Proceedings

Low-Latency Real-Time Audio Game Commentary System via LLM-Based Parallel Text Generation

Download BibTeX Cite

Proceedings of the Thirty-Fifth International Joint Conference on Artificial Intelligence. Demo Track. Pages 8427-8431.

https://doi.org/10.24963/ijcai.2026/972

Abstract

We present a low-latency real-time audio game commentary system that generates spoken commentary directly from live gameplay video. In this end-to-end setting, a key bottleneck is accumulated waiting time; conventional pipelines capture frames, generate text, and synthesize speech sequentially for each utterance, and do not request the next generation until speech playback has completed. This strict sequentiality causes long and unnatural silence between utterances. To address this latency bottleneck, our system runs text generation in parallel with speech playback and buffers multiple candidate utterances ahead of time, enabling immediate synthesis at playback boundaries. Experiments on fast-paced game videos show that our parallel design reduces the mean inter-utterance silence from 9.6 seconds to 0.3 seconds compared to sequential baselines. It also improves similarity to professional speaking--silence timing patterns by over 40 %, and a user study with 120 experienced game players confirms significantly improved perceived speaking rhythm. Our demo video is available at: https://youtu.be/pmrRUlvav8M.

  1. [Afzal et al., 2026] Anum Afzal, Yuki Saito, Hiroya Taka- mura, Katsuhito Sudoh, Shinnosuke Takamichi, Graham Neubig, Florian Matthes, and Tatsuya Ishigaki. Real-time generation of game video commentary with multimodal llms: Pause-aware decoding approaches. In Proceedings of the Fifteenth Language Resources and Evaluation Con- ference (LREC 2026), pages 9188-9201, May 2026.
  2. [Behrens and Uhrich, 2022] Anton Behrens and Sebastian Uhrich. You'll never want to watch alone: the effect of displaying in-stadium social atmospherics on media con- sumers' responses to new sport leagues across different types of media. European Sport Management Quarterly, 22(1):120-138, 2022.
  3. [Chen et al., 2025] Joya Chen, Ziyun Zeng, Yiqi Lin, Wei Li, Zejun Ma, and Mike Zheng Shou. LiveCC: Learning video llm with streaming speech transcription at scale. In Pro- ceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, pages 29083-29095, June 2025.
  4. [da Silva and Scelles, 2025] Jaime A. Teixeira da Silva and Nicolas Scelles. A vision for the formal documentation and digitalization of sports commentators' commentaries. International Journal of Sport Communication, 18(1):1-9, 2025.
  5. [Ishigaki et al., 2021] Tatsuya Ishigaki, Goran Topic, Yumi Hamazono, Hiroshi Noji, Ichiro Kobayashi, Yusuke Miyao, and Hiroya Takamura. Generating racing game commentary from vision, language, and structured data. In Proceedings of the 14th International Conference on Nat- ural Language Generation, pages 103-113, August 2021.
  6. [Ishigaki et al., 2023] Tatsuya Ishigaki, Goran Topic, Yumi Hamazono, Ichiro Kobayashi, Yusuke Miyao, and Hiroya Takamura. Audio commentary system for real-time racing game play. In Proceedings of the 16th International Natu- ral Language Generation Conference: System Demonstra- tions, pages 9-10, September 2023.
  7. [Iura et al., 2025] Kota Iura, Yuki Saito, Shinnosuke Takamichi, Graham Neubig, Katsuhito Sudoh, Hiroshi Saruwatari, Hiroya Takamura, and Tatsuya Ishigaki. Excitement-inducing commentary text-to-speech sys- tem for fighting game video scenes. IEEE Access, 13:216748-216758, 2025.
  8. [Jumneanbun et al., 2020] Thanat Jumneanbun, Sunee Sae- Lao, Pujana Paliyawan, Ruck Thawonmas, Kingkarn Sookhanaphibarn, and Worawat Choensawat. Rap-style comment generation to entertain game live streaming. In Proceedings of the IEEE Conference on Games (CoG), pages 706-707, 2020.
  9. [Kim and Choi, 2020] Byeong Jo Kim and Yong Suk Choi. Automatic baseball commentary generation using deep learning. In Proceedings of the 35th Annual ACM Sym- posium on Applied Computing, page 1056-1065, 2020.
  10. [Kumano et al., 2019] Tadashi Kumano, Manon Ichiki, Kiyoshi Kurihara, Hiroyuki Kaneko, Tomoyasu Komori, Toshihiro Shimizu, Nobumasa Seiyama, Atsushi Imai, Hideki Sumiyoshi, and Tohru Takagi. Generation of au- tomated sports commentary from live sports data. In 2019 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting (BMSB), pages 1-4, 2019.
  11. [Lin, 2004] Chin-Yew Lin. ROUGE: A package for auto- matic evaluation of summaries. In Text Summarization Branches Out, pages 74-81, July 2004.
  12. [Mori et al., 2025] Yuichiro Mori, Chikara Tanaka, Aru Maekawa, Satoshi Kosugi, Tatsuya Ishigaki, Kotaro Fu- nakoshi, Hiroya Takamura, and Manabu Okumura. Live football commentary system providing background infor- mation. In Proceedings of the 63rd Annual Meeting of the Association for Computational Linguistics (Volume 3: System Demonstrations), pages 394-404, July 2025.
  13. [Rao et al., 2024] Jiayuan Rao, Haoning Wu, Chang Liu, Yanfeng Wang, and Weidi Xie. MatchTime: Towards au- tomatic soccer game commentary generation. In Proceed- ings of the 2024 Conference on Empirical Methods in Nat- ural Language Processing, pages 1671-1685, November 2024.
  14. [Saito et al., 2020] Yuki Saito, Shinnosuke Takamichi, and Hiroshi Saruwatari. SMASH corpus: A spontaneous speech corpus recording third-person audio commentaries on gameplay. In Proceedings of the Twelfth Language Resources and Evaluation Conference, pages 6571-6577, May 2020.
  15. [Someya et al., 2025] Taiga Someya, Tatsuya Ishigaki, and Hiroya Takamura. Live football commentary (LFC): A Large-Scale dataset for building football commentary gen- eration models. In Proceedings of the 18th International Natural Language Generation Conference, pages 195- 201, October 2025.
  16. [Taniguchi et al., 2019] Yasufumi Taniguchi, Yukun Feng, Hiroya Takamura, and Manabu Okumura. Generating live soccer-match commentary from play data. In Proceedings of the AAAI Conference on Artificial Intelligence, 2019.
  17. [Wang and Yoshinaga, 2025] Zihan Wang and Naoki Yoshi- naga. Commentary generation from multimodal game data for esports moments in multiplayer strategy games. In Proceedings of the 14th International Joint Conference on Natural Language Processing and the 4th Conference of the Asia-Pacific Chapter of the Association for Computa- tional Linguistics, pages 1795-1807, December 2025.
  18. [Xu et al., 2021] Junjie H. Xu, Zhou Fang, Qihang Chen, Satoru Ohno, and Pujana Paliyawan. Fighting game commentator with pitch and loudness adjustment utilizing highlight cues. In Proceedings of the IEEE Global Confer- ence on Consumer Electronics (GCCE), pages 366-370, 2021.
  19. [Yu et al., 2018] Huanyu Yu, Shuo Cheng, Bingbing Ni, Minsi Wang, Jian Zhang, and Xiaokang Yang. Fine- grained video captioning for sports narrative. In 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition, pages 6006-6015, 2018.
  20. [Zheng et al., 2025] Qirui Zheng, Xingbo Wang, Keyuan Cheng, Muhammad Asif Ali, Yunlong Lu, and Wenxin Li. From multimodal perception to strategic reasoning: A sur- vey on ai-generated game commentary, 2025. IJCAI
  21. [Zhou et al., 2024] Xingyi Zhou, Anurag Arnab, Shyamal Buch, Shen Yan, Austin Myers, Xuehan Xiong, Arsha Na- grani, and Cordelia Schmid. Streaming dense video cap- tioning. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, pages 18243- 18252, June 2024.

References were extracted automatically from the PDF and may contain errors.

Welcome Future Conferences AI Journal Division IJCAI Proceedings About IJCAI IJCAI Awards