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CERV Laboratory of Software Ingeneering Li2, CERV/ENIB, BREST, FRANCE Research Group in Informatics and Cognition GRESICO, UBS/IUP, VANNES, FRANCE Believable Decision for Virtual Actors Marc Parenthoën, Jacques Tisseau, Thierry Morineau. Experimental Psychology
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CERV Laboratory of Software Ingeneering Li2, CERV/ENIB, BREST, FRANCE Research Group in Informatics and Cognition GRESICO, UBS/IUP, VANNES, FRANCE Believable Decision for Virtual Actors Marc Parenthoën, Jacques Tisseau, Thierry Morineau.
Experimental Psychology Cognitive Ergonomy : Affordances [Gibson_77] • Neurophysiology Anticipation : Active Perception [Berthoz_97] • Cognition + Decision Theory Tool :Fuzzy Cognitive Maps [Tolman_48+Kosko_86] Introduction : Root Ideas
Plan • Autonomous Virtual Actors Autonomy, Behavioral Modeling • Believable Activity Affordances, Sensorimotor strategy • Simulation in the Simulation Active perception, Behavioral culture
virus autonomy 1 virtual reality virtual theatre video-game interactive fiction 3D-movie interaction immersion 0 1 flight simulator 1 VR : History in virtuo presence
Towards Intrinsic Autonomous Models Deficiencies • sensorial • motor • mental Abilities • of perception • of action • of decision Autonomy • of execution loss of autonomy
FCMs [Kosko86] + close enemy + + wishto escape fear - far enemy + - sensors FCM dynamics decision effectors Behavioral Modeling specify behavior control movement fuzzyfication • Explicative • Explicative perceptions • Emotional • Emotional • Perceptive • Perceptive • Predictive actions • Adaptative defuzzyfication
+ autonomous virtual entity close enemy +0.9 +1 reaction wishto escape fear • emotions -1 far enemy perception sensors + • perception - • character FCMs action effectors Reactive Virtual Actor
Plan • Autonomous Virtual Actors • Believable Activity Affordances, Sensorimotor strategy • Simulation in the Simulation
[Gibson_77] • interaction environment-tool-agent Gateway Restart -1 Gateway VMG -1 -1 Obstacle Luff -1 -1 -1 Obstacle Jibe-Luff -1 Landmark Gyroscope -1 -1 Landmark Trim -1 -1 -1 +1 -1 -1 Specific Surf +1 Specific No Surf Sailing FCMs for Affordance Selection • absolute value accessibility level = relative value implemented by fuzzy rules on sensors FCM extern activations
Gateway Restart Affordance Drives the Modality of Action Sequence of sensorimotor configurations • to keep some state variables in bounding box • sequence specifies main trajectory in state variables • associated to perceptive strategy Strategy of trajectory
Plan • Autonomous Virtual Actors • Believable Activity • Simulation in the Simulation Active perception, Behavioral culture
inner maps operations input switch output switch } projective effector command sensorimotor inputs } operators on state variables comparison real/simulated behavior modification conservative Active Perception[Droulez & Berthoz 88]
+0.6 +0.6 +0.6 +0.6 +0.5 +0.5 +0.5 +0.5 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 -0.5 -0.5 -0.5 -0.5 - 1 - 1 - 1 - 1 Imaginary World : Simulation Virtual World : Real for Agent Simulation in the Simulation • Predictions Using its Own Culture • Strategy Choice • Adaptation
autonomous virtual entity reaction prediction inhibition perception sensors self-perception FCMs library of behaviors FCMs Prey Predator Fellow perception of others action effectors inhibition Predictive Virtual Actor • behavioral model simulation projection • sensorimotor strategy choice • implementation of active perception strategy
+ close enemy + + • estimated sensors wishto escape fear - far enemy +0.6 - • estimated effectors Behavioral Prototype-Based Imitation Prey prototype from library • predicted effectors • calling into question (crisp choice) • differential hebbian learning to update links
autonomous virtual entity inhibition reaction prediction learning inhibition inhibition perception sensors self-perception projection FCM FCMs library of behaviors FCMs Friend Predator Prey learning process perception of others Imitation strategy Characterisation action effectors Identification inhibition inhibition inhibition Active Perception for Action Learning selection by active perception comparison adaptation modification
Plan • Autonomous Virtual Actors • Believable Activity • Simulation in the Simulation
CERV Laboratory of Software Ingeneering Li2, CERV/ENIB, BREST, FRANCE Research Group in Informatics and Cognition GRESICO, UBS/IUP, VANNES, FRANCE Believable Decision for Virtual Actors Thank You. Questions ? Marc Parenthoën, Jacques Tisseau, Thierry Morineau.
defuzzyfication : destination activation Source calling into question : : destination inactivation : inaction possibilities with links toward Calling into Question for Learninig • for defuzzyfication • along paths and cycles in graph • using perceptions Proposed effector compaired with estimated effector
Sheepdog Imagining a Stressed Sheep Prey-prototype from library Prey identified by imitation
Human and Virtual Helmsman • associated to each affordance • part of strategy • no HF strategy
sense action real time interactive language on line Exploitation of Models what IS the model what does the model DO Animation Simulation Model Modeling What BECOMES of the model
interactivity on line modelling language 2 interactive simulation action 1 real time animation sense 0 slave/master master/slave equal/equal avatar model model model Numerical Simulation Interactive Simulation Participative Simulation User Status cre-actor actor spectator
3 beat cycle : Entities in interaction 1. Perception 2. Decision 3. Action Auto-organisation if weak signal Robustness Individual Centred Approach Multi-Agent Systems Modularity, incrementality
model model avatar avatar A E I O U Participative Multi-Agent Systems VOWELS • Agent • Environment • Interaction • Organisation “extended” VOWELS • User