Interaction with Group of Autonomous Characters - PowerPoint PPT Presentation

1 / 16
About This Presentation
Title:

Interaction with Group of Autonomous Characters

Description:

The demo runs on a PlayStation2 at an update rate of 60 fields per second. 280 birds ... PlayStation2 hardware, CDS software, simple shading models ... – PowerPoint PPT presentation

Number of Views:155
Avg rating:3.0/5.0
Slides: 17
Provided by: sjs7
Category:

less

Transcript and Presenter's Notes

Title: Interaction with Group of Autonomous Characters


1
Interaction with Group of Autonomous Characters
  • Craig Reynolds
  • (Game Developers Conference 2000)
  • Presentation by Son, Ji-Hye

2
Outline
  • Introduction
  • Related Work
  • Behavioral Models
  • Case study Pigeons in the Park
  • Reacting to the User
  • Realtime Performance
  • Conclusions

3
Introduction
  • Real world
  • Busy, crowded
  • Game world
  • Static, empty
  • Large numbers of autonomous characters
  • Coordinate with or react to each other, the
    environment and users avatar
  • Three key concepts
  • Behavioral models
  • Spatial data structure
  • The techniques used to drive animation from
    behavior models

4
Related Work
  • The historical trend
  • Very simplistic autonomous characters
  • Nimble reactive characters Reyn99
  • Characters which can learnGran98,
    reasonLair00, and planFung99
  • The games
  • SimCity, SimAnt, SimTower, The Sims
  • Lemmings, Populous
  • Myth, Warcraft

5
Behavioral Models (1/2)
  • The behavior model
  • Drives autonomous characters
  • position, velocity, orientation, and visual
    appearance
  • Maps the characters environment into character
    actions.
  • The characters environment
  • Virtual world (external environment)
  • Memory or metal processes (internal environment)
  • Simple physical model
  • A point mass with velocity and a local frame of
    reference
  • A finite steering force
  • The local coordinate system

6
Behavioral models (2/2)
  • Multiple distinct behavioral states
  • Transitions are triggered by changes in the
    characters environment.
  • FSM (finite state machine)
  • Ex) a fighter jet

7
Case study Pigeons in the park (1/3)
  • Pigeons in the park
  • User/player interaction
  • Real-time
  • A large group of simple autonomous character
  • The virtual world
  • The birds
  • A radio controlled car
  • An undulating terrain
  • An invisible spherical obstacle
  • The pigeons
  • The Boids model Reyn87
  • Steering behaviors Reyn99

8
Case study Pigeons in the park (2/3)
  • A nearby car or the hand clap causes the birds to
    take flight.
  • The urge to take off is contagious.
  • Sensing the nearby birds who have recently taken
    off
  • A bird land again.
  • The annoyance value
  • gets ratcheted up when a bird gets startled
  • Then slowly decays over time

9
Case study Pigeons in the park (3/3)
  • Animation for the birds
  • Behavioral parameters
  • Position, orientation, walking/flying flag, rate
    of change of the glide slope
  • A set of pre-animated cycles
  • Walking, Flying, Gliding, WingFold
  • The demo runs on a PlayStation2 at an update rate
    of 60 fields per second
  • 280 birds
  • 55000 triangles

10
Reacting to the User (1/2)
  • Respond to the user in two different ways
  • Discrete reaction
  • Continuous reaction
  • A neighborhood around the car
  • Depends on the cars position and velocity.
  • Shape
  • a half circle behind the car
  • a half ellipse in front of the car.

11
Reacting to the User (2/2)
  • The neighborhood
  • Move away
  • Take off
  • In the move-away zone
  • Move away from both the car and its current path.

12
Realtime Performance
  • Three main sources of computational load
  • Rendering
  • Thinking
  • Locality queries
  • Rendering
  • Rendering the 3D shaded, textured, scene, in
    perspective.
  • PlayStation2 hardware, CDS software, simple
    shading models
  • 15 to 20 of each display cycle (one-sixtieth of
    a second)

13
Realtime Performance Thinking
  • Thinking
  • The time taken for each of the autonomous
    characters to think
  • The cost is multiplied by the number of
    characters.
  • O(n)
  • To reduce the cost
  • Decouple the behavioral computation from the
    simulation rate
  • a low rate 10Hz (one sixth of the animation
    rate)
  • The thinking about obstacle avoidance is done
    at a higher rate (30Hz)

14
Realtime Performance Locality queries (1/2)
  • Locality queries
  • The cost of doing locality queries between
    characters
  • An interacting particle system
  • N comparisons for each particle
  • Complexity of O(n2)
  • To reduce the cost
  • To store the characters in spatial data structure
  • To keep the characters pre-sorted based on
    their location in space

15
Realtime Performance Locality queries (2/2)
  • The bin-lattice spatial data structure
  • Divide a space into a collection of smaller boxes
    (bin)
  • A locality query
  • performed by specifying a sphere and a function
  • O(n)

16
Conclusions
  • A realtime system with a large group of
    autonomous characters
  • move themselves around
  • React to each other, to obstacles, and the users
    avatar
  • Realtime performance
  • By decoupling the behavioral model from the
    graphical update rate
  • By the use of a lattice-bin spatial subdivision
    technique
Write a Comment
User Comments (0)
About PowerShow.com