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Explore the latest trends and capabilities in agent animation, covering areas such as resolution, control, interactivity, artificial intelligence research topics, robotics, and artistic and commercial applications. Dive into the world of synthetic characters, virtual humans, and advanced animation techniques.
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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 • 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
Artificial Intelligence Research topics Robotics User Interface Animation User interfaceforEmotion control Actor behaviouremotion control Vision-basedanimation Path planning Kinematics Dynamics Walkingmodels Objectgrasping Behaviouralanimation Spatialrelationships shape transformation Collision detection Facial animation Clothanimation Musclemodels Collisionresponses Geometric Modelling Finite-element deforma-tions Facedesign Hair Physics ImageSynthesis Skin texture
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 Characters (attributes + scripts) Avatars Story agent („director“) Stage Manager
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 architecture behaviour featuresand raw emotions goal successes,failures & creation standardsattitudesemotions Em goalsbehaviours Hap senselanguagequeries senselanguagequeries sensory routines andintegrated sense model The world
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
Behaviour ALIVE External World World SensorySystem ReleasingMechanism Goals/Motivations InternalVariable InternalVariable Levelof Interest Inhibition Motor Commands
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)
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 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
Virtual Humans Architectureof behaviourcontrol
Virtual Humans Tennisgameautomata 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
PaT-Net object-specific and genericsymbolic reasoning capabilites controlsystems stimulus perceptual motor response modules behaviours JACK • Microlevel (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
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: 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
And then... • Methodologies for assembly of architectures with understandable/predicatable (motivated, goal-directed,…) behaviour • Agent control systems • Persistency, plasticity • Agent animation as simulation