Low Level Intelligence for Low Level Character Animation
- Slides: 14
“Low Level” Intelligence for “Low Level” Character Animation Damián Isla Bruce Blumberg Bungie Studios Microsoft Corp. Synthetic Characters MIT Media Lab
“Low level” Animation …? n Animation not having to do with gross body movement or “behavior” – – – n Eye gaze Facial expression Ambient / idling animation Animation style Speech? Interesting because an “internal life” is implied
Cognitive Modeling CM: Giving characters an internal life Pros Cons Unpredictability Responsiveness Leverage animation Unpredictability Reproducibility Controllability Too much autonomy?
“Low level” Cognition …? A class of abilities that are relevant to, but independent of, high-level action n n n Perception Knowledge modeling Attention Memory Emotional reaction Motion quality …
Example 1: Alpha. Wolf n Emotional memories: player has total control, but wolves react to instructions based on past experience n n Wolves maintain their own cognition, memory and emotion models B. Tomlinson, “Synthetic Social Relationships for Computational Entities”, Ph. D. Thesis, MIT Media Lab 2002
Example 2: Object Persistence n Piaget: The persistence of a mental image after the sensory stimulus has been removed Object Persistence = location expectation formation n Focus on search tasks (where do I expect the sheep to be? ) n
Spatial Expectations Probabilistic Occupancy Map – Discrete spatial probability distribution – Uncertainty through discrete diffusion
POM Algorithm If target observed: Find closest node n* Otherwise: Divide map nodes into visible (V) and nonvisible (N) sets Either way: Diffuse Probability
Emergent Look-Around n Simple rule: always direct gaze towards most likely location of the target n Also: Emergent Search
Expectations and Emotions Observations can have emotional impact – Wanted to see something but didn’t confusion – Saw something where you didn’t expect it to be surprise – Having trouble finding the target frustration … plus variations – – – Target desired + confusion disappointment Target feared + surprise panic Target desired + surprise delight Emotions may – – Focus attention (salience) Bias behavioral choices / Affect decision-making parameters Affect animation (facial and parameterized) Act as a debugging channel!
Expectations and Emotions n Emotional Autonomic variable n Surprise (unexpected observation) n Confusion (negated expectation) – Proportional to amount of culled probability n Frustration (consistently negated expectations)
Results: Duncan the Highland Terrier Duncan: n Virtual sheep-herding n Layered behavior system n Synthetic vision Results: n Emergent look-around n Emergent search n Salient Moving objects n Distribution-based object-mapping n Emotional reactions – Surprise – Confusion – Frustration Video
Conclusions n “Low Level” Conclusions – A model of Object Persistence – Simple mechanism, complex results § Simplementation § Intuitive n “High Level” Conclusion – Intelligence >> Action-selection § You control the wolves, but what they feel matters § You control Duncan, but what he knows matters
Questions? Damián Isla Bruce Blumberg naimad@media. mit. edu http: //www. media. mit. edu/~naimad bruce@media. mit. edu http: //www. media. mit. edu/~bruce Synthetic Characters http: //www. media. mit. edu/characters
- Traditional animation vs computer animation
- Low level character
- Low-level thinking in high-level shading languages
- Subdivision surfaces in character animation
- Character animation adobe
- Mid = low + (high - low) / 2
- Dominance continuum
- High precision vs high accuracy
- Low voltage hazards
- Fspos
- Novell typiska drag
- Nationell inriktning för artificiell intelligens
- Ekologiskt fotavtryck
- Shingelfrisyren
- En lathund för arbete med kontinuitetshantering