1 1. representing and parameterizing agent behaviors jan allbeck and norm badler 연세대학교...
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1. Representing and Parameterizing1. Representing and ParameterizingAgent BehaviorsAgent Behaviors
Jan Allbeck and Norm Badler연세대학교 컴퓨터과학과
로봇 공학 특강2004 2 학기
10410898 유 지 오
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AgendaAgenda
sub-title
• Introduction• Control vs. Autonomy• AI-Level Representation• Network Simulation• Parameterized Action Representation
– PAR Architecture– Action Representation– Object Representation
• PAR for Agent Modeling– Personality and Emotions– EMOTE for Displaying Affect
• Interfaces to Representations• Conclusions and Future Research
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IntroductionIntroduction• 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)
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Control vs. AutonomyControl vs. Autonomy• 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 agentsCreate transitions between motionsAlter the expression of the motion to new context
• Autonomy– 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 RepresentationAI-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 SimulationsNetwork Simulations• Design dimensions for distributed or networked simulations
– Bandwidth, synchronization, agent autonomy, agent control, latency, visualization, interfaces…
– Trade offEx) Minimize bandwidth vs. maximize control
• Packets describing agent actions must be formulated, sent, received, and interpreted
• Increasing the autonomy decreasing in necessary bandwidth– 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 RepresentationParameterized 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
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PAR ArchitecturePAR Architecture
• 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
PAR
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Action RepresentationAction Representation• 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 <CONDITION, action>
statements
• Termination conditions– A list of conditions which when
satisfied indicate the completion of the action
PAR
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Object RepresentationObject Representation
• Stored Actionary• Virtual world created retrieve object from the actionary
instantiated placed 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
PAR
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Funge et al[19],hierarchy of computer graphics modeling
PAR for Agent ModelingPAR for Agent Modeling• PAR and PARSYS enable each level
– Geometric PAR representsand PARSYS automatically recognizes
– Kinematics and dynamics (physical) explicitly represented in PAR
– Behavioral component World model + agent processes+ motion generators in PARSYS
– Cognitive modeling PARSYS contains mechanismsfor planning and also filtering and prioritizing the actions Individualizing the agentUse conditions (Actionary)
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Personality and EmotionsPersonality and Emotions• Personality OCEAN
– “Big Five” OpennessConscientiousnessExtroversionAgreeablenessNeuroticism
• Emotion OCC– Emotion are generated through the agent’s construal of and
reaction to the consequence of events, actions of agents, aspects of objects
PAR for Agent Modeling
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EMOTE for Displaying AffectEMOTE for Displaying Affect• EMOTE system
– Based on movement observation science
– Laban Movement Analysis (LMA) Effort and Shape
PAR for Agent Modeling
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EMOTE ExampleEMOTE Example• Hitting a balloon
– Differing EMOTE setting
PAR for Agent Modeling
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EMOTE and OCEAN linkageEMOTE and OCEAN linkage
• Future work in EMOTE system and the motion quality recognizer– Train the system to correlate captured motions with actor affect,
behavior, mood, and intent
PAR for Agent Modeling
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Interfaces to RepresentationsInterfaces to Representations• Basic scripting languages
– Create outline to perform …Specified actionSpecified time
• Drag-and-drop creation applications– For virtual environments
• Natural language
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Conclusions and Future ResearchConclusions and Future Research• An action representation
– Autonomy and control– Minimize data storage– Provide semantic for planning
• Level of detail– 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 models of personality and emotion– Natural language interface