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Michael Zyda Zyda_at_isi.edu Week 3 Initial Steps Character Following, Flocking, Formations & Coordinated Movement Project 3: Develop a simple AI client that ... – PowerPoint PPT presentation

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Title: Michael Zyda Zyda@isi.edu Week 3 Initial Steps Character


1
Character Following
  • Michael Zyda
  • Zyda_at_isi.edu

2
Week 3 Initial Steps Character Following,
Flocking, Formations Coordinated Movement
  • Project 3 Develop a simple AI client that
    selects a character in the game and begins to
    follow and taunt that character. Add in a flock
    of characters that follow and taunt the live
    player.
  • Reading http//www.aiwisdom.com/bytopic_flocking.
    html

3
(No Transcript)
4
What is annoyance?
5
Flocking
  • Craig Reynolds
  • Go right here for information
  • http//www.red3d.com/research.html
  • http//www.red3d.com/research.html

6
Reynolds Site
  • Boids (Flocks, Herds, and Schools a Distributed
    Behavioral Model) background and update on the
    1987 model of group motion in flocks, herds,
    schools and related phenomena. Includes a Java
    demonstration.
  • Steering Behaviors For Autonomous Characters
    techniques for obtaining goal- directed motion in
    self-directed animated characters. Includes Java
    demonstrations and a technical paper.
  • Navigational Overview a carefully annotated
    survey of techniques for navigation, pathfinding
    and collision avoidance for robots and autonomous
    characters.
  • Individual-Based Models a collection of models
    based on simulating the behavior of individuals
    (plants and animals in ecosystems, vehicles in
    traffic, characters in animation) and the global
    consequences of their local interactions.
  • Improvisational Characters links to resources on
    autonomous characters that can improvise and
    react to their environment. Touches on
    characters, creativity, participatory ecosystems,
    game AI, robots, agents and multi-agent systems.
  • Evolutionary Computation and its application to
    art and design. Using genetic algorithms and
    related techniques to create motion, shape,
    images and music.
  • Stylized Depiction a survey of
    non-photorealistic techniques in computer
    graphics and animation. Includes painterly, toon
    and sketchy rendering, painterly image
    processing, and detailed simulation of
    traditional artistic media.

7
Reynolds Boids
  • In 1986 I made a computer model of coordinated
    animal motion such as bird flocks and fish
    schools.
  • It was based on three dimensional computational
    geometry of the sort normally used in computer
    animation or computer aided design. I called the
    generic simulated flocking creatures boids.
  • The basic flocking model consists of three simple
    steering behaviors which describe how an
    individual boid maneuvers based on the positions
    and velocities its nearby flockmates

8
Steering Behaviors
  • Separation steer to avoid crowding local
    flockmates
  • Alignment steer towards the average heading of
    local flockmates
  • Cohesion steer to move toward the average
    position of local flockmates

9
  • Each boid has direct access to the whole scene's
    geometric description, but flocking requires that
    it reacts only to flockmates within a certain
    small neighborhood around itself.
  • The neighborhood is characterized by a distance
    (measured from the center of the boid) and an
    angle, measured from the boid's direction of
    flight.
  • Flockmates outside this local neighborhood are
    ignored. The neighborhood could be considered a
    model of limited perception (as by fish in murky
    water) but it is probably more correct to think
    of it as defining the region in which flockmates
    influence a boids steering.

10
Reynolds Boids Movie
11
Reynolds Boids Page
  • http//www.red3d.com/cwr/boids/
  • http//www.red3d.com/cwr/boids/

12
  • In cooperation with many coworkers at the
    Symbolics Graphics Division and Whitney / Demos
    Productions, we made an animated short featuring
    the boids model called Stanley and Stella in
    Breaking the Ice. This film was first shown at
    the Electronic Theater at SIGGRAPH '87. There was
    a technical paper on boids published at the same
    conference. In the course notes for SIGGRAPH '88
    there was an informal paper about obstacle
    avoidance.

13
  • Note that the straightforward implementation of
    the boids algorithm has an asymptotic complexity
    of O(n2). Each boid needs to consider each other
    boid, if only to determine if it is not a nearby
    flockmate. However it is possible to reduce this
    cost down to nearly O(n) by the use of a suitable
    spatial data structure which allows the boids to
    be kept sorted by their location. Finding the
    nearby flockmates of a given boid then requires
    examining only the portion of the flock which is
    within the general vicinity. Using such
    algorithmic speed-ups and modern fast hardware,
    large flocks can be simulated in real time,
    allowing for interactive applications.

14
Steering Behavior for Autonomous Characters
  • Abstract This paper presents solutions for one
    requirement of autonomous characters in animation
    and games the ability to navigate around their
    world in a life-like and improvisational manner.
    These "steering behaviors" are largely
    independent of the particulars of the character's
    means of locomotion. Combinations of steering
    behaviors can be used to achieve higher level
    goals (For example get from here to there while
    avoiding obstacles, follow this corridor, join
    that group of characters...) This paper divides
    motion behavior into three levels. It will focus
    on the middle level of steering behaviors,
    briefly describe the lower level of locomotion,
    and touch lightly on the higher level of goal
    setting and strategy.

15
Steering Behavior Web Site
  • http//www.red3d.com/cwr/steer/
  • http//www.red3d.com/cwr/steer/
  • So run the behavior demos point students
    towards OpenSteer web site
  • http//opensteer.sourceforge.net/
  • http//opensteer.sourceforge.net/

16
Other Papers to Read
  • http//www.aiwisdom.com/bytopic_flocking.html
  • http//www.aiwisdom.com/bytopic_flocking.html
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