Title: Agent animation: capabilities, issues, and trends
1Agent animation capabilities, issues, and trends
- Paolo Petta
- Austrian Research Institute for Artificial
Intelligence, Vienna
2Introduction
- 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
3Typical Applications
- Synthetic characters,virtual Humans,visualisatio
n/simulation - Design choices
- Sparse top-down models vs.complete bottom-up
models - Application requirements
- deep-and-narrow vs.
- broad-and-shallow
4Research topics
Artificial Intelligence
Robotics
User Interface
User interfaceforEmotion control Actor
behaviouremotion control
Animation
Vision-basedanimation Path planning
Kinematics Dynamics
Walkingmodels Objectgrasping
Behaviouralanimation Spatialrelationships
shape transformation Collision
detection Facial
animation
Clothanimation
Collisionresponses
Musclemodels
Geometric Modelling
Finite-element deforma-tions
Facedesign
Hair
Physics
ImageSynthesis
Skin texture
5Auxilliary sciences
- Artificial Life
- Biology/Ethology
- Dramatic Arts
- Embodied Artificial Intelligence/Robotics
- Physics
- Psychology
- Sensor technology
- Vision
6IMPROV (MRL, NYU)
- Artistic and commercial applications
- Animated staging
- Choreography
- Interactive multi-user environments
- ...
- Surface model of moodemotions
- Productivity tool
- API for laypersons(educators, historians,
social scientists)
7IMPROV
- Microlevel
- Procedural animation
- Accurate modeling of single actions and all
permissible transitions - Statistically controlled parameter randomization
for variability and consistency
8IMPROV
- Microlevel
- Behavioural layering
- Scripts are classified in a hierarchy according
to level of behaviour - User-defined connections between layers define
the effective heterarchy - Action selectiondeterministic linear scripts or
stochastic selection from alternatives - Exclusion of pursuit of conflicting goals at same
level - Parallelism across the hierarchy
9IMPROV
- Macrolevel
- Blackboard architecture
Characters (attributes scripts) Avatars Story
agent (director)
Stage Manager
10IMPROV
- Macrolevel
- Behaviour layers spanning across groups of agents
forcoordinated action - Distributed environment modeling Inverse
Causality (gt MOO) - information about interactions is attached to
objects - characters are contaminated by use (new/update
of state variables competence learning)
11Edge of Intention (Oz, CMU)
- Interactive drama
- Believable autonomous characters
- Goal-directed
- Emotional(folk theory of emotions, OCC)
- Simple appearance, emphasis on behaviours(-gt
internal processing) - Interaction modes
- Moving/gesturing, talking (typing)
12TOK 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
13TOK 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)
14TOK architecture
- Microlevel
- Behavioural features
- Mapping of emotional state to overt behaviour
- Manifestation of personality
- Tight integration of Hap and Em
- No need for arbitration
15TOK architecture
behaviour featuresand raw emotions goal
successes,failures creation
standardsattitudesemotions Em
goalsbehaviours Hap
senselanguagequeries
senselanguagequeries
sensory routines andintegrated sense model
The world
16TOK architecture
- Macrolevel
- Fixed plan library encodes all possible
communications/interactions
17ALIVE (MIT Media Lab)
- Entertainment
- Magic mirror metaphore
- Unincumbered immersive environment
18ALIVE
- 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
19ALIVE
External World World SensorySystem ReleasingMec
hanism
Goals/Motivations
InternalVariable
InternalVariable
Levelof Interest
Inhibition
Motor Commands
20ALIVE
21ALIVE
- 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
22ALIVE
- Increased situatedness
- Synthetic vision
- For navigation
- Generic interface
- Plasticity
- reinforcement learning (conditioning)
23ALIVE
- Macrolevel
- Totally distributed control
24Virtual 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
25Virtual Humans
- Issues requiring compromising
- Surface modeling
- Deformation
- Skeletal animation
- Locomotion
- Grasping
- Facial animation
- Shadows
- Clothes
- Skin
- Hair
26Virtual Humans
- Methodology
- Modeling
- Prototype-based
- Head and hand sculpting
- Layered body definitionSkeleton, Volume, Skin
- Animation
- Skeleton motioncaptured, play-back, computed
- Body deformationfor realistic rendering of
joints - Detailled hand and facial animation
27Virtual 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
sensingdirect access to semantic information
28Virtual Humans
- Example synthetic vision
- Environment is perceived from a field-of-view
that is rendered from the actors point of view - Access to pixel attributescolor,
distance,index to semantic information - Simple case color coding of objectsgt
perception of color recognition of object - Object attributes areretrieved directly from the
simulation
29Virtual Humans
- Navigation
- Path planning obstace avoidance
- Global navigation
- Based on prelearned model
- Determines the global navigation goal
- Local navigation
- Purely indexical, based on sensinggt No need for
model of environmentgt No need for current
position - Three modules
- synthetic vision, controller, performer
30Virtual 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
31Virtual Humans
- Interaction with the environmentSmart Objects
- Each modeled object includes detailled solutions
for each possible interaction with the object - Objects are modeled according to situated
decomposition
32Virtual 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 (gt actor
state info) - Triggered agent behaviours
33Virtual 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
34Virtual Humans
Architectureof behaviourcontrol
35Virtual Humans
Tennisgameautomata sequence
36JACK (UPenn)
- Ergonomic environment analysis
- Workplace assessment
- Product evaluation
- Device interfaces
- Logistics
37JACK
- Microlevel
- Biomechanically correct model
- Synthetic sensors for high-level behaviours
- Three-level architecture realising truly
situated low-level behaviour
38JACK
(learned sense-control-act loop parameters)
39JACK
- Macrolevel
- Taskable virtual agent
- Global intentions and expectations of all
characters are statically captured (explicitly
anticipated) - Parallel Transition networks
40JACK
41Topics for Discussion
- Completeness of modeling
- True agent characteristics(WooldridgeJennings)
- Autonomy
- Social abilities
- Reactivity
- Pro-activeness
42Topics for Discussion
- The TLA Debate
- Situatedness/synthetic sensing
- Variability/adaptiveness/plasticity
- Believability
43Modelling 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?
44Modelling completeness
- Complete models
- Situated, bottom up
- Depend on balanced design(including
environmentcoupling) - Limited coverage/complexity
- Allow for flexible action-selection
- Fidelity over believability/impression
- Win in the long run?
45Autonomy (McFarland/Boesser)
- Automatonstate-dependent behaviour
- Autonomous agentself-controlling, motivated
- Motivationreversable internal processes that
are responsible for changes in behaviour - Multiple goals/actions are the rule!gt
concurrency, transitioning - Insights on own skillsconditions of applicability
46Social abilities
- Deep agent modeling
- Of the self BDI and variants
- Of others (recursively)
- Of the society
- Coordination
- Communication
- Generationunderstanding of facial expressions,
postures, gestures, task execution, text/speech, - (social) Emotions(including display rules)
47Social 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
48Believability
- Quality vs. correctness
- Self-motivation
- pursuit of multiple simultaneous goals
- gt entails requirement of broad capabilities
- Personality/Emotion
- Plasticity/change over time
- Situatedness
- social skills
- affordances
49And then...
- Methodologies for assembly of architectures with
understandable/predicatable (motivated,
goal-directed,) behaviour - Agent control systems
- Persistency, plasticity
- Agent animation as simulation