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Multi-level direction of autonomous creatures for real-time virtual environments

Multi-level direction of autonomous creatures for real-time virtual environments Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments Bruce M. Blumberg and Tinsley A. Galyean♣ MIT Media Lab ABSTRACT There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with œdirectability . In this paper we discuss the problem of building autonomous animated creatures for interactive virtual environments which are also capable of being directed at multiple levels. We present an approach to control which allows an external entity to œdirect  an autonomous creature at the motivational level, the task level, and the direct motor level. We also detail a layered architecture and a general behavioral model for perception and action-selection which incorporates explicit support for multi-level direction. These ideas have been implemented and used to develop several autonomous animated creatures. 1. INTRODUCTION Since Reynold's seminal paper in 1987, there have been a number of impressive papers on the use of behavioral models to generate computer animation. The motivation behind this work is that as the complexity of the creature's interactions with its environment and other creatures increases, there is an need to œendow  the creatures with the ability http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Multi-level direction of autonomous creatures for real-time virtual environments

Association for Computing Machinery — Sep 15, 1995

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References (27)

Datasource
Association for Computing Machinery
Copyright
Copyright © 1995 by ACM Inc.
ISBN
0-89791-701-4
doi
10.1145/218380.218405
Publisher site
See Article on Publisher Site

Abstract

Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments Bruce M. Blumberg and Tinsley A. Galyean♣ MIT Media Lab ABSTRACT There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with œdirectability . In this paper we discuss the problem of building autonomous animated creatures for interactive virtual environments which are also capable of being directed at multiple levels. We present an approach to control which allows an external entity to œdirect  an autonomous creature at the motivational level, the task level, and the direct motor level. We also detail a layered architecture and a general behavioral model for perception and action-selection which incorporates explicit support for multi-level direction. These ideas have been implemented and used to develop several autonomous animated creatures. 1. INTRODUCTION Since Reynold's seminal paper in 1987, there have been a number of impressive papers on the use of behavioral models to generate computer animation. The motivation behind this work is that as the complexity of the creature's interactions with its environment and other creatures increases, there is an need to œendow  the creatures with the ability

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