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

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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

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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…

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Outline some thing to consider when adopting an action representation

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Present a representation, Parameterized Action Representation (PAR)

Control vs. Autonomy

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Control

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Key-frame animation Detailed control over the movement of the characters

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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

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High-level representations

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Can vary in their purpose and their semantics

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Communicative or conversational Agents

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Mechanisms to synchronize facial expressions with speech Extract semantic information from text Perform autonomously in a virtual world

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Concentrate on an agent’s interactions and autonomy Planning for characters in virtual environments

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Require representations of the state of the environment (dynamic)

Object must also be represented Cognitive and social modeling

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Emotional states, goals, motivations, and more…

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Network Simulations

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Design dimensions for distributed or networked simulations

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Bandwidth, synchronization, agent autonomy, agent control, latency, visualization, interfaces…

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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

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Frame-by frame joint angle vs. string “enter the building” “enter the building + carefully + through the blue door”

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Modification the detailed joint or motion capture data is IMPOSSSIBLE!!

If the actions are suitably parameterized

POSSIBLE!!

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Parameterized Action Representation

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PAR allows an agent to act, plan, and reason

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A knowledge base and intermediary between natural language and animation

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Specify (parameterize) the agent

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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)

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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

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Kinematics, dynamics, … Participants

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Object or other agents involved in the action or can be affected by it Applicability conditions

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True

can perform the action Preparatory specifications

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A list of statements Termination conditions

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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

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Ex) bounding volume Help orient actions that involve objects

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PAR for Agent Modeling

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PAR and PARSYS enable each level

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Geometric

PAR represents and PARSYS automatically recognizes

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Kinematics and dynamics (physical)

explicitly represented in PAR

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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

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Personality

OCEAN

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“Big Five”

Openness

Conscientiousness

Extroversion

Agreeableness

Neuroticism

PAR for Agent Modeling •

Emotion

OCC

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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

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EMOTE system

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Based on movement observation science Laban Movement Analysis (LMA)

Effort and Shape

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EMOTE Example

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Hitting a balloon

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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

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

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Interfaces to Representations

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Basic scripting languages

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Create outline to perform …

Specified action

Specified time

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Drag-and-drop creation applications

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For virtual environments

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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

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Different types of information Trade-off

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Parameterization specificity vs. program complexity Future work

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PAR to XML representation EMOTE parameterization

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Natural language interface models of personality and emotion