mlsanityData to 7 Oct 2026

Fighting Game Commentator with Pitch and Loudness Adjustment Utilizing Highlight Cues

arXiv 2108.08112 ↗First posted 18 Aug 2021cs.MM cs.AIcited by 4

Not on the map. Why?

Abstract (arXiv)

This paper presents a commentator for providing real-time game commentary in a fighting game. The commentary takes into account highlight cues, obtained by analyzing scenes during gameplay, as input to adjust the pitch and loudness of commentary to be spoken by using a Text-to-Speech (TTS) technology. We investigate different designs for pitch and loudness adjustment. The proposed AI consists of two parts: a dynamic adjuster for controlling pitch and loudness of the TTS and a real-time game commentary generator. We conduct a pilot study on a fighting game, and our result shows that by adjusting the loudness significantly according to the level of game highlight, the entertainment of the gameplay can be enhanced.

Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). Builds on 5 of its 19 references that are in the map. First posted on arXiv 18 Aug 2021.

Builds on

5 of 19 references.

References · 5

  1. 2016WaveNet: A Generative Model for Raw Audiocited by 1,710
  2. 2017Natural TTS Synthesis by Conditioning WaveNet on Mel Spectrogram Predictionscited by 800
  3. 2017Tacotron: Towards End-to-End Speech Synthesiscited by 487
  4. 2016Leveraging Contextual Cues for Generating Basketball Highlightscited by 10
  5. 2019Automated Let's Play Commentarycited by 2

Built on by

Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 1; 2022: 0; 2023: 1; 2024: 0; 2025: 1; 2026: 1.

4 papers.