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2012, Lecture Notes in Computer Science
https://doi.org/10.1007/978-3-642-34710-8_15…
12 pages
Steering behaviours can be used to position 3D embodied agents in small groups engaged in relatively simple social interactions such as in group conversation or walking while talking. Less is known about scaling these mechanisms for situations with complex dynamics requiring agents to perform actions beyond walking, turning, talking and gesturing. Here, we present a model for controlling three agents in an example of such a situation: a vigorous quarrel. The model combines a general steering behaviour for keeping the three agents in a triangular formation with a probabilistic two-level hierarchical state machine (hFSM) for unfolding the quarrel by means of changing parameters of the steering behaviour and issuing actions to the agents. The model has been implemented using UnrealEngine2Runtime on the example of a boy dating two girls at the same time who do not know about each other. The user can influence the course of the quarrel by changing attitudes among the agents. To create a list of the agents' actions and the hFSM, we video-taped about 40 episodes in which three actors improvised on the topic of the quarrel, and we manually annotated the videos. The evaluation with 67 human participants indicates that the model produces outcomes comprehensible and believable even for persons with limited previous experience with 3D graphics. On a more general level, this paper suggests that augmenting steering behaviours by a nontrivial higher-level controller is a feasible approach to modelling behaviour of 3D agents interacting in small groups in a complex way and presents a possible workflow for developing scenes featuring such agents.
Applied Artificial …, 2010
2005
Elizabeth Figa of the SLIS department. I couldn't have completed this literature without her guidance. I thank Dr. Rada Mihalcea and other members of the Natural language Processing Research Group for giving me an opportunity to exhibit my work to them and discuss about it, prior to the thesis defense. My thanks also go to my friend Sudeep for helping me organize the literature. I also thank my friend Kalyan Voddi for his design contributions. The 3D models that he built served as a valuable resource for my research. I would also like to thank my friend Vivek for helping me investigate and gain knowledge about 3D animations. Last but not least, I thank all my friends who were there for me when I needed them.
Proceedings of the fourth international conference on Autonomous agents, 2000
In this paper, we describe our current work to design and implement a system for rapid prototyping of 3D actors and integration of complex behavior modules. We identify the need and motivation for intelligent agent design tools for virtual reality environments and describe how our approach combines artificial intelligence technology and multi agent systems with 3D actors, while keeping consistence with three major objectives: 1) employment of a flexible development kit for the design of complex behavior for agents, 2)true rapid prototyping of 3D actors, including appearance, physical abilities and animations, and 3)the applicability of our system on general, arbitrary platform workstations. We present the CreatureViewer design system, and show how it supports the fast development of complex behavior by providing high level access to the specification of visual and abstract behavior of 3D actors. We also present CASA, a system for agent oriented design based on an extendible specification language and its according abstract interpreter model. Additionally, the entire system architecture of CreatureViewer is outlined, and finally, two examples are provided to show its performance and generic applicability.
2002
The development of technology for the capture and description of 3D human motion enables higher level analysis of this data for automatic recognition of both individual and aggregate movements. In an immersive environment, if virtual agents can quickly perceive body and group actions of live participants, training environments will become truly interactive and challenging for the trainees.
2006
This paper presents a framework for visually simulating the behaviour of actors in virtual environments. In principle, the environmental interaction follows a cyclic processing of perception, decision, and action. As natural life-forms perceive their environment by active sensing, our approach also tends to let the artificial actor actively sense the virtual world. This allows us to place the characters in non-preprocessed virtual dynamic environments, what we call generic environments. A main aspect within our framework is the strict distinction between a behaviour pattern, that we term model, and its instances, named characters, which use the pattern. This allows them sharing one or more behaviour models. Low-level tasks like sensing or acting are took over by so called subagents, which are subordinated modules extendedly plugged in the character. In a demonstration we exemplarily show the application of our framework. Therefore we place the same character in different environments and let it climb and descend stairs, ramps and hills autonomously. Additionally the reactiveness for moving objects is tested. In future, this approach shall go into action for a simulation of an urban environment.
Computers in Entertainment, 2007
Interactive fiction and adventure video games are narrative genres which provide the player with the option of acting as the main character of the story. However these genres do not fully match the expectations of their authors and readers because the player cannot deeply affect the storyline.
Articulated Motion and Deformable Objects. Proceedings 7th International Conference, AMDO 2012, 2012
makes up about two-thirds of all communication between two people or between one speaker and a group of listeners. However, this fundamental aspect of communicating is mostly omitted in 3D social forums or virtual world oriented games. This paper proposes an answer by presenting a multi-user 3D-chatting system enriched with NVC relative to motion. This event-based architecture tries to recreate a context by extracting emotional cues from dialogs and derives virtual human potential body expressions from that event triggered context model. We structure the paper by expounding the system architecture enabling the modeling NVC in a multi-user 3D-chatting environment. There, we present the transition from dialog-based emotional cues to body language, and the management of NVC events in the context of a virtual reality client-server system. Finally, we illustrate the results with graphical scenes and a statistical analysis representing the increase of events due to NVC.

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2007 International Conference on Cyberworlds (CW'07), 2007
This paper presents a multi-agent framework oriented to animate groups of synthetic humans that properly balance task-oriented and social behaviors. We mainly focus on the social model designed for BDI-agents to display socially acceptable decisions. This model is based on an auction mechanism used to coordinate the group activities derived from the character's roles. The model also introduces reciprocity relations between the members of a group and allows the agents to include social tasks to produce realistic behavioral animations. Furthermore, a conversational library provides the set of plans to manage social interactions and to animate from simple chats to more complex negotiations. The framework has been successfully tested in a 3D dynamic environment while simulation a virtual university bar, where groups of waiters and customers can interact and finally display complex social behaviors (e.g. task passing, reciprocity, planned meetings...).
2001
Abstract In this paper, we describe a method for implementing intelligent behaviour for artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal™ game engine and carried experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates to the creation of a dynamic storyline.
Advances in Soft Computing, 2007
This paper presents a multiagent framework designed to animate groups of synthetic humans that properly balance task oriented and social behaviors. The work presented in this paper focuses on the BDI agents and the social model integrated to provide socially acceptable decisions. The social model provides rationality, to control the global coordination of the group, and sociability, to simulate relations (e.g. friends) and reciprocity between members. The multiagent based framework has been tested successfully in dynamic environments while simulating a virtual university bar, where several types of agents (groups of waiters and customers) can interact and finally display complex social behaviors (e.g. task passing, reciprocity, planned meetings).
2005
This paper presents a set of mechanisms oriented to incorporate social information into the decision taking of task-oriented 3DIVA. The aim of this approach is to integrate collaborative skills in different character’s roles (seller/buyer, worker, pedestrian, etc.) in order to enhance its behavioral animation. The collective intelligence expected in this kind of multi-character domains (e.g. storytelling, urban simulation, interactive games, etc.) requires agents able to dialogue/interact with other characters, to autonomously group/ungroup (according to their goals), or to distribute tasks and coordinate their execution for solving possible conflicts. The social model implemented follows the definitions for collaborative agents, since agents use communicative acts to cooperate. In this context, collaboration derives mainly from two points: team formation (grouping for 3DIVA) and task coordination (reducing dependences between agent activities). Finally, we show the results obtained in 3D multi-character simulations (resource competition), created to verify the social behavior introduced.
2000
This paper presents a methodology for constructing large groups of autonomous characters which respond in real time to the user's interaction, as well as to each other and their environment. The characters are based on steering controllers under the direction of a simple mental model which mediates between several conflicting behavioral goals. The characters are represented graphically by 3d models with a library of animated motions which are choreographed by the behavioral controllers.