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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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slide1

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.

slide2

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

slide3

Plan

  • Autonomous Virtual Actors

Autonomy, Behavioral Modeling

  • Believable Activity

Affordances, Sensorimotor strategy

  • Simulation in the Simulation

Active perception, Behavioral culture

slide4

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

slide5

Towards Intrinsic Autonomous Models

Deficiencies

  • sensorial
  • motor
  • mental

Abilities

  • of perception
  • of action
  • of decision

Autonomy

  • of execution

loss of autonomy

slide6

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

slide7

+

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

slide8

Plan

  • Autonomous Virtual Actors
  • Believable Activity

Affordances, Sensorimotor strategy

  • Simulation in the Simulation
slide9

[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

slide10

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

slide11

Plan

  • Autonomous Virtual Actors
  • Believable Activity
  • Simulation in the Simulation

Active perception, Behavioral culture

slide12

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]

slide13

+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
slide14

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

slide15

+

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
slide16

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

slide17

Plan

  • Autonomous Virtual Actors
  • Believable Activity
  • Simulation in the Simulation
slide18

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.

slide19

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

slide20

Sheepdog Imagining a Stressed Sheep

Prey-prototype from library

Prey identified by imitation

slide21

Human and Virtual Helmsman

  • associated to each affordance
  • part of strategy
  • no HF strategy
slide22

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

slide23

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

slide24

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

slide25

model

model

avatar

avatar

A

E

I

O

U

Participative Multi-Agent Systems

VOWELS

  • Agent
  • Environment
  • Interaction
  • Organisation

“extended” VOWELS

  • User