PULSE: Populating the Urban Landscape with Simulated Entities - PowerPoint PPT Presentation

1 / 23
About This Presentation
Title:

PULSE: Populating the Urban Landscape with Simulated Entities

Description:

Stacy Marsella, ISI/USC. Jon Gratch, ICT/USC. Lewis Johnson, ISI/USC ... Marco Gillies, University College London. Katherine Isbister, RPI. John Laird, UMich ... – PowerPoint PPT presentation

Number of Views:61
Avg rating:3.0/5.0
Slides: 24
Provided by: janal3
Learn more at: http://cg.cis.upenn.edu
Category:

less

Transcript and Presenter's Notes

Title: PULSE: Populating the Urban Landscape with Simulated Entities


1
PULSE Populating the Urban Landscape with
Simulated Entities
  • Norman I. Badler
  • Nuria Pelechano
  • Jan M. Allbeck

2
Goals
  • Creation of heterogeneous population (i.e. human
    texture) in an urban environment.
  • Link human characteristics and high level
    behaviors to graphical depictions.
  • Tools to enable the creation of specific
    populations for large scale simulations.

3
Simulation Components
  • Environment, objects, characters and
    Parameterized Actions.
  • Create and bring together graphical, semantic,
    and functional elements such that objects can be
    reasoned about and interacted with.
  • Behaviors described in concert with objective of
    simulation.
  • Animations created and linked to the higher level
    behaviors and ultimately the characteristics of
    the characters what and how.

4
Parameterized Actions
  • A representation to link agent and entity roles
    and activities to behavior descriptions
  • Our Parameterized Action Representation (PAR)
  • Actionary database.
  • PAR fills in details for action execution.
  • PAR fields allow simple or complex activities,
    hierarchical description, conditionals, and
    insertion of local planners (manner, route,
    pursuit, etc.).

5
Current Limitations (1)
  • Limited by computational, real-time, or
    simulation design parameters.
  • No adequate demonstration of the creation of a
    small city of individuals.
  • Primarily individual scripted or rule-driven
    agents.
  • Behaviors restricted to traveling from one
    location to another and executing a small number
    of predefined behaviors.
  • Military focus on close combat tactical training
    or one-on-one language or decision-making systems
    (e.g., ICT projects).

6
Current Limitations (2)
  • Commercial software for crowd behaviors
  • Few individual variations.
  • Concentrates on locomotion and collision
    avoidance.
  • Essentially oriented particles.
  • Fine-grained control of entity behaviors and
    their mutual interactions are
  • Managed manually (for games or motion picture
    special effects).
  • Vested in customized simulation engines such as
    JSAF or OneSAF.

7
Recent Research Developments
  • Opportunistic interactions that accommodate some
    environmental or social relationships among
    entities. (See HiDAC demonstration.)
  • Small-scale implementations of characters
    motivated by goals, standards and preferences
    have been demonstrated using PMFserv (requires
    careful crafting of individual character
    personalities and scenarios).
  • Large scale graphics simulations starting to
    include more heterogeneous crowds that include a
    few subgroups of agent types.

8
Next Generation
  • In order to create next generation city-scale
    simulations, we must include
  • Realistic civilian patterns of behavior,
  • Semantically meaningful interactions with the
    environment and other agents,
  • Scheduled tasks relevant to simulated time of
    day/week, an agents role and goals,
  • Sufficient semantic annotation of urban features,
  • Real-time user interaction. (Our VR experiments.)

9
The PULSE Challenge
  • Creating crowds of 3D characters roaming a 3D
    environment is not in itself that difficult, but
    weaving them into a background tapestry (human
    texture) of realistic city inhabitants requires

10
PULSE Needs
  • Specifying the characteristics (roles, goals,
    constraints) of individuals or groups including
    their behaviors and how they might differ from
    other individuals.
  • Establishing the daily activities of such
    individuals or groups according to their
    occupations and roles.
  • Accessing a library of parameterized animated
    behaviors that can be selected contextually,
    varied statistically, applied to agents and
    executed in real-time in a typical simulation
    environment.
  • Giving the agents enough perception to react
    (via PAR field updates) to the environment,
    people, and events around them.

11
Additional PULSE Needs
  • Not our current focus, but we would want to
    contribute to the specification and design of
    these components!
  • Creating semantic annotations of the 3D geometric
    environment to insure proper agent interpretation
    of obstacles, roadways, entrances, supporting
    surfaces, vehicular transport, etc.
  • Building human character models that graphically
    resemble the desired population.

12
Microsoft Project
  • Utilizing COTS Microsoft Project to create large
    heterogeneous urban populations.
  • MS Project is user interface software for project
    management that includes characterizing and
    scheduling tasks and allocating resources.
  • Individuals and groups are special types of
    resources.
  • Given the specified constraints it can then
    provide schedules for individuals.
  • This paradigm supports constructive simulations
    where entities go about their daily activities
    autonomously but in the urban context.
  • To include possibilities for local contextual
    variation due to dynamic environment or real user
    interactions, we need to parlay high-level agent
    descriptions into situated and graphically
    realized actions.

13
MS Project Linked to PAR
  • In MS Project, tasks (i.e., behaviors) can be
    broken down into sub-tasks and linked together to
    specify required orderings these high level
    behaviors ignore the details of performance.
  • PAR fills in details for action execution
    (subject to context and statistical distribution
    of start times, e.g.).
  • E.g., all the workers in an office building might
    finish their days shift at 5pm. The agents
    would begin the next task, that of going home,
    e.g., but they do not just start at exactly the
    same time nor do they teleport there. Each one
    has to follow a set of waypoints to reach home,
    but even that cant simply be executed. Resource
    competition, dynamic obstacles, secondary goals
    (e.g., stop at market), and crowding with other
    agents create low level path and task decisions
    at the PAR level that add contextual variation
    and social realism.

14
MS Project Advantages
  • Familiar interface that is widely used.
  • Existing method for scheduling tasks and
    allocating resources for large numbers of agents.
  • Tasks are suggestions to agent, who then has to
    execute task in context.
  • Export to XML format (or link directly to MySQL).
  • Can download daily plan into each agent, though
    ultimately the actions are executed in context.
  • Alternative to rich agents such as those
    created and motivated by PMFserv.

15
PAR Advantages
  • Data-driven, parameterized framework promotes
    action reuse, contextual execution, and
    lightweight computational cost.
  • Inherent level of detail and hierarchical
    structure facilities linking to both high level
    behavioral descriptions and low level task
    performances.
  • Ability to incorporate the how into motion choice
    or execution (e.g., adverbs, EMOTE, state of
    nearby individuals (e.g., panic), wayfinding).
  • Human texture activities include pre-created
    social interactions, everyday behaviors, the
    background appearance of a society.

16
Technical Challenges
  • Macros and application-specific fields in MS
    Project would enable users to create individuals
    and subgroups for heterogeneous urban populations
    based on a desired distribution of occupant
    roles.
  • Construct Actionary for PAR such that cultural or
    geographic fields can be user-accessed and
    updated from appropriate population profiles.
  • Determine what these profiles are through
    observation of typical urban human texture of the
    region desired, coupled with statistical
    distributions to provide variety.

17
Milestones Year 1
  • Demonstrate MS Project generation of a typical
    small city of about 500 occupants with
    realistic roles, schedules, activities, and
    dependencies.
  • Create PARs and Actionary database to support and
    animate the inhabitants activities in context.
  • MS project and PAR/Actionary integration.
  • Demonstrate real-time graphics output
    (stand-alone system).

18
Milestones Year 2
  • Demonstrate reactive and contextual simulation of
    the city occupants.
  • Integrate into desired simulation testbed.
  • Build spreadsheet customized action tools and
    controls for specific individuals, groups, or
    cultures manipulated by scenario designer.
  • Link user input tools to MS Project.

19
Milestones Year 3
  • Demonstrate live contextual interaction between
    user and urban inhabitants and customized agents,
    e.g., by showing PULSE human texture behind a
    specific scripted or PMFserv-driven scenario.
  • Validate PULSE validity by demonstrating two
    separate cultural human texture backgrounds
    within a common simulation scenario.
  • Document the efforts required to build the human
    texture data and assess progress and further
    avenues for research.

20
PULSE Populating the Urban Landscape with
Simulated Entities University of Pennsylvania,
Center for Human Modeling and SimulationDr.
Norman Badler, Dr. Nuria Pelechano, Ms. Jan
Allbeck
  • Project Objectives
  • Creation of heterogeneous population (i.e. human
    texture) in an urban environment.
  • Link human characteristics and high level
    behaviors to graphical depictions.
  • Tools to enable the creation of specific
    populations for large scale simulations.
  • Technical Approach/Challenges
  • Use Microsoft Project scheduling tool.
  • Build on our Parameterized Action Representation
    and Actionary.
  • Link these two to produce suggested goals for 3D
    animated agents.
  • Execute these goals in the given social and urban
    context.
  • Interpret and animate the how of an action as
    well as the what.

Animated group exiting room
  • Deliverables
  • Tools to construct population activities
  • User interfaces to Microsoft project, PARs, and
    Actionary
  • Simulations of human texture in an urban
    context
  • Demonstration and validation of varying the
    cultural texture.
  • Integration with other simulation systems

21
Links, Videos, and Books (Penn)
  • HiDAC videos
  • http//cg.cis.upenn.edu/hms/people/pelechano/MACES
    /MACES.htm
  • SCA video (2D forces cal3d figures during
    evacuation drill)
  • http//cg.cis.upenn.edu/hms/people/pelechano/video
    s/PelechanoSCA07.avi
  • More information
  • http//cg.cis.upenn.edu/hms/people/pelechano/
  • These are books that we have chapters in. They
    are a good place to find the better known names
    in the various areas of research
  • Life-Like Characters Tools, Affective Functions,
    and Applications, Helmut Prendinger (Editor),
    Mitsuru Ishizuka (Editor)
  • Embodied Conversational Agents, by Justine
    Cassell (Editor), Joseph Sullivan (Editor), Scott
    Prevost (Editor), Elizabeth Churchill (Editor)
  • Agent Culture Human-agent interaction in A
    Multicultural World, Sabine Payr (Editor), Robert
    Trappl (Editor)

22
Other Contacts
  • Michael Zyda, USC
  • Ruth Aylett, Heriot-Watt University
  • Patrick Olivier, University of Newcastle Upon
    Tyne
  • Stefan Kopp, University of Bielefeld
  • Catherine Pelachaud, University of Paris 8
  • Elisabeth André, University of Augsburg
  • Kristinn Thórisson, Reykjavik University
  • Hannes Vilhjalmsson, Reykjavik University
  • Stacy Marsella, ISI/USC
  • Jon Gratch, ICT/USC
  • Lewis Johnson, ISI/USC
  • Daniel Thalmann, EPFL Switzerland
  • Amy Baylor, NSF (Florida State University)
  • Justine Cassell, Northwestern
  • Demetri Terzopoulos, UCLA
  • Norm Badler, UPenn
  • Marco Gillies, University College London
  • Katherine Isbister, RPI
  • John Laird, UMich
  • Brian Loyall, Zoesis
  • Ana Paiva, INESC-ID / Instituto Superior Técnico
  • Helmut Prendinger, National Institute of
    Informatics
  • Soraia Musse, Universidade do Vale do Rio dos
    Sinos

23
Other Resources
  • Intelligent Virtual Agents http//iva07.ntua.gr/
  • SIGGRAPH http//www.siggraph.org/s2007/
  • Symposium on Computer Animation
    http//www.siggraph.org/sca2007/
  • IEEE Virtual Reality http//conferences.computer.
    org/vr/2007/
  • Eurographics http//www.eg.org/
  • Autonomous Agents and Multi-Agent Systems
    http//www.aamas2007.org/
Write a Comment
User Comments (0)
About PowerShow.com