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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,
Model-driven
detail
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
Artificial
Intelligence
Robotics
User
Interface
User interface
for
Emotion control
Animation
Actor behaviour
emotion control
Behavioural
animation
Spatial
relationships
shape
transformation
Collision
detection
Geometric Facial
animation
Modelling
Face
design
Image
Synthesis
Skin texture
Visionbased
animation
Path
planning
Walking
models
Object
grasping
Kinematics
Dynamics
Cloth
animation
Muscle Collision
models responses
Finite-element
deformations
Hair
Physics
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
Accurate
animation
modeling of single actions
and all permissible transitions
Statistically controlled parameter
randomization for variability and
consistency
IMPROV
Microlevel:
Behavioural
Scripts
layering
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
Characters (attributes + scripts)
Stage
Manager
Avatars
Story agent („director“)
IMPROV
Macrolevel:
Behaviour
layers spanning across
groups of agents for
coordinated 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
Mapping
features
of emotional state to overt
behaviour
Manifestation of “personality”
Tight integration of Hap and Em
No need for arbitration
TOK architecture
standards
attitudes
emotions
Em
sense
language
queries
behaviour features
and raw emotions
goal successes,
failures & creation
sensory routines and
integrated sense model
The world
goals
behaviours
Hap
sense
language
queries
TOK architecture
Macrolevel:
Fixed
plan library encodes all
possible communications/interactions
ALIVE (MIT Media Lab)
Entertainment
Magic
mirror metaphore
Unincumbered immersive
environment
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
ALIVE
External World
World
Sensory
System
Releasing
Mechanism
Goals/Motivations
Internal
Variable
Behaviour
Level
of Interest
Internal
Variable
Inhibition
Motor Commands
ALIVE
ALIVE
Levels of control:
Motivations
via variables of single
behaviours
“You
are hungry”
Directions
“Go
via motor skills
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)
ALIVE
Macrolevel:
Totally
distributed control
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
motion
captured, play-back, computed
Body deformation
for 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 fieldof-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 are
retrieved 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
Virtual Humans
Architecture
of behaviour
control
Virtual Humans
Tennis
game
automata
sequence
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 generic
symbolic reasoning capabilites
control
systems
stimulus
perceptual
modules
motor
behaviours
(learned sense-control-act loop parameters)
response
JACK
Macrolevel
Taskable
virtual agent
Global intentions and expectations of
all characters are statically captured
(explicitly anticipated)
Parallel Transition networks
JACK
Macrolevel: PaT Net
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: contextdependent 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
And then...
Methodologies for assembly of
architectures with
understandable/predicatable
(motivated, goal-directed,…)
behaviour
Agent control systems
Persistency, plasticity
Agent animation as simulation