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Agent animation: capabilities, issues, and trends

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Title: Agent animation: capabilities, issues, and trends


1
Agent animation capabilities, issues, and trends
  • Paolo Petta
  • Austrian Research Institute for Artificial
    Intelligence, Vienna

2
Introduction
  • Computer animation developments
  • Geometry
  • Resolution, detail
  • Model-driven dynamics
  • Ambient physics modeling, Behavioural modeling
  • Control
  • Interactivity, communication techniques,
    autonomy, learning
  • Population
  • Multiple actors, distributed systems

3
Typical Applications
  • Synthetic characters,virtual Humans,visualisatio
    n/simulation
  • Design choices
  • Sparse top-down models vs.complete bottom-up
    models
  • Application requirements
  • deep-and-narrow vs.
  • broad-and-shallow

4
Research topics
Artificial Intelligence
Robotics
User Interface
User interfaceforEmotion control Actor
behaviouremotion control
Animation
Vision-basedanimation Path planning
Kinematics Dynamics
Walkingmodels Objectgrasping
Behaviouralanimation Spatialrelationships
shape transformation Collision
detection Facial
animation
Clothanimation
Collisionresponses
Musclemodels
Geometric Modelling
Finite-element deforma-tions
Facedesign
Hair
Physics
ImageSynthesis
Skin texture
5
Auxilliary sciences
  • Artificial Life
  • Biology/Ethology
  • Dramatic Arts
  • Embodied Artificial Intelligence/Robotics
  • Physics
  • Psychology
  • Sensor technology
  • Vision

6
IMPROV (MRL, NYU)
  • Artistic and commercial applications
  • Animated staging
  • Choreography
  • Interactive multi-user environments
  • ...
  • Surface model of moodemotions
  • Productivity tool
  • API for laypersons(educators, historians,
    social scientists)

7
IMPROV
  • Microlevel
  • Procedural animation
  • Accurate modeling of single actions and all
    permissible transitions
  • Statistically controlled parameter randomization
    for variability and consistency

8
IMPROV
  • Microlevel
  • Behavioural layering
  • Scripts are classified in a hierarchy according
    to level of behaviour
  • User-defined connections between layers define
    the effective heterarchy
  • Action selectiondeterministic linear scripts or
    stochastic selection from alternatives
  • Exclusion of pursuit of conflicting goals at same
    level
  • Parallelism across the hierarchy

9
IMPROV
  • Macrolevel
  • Blackboard architecture

Characters (attributes scripts) Avatars Story
agent (director)
Stage Manager
10
IMPROV
  • Macrolevel
  • Behaviour layers spanning across groups of agents
    forcoordinated action
  • Distributed environment modeling Inverse
    Causality (gt MOO)
  • information about interactions is attached to
    objects
  • characters are contaminated by use (new/update
    of state variables competence learning)

11
Edge of Intention (Oz, CMU)
  • Interactive drama
  • Believable autonomous characters
  • Goal-directed
  • Emotional(folk theory of emotions, OCC)
  • Simple appearance, emphasis on behaviours(-gt
    internal processing)
  • Interaction modes
  • Moving/gesturing, talking (typing)

12
TOK architecture
  • Microlevel
  • Hap
  • Goal-oriented reactive action engine
  • Static plan library
  • Action behaviours
  • Emotion behaviours
  • Sensing behaviours
  • Sensing of low-level actions of other Woggles
  • Action blending

13
TOK architecture
  • Microlevel
  • Em
  • Model of emotional and social aspects
  • Explicit state variables for beliefs and
    standards of performance
  • Variables are influenced by comparison of current
    goal states with events and perceived actions
    (thresholding)

14
TOK architecture
  • Microlevel
  • Behavioural features
  • Mapping of emotional state to overt behaviour
  • Manifestation of personality
  • Tight integration of Hap and Em
  • No need for arbitration

15
TOK architecture
behaviour featuresand raw emotions goal
successes,failures creation
standardsattitudesemotions Em
goalsbehaviours Hap
senselanguagequeries
senselanguagequeries
sensory routines andintegrated sense model
The world
16
TOK architecture
  • Macrolevel
  • Fixed plan library encodes all possible
    communications/interactions

17
ALIVE (MIT Media Lab)
  • Entertainment
  • Magic mirror metaphore
  • Unincumbered immersive environment

18
ALIVE
  • Microlevel
  • Hamsterdam
  • Behaviour system for action selection
  • Based on ethological model
  • Sensory inputs via release mechanism
  • Loose hierarchy of behaviour groups
  • Avalanche effect for persistent selection
  • Inhibited behaviours can issue secondary and meta
    commands
  • Motor skills layer for coordination of motions
  • Geometry layer for animation rendering

19
ALIVE
External World World SensorySystem ReleasingMec
hanism
Goals/Motivations
InternalVariable
InternalVariable
Levelof Interest
Inhibition
Motor Commands
20
ALIVE
21
ALIVE
  • Levels of control
  • Motivations via variables of single behaviours
  • You are hungry
  • Directions via motor skills
  • Go to that tree
  • Tasks via sensory, release, and behaviour systems
  • Wag your tail

22
ALIVE
  • Increased situatedness
  • Synthetic vision
  • For navigation
  • Generic interface
  • Plasticity
  • reinforcement learning (conditioning)

23
ALIVE
  • Macrolevel
  • Totally distributed control

24
Virtual Humans (Miralab/EPFL)
  • Goal
  • Simulation of existing people
  • Real-time animation of virtual humans that are
    realistic and recognizable
  • Inclusion of synthetic sensing capabilities
    allows simulation of (seemingly) complex
    capabilities,e.g. real-time tennis

25
Virtual Humans
  • Issues requiring compromising
  • Surface modeling
  • Deformation
  • Skeletal animation
  • Locomotion
  • Grasping
  • Facial animation
  • Shadows
  • Clothes
  • Skin
  • Hair

26
Virtual Humans
  • Methodology
  • Modeling
  • Prototype-based
  • Head and hand sculpting
  • Layered body definitionSkeleton, Volume, Skin
  • Animation
  • Skeleton motioncaptured, play-back, computed
  • Body deformationfor realistic rendering of
    joints
  • Detailled hand and facial animation

27
Virtual Humans
  • Synthetic sensing as a main information channel
    between virtual environment and digital
    actor(since ca. 1990)
  • Synthetic audition, vision and tactile
  • Differs fundamentally from robotic
    sensingdirect access to semantic information

28
Virtual Humans
  • Example synthetic vision
  • Environment is perceived from a field-of-view
    that is rendered from the actors point of view
  • Access to pixel attributescolor,
    distance,index to semantic information
  • Simple case color coding of objectsgt
    perception of color recognition of object
  • Object attributes areretrieved directly from the
    simulation

29
Virtual Humans
  • Navigation
  • Path planning obstace avoidance
  • Global navigation
  • Based on prelearned model
  • Determines the global navigation goal
  • Local navigation
  • Purely indexical, based on sensinggt No need for
    model of environmentgt No need for current
    position
  • Three modules
  • synthetic vision, controller, performer

30
Virtual Humans
  • Navigation controller
  • Regularly invokes vision to retrieve updated
    state of environment
  • Creates temporary local goals if an obstacle up
    front
  • Local goals are determined by obstacle-specific
    Displacement local automata

31
Virtual Humans
  • Interaction with the environmentSmart Objects
  • Each modeled object includes detailled solutions
    for each possible interaction with the object
  • Objects are modeled according to situated
    decomposition

32
Virtual Humans
  • Smart Objects include
  • Description of moving parts, physical properties,
    semantic index(purpose and design intent)
  • Information for each possible interaction
    position of interaction part, position and
    gesture information for the actor (capacity
    limits!)
  • Object behaviours with state variables (gt actor
    state info)
  • Triggered agent behaviours

33
Virtual Humans
  • Example virtual tennis
  • Actor model based on stack machine of state
    automata
  • Actor state can change according to currently
    active automaton and sensorial input

34
Virtual Humans
Architectureof behaviourcontrol
35
Virtual Humans
Tennisgameautomata sequence
36
JACK (UPenn)
  • Ergonomic environment analysis
  • Workplace assessment
  • Product evaluation
  • Device interfaces
  • Logistics

37
JACK
  • Microlevel
  • Biomechanically correct model
  • Synthetic sensors for high-level behaviours
  • Three-level architecture realising truly
    situated low-level behaviour

38
JACK
  • Microlevel

(learned sense-control-act loop parameters)
39
JACK
  • Macrolevel
  • Taskable virtual agent
  • Global intentions and expectations of all
    characters are statically captured (explicitly
    anticipated)
  • Parallel Transition networks

40
JACK
  • Macrolevel PaT Net

41
Topics for Discussion
  • Completeness of modeling
  • True agent characteristics(WooldridgeJennings)
  • Autonomy
  • Social abilities
  • Reactivity
  • Pro-activeness

42
Topics for Discussion
  • The TLA Debate
  • Situatedness/synthetic sensing
  • Variability/adaptiveness/plasticity
  • Believability

43
Modelling completeness
  • Sparse models
  • Abstract, top down
  • Based on explicit, reified design elements
  • Bridging/obviating of full detail by careful
    selection of modeled elements
  • Broader coverage at differing resolution
  • Believability/impression over fidelity
  • (Bound to) Lose in the long run?

44
Modelling completeness
  • Complete models
  • Situated, bottom up
  • Depend on balanced design(including
    environmentcoupling)
  • Limited coverage/complexity
  • Allow for flexible action-selection
  • Fidelity over believability/impression
  • Win in the long run?

45
Autonomy (McFarland/Boesser)
  • Automatonstate-dependent behaviour
  • Autonomous agentself-controlling, motivated
  • Motivationreversable internal processes that
    are responsible for changes in behaviour
  • Multiple goals/actions are the rule!gt
    concurrency, transitioning
  • Insights on own skillsconditions of applicability

46
Social abilities
  • Deep agent modeling
  • Of the self BDI and variants
  • Of others (recursively)
  • Of the society
  • Coordination
  • Communication
  • Generationunderstanding of facial expressions,
    postures, gestures, task execution, text/speech,
  • (social) Emotions(including display rules)

47
Social abilities
  • From Action Selection to Action expression
  • Sign management context-dependent behaviour
    sematics
  • What should an agent do at any point in order to
    best communicate its goals and activities?
  • Goal increase comprehensibility of behaviour

48
Believability
  • Quality vs. correctness
  • Self-motivation
  • pursuit of multiple simultaneous goals
  • gt entails requirement of broad capabilities
  • Personality/Emotion
  • Plasticity/change over time
  • Situatedness
  • social skills
  • affordances

49
And then...
  • Methodologies for assembly of architectures with
    understandable/predicatable (motivated,
    goal-directed,) behaviour
  • Agent control systems
  • Persistency, plasticity
  • Agent animation as simulation
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