agent animation: capabilities, issues, and trends
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Agent animation: capabilities, issues, and trends. Paolo Petta Austrian Research Institute for Artificial Intelligence, Vienna. Introduction. Computer animation developments Geometry Resolution, detail Model-driven dynamics Ambient physics modeling, Behavioural modeling Control - PowerPoint PPT PresentationTRANSCRIPT
Agent animation: capabilities, issues, and trends
Paolo Petta
Austrian Research Institute for Artificial Intelligence, Vienna
Introduction Computer animation developments
Geometry Resolution, detail
Model-driven dynamics Ambient physics modeling,
Behavioural modeling Control
Interactivity, communication techniques, autonomy, learning
Population Multiple actors, distributed systems
Typical Applications Synthetic characters,
virtual Humans,visualisation/simulation
Design choices “Sparse” top-down models vs.
“complete” bottom-up models Application requirements
deep-and-narrow vs. broad-and-shallow
Research topics
Facedesign
BehaviouralanimationSpatialrelationships
User interfacefor
Emotion control
Actor behaviouremotion control Kinematics
Dynamics
Vision-basedanimation Path planning
WalkingmodelsObjectgrasping
shape transformationCollision detection Facial animation
Clothanimation
Collisionresponses
Finite-element deforma-tions
Musclemodels
Hair
Skin texture
ArtificialIntelligence Robotics
UserInterface
Animation
Physics
GeometricModelling
ImageSynthesis
IMPROV (MRL, NYU)
Artistic and commercial applications Animated staging Choreography Interactive multi-user environments ...
Surface model of mood&emotions Productivity tool
API for “laypersons”(educators, historians, social scientists)
IMPROV Microlevel:
Procedural animation Accurate modeling of single actions
and all permissible transitions Statistically controlled parameter
randomization for variability and consistency
IMPROV Microlevel:
Behavioural layering Scripts are classified in a hierarchy
according to level of behaviour User-defined connections between
layers define the effective heterarchy Action selection:
deterministic linear scripts or stochastic selection from alternatives
Exclusion of pursuit of conflicting goals at same level
Parallelism across the hierarchy
IMPROV Macrolevel:
Blackboard architecture
Stage
Manager
Characters (attributes + scripts)
Avatars
Story agent („director“)
IMPROV
Macrolevel: Behaviour layers spanning across
groups of agents forcoordinated action
Distributed environment modeling: “Inverse Causality” (=> MOO) information about interactions is
attached to objects characters are “contaminated” by
use (new/update of state variables: competence learning)
Edge of Intention (Oz, CMU)
Interactive drama Believable autonomous characters
Goal-directed Emotional
(folk theory of emotions, OCC) Simple appearance, emphasis on
behaviours(-> internal processing)
Interaction modes Moving/gesturing, “talking” (typing)
TOK architecture Microlevel
Hap Goal-oriented reactive action engine Static plan library
• Action behaviours• Emotion behaviours• Sensing behaviours
Sensing of low-level actions of other Woggles
Action blending
TOK architecture Microlevel
Em Model of emotional and social
aspects Explicit state variables for beliefs and
standards of performance Variables are influenced by
comparison of current goal states with events and perceived actions (thresholding)
TOK architecture Microlevel
Behavioural features Mapping of emotional state to overt
behaviour Manifestation of “personality” Tight integration of Hap and Em No need for arbitration
TOK architecturestandardsattitudesemotions
Em
goalsbehaviours
Hap
behaviour featuresand raw emotions
goal successes,failures & creation
sensory routines andintegrated sense model
senselanguagequeries
senselanguage
queries
The world
ALIVE Microlevel:
Hamsterdam Behaviour system for action selection
• Based on ethological model
• Sensory inputs via release mechanism
• Loose hierarchy of behaviour groups
• “Avalanche effect” for persistent selection
• Inhibited behaviours can issue secondary and meta commands
Motor skills layer for coordination of motions
Geometry layer for animation rendering
ALIVEExternal World
World
SensorySystem
ReleasingMechanism Behaviour
Levelof Interest Inhibition
InternalVariable
InternalVariable
Motor Commands
Goals/Motivations
ALIVE Levels of control:
Motivations via variables of single behaviours “You are hungry”
Directions via motor skills “Go to that tree”
Tasks via sensory, release, and behaviour systems “Wag your tail”
ALIVE Increased situatedness
Synthetic vision For navigation Generic interface
Plasticity: reinforcement learning (conditioning)
Virtual Humans (Miralab/EPFL)
Goal Simulation of existing people Real-time animation of virtual
humans that are realistic and recognizable
Inclusion of synthetic sensing capabilities allows simulation of (seemingly) complex capabilities,e.g. real-time tennis
Virtual Humans Issues requiring compromising
Surface modeling Deformation Skeletal animation Locomotion Grasping Facial animation Shadows Clothes Skin Hair
Virtual Humans Methodology
Modeling: Prototype-based Head and hand sculpting Layered body definition:
Skeleton, Volume, Skin Animation:
Skeleton motioncaptured, play-back, computed
Body deformationfor realistic rendering of joints
Detailled hand and facial animation
Virtual Humans Synthetic sensing as a main
information channel between virtual environment and digital actor(since ca. 1990)
Synthetic audition, vision and tactile Differs fundamentally from robotic
sensing:direct access to semantic information
Virtual Humans Example: synthetic vision
Environment is perceived from a field-of-view that is rendered from the actor’s point of view
Access to pixel attributes:color, distance,index to semantic information Simple case: color coding of objects
=> perception of color = recognition of object
Object attributes areretrieved directly from the simulation
Virtual Humans Navigation:
Path planning & obstace avoidance Global navigation:
Based on prelearned model Determines the global navigation goal
Local navigation Purely indexical, based on sensing
=> No need for model of environment=> No need for current position
Three modules: synthetic vision, controller, performer
Virtual Humans Navigation controller:
Regularly invokes vision to retrieve updated state of environment
Creates temporary local goals if an obstacle “up front”
Local goals are determined by obstacle-specific Displacement local automata
Virtual Humans Interaction with the environment:
Smart Objects Each modeled object includes
detailled solutions for each possible interaction with the object
Objects are modeled according to situated decomposition
Virtual Humans Smart Objects include:
Description of moving parts, physical properties, semantic index(purpose and design intent)
Information for each possible interaction: position of interaction part, position and gesture information for the actor (capacity limits!)
Object behaviours with state variables (=> actor state info)
Triggered agent behaviours
Virtual Humans Example: virtual tennis
Actor model based on stack machine of state automata
Actor state can change according to currently active automaton and sensorial input
JACK (UPenn)
Ergonomic environment analysis Workplace assessment Product evaluation Device interfaces Logistics
JACK Microlevel:
Biomechanically correct model Synthetic sensors for high-level
behaviours Three-level architecture realising
“truly situated” low-level behaviour
JACK Microlevel
PaT-Net
object-specific and genericsymbolic reasoning capabilites
controlsystems
stimulus perceptual motor response modules behaviours
(learned sense-control-act loop parameters)
JACK Macrolevel
Taskable virtual agent Global intentions and expectations of
all characters are statically captured (explicitly anticipated)
Parallel Transition networks
Topics for Discussion “Completeness” of modeling “True” agent characteristics
(Wooldridge&Jennings)
Autonomy Social abilities Reactivity Pro-activeness
Topics for Discussion The “TLA Debate” Situatedness/synthetic sensing Variability/adaptiveness/plasticity Believability
Modelling completeness “Sparse” models
Abstract, “top down” Based on explicit, reified design
elements Bridging/obviating of full detail by
careful selection of modeled elements
Broader coverage at differing resolution
Believability/impression over fidelity (Bound to) Lose in the long run?
Modelling completeness “Complete” models
Situated, “bottom up” Depend on balanced design
(including environment&coupling) Limited coverage/complexity Allow for flexible action-selection Fidelity over believability/impression Win in the long run?
Autonomy (McFarland/Boesser)
Automaton:state-dependent behaviour
Autonomous agent:self-controlling, motivated
Motivation:reversable internal processes that are responsible for changes in behaviour
Multiple goals/actions are the rule!=> concurrency, transitioning
Insights on own skills&conditions of applicability
Social abilities “Deep” agent modeling
Of the self: BDI and variants Of others (recursively) Of the society
Coordination Communication
Generation&understanding of facial expressions, postures, gestures, task execution, text/speech,…
(social) Emotions(including display rules)
Social abilities From Action Selection to Action
expression Sign management: context-
dependent behaviour sematics What should an agent do at any point
in order to best communicate its goals and activities?
Goal: increase comprehensibility of behaviour
Believability Quality vs. correctness Self-motivation
pursuit of multiple simultaneous goals => entails requirement of broad
capabilities Personality/Emotion Plasticity/change over time Situatedness
social skills affordances