Patent Document

CROSS REFERENCE TO APPLICATIONS 
       [0001]    This application is a Continuation-in-Part of, and claims priority from, U.S. application Ser. No. 10/536,476 entitled “Response Generator for Mimicking Human-computer Natural Language” filed by R. Rosser et al. on May 23, 2005, the contents of which are hereby incorporated by reference. 
         [0002]    This application is further related to, and claims priority from, U.S. Provisional Patent application No. 61/364,701 filed on Jul. 15, 2010, by R. Rosser et al. entitled “Learning Playbot”, the contents of which are hereby incorporated by reference. 
     
    
     TECHNICAL FIELD 
       [0003]    The present invention relates to computer games, and more particularly to computer chatbots having an ability to learn from the person engaged in conversation with them and to implement a conversational game strategy. 
       BACKGROUND ART 
       [0004]    There is significant interest in creating computer programs that successfully mimic human conversational exchanges. Such programs would be of considerable utility as, for instance, the interface to query systems used in customer service industries to automate responses to routine inquiries. Such programs would also be useful in education, entertainment and marketing by providing automated routine training, as game elements and in automated telemarketing campaigns. 
         [0005]    What may be needed for a computer to successfully mimic a human conversation is a relatively simple computer program having a database with about 6-10 million prepackaged responses. Current Personal Computers (PC) typically have the memory and processing power to handle such databases. An obstacle to creating such data bases is the enormous task of creating and updating them. This may be particularly challenging if the databases ore to remain current, reflecting changing events, fashions and fads. 
       SUMMARY OF INVENTION 
     Technical Problem 
       [0006]    The technical problem addressed by the present invention includes, but is not limited to, programming, or otherwise enabling, a computer or similar electronic device, to interact with a user by mimicking a human conversational exchange. In particular, a part of the technical problem is to provide, and continuously update, a large enough statement/response database to quasi-realistically mimic a human conversational exchange. 
       Solution to Problem 
       [0007]    The present invention solves the technical problem by providing an enhanced chatbot, programed to learn from human-computer conversational exchanges. The process of learning automatically creates an expanded and updated statement/response database from input provided by users engaged in interactions with the chatbot. 
       ADVANTAGEOUS EFFECTS OF INVENTION 
       [0008]    Advantages effects of the invention include, but are not limited to, providing a user with an automated system that mimics a human conversation, providing a more natural interface between humans and computers. 
         [0009]    These and other features of the invention will be more fully understood by references to the following drawings. 
     
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
         [0010]      FIG. 1  shows a schematic layout of an exemplary embodiment of a playbot of the present invention. 
           [0011]      FIG. 2  shows a schematic flow diagram of representative steps in the operation of an exemplary embodiment of a playbot of the present invention. 
           [0012]      FIG. 2  shows a schematic flow diagram of representative steps in the operation of an exemplary embodiment of a playbot  100  of the present invention. 
       
    
    
     DESCRIPTION OF EMBODIMENTS 
       [0013]    “Chatbot” technology is well-know technology used, for instance, on the Internet, particularly in text mediated exchanges such as Instant Messaging (IM), as described in, for instance, in U.S. Pat. No. 6,430,602 titled “Method and system for interactively responding to instant messaging requests” issued to Kay, et al. on Aug. 6, 2002, the contents of which are hereby incorporated by reference. 
         [0014]    Chatbot technology typically uses pattern matching techniques to match a query to a database entry and then responds with an answer formulated from that entry. In a simple form, a database will hold query-answer templates as two matching parts. For instance, a query such as:
       “What is the longest river in the world?”
 
will have a matching answer:
   “The longest river in the world is the Nile”.       
 
         [0017]    In this way whenever a question is asked that is the same as, or can be simply parsed to be the same as, an existing question in the Bot&#39;s database, it will respond with the stored answer. 
         [0018]    Further developments in chatbot were described in detail in U.S. application Ser. No. 10/536,476 entitled “Response Generator for Mimicking Human-computer Natural Language” filed by R. Rosser et al. on May 23, 2005, the contents of which are hereby incorporated by reference. 
         [0019]    This invention of playbots extends previous chatbots technology to, for instance, incorporate automated learning by the playbot while it is engaged in a game-like, mimicked conversation with a user. 
         [0020]    Embodiments of the present invention will now be described in detail by reference to the accompanying drawings in which, as far as possible, like elements are designated by like numbers. 
         [0021]      FIG. 1  shows a schematic layout of an exemplary embodiment of a playbot  100  of the present invention. The playbot  100  includes a statement/response engine  102 , a local store  104 , an input processor  118  and an output processor  114 . The local store  104  may provide local storage for items such as, but not limited to, a statement response list, a list of continuation phrases, a list of acknowledgment phrases, graphics files and counters for keeping track of a game-score. 
         [0022]    The playbot  100  may be connected to a remote store  120  via a communications network  116 . The communications network  116  may be a digital network such as, but not limited to, the Internet, a wireless communication network, a satellite network or a fiber-optic network, or some combination thereof. The remote store  120  may store items such as, but not limited to, lists, graphics, passwords, status and results, or some combination thereof. 
         [0023]    The playbot  100  may be connected via the communications network  116  to a remote game unit  108 . The remote game unit  108  may be an electronic device such as, but not limited to, a cellphone, a personal computer, a game console or a television. 
         [0024]    In operation, the statement/response engine  102  may select a statement  106  from the local store  104  and pass the statement  106  on to the output processor  114 . The output processor  114  may modify the statement by, for instance, altering some or all of the spelling, or by altering the word order, or by inserting or deleting words, or by converting a text input to an audio output, or some combination thereof. The output processor  114  may then deliver the statement  106  to the remote game unit  108  via the communications network  116 . The remote game unit  108  may then display the statement  106 . 
         [0025]    The user may then use the remote game unit  108  to either enter a reply  110  to the statement  106  or to enter a comment  112  on the statement  106 . 
         [0026]    The a reply  110  or the comment  112  entered by the user may then be sent back to the input processor  118  of the playbot  100  via the communications network  116 . The input processor  118  may alter the user-response by, for instance, converting an audio signal to a text signal. 
         [0027]    A text version of the user-response may then be sent to the statement/response engine  102  for processing. 
         [0028]    If the user-response is a reply  110  to the statement  106 , the statement/response engine  102  may select a further statement from the statement/response list in the local store  104 . The statement/response engine  102  may also update a game score on the local store  104 . The new statement may then be sent to the remote game unit  108 . 
         [0029]    If the user-response to the statement  106  is a comment on the statement  106 , the statement/response engine  102  may, for instance, incorporate the user-response into the statement/response list, select an acknowledgment phrase from an acknowledgment phrase list stored in the local store  104 , and send the acknowledgment phrase to the remote game unit  108  to be displayed. The statement/response engine  102  may also appropriately update the game score on the local store  104 . 
         [0030]    At an appropriate time such as, but not limited to, the termination of a game, the user may elect to allow a third party remote game unit  122  have access to data such as, but not limited to, selected status or results data, or selected conversation transcripts or some combination thereof. 
         [0031]      FIG. 2  shows a schematic flow diagram of representative steps in the operation of an exemplary embodiment of a playbot  100  of the present invention. 
         [0032]    In step  200  the user may access the playbot  100 . This access may, for instance, involve a password or other means of identification. 
         [0033]    Having activated the playbot software, the user may then be required in step  202  to select a character. The selected character may, for instance, be chosen from a list of files. 
         [0034]    In step  204 , the user receives input from the playbot. This input may include, but is not limited to, graphics file, a statement and options to comment on or reply to the statement, or some combination thereof. 
         [0035]    If, in step  206 , the user elects to respond to the input, the user may then observe the game score in step  208 . The user may, for instance, be interested in the game score to see how their response influenced it. The user may then loop back to step  204  and receive further input from the playbot  100 . 
         [0036]    If, in step  210 , the user elects to comment on the input, the user may then observe the game score in step  208 . The user may, for instance, be interested in the game score to see how their response influenced it. The user may then loop back to step  204  and receive further input from the playbot  100 . 
         [0037]    After receiving input from the playbot  100  in step  204 , the user may elect to, or be required to end the current conversation. This may, for instance, be a result of the game-score reaching a predetermined termination value, or coming within a predetermined termination range. 
         [0038]    Once the current conversation has been terminated, the user may, in step  218  elect to continue the game with another conversation with the same character. The user may then loop back to step  204  and receive input from the playbot that mimics a conversation by the originally selected character. 
         [0039]    The user may instead, in step  216 , elect to continue the game but elect to select a new character. The user may then loop back to step  202  and be offered the opportunity to select a new character. 
         [0040]    The user may instead, in step  217 , elect to end the game and may then be offered, in step  220 , the choice of whether to save the game score, and that choice may further include the options of saving the best conversation score obtained during the game session in step  222 , or the worst conversation score obtained during the game session in step  224 . After either selection the user will then move to step  228  in which the user exits from the system, or ends the current session. If, in step  226 , the user elects not to save the game score, they may also move to step  228 , in which the user exits from the system, or ends the current session. 
         [0041]    Although the invention has been described in language specific to structural features and/or methodological acts, it is to be understood that the invention defined in the appended claims is not necessarily limited to the specific features or acts described. Rather, the specific features and acts are disclosed as exemplary forms of implementing the claimed invention. Modifications may readily be devised by those ordinarily skilled in the art without departing from the spirit or scope of the present invention. 
         [0042]      FIG. 2  shows a schematic flow diagram of representative steps in the operation of an exemplary embodiment of a playbot  100  of the present invention. 
         [0043]    In step  300 , the playbot  100  may receive a request to authorize a user. This may, for instance, involve matching a password to a user name, or some similar authentication procedure. If the authentication procedure fails, the playbot  100  may, in step  302 , decline access to the user. 
         [0044]    If the authentication procedure is successful, the playbot  100  may, in step  304 , authorize the user to proceed. 
         [0045]    The playbot  100  may then, in step  306 , receive a request to load a particular game or character selected by the user. 
         [0046]    The playbot  100  may then, in step  308 , locate and upload the appropriate text and graphics files for the selected game or character. The files may be stored locally or remotely, and may, for instance, include files such as, but not limited to, an answer/response list, a list of continuation phrases, a list of acknowledgment phrases, a list of termination phrases and one or more graphics files, or some combination thereof. 
         [0047]    In step  310 , the playbot  100  may obtain and display a conversation game initial screen including an opening statement. 
         [0048]    In step  312 , the playbot  100  may obtain a user-response. 
         [0049]    If, in step  322 , the playbot  100  determines that the user responded to the statement, the playbot  100  may move to step  324  and update the statement file by providing another statement, selected from the statement/response list by appropriate matching. The playbot  100  may also update one or more game-score counters in step  320 , one or more of which may have numeric values indicative of the progress of the conversation game. 
         [0050]    If instead, in step  316 , the playbot  100  determines that the user commented on the statement by, for instance, suggesting a more appropriate statement that the playbot  100  should have made, the playbot  100  may then update the statement/response list using the user-response. The playbot  100  may also select one or more acknowledgment phrases from an acknowledgment phrase list and send the acknowledgment to the user. The playbot  100  may also update one or more game-score counters, one or more of which may have numeric values indicative of the progress of the conversation game. 
         [0051]    In step  326 , the playbot  100  may check to see if the current conversation or game should be terminated. If the user has not selected to terminate the game, and the current game score is not within a predetermined termination range, or not at a predetermined termination value, the conversation game may continue by the playbot  100  looping back to step  312 . 
         [0052]    If either If the user has selected to terminate the game, or the current game score is within a predetermined termination range, or at a predetermined termination value, the conversation game may be terminated by the playbot  100  moving on to step  328 . 
         [0053]    In step  328 , the user may be given the option to start a new game or conversation. 
         [0054]    If the playbot  100  receives a request to start a new game, the playbot  100  may loop back to step  306 . 
         [0055]    If the user elects not to start a new game or conversation, the playbot  100  may move to step  328  and offer the user the option to save one or more scores. The offer may also include an offer to store the transcript of one or more of the conversations related to the score. 
         [0056]    If, the user elects to save one or more scores, the playbot  100  may further offer the user the option of sharing the score with a selected set of third parties. The offer may also include an offer to share one or more transcripts with the same or a different set of third parities. The playbot  100  may then proceed to step  330  and end or terminate the game session, and also carry out the instructions obtained in step  332 . 
         [0057]    If the user elects not to save any scores, the playbot  100  may then proceed to step  330  and end or terminate the game session. 
         [0058]    Although the invention has been described in language specific to structural features and/or methodological acts, it is to be understood that the invention defined in the appended claims is not necessarily limited to the specific features or acts described. Rather, the specific features and acts are disclosed as exemplary forms of implementing the claimed invention.

Technology Category: g