文件名称:[AI for Computer Games and Animation - A Cognitive Modeling Approach][EN].pdf
文件大小:6.82MB
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更新时间:2012-11-20 06:30:19
Computer Animation Knowledge Sensing Action
Recentworkinbehavioralanimationhastakenimpressivestepstowardautonomous,self-animating charactersforuseinproductionanimationandcomputergames.Itremainsdif?cult,however,to direct autonomouscharacterstoperformspeci?ctasks.Toaddressthisproblem,weexploretheuseof cognitive models.Cognitivemodelsgobeyondbehavioralmodelsinthattheygovernwhatacharacterknows,how thatknowledgeisacquired,andhowitcanbeusedtoplanactions.Tohelpbuildcognitivemodels,wehave developedacognitivemodelinglanguage(CML).UsingCML,wecandecomposecognitivemodelinginto ?rstgivingthecharacterdomainknowledge,andthenspecifyingtherequiredbehavior.Thecharacter!ˉ domainknowledgeisspeci?edintuitivelyintermsofactions,theirpreconditionsandtheireffects.To directthecharacter!ˉsbehavior,theanimatorneedonlyspecifyabehavioroutline,or!°sketchplan!±,and characterwillautomaticallyworkoutasequenceofactionsthatmeetsthespeci?cation.Adistinguishing featureofCMLishowwecanusefamiliarcontrolstructurestofocusthepowerofthereasoningengine ontotractablesub-tasks.Thisformsanimportantmiddlegroundbetweenregularlogicprogrammingand traditionalimperativeprogramming.Moreover,thismiddlegroundallowsmanybehaviorstobespeci?ed morenaturally,moresimply,moresuccinctlyandatamuchhigher-levelthanwouldotherwisebepossible. Inaddition,byusingintervalarithmetictointegratesensingintoourunderlyingtheoreticalframework,we enablecharacterstogenerateplansofactionevenwhenthey?ndthemselvesinhighlycomplex,dynamic virtualworlds.Wedemonstrateapplicationsofourworkto!°intelligent!±cameracontrol,andbehavi animationforcharacterssituatedinaprehistoricworldandinaphysics-basedunderseaworld.
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[AI for Computer Games and Animation - A Cognitive Modeling Approach][EN].pdf