may represent audio frame level features extracted from the user audio data  2615 . One frame feature vector  2625  may represent audio frame level features for an audio frame of 20 ms of the user audio data  2615 . The frame feature vector(s)  2625  may be derived by spectral analysis of the user audio data  2615 . The sentiment detection component  275  may determine the portions of user audio data  2615  that correspond to individual words and may extract acoustic features from the respective portions of audio using the encoder component  2620 . 
     In some embodiments, the frame feature vector(s)  2625  may be used to determine utterance feature vector(s)  2660  representing utterance-level features of one or more utterances represented in the user audio data  2615 . The utterance feature vector(s)  2660  may be determined by performing statistics calculations, delta calculation and other processing on the frame feature vector(s)  2625  for the audio frames corresponding to an utterance of interest. As such, the utterance feature vector(s)  2660  may be a feature matrix whose dimensions are based on the number of audio frames corresponding to the utterance of interest and the dimension of the corresponding frame feature vector  2625 . The utterance feature vector(s)  2660  may be a high-level function or other mathematical functions representing the utterance-level features. 
     The ASR component  250 , as described above, may generate ASR output data, for example including text data representative of one or more utterances represented in the audio data  211 . In some examples, the system sends audio data  211  to the ASR component  250  for processing. In other examples, the system sends user audio data  2615  to the ASR component  250  for processing. The ASR output may be represented as word feature vector(s)  2630 , where each word feature vector  2630  may correspond to a word in the text data determined by the ASR component  250  and may represent lexical information of the utterance. The word feature vector  2630  may be a word embedding. 
     In an example embodiment, the sentiment detection component  275  determines that the user audio data  2615  includes an entire utterance. That is, the sentiment detection component  275  may determine that a beginpoint of the user audio data  2615  corresponds to a beginpoint of an utterance, and an endpoint of the user audio data  2615  corresponds to an endpoint of the utterance. In this case, the frame feature vector(s)  2625  and the word feature vector(s)  2630  may represent all the words in one utterance. 
     The sentiment detection component  275  may also input image data  211  which may come from still images, an image feed of video data, or the like for example from one or more cameras of device  110  or otherwise. The image data  211  may include a representation of a user which the system may analyze to determine the user&#39;s sentiment. Image data  211  may be processed by an encoder (not illustrated) to determine image feature vector(s)  2627 . Such an encoder may be included as part of sentiment detection component  275  or may be located separately, in which case image feature vector(s)  2627  may be input into sentiment detection component  275  in addition to or instead of image data  211 . The image data/feature vectors may be analyzed separately by sentiment detection component  275  if audio data/ASR data is unavailable. The image data/feature vectors may also be analyzed in conjunction with the audio data/ASR output data. 
     The sentiment detection component  275  may align a frame feature vector  2625  with a corresponding word feature vector  2630  such that the pair represents acoustic information and lexical information, respectively, for an individual word in the utterance represented in user audio data  2615 . The sentiment detection component  275  may similarly align one or more image feature vector(s)  2627  with one or more frame feature vector(s)  2625  and/or corresponding word feature vector(s)  2630  so the appropriate image(s) are matched with the frames/ASR output data thus allowing the system to consider the audio, content and image of the user talking when performing sentiment analysis. The frame feature vectors  2625 , image feature vector(s)  2627 , and the word feature vectors  2630  may be processed by the trained model  2640  simultaneously. 
     The trained model  2640  may process the frame feature vector(s)  2625  and corresponding word feature vector(s)  2630  using a machine learning model. In some embodiments, the sentiment detection component  275  includes a modality attention component  2635  configured to determine how much acoustic information versus how much lexical information versus how much image information from the respective feature vectors  2625 / 2627 / 2630  should be used by the trained model  2640 . In some cases the acoustic information corresponding to certain words may indicate a certain sentiment based on how the words were spoken by the user. In other cases the lexical information corresponding to certain words may indicate a certain sentiment based on the meaning or semantic of the word. For example, words “hey you” spoken with a certain level of anger, as indicated by the corresponding acoustic information, may indicate a sentiment category of anger, while the same words “hey you” spoken with no level of anger or excitement, as indicated by the corresponding acoustic information, may indicate a sentiment category of neutral. As a lexical example, the words “I am angry” may indicate a sentiment category of anger based on the corresponding lexical information. The modality attention component  2635  may assign a weight or percentage to the data represented by the acoustic feature vectors, the data represented by the image feature vectors, and the data represented by the lexical feature vectors to indicate the importance of each to the trained model  2640 . 
     The trained model  2640  may be a neural network, for example a bi-directional LSTM. The output of the trained model  2640  may be fed into an utterance attention component  2645 . The utterance attention component  2645  may employ a neural network, for example a recurrent neural network, although the disclosure is not limited thereto. The utterance attention component  2645  may be configured to emphasize relevant portions of an input utterance. The utterance attention component  2645  may be configured to take in output data from the trained model  2640  and produce an output for every time step (e.g., a 10 ms audio frame). The utterance attention component  2645  may be configured to aggregate information from different time intervals/audio frames of the input audio data to determine how certain parts of the utterance affects determining of the sentiment. For example, an acoustic representation of a first word in the utterance may indicate a high arousal implying anger, in which case the utterance attention component  2645  is configured to realize that the first word corresponds to an anger sentiment and that that should affect the processing of the other words in the utterance to ultimately determine a sentiment category corresponding to the utterance. 
     The utterance attention component  2645  may output score(s)  2650  indicating a sentiment category  2655  for the user audio data  2615 . The sentiment detection component  275  may predict from multiple sentiment categories, including but not limited to, happiness, sadness, anger and neutral. In an example embodiment, the sentiment category  2655  may be determined after score(s)  2650  have been determined for a particular period of time of input audio data. In an example embodiment, the sentiment categories may be broad such as positive, neutral, and negative or may be more precise such as angry, happy, distressed, surprised, disgust, or the like. 
     In some embodiments, the sentiment detection component  275  is configured to determine a sentiment category  2675  at an utterance-level. The sentiment detection component  275  may use contextual information from the entire utterance to determine an overall sentiment of the speaker when speaking the utterance. The sentiment detection component  275  may also use information conveyed by individual words in the utterance to determine the sentiment of the speaker when speaking the utterance. For example, particular words may represent a particular sentiment or emotion because of its meaning (lexical information), while some words may represent a particular sentiment or emotion because of the way it is spoken by the user (acoustic information). In other embodiments, the sentiment detection component  275  may be configured to determine a sentiment category on a word level (that is for each word within an utterance). 
     As illustrated in  FIG.  26   , the trained model component  2665  may process the utterance feature vector(s)  2660  using a fully-connected neural network trained using techniques known to one of skill in the art. The trained model component  2665  may output score(s)  2670  indicating a sentiment category  2675  for the user audio data  2615 . 
     The sentiment detection component  275  may predict one of three sentiment categories  2655 / 2675 . In some examples, the sentiment categories  2655 / 2675  may be positive, neutral, and negative. However, the disclosure is not limited thereto, and in other examples the sentiment categories  2655 / 2675  may be angry, neutral (e.g., neutral/sad), and happy without departing from the disclosure. Additionally or alternatively, the sentiment detection component  275  may predict any number of sentiment categories  2655 / 2675  without departing from the disclosure. For example, the sentiment detection component  275  may predict one of four sentiment categories  2655 / 2675 , such as angry, sad, neutral, and happy, although the disclosure is not limited thereto. 
     The machine learning model for the trained model  2640 / 2665  may take many forms, including a neural network. The trained model  2640 / 2665  may employ a convolutional neural network and/or may employ a fully-connected neural network. In some examples, a neural network may include a number of layers, from input layer  1  through output layer N. Each layer is configured to output a particular type of data and output another type of data. Thus, a neural network may be configured to input data of type data A (which is the input to layer  1 ) and output data of type data Z (which is the output from the last layer N). The output from one layer is then taken as the input to the next layer. For example, the output data (data B) from layer  1  is the input data for layer  2  and so forth such that the input to layer N is data Y output from a penultimate layer. 
     While values for the input data/output data of a particular layer are not known until a neural network is actually operating during runtime, the data describing the neural network describes the structure and operations of the layers of the neural network. 
     In some examples, a neural network may be structured with an input layer, middle layer(s), and an output layer. The middle layer(s) may also be known as the hidden layer(s). Each node of the hidden layer is connected to each node in the input layer and each node in the output layer. In some examples, a neural network may include a single hidden layer, although the disclosure is not limited thereto and the neural network may include multiple middle layers without departing from the disclosure. In this case, each node in a hidden layer will connect to each node in the next higher layer and next lower layer. Each node of the input layer represents a potential input to the neural network and each node of the output layer represents a potential output of the neural network. Each connection from one node to another node in the next layer may be associated with a weight or score. A neural network may output a single output or a weighted set of possible outputs. 
     In one aspect, the neural network may be constructed with recurrent connections such that the output of the hidden layer of the network feeds back into the hidden layer again for the next set of inputs. For example, each node of the input layer may connect to each node of the hidden layer, and each node of the hidden layer may connect to each node of the output layer. In addition, the output of the hidden layer may be fed back into the hidden layer for processing of the next set of inputs. A neural network incorporating recurrent connections may be referred to as a recurrent neural network (RNN). 
     Neural networks may also be used to perform ASR processing including acoustic model processing and language model processing. In the case where an acoustic model uses a neural network, each node of the neural network input layer may represent an acoustic feature of a feature vector of acoustic features, such as those that may be output after the first pass of performing speech recognition, and each node of the output layer represents a score corresponding to a subword unit (such as a phone, triphone, etc.) and/or associated states that may correspond to the sound represented by the feature vector. For a given input to the neural network, it outputs a number of potential outputs each with an assigned score representing a probability that the particular output is the correct output given the particular input. The top scoring output of an acoustic model neural network may then be fed into an HMM which may determine transitions between sounds prior to passing the results to a language model. 
     In the case where a language model uses a neural network, each node of the neural network input layer may represent a previous word and each node of the output layer may represent a potential next word as determined by the trained neural network language model. As a language model may be configured as a recurrent neural network which incorporates some history of words processed by the neural network, the prediction of the potential next word may be based on previous words in an utterance and not just on the most recent word. The language model neural network may also output weighted predictions for the next word. 
     Processing by a neural network is determined by the learned weights on each node input and the structure of the network. Given a particular input, the neural network determines the output one layer at a time until the output layer of the entire network is calculated. 
     Connection weights may be initially learned by the neural network during training, where given inputs are associated with known outputs. In a set of training data, a variety of training examples are fed into the network. Each example typically sets the weights of the correct connections from input to output to 1 and gives all connections a weight of 0. As examples in the training data are processed by the neural network, an input may be sent to the network and compared with the associated output to determine how the network performance compares to the target performance. Using a training technique, such as back propagation, the weights of the neural network may be updated to reduce errors made by the neural network when processing the training data. In some circumstances, the neural network may be trained with an entire lattice to improve speech recognition when the entire lattice is processed. 
     Various machine learning techniques may be used to train and operate models to perform various steps described herein, such as user recognition, sentiment detection, image processing, gameplay management, etc. Models may be trained and operated according to various machine learning techniques. Such techniques may include, for example, neural networks (such as deep neural networks and/or recurrent neural networks), inference engines, trained classifiers, etc. Examples of trained classifiers include Support Vector Machines (SVMs), neural networks, decision trees, AdaBoost (short for “Adaptive Boosting”) combined with decision trees, and random forests. Focusing on SVM as an example, SVM is a supervised learning model with associated learning algorithms that analyze data and recognize patterns in the data, and which are commonly used for classification and regression analysis. Given a set of training examples, each marked as belonging to one of two categories, an SVM training algorithm builds a model that assigns new examples into one category or the other, making it a non-probabilistic binary linear classifier. More complex SVM models may be built with the training set identifying more than two categories, with the SVM determining which category is most similar to input data. An SVM model may be mapped so that the examples of the separate categories are divided by clear gaps. New examples are then mapped into that same space and predicted to belong to a category based on which side of the gaps they fall on. Classifiers may issue a “score” indicating which category the data most closely matches. The score may provide an indication of how closely the data matches the category. 
     In order to apply the machine learning techniques, the machine learning processes themselves need to be trained. Training a machine learning component such as, in this case, one of the first or second models, requires establishing a “ground truth” for the training examples. In machine learning, the term “ground truth” refers to the accuracy of a training set&#39;s classification for supervised learning techniques. Various techniques may be used to train the models including backpropagation, statistical learning, supervised learning, semi-supervised learning, stochastic learning, or other known techniques. 
       FIG.  27    is a conceptual diagram illustrating components for the system  100  configured to guide and/or participate in playing a tabletop game, according to embodiments of the present disclosure. In particular, and as shown in  FIG.  27   , the system  100  may include a voice-enabled device  110  local to a user  5  and a user  6 , a natural language command processing system  120  (abbreviated “system  120 ”), and one or more skill support systems  125  connected across one or more networks  199 . While the users  5  and  6  are illustrated as being a human, other types of users (e.g., computing systems) may exist. In some implementations, the users  5  and  6  may be players of a tabletop game, engaging the system  100  as a game play “assistant.” The users  5  and  6  may be teammates or opponents in the game. In some implementations, the system  100  may act as one or more additional players of the game. The particular tabletop game may include a game board  9 ; however, various tabletop games played with cards, dice, or other media are contemplated. Although the figures and discussion of the present disclosure illustrate certain steps in a particular order, the steps described may be performed in a different order (as well as certain steps removed or added) without departing from the present disclosure. 
     The device  110  may receive audio corresponding to a spoken natural language input originating from the user  5  and/or the user  6 . The device  110  may record audio following detection of a wakeword. The device  110  may generate audio data corresponding to the audio, and may send the audio data to the system  120 . The device  110  may send the audio data to the system  120  via an application that is installed on the device  110  and associated with the system  120 . An example of such an application is the Amazon Alexa application that may be installed on a smart phone, tablet, or the like. In some implementations, the device  110  may receive text data corresponding to a natural language input originating from the user  5  and or the user  6 , and send the text data to the system  120 . The device  110  may also receive output data from the system  120 , and generate a spoken-word audio output. The device  110  may include a camera for capturing image and/or video data for processing by the system  120 . In some implementations, the device  110  may receive text files or files representing scanned text and/or images for transmission to the system  120  and subsequent natural language processing. Examples of various devices  110  are further illustrated in  FIG.  38   . 
     The following describes example operations for natural language configuration of a tabletop game system. The system  120  can receive first input audio data representing a first utterance ( 2750 ). The system  120  can perform speech processing on the first input audio data to generate first natural language understanding (NLU) data ( 2752 ). The system  120  can determine, based on the first NLU data, that the first utterance corresponds to a request to play a game ( 2754 ). The system  120  can receive game data corresponding to the game ( 2756 ). The system  120  can initiate a game instance by setting a first game state based on the first data and a number of players ( 2758 ). The system  120  can output first audio data describing an initial game setup ( 2760 ). The system  120  can receive second data indicating a first action performed during a turn ( 2762 ). 
       FIG.  28    illustrates users  5  and  6  interacting with a device  110  to begin playing a tabletop game, according to embodiments of the present disclosure. The device  110  can interact with a natural language command processing system such as the system  120  previously described. In some implementations, the tabletop game may include a game board  9 . 
     The system  120  can receive first input audio data representing a first utterance ( 2750 ). The user  5  or  6  may speak to (or near) the device  110 . For example, The user  5  may say “We are playing . . . ” and name the particular game the users  5  and  6  would like to play. The device  110  may transmit (e.g., over the network  199 ) audio data representing the received speech to the system  120  for processing. In some implementations, the device  110  may perform some or all of the speech processing locally. The system  120  can perform speech processing on the first input audio data to generate first NLU data ( 2752 ). ASR is described in additional detail herein with regard to  FIG.  14   , and NLU is described with regard to  FIGS.  15  and  16   . The system  120  can determine, based on the first NLU data, that the first utterance corresponds to a request to play a game ( 2754 ). The system  120  can receive game data corresponding to the game ( 2756 ). The system  120  can retrieve the game data from, for example, a game database  270 . Example conceptual diagrams of game data for various types of games are described below with regard to  FIGS.  4 - 7   . In various implementations, the game data may include first state data representing an initial state of the game, first condition data representing at least a first condition that results in ending the game, first player data representing at least one player of the game, and first event data representing at least one action available during at least a first turn. In some implementations, the game data may include other information such as data related to one or more tokens, a random output generator, and/or a graph representing possible spaces and connections to be traversed by a token. In some implementations, the game data can include language data such as one or more of a domains-specific language model, intent classifier, and/or named entity recognition component. Importing and integrating game instructions with a speech-controlled system is described herein with regard to the example framework illustrated in  FIGS.  17  through  22   . 
     In some implementations, one of the users  5  or  6  can request modified rules such as a “house” rule. The user can speak the request to the device  110 , and the system  120  can process the resulting audio data to determine that the user has described one or more rule modifications to use for the current instance of the game. The system  120  can update the game data to reflect the rule modification; e.g., the system  120  can generate second game data based on the game data and the one or more rule modifications. In some implementations, the system  120  can retain data regarding the one or more rule modifications so as to provide a customized game setting. The system  120  may process the audio data to identifier a speaker who requested the game. Alternatively or additionally, the system  120  may base user recognition on other information, such as images or biometric data. The system  120  may retrieve a customized game setting corresponding to a speaker identifier; for example, from the game database or a profile storage. User recognition is described in additional detail herein with regard to  FIGS.  24  and  25   . 
     In some implementations, the system  120  can act as one or more additional, computerized players of the game. The computerized players can play with or against a human player. The computerized players can be used to supplement human players when a game requires (or perhaps simply plays better) more players than there are users. The system  120  can receive a request, spoken or otherwise, to include one or more computerized players in the game. During the game, the system  120  can generate data representing one or more actions performed by the computerized player during a turn. The system  120  may indicate the action in various ways, including a spoken natural language output, a light projection component, or some other audio or display. For example,  FIG.  32    illustrates the system  120  using natural language to dictate a move of a computerized player to a human player, according to embodiments of the present disclosure. 
     The system  120  can initiate a game instance by setting a first game state based on the first data and a number of players ( 2758 ). The system  120  can set the first game state by, for example, instantiating players, distributing tokens or points to a player&#39;s inventory, and/or determining an initial position for a token within a graph of the game. 
     In some implementations, the system  120  may learn the appearance of tokens whose appearance may vary, but whose definition is the same or similar even among different sets. For example, chess pieces vary in appearance from set to set, as do playing cards, but a rook and a jack nevertheless have the same rank and abilities.  FIG.  31    illustrates the system  120  learning the appearance of a game piece whose definition is standard across game sets but whose appearance may vary, according to embodiments of the present disclosure. For example, the system can determined, based on the game data, that the game includes first token data representing a first token whose appearance may vary. The system  120  can instruct a user  5  or  6  to place an object corresponding to the token within a field of view of an image capture component of the device  110 . The system  120  can receive image data representing an image of the object. The system  120  can perform image processing on the image data to generate representational data. An image data ingestion component of the system  120  may coordinate ingestion of image data and creating data that can then be used for later recognition of objects. Image processing is described in additional detail herein with regard to  FIG.  13   . The system  120  can associate the representational data with the first token data; for example, storing it temporarily (or longer term with regard to the particular user  5  or  6 ) in the game database. 
     In an example interaction, the system  120  may determine based on token definition data in the game data that a particular token, e.g., &lt;Piece1&gt; may have a non-standardized appearance. In some cases, the token definition data for &lt;Piece1&gt; may include no representational information at all regarding the appearance. The system  120  may thus generate an output prompt to the user  6 : “Please show me Piece1.” The user  5  may position the corresponding game piece in the field of view of the camera of the device  110 , which captures image data of the game piece. The user  5  may narrate the process, for example, by stating “This is the front of Piece1.” The system  120  may process the received speech and associate the processed image data with a front view of &lt;Piece1&gt;, where “front” can be a slot describing angle of received image data. The process may repeat for additional views of &lt;Piece1&gt;. The system  120  can process the image data to generate the representational data for the appearance of &lt;Piece1&gt;, and associate it with the corresponding token definition data. Therefore, while the game is being played, the system  120  can recognize &lt;Piece1&gt; as well as its position on the game board  9 . 
     The system  120  can output first audio data describing an initial game setup ( 2760 ).  FIG.  29    illustrates the system  120  describing an initial game setup using natural language, according to embodiments of the present disclosure. The system  120  can describe an initial setup by, for example, describing player inventories and/or positions of one or more tokens for each player on the game board  9 . In some implementations, the system  120  can use a camera of the device  110  to verify the setup with respect to tokens visible within the game play area. For example, the system  120 , via the device  110  can output an instruction to place a first token at a first position within a game play area. The system  120  can receive image data representing an image of the game play area and process the image data to identify an object at a location within the game play area. The system  120  can determine that the object and the location do not correspond to the dictated token and position. Accordingly, the system can output a message indicating that the token is not in the proper position. In some implementations, the device  110  may include a light projection component, which the system  120  can employ to illuminate a region of a surface of the game play area to indicate a location where a token should be placed. The system  120  could also use such a light projection component to indicate a particular action (e.g., moving a token) or to project an entire game board, as described with regard to  FIGS.  33 A- 34   . 
       FIG.  33 A- 33 C  illustrates the system  120  using a light projection component of the device  110  to indicate a move of a computerized player to a human player, according to embodiments of the present disclosure. In various implementations, the light projection component  3330  may include one or more lamps and/or lasers. Example light projection technologies that may be used include light emitting diode (LED) displays such as digital light processing (DLP) displays, liquid crystal displays (LCD), and liquid crystal on silicon (LCoS). In some implementations, the device  110  may include a solid-state laser. The light projection component  3330  can project an arrow or other visible indicator onto the game board  9 . Based on the visible indicator, the user  6  may move the game piece on behalf of the computerized player. In some implementations, the device  110  and system  120  may go further, and project the entire game board  9  and all of the tokens. As shown in  FIG.  33 C , the device  110  may also include a display  3616  to indicate to the user the move to perform.  FIG.  34    illustrates the system  120  using the light projection component  3330  to provide a display of the game environment  3490  including a game board and multiple tokens, according to embodiments of the present disclosure. 
     Because the system  120  maintains the entire game state, in some implementations, the system  120  may allow for portability of the gaming experience by allowing the user  6  to take up a game instance in progress on another device.  FIG.  35    illustrates the system  120  providing a game instance in progress on a portable device such as a tablet computer  110   d , according to embodiments of the present disclosure. For example, as shown in  FIG.  34   , the device  110  (e.g., a speech-enabled device  110   a ) may project a game environment  3490 , such that no physical tokens or game board is necessary. The system  120  may use the game state to similarly provide a game environment  3590  via the tablet computer  110   d , enabling the user  6  to continue a game instance using various devices  110  in turn at various locations. 
     Returning to  FIG.  27   , the system  120  can receive second data indicating a first action performed during a turn ( 2762 ). The system  120  can receive the indication of the action by several means. The user  5  or  6  can verbally describe the move to the device  110  for processing using the speech processing abilities of the device  110  and/or system  120 . A camera of the device  110  can capture one or more images of the game play area, and the system  120  can process the images to detect a repositioned token. The device  110  may capture the image following an indication by the user  5  or  6  that an action has been completed. Other manners of detecting the action are also possible; for example, capturing images of a hand gesture on a game projected by the device  110  as in  FIG.  34   . 
     In some implementations, the system  120  can determine whether the action taken is valid under the rules of the game. Game rules governing actions can include an option and a constraint. Example options can include invoking a randomizer, moving one or more pieces, and/or drawing or playing one or more cards. An option may be subject to one or more constraints that limit how the option may be exercised based on a current game state; for example, a constraint may prevent an otherwise valid move for a first token if the move would result in sharing a space with second token. Accordingly, the system  120  may determine that the action is associated with option data and constraint data in the game data. The system  120  may determine that the action corresponds to at least one option in the first option data. However, the system  120  may determine, based on the constraint data and a current state of the game, that the action violates a constraint represented in the constraint data. If so, the system  120  may output an indication that the action is invalid based on the current game state. 
     In some implementations, the system  120  may have sentiment detection capabilities. Sentiment detection may improve a user experience by, for example, detecting when a user is happy and offering congratulations. In another example, the system can detect when a user is frustrated and offer assistance. Sentiment detection is described in additional detail herein with regard to  FIG.  26   . The system  120  can process input audio data to determine a score indicating a sentiment category, and determine that the score corresponds to a negative sentiment category. Based on the detected negative sentiment, the system  120  can attempt to recommend a move. The system  120  can determine a valid action to take based on the current game state, and generate a natural language output suggesting the valid action. The system  120  can determine the valid action using, for example, a game playthrough engine, described previously with regard to  FIG.  3   . 
     In some implementations, the system  120  can recite game instructions in response to a request from a user  5  or  6 .  FIG.  30    illustrates a user asking the system  120  a question about the game, according to embodiments of the present disclosure. The system  120  can receive a spoken request via the device  110 , and perform speech processing on the resulting audio data to determine that the audio data corresponds to a request for instructions related to the game. The system  120  can, based on one or more words detected in the request, retrieve text data from data ingested and integrated from the game instructions; for example, using the framework described in  FIGS.  17  through  22   . The system  120  can us a text-to-speech (TTS) component to generate output audio data representing a description of at least a portion of the instructions. The TTS component is described in additional detail herein with regard to  FIG.  23   . 
     Although described herein with regard to a tangible game as a primary example embodiment, the system, components, and operations described herein may also apply to interactions and operations corresponding to one or more physical tokens and/or one or more areas to operate such tokens even if such operations may not be considered a “game.” Thus the embodiment of a player of a game, operating a game token according to game rules may be generalized to include an operator engaging with the system in a manner corresponding to operations of at least one first physical token within an area that may have defined spaces therein. The operations may correspond to data such as rules data, state data, condition data, operator data, option data, constraint data, token data, graph data, as described herein with regard to a game. The system may also use image data to learn information about the operations and/or ensure satisfaction of rule or other data concerning the operations. 
       FIG.  36    is a block diagram conceptually illustrating a device  110  that may be used with the system.  FIG.  37    is a block diagram conceptually illustrating example components of a remote device, such as the natural language command processing system  120 , which may assist with ASR processing, NLU processing, etc., and a skill system  125 . A system ( 120 / 125 ) may include one or more servers. A “server” as used herein may refer to a traditional server as understood in a server/client computing structure but may also refer to a number of different computing components that may assist with the operations discussed herein. For example, a server may include one or more physical computing components (such as a rack server) that are connected to other devices/components either physically and/or over a network and is capable of performing computing operations. A server may also include one or more virtual machines that emulates a computer system and is run on one or across multiple devices. A server may also include other combinations of hardware, software, firmware, or the like to perform operations discussed herein. The server(s) may be configured to operate using one or more of a client-server model, a computer bureau model, grid computing techniques, fog computing techniques, mainframe techniques, utility computing techniques, a peer-to-peer model, sandbox techniques, or other computing techniques. 
     Multiple systems ( 120 / 125 ) may be included in the overall system  100  of the present disclosure, such as one or more natural language processing systems  120  for performing ASR processing, one or more natural language processing systems  120  for performing NLU processing, one or more skill systems  125 , etc. In operation, each of these systems may include computer-readable and computer-executable instructions that reside on the respective device ( 120 / 125 ), as will be discussed further below. 
     Each of these devices ( 110 / 120 / 125 ) may include one or more controllers/processors ( 3604 / 3704 ), which may each include a central processing unit (CPU) for processing data and computer-readable instructions, and a memory ( 3606 / 3706 ) for storing data and instructions of the respective device. The memories ( 3606 / 3706 ) may individually include volatile random access memory (RAM), non-volatile read only memory (ROM), non-volatile magnetoresistive memory (MRAM), and/or other types of memory. Each device ( 110 / 120 / 125 ) may also include a data storage component ( 3608 / 3708 ) for storing data and controller/processor-executable instructions. Each data storage component ( 3608 / 3708 ) may individually include one or more non-volatile storage types such as magnetic storage, optical storage, solid-state storage, etc. Each device ( 110 / 120 / 125 ) may also be connected to removable or external non-volatile memory and/or storage (such as a removable memory card, memory key drive, networked storage, etc.) through respective input/output device interfaces ( 3602 / 3702 ). 
     Computer instructions for operating each device ( 110 / 120 / 125 ) and its various components may be executed by the respective device&#39;s controller(s)/processor(s) ( 3604 / 3704 ), using the memory ( 3606 / 3706 ) as temporary “working” storage at runtime. A device&#39;s computer instructions may be stored in a non-transitory manner in non-volatile memory ( 3606 / 3706 ), storage ( 3608 / 3708 ), or an external device(s). Alternatively, some or all of the executable instructions may be embedded in hardware or firmware on the respective device in addition to or instead of software. 
     Each device ( 110 / 120 / 125 ) includes input/output device interfaces ( 3602 / 3702 ). A variety of components may be connected through the input/output device interfaces ( 3602 / 3702 ), as will be discussed further below. Additionally, each device ( 110 / 120 / 125 ) may include an address/data bus ( 3624 / 3724 ) for conveying data among components of the respective device. Each component within a device ( 110 / 120 / 125 ) may also be directly connected to other components in addition to (or instead of) being connected to other components across the bus ( 3624 / 3724 ). 
     Referring to  FIG.  36   , the device  110  may include input/output device interfaces  3602  that connect to a variety of components such as an audio output component such as a speaker  3612 , a wired headset or a wireless headset (not illustrated), or other component capable of outputting audio. The device  110  may also include an audio capture component. The audio capture component may be, for example, a microphone  3620  or array of microphones, a wired headset or a wireless headset (not illustrated), etc. If an array of microphones is included, approximate distance to a sound&#39;s point of origin may be determined by acoustic localization based on time and amplitude differences between sounds captured by different microphones of the array. The device  110  may additionally include a display  3616  for displaying content. The device  110  may further include a camera  3618 . The device  110  may further include a projector  3330 . The display  3616  may comprise touch sensitive elements to form a touchscreen that allows a user to provide input to the device  110 /system  120  using a touch interface. This may be used to initiate/interact with a game play instance that will involve the physical game components such as a board/tokens as described herein. 
     Via antenna(s)  363610 , the input/output device interfaces  3602  may connect to one or more networks  199  via a wireless local area network (WLAN) (such as WiFi) radio, Bluetooth, and/or wireless network radio, such as a radio capable of communication with a wireless communication network such as a Long Term Evolution (LTE) network, WiMAX network, 3G network, 4G network, 5G network, etc. A wired connection such as Ethernet may also be supported. Through the network(s)  199 , the system may be distributed across a networked environment. The I/O device interface ( 3602 / 3702 ) may also include communication components that allow data to be exchanged between devices such as different physical servers in a collection of servers or other components. 
     The components of the device(s)  110 , the natural language command processing system  120 , or a skill system  125  may include their own dedicated processors, memory, and/or storage. Alternatively, one or more of the components of the device(s)  110 , the natural language command processing system  120 , or a skill system  125  may utilize the I/O interfaces ( 3602 / 3702 ), processor(s) ( 3604 / 3704 ), memory ( 3606 / 3706 ), and/or storage ( 3608 / 3708 ) of the device(s)  110 , natural language command processing system  120 , or the skill system  125 , respectively. Thus, the ASR component  250  may have its own I/O interface(s), processor(s), memory, and/or storage; the NLU component  260  may have its own I/O interface(s), processor(s), memory, and/or storage; and so forth for the various components discussed herein. 
     As noted above, multiple devices may be employed in a single system. In such a multi-device system, each of the devices may include different components for performing different aspects of the system&#39;s processing. The multiple devices may include overlapping components. The components of the device  110 , the natural language command processing system  120 , and a skill system  125 , as described herein, are illustrative, and may be located as a stand-alone device or may be included, in whole or in part, as a component of a larger device or system. 
     As illustrated in  FIG.  38   , multiple devices ( 110   a - 110   n ,  120 ,  125 ) may contain components of the system and the devices may be connected over a network(s)  199 . The network(s)  199  may include a local or private network or may include a wide network such as the Internet. Devices may be connected to the network(s)  199  through wired or wireless connections. For example, a speech-detection device  110   a , a smart phone  110   b , a smart watch  110   c , a tablet computer  110   d , a vehicle  110   e , a display device  110   f , a smart television  110   g , a washer/dryer  110   h , a refrigerator  110   i , and/or a microwave  110   j  may be connected to the network(s)  199  through a wireless service provider, over a WiFi or cellular network connection, or the like. Other devices are included as network-connected support devices, such as the natural language command processing system  120 , the skill system(s)  125 , and/or others. The support devices may connect to the network(s)  199  through a wired connection or wireless connection. Networked devices may capture audio using one-or-more built-in or connected microphones or other audio capture devices, with processing performed by ASR components, NLU components, or other components of the same device or another device connected via the network(s)  199 , such as the ASR component  250 , the NLU component  260 , etc. of the natural language command processing system  120 . 
     The concepts disclosed herein may be applied within a number of different devices and computer systems, including, for example, general-purpose computing systems, speech processing systems, and distributed computing environments. 
     The above aspects of the present disclosure are meant to be illustrative. They were chosen to explain the principles and application of the disclosure and are not intended to be exhaustive or to limit the disclosure. Many modifications and variations of the disclosed aspects may be apparent to those of skill in the art. Persons having ordinary skill in the field of computers and speech processing should recognize that components and process steps described herein may be interchangeable with other components or steps, or combinations of components or steps, and still achieve the benefits and advantages of the present disclosure. Moreover, it should be apparent to one skilled in the art, that the disclosure may be practiced without some or all of the specific details and steps disclosed herein. 
     Aspects of the disclosed system may be implemented as a computer method or as an article of manufacture such as a memory device or non-transitory computer readable storage medium. The computer readable storage medium may be readable by a computer and may comprise instructions for causing a computer or other device to perform processes described in the present disclosure. The computer readable storage medium may be implemented by a volatile computer memory, non-volatile computer memory, hard drive, solid-state memory, flash drive, removable disk, and/or other media. In addition, components of system may be implemented as in firmware or hardware, such as an acoustic front end (AFE), which comprises, among other things, analog and/or digital filters (e.g., filters configured as firmware to a digital signal processor (DSP)). 
     Conditional language used herein, such as, among others, “can,” “could,” “might,” “may,” “e.g.,” and the like, unless specifically stated otherwise, or otherwise understood within the context as used, is generally intended to convey that certain embodiments include, while other embodiments do not include, certain features, elements and/or steps. Thus, such conditional language is not generally intended to imply that features, elements, and/or steps are in any way required for one or more embodiments or that one or more embodiments necessarily include logic for deciding, with or without other input or prompting, whether these features, elements, and/or steps are included or are to be performed in any particular embodiment. The terms “comprising,” “including,” “having,” and the like are synonymous and are used inclusively, in an open-ended fashion, and do not exclude additional elements, features, acts, operations, and so forth. Also, the term “or” is used in its inclusive sense (and not in its exclusive sense) so that when used, for example, to connect a list of elements, the term “or” means one, some, or all of the elements in the list. 
     Disjunctive language such as the phrase “at least one of X, Y, Z,” unless specifically stated otherwise, is understood with the context as used in general to present that an item, term, etc., may be either X, Y, or Z, or any combination thereof (e.g., X, Y, and/or Z). Thus, such disjunctive language is not generally intended to, and should not, imply that certain embodiments require at least one of X, at least one of Y, or at least one of Z to each be present. 
     As used in this disclosure, the term “a” or “one” may include one or more items unless specifically stated otherwise. Further, the phrase “based on” is intended to mean “based at least in part on” unless specifically stated otherwise.