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1. Representing and Parameterizing Agent Behaviors

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PAR for Agent Modeling. Personality and Emotions. EMOTE for Displaying Affect ... Conclusions and Future Research. 3. Introduction. The world is complex ... – PowerPoint PPT presentation

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Title: 1. Representing and Parameterizing Agent Behaviors


1
1. Representing and ParameterizingAgent Behaviors
  • Jan Allbeck and Norm Badler
  • ????? ???????? ?? ??
  • 2004 2??

10410898 ? ? ?
2
Agenda
sub-title
  • Introduction
  • Control vs. Autonomy
  • AI-Level Representation
  • Network Simulation
  • Parameterized Action Representation
  • PAR Architecture
  • Action Representation
  • Object Representation
  • PAR for Agent Modeling
  • Personality and Emotions
  • EMOTE for Displaying Affect
  • Interfaces to Representations
  • Conclusions and Future Research

3
Introduction
  • The world is complex ? difficult to represent
  • In order to create an interactive world that
    meets natural expectations ? substantial amount
    of computer S/W Engineering is required
  • Graphical depictions, motion models or
    generators, collision detection and avoidance,
    communication or synchronization channels,
    planning and navigation, cognitive modeling,
    psychosocial and physiological modeling
  • An action representation is IMPORTANT!!
  • In this chapter
  • Outline some thing to consider when adopting an
    action representation
  • Present a representation, Parameterized Action
    Representation (PAR)

4
Control vs. Autonomy
  • Control
  • Key-frame animation
  • Detailed control over the movement of the
    characters
  • A time consuming process, required a large
    storage, specific to a character
  • Cannot be altered to context ? Difficult to
  • Interact with objects and other agents
  • Create transitions between motions
  • Alter the expression of the motion to new context
  • Autonomy
  • Decrease the data, enable context-sensitive
    actions
  • Use Inverse kinematics
  • Motion capture
  • Example) Jack, DI-Guy (Human Simulation)

Low-level motion representations
5
AI-Level Representation
  • High-level representations
  • Can vary in their purpose and their semantics
  • Communicative or conversational Agents
  • Mechanisms to synchronize facial expressions with
    speech
  • Extract semantic information from text
  • Perform autonomously in a virtual world
  • Concentrate on an agents interactions and
    autonomy
  • Planning for characters in virtual environments
  • Require representations of the state of the
    environment (dynamic) ? Object must also be
    represented
  • Cognitive and social modeling
  • Emotional states, goals, motivations, and more

6
Network Simulations
  • Design dimensions for distributed or networked
    simulations
  • Bandwidth, synchronization, agent autonomy, agent
    control, latency, visualization, interfaces
  • Trade off
  • Ex) Minimize bandwidth vs. maximize control
  • Packets describing agent actions must be
    formulated, sent, received, and interpreted
  • Increasing the autonomy ? decreasing in necessary
    bandwidth
  • Frame-by-frame joint angle vs. string enter the
    building
  • enter the building carefully through the
    blue door
  • Modification the detailed joint or motion capture
    data is IMPOSSSIBLE!!
  • If the actions are suitably parameterized ?
    POSSIBLE!!

7
Parameterized Action Representation
PAR
  • PAR allows an agent to act, plan, and reason
  • A knowledge base and intermediary between natural
    language and animation
  • Specify (parameterize) the agent
  • Any relevant objects, information about paths,
    locations, manners, and purposes

8
PAR Architecture
PAR
  • Actionary ? stores uninstantiated PARs (UPARs)
  • Agent Process ? create instantiated PARs (IPARs)
  • Consider emotion, personality factors, current
    state of the world
  • Motion Generators ? simply replay stored joint
    angle data or alter this data for context or
    affect

9
Action Representation
PAR
  • Include fields for low-level animation concepts
  • Kinematics, dynamics,
  • Participants
  • Object or other agents involved in the action or
    can be affected by it
  • Applicability conditions
  • True ? can perform the action
  • Preparatory specifications
  • A list of ltCONDITION, actiongt statements
  • Termination conditions
  • A list of conditions which when satisfied
    indicate the completion of the action

10
Object Representation
PAR
  • Stored Actionary
  • Virtual world created ? retrieve object from the
    actionary ? instantiated ? placed ? updated
    throughout the simulation
  • Associated with a graphical model in a scene
    graph
  • Many of the fields can be filled in as the
    simulation begins
  • Ex) bounding volume
  • Help orient actions that involve objects

11
PAR for Agent Modeling
  • PAR and PARSYS enable each level
  • Geometric ? PAR representsand PARSYS
    automatically recognizes
  • Kinematics and dynamics (physical)? explicitly
    represented in PAR
  • Behavioral component? World model agent
    processes motion generators in PARSYS
  • Cognitive modeling? PARSYS contains
    mechanismsfor planning and also filtering and
    prioritizing the actions
  • Individualizing the agent
  • Use conditions (Actionary)

12
Personality and Emotions
PAR for Agent Modeling
  • Personality ? OCEAN
  • Big Five
  • Openness
  • Conscientiousness
  • Extroversion
  • Agreeableness
  • Neuroticism
  • Emotion ? OCC
  • Emotion are generated through the agents
    construal of and reaction to the consequence of
    events, actions of agents, aspects of objects

13
EMOTE for Displaying Affect
PAR for Agent Modeling
  • EMOTE system
  • Based on movement observation science
  • Laban Movement Analysis (LMA) ? Effort and Shape

14
EMOTE Example
PAR for Agent Modeling
  • Hitting a balloon
  • Differing EMOTE setting

15
EMOTE and OCEAN linkage
PAR for Agent Modeling
  • Future work in EMOTE system and the motion
    quality recognizer
  • Train the system to correlate captured motions
    with actor affect, behavior, mood, and intent

16
Interfaces to Representations
  • Basic scripting languages
  • Create outline to perform
  • Specified action
  • Specified time
  • Drag-and-drop creation applications
  • For virtual environments
  • Natural language

17
Conclusions and Future Research
  • An action representation
  • Autonomy and control
  • Minimize data storage
  • Provide semantic for planning
  • Level of detail
  • Nearby action Inverse kinematics
  • Further distance replaying motion capture data
  • Cognitive representation for conveying action
    information between agents
  • Flexible representation
  • Different types of information
  • Trade-off
  • Parameterization specificity vs. program
    complexity
  • Future work
  • PAR to XML representation
  • EMOTE parameterization ?? models of personality
    and emotion
  • Natural language interface
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