Transcript Document

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1. Representing and Parameterizing Agent Behaviors Jan Allbeck and Norm Badler

연세대학교 컴퓨터과학과 로봇 공학 특강

2004 2

학기

10410898

유 지 오

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Agenda

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Introduction Control vs. Autonomy AI-Level Representation Network Simulation Parameterized Action Representation

– – –

PAR Architecture Action Representation Object Representation PAR for Agent Modeling

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Personality and Emotions EMOTE for Displaying Affect Interfaces to Representations Conclusions and Future Research

sub-title

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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)

Control vs. Autonomy

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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

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Decrease the data, enable context-sensitive actions Use Inverse kinematics Motion capture Example) Jack, DI Guy (Human Simulation) …

Low-level motion representations

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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 agent’s 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…

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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

bandwidth decreasing in necessary

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!!

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Parameterized Action Representation

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

PAR

PAR Architecture

PAR 8 • • •

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

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Action Representation

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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 statements Termination conditions

A list of conditions which when satisfied indicate the completion of the action

Object Representation

PAR 10 • • • • •

Stored Actionary Virtual world created

instantiated

placed

retrieve object from the actionary

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

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PAR for Agent Modeling

PAR and PARSYS enable each level

Geometric

PAR represents and PARSYS automatically recognizes

Kinematics and dynamics (physical)

explicitly represented in PAR

– –

Behavioral component

World model + agent processes + motion generators in PARSYS Cognitive modeling

Funge et al[19], hierarchy of computer graphics modeling PARSYS contains mechanisms for planning and also filtering and prioritizing the actions

Individualizing the agent

Use conditions (Actionary)

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Personality and Emotions

Personality

OCEAN

“Big Five”

Openness

Conscientiousness

Extroversion

Agreeableness

Neuroticism

PAR for Agent Modeling •

Emotion

OCC

Emotion are generated through the agent’s construal of and reaction to the consequence of events, actions of agents, aspects of objects

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EMOTE for Displaying Affect

EMOTE system

– –

Based on movement observation science Laban Movement Analysis (LMA)

Effort and Shape

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EMOTE Example

Hitting a balloon

Differing EMOTE setting

PAR for Agent Modeling

PAR for Agent Modeling

EMOTE and OCEAN linkage

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Future work in EMOTE system and the motion quality recognizer

Train the system to correlate captured motions with actor affect, behavior, mood, and intent

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Interfaces to Representations

Basic scripting languages

Create outline to perform …

Specified action

Specified time

Drag-and-drop creation applications

For virtual environments

Natural language

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Conclusions and Future Research

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An action representation

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Autonomy and control Minimize data storage Provide semantic for planning Level of detail

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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

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Natural language interface models of personality and emotion