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Dynamo Dynamic, Data-driven Character Control with Adjustable Balance

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Physics, control, AI. Allows for emergent, natural interactions ... Desired root orientation specified by AI. Actual position and orientation determined by physics ... – PowerPoint PPT presentation

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Title: Dynamo Dynamic, Data-driven Character Control with Adjustable Balance


1
Dynamo Dynamic, Data-driven Character Control
with Adjustable Balance
  • Pawel Wrotek Electronic Arts
  • Chad Jenkins Brown University
  • Morgan McGuire Williams College

2
First, a video
3
Character Motion
  • An integral part of modern video games

FIFA 2006 (EA)
San Andreas (Rockstar)
Antigrav (Harmonix)
4
Kinematic Character Motion
  • Expressed by rigid body kinematics
  • Rigid bodies connected by joints
  • Character pose defined by rotation
  • of joints
  • Vector ?(t) represents pose
  • at a given instant of time

5
Motion GenerationMocap and Keyframing
  • Motion capture
  • Manual keyframing
  • () path of least resistance
  • () absolute control, wyciwyg
  • (-) not physically dynamic
  • such motion is a static and partial snapshot of
    the dynamics occurred at the time of
    collection/creation Analogously, video is a
    snapshot of the physics of light
  • Great for production animation, not so great for
    interactive virtual environments

6
Motion GenerationMocap and Keyframing
  • () path of least resistance
  • () absolute control wyciwyg
  • (-) not physically dynamic
  • static and partial snapshot of the dynamics
    occurred at the time of creation
  • Production animation, not interactive games

God of War 2 (Sony)
7
Motion GenerationProcedural Animation
  • Rules/algorithms to automatically generate motion
  • Three categories of approaches
  • Indirectly emulate physical plausibility
  • Perlin,Goldberg 94 Popovic, Witkin 99 Kovar
    et al. 02
  • Simulate physics only when necessary
  • Shapiro et al. 03 Zordan et al. 05
  • Simulate physics directly and persistently
  • Hodgins et al. 95 Laszlo et al. 00

8
Procedural Animation
  • Indirectly emulate physical plausibility
  • Scripting Perlin,Goldberg 94
  • Blending Rose et al. 98
  • Optimization Liu et al. 05 Arikan et al. 03
  • () creators retain control
  • Creators define all rules for movement
  • (-) violates the checks and balances of motion
  • Motion control abuses its power over physics
  • (-) limits emergent behavior

9
Procedural Animation
  • Simulate physics directly
  • Ragdolls
  • Controllers to generate motor forces
  • Zordan, Hodgins 02 Faloutsos et al.
    01 Popovic et al. 00
  • () proper separation of powers
  • Physics, control, AI
  • Allows for emergent, natural interactions
  • (-) inherit problems that plague robotics

Physics
Controller
10
Procedural Animation
  • Simulate physics only when necessary
  • Dynamic response
  • Shapiro et al. 03 Zordan et al. 2005
    Natural Motion Endorphin
  • Mocap for normal dynamics
  • Simulation for disturbance dynamics
  • () the best of mocap and simulation
  • (-) limited to passive response
  • Falling, getting hit, etc.
  • No persistent interaction

11
Fundamental Question
  • Can we have practical methods for physically
    simulated characters?
  • Revisit the broader picture for autonomous
    control
  • Decision making (AI) objectives, current state
    (xt) ? desired motion (xdt)
  • Motion Control desired motion (xdt), current
    state (xt) ? motor forces (ut)
  • Physics current state (xt) ? next state
    (xt1)

utMC(xdt-xt)
xt1P(xt,ut)
xdtAI(xt)
Physics
Motion Control
Decision Making
ut
xdt
objectives
xt1
12
The Autonomous Physical Motion Control Problem
utMC(xdt-xt)
xdtAI(xt)
xt1P(xt,ut)
Motion Control
Decision Making
ut
xdt
Physics
ut
objectives
xt1
13
The Autonomous Physical Motion Control Problem
utMC(xdt-xt)
xdtAI(xt)
Motion Control
Decision Making
ut
xdt
objectives
xt1
  • Simulating physics
  • Download ODE
  • Buy Havoc
  • Implement Guendelman et al. 03

14
The Autonomous Motion Control Problem
utMC(xdt-xt)
Motion Control
ut
xdt
Mocap data
xt1
  • AI for autonomous decision making
  • Someone elses problem
  • Interface point for decision making
  • Focus on motion control
  • Motion capture as decision making placeholder

15
Motion Control Impediments
utMC(xdt-xt)
Motion Control
ut
xdt
Mocap data
xt1
  • Gain tuning for motion control
  • Balance for upright motion

16
Motion Control Impediments
utMC(xdt-xt)
Motion Control
ut
xdt
Mocap data
xt1
  • Gain tuning for motion control
  • Balance for upright motion

Problem parent space control?
17
Motion Control Impediments
utMC(xdt-xt)
Motion Control
ut
xdt
Mocap data
xt1
  • Gain tuning for motion control
  • Balance for upright motion

Problem parent space control?
Solution world space control?
18
Segway Analogy
19
Segway Analogy
20
Segway Analogy
21
Feedback Motion Control
  • Parent PD-servo
  • Torque u about an axis
  • Appropriate kp and kd values are necessary for
    stable control
  • Tedious and difficult
  • Holdover from robot rotational sensing

u
D. Brogan
22
Parent Space Control
  • Moving reference frame
  • Interferes with stability
  • Lacks consideration of global orientation

23
World Space Control
  • Fixed global reference frame
  • Steady target desireds
  • Implicit balance

24
World Space PD-Servo
  • t kp (v ?) kd (?d ?a)
  • Wd desired world space rotation matrix
  • Wa actual world space rotation matrix
  • T Wd Wa-1 (transformation from Wa to Wd)
  • v, ? rotation axis, angle derived from T
  • ?d desired world space angular velocity
  • ?a actual world space angular velocity

?
Wa
v
Wd
25
A Note about Axis-Angle(Source code in the paper)
  • Torques determined by desired angular
    acceleration
  • i.e., Proportional to 2nd derivative of rotation
  • 1D Hinge Hodgins95 t ? ?2q/?t2
  • 3D Ball joint t ? ?2rotation/?t2
  • but Matrix/Quat derivatives produce denormalized
    results under ODEs Euler integration and are
    awkward to convert to torques
  • Rotation axis is fixed anyway during the Euler
    timestep, so reduce to a 1D problem
  • 3D Ball joint

26
Early Results
  • Gain Tuning
  • Cartwheel with object

27
Super-balancing
  • An artifact of world space control
  • Retain separation of powers
  • Desired pose relative to character root (Person
    space)
  • Desired root orientation specified by AI
  • Actual position and orientation determined by
    physics

28
Root-spring control
  • Spring only opposes gravity (no rotation about
    FG)
  • Torque-limited and breaks under excessive strain

t maximum
Applied Torque t
t tbalance
t 0
tbalance
Torque limit
Breaking point
29
Results
  • Obstacle course
  • Parent space
  • Person space
  • User interaction
  • Balance comparison
  • Ballistic
  • Person space (meathook)
  • Person space (root spring), Parent space
  • In-game boxing

Parent space
Dynamo
30
Results
  • Obstacle course
  • Parent space
  • Person space
  • User interaction
  • Balance comparison
  • Ballistic
  • Person space (meathook)
  • Person space (root spring), Parent space
  • In-game boxing

31
Results
  • Obstacle course
  • Parent space
  • Person space
  • User interaction
  • Balance comparison
  • Ballistic
  • Person space (meathook)
  • Person space (root spring), Parent space
  • In-game boxing

32
Results
  • Obstacle course
  • Parent space
  • Person space
  • User interaction
  • Balance comparison
  • Ballistic
  • Person space (meathook)
  • Person space (root spring), Parent space
  • In-game boxing

33
Results
  • Obstacle course
  • Parent space
  • Person space
  • User interaction
  • Balance comparison
  • Ballistic
  • Person space (meathook)
  • Person space (root spring), Parent space
  • In-game boxing

34
Future Work
  • AI for goal-oriented motion generation
  • Experimental parent vs. world analysis
  • Biomechanical character constraints
  • Embodied perception

35
Conclusion
  • Physically dynamic characters are practical
  • World-space control yields
  • Implicit character balance
  • Easier gain tuning
  • Path to emergent behavior for interactive
    characters

36
Acknowledgements
  • NSF Award IIS-0534858
  • Dan Byers
  • Sam Howell
  • mocap.cs.cmu.edu
  • G3D and ODE user communities
  • Innovating Game Development
  • Guest Lecturers
  • A-Lab

37
RoboCup Dynamical Soccer
  • cjenkins_at_cs.brown.edu
  • morgan_at_cs.williams.edu
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