18 research outputs found

    Řízení virtuálních lidí

    Get PDF
    Title: Controlling Virtual People Author: Mgr. Jakub Gemrot Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, PhD. Abstract: In this thesis, we provide a computational formalization of reactive planning as a paradigm for decision making of intelligent virtual agents and videogame non-player characters. We formalize agent decision-making (ADM) as a process of deciding on which body actions to execute next and differentiate it from agent reasoning as a process of computing facts needed for decision making. We show that imperative programming languages are not suitable for ADM specification and explain why they are not suitable. Thereafter, we create a new computational model that we use as the basis for the definition of Behavior Design Language (BDL). We show that BDL can model decision-making specified by scripting, hierarchical finite-state machines, AgentSpeak(L), GOAL, SPOSH and Behavior trees. Importantly, BDL can model these approaches economically in terms of the number of behavior primitives. The key strengths of the BDL language are: versatility (it can mix decision making patterns of multiple languages together), extensibility (it allows developers to devise new language primitives as they see fit), and generality (it can abstract any computable...Název práce: Řízení virtuálních lidí Autor: Mgr. Jakub Gemrot Katedra / Ústav: Katedra software a výuky informatiky Vedoucí rigorózní práce: Mgr. Cyril Brom, PhD., Kabinet software a výuky informatiky Abstrakt: V této práci předkládáme výpočetní formalizaci reaktivního plánování jako paradigmatu pro modelování rozhodování inteligentních virtuálních agentů a nehráčských postav z počítačových her. V práci formalizujeme rozhodování agentů jako rozhodování vybírající akce, které tělo agenta bude vykonávat v následujícím cyklu simulace. Rozhodování oddělíme od usuzování, které slouží agentovi pro výpočet faktů, která jsou pro rozhodování nutná. Ukážeme, že imperativní programovací jazyky nejsou vhodné pro specifikaci rozhodování agentů a vysvětlíme proč. Následně vytvoříme nový výpočetní model, který použijeme jako základ pro definici Behavior Design Language (BDL). Ukážeme, že BDL dokáže modelovat rozhodování specifikované pomocí skriptovacích programovacích jazyků, hierarchických konečných automatů, stromů chování a jazyků AgentSpeak(L), GOAL, SPOSH. Navíc ukážeme, že BDL dokáže tyto jazyky modelovat ekonomicky vzhledem k počtu primitiv nutných k tvorbě rozhodování v tom kterém formalismu. Hlavní výhody BDL jsou: všestrannost (jazyk umožňuje používat rozhodovací vzory různých jazyků), rozšiřitelnost (je...Katedra softwaru a výuky informatikyDepartment of Software and Computer Science EducationFaculty of Mathematics and PhysicsMatematicko-fyzikální fakult

    Towards fast prototyping of IVAs behavior: Pogamut 2.

    Get PDF
    Abstract. We present the platform for IVAs development in the human like environment of the first-person shooter game Unreal Tournament 2004. This environment is extendible and supported by vast community of users. Based on our previous experience the problem of fast verification of models of artificial intelligence or IVAs is in implementation issues. The developer spends most of his time solving technical environment dependent issues and malfunctions, which drives him away from his goals. Therefore our modular platform provides a tool, which helps solving those problems and the developer can spend saved time by solving another AI based issues and model verification. The platform is aimed for research and educational purposes

    Koordinace chování virtuálních lidí

    Get PDF
    This thesis is about specific approach to the behavior coordination of multiple embodied virtual agents. Agents may act for themselves or be controlled directly by bodiless coordination agents. This kind of approach is designed for the area of interactive storytelling, where the actor agents are viewed as a string puppets that are controlled by the abstract director. The control mechanism is based upon the BDI architecture and the AgentSpeak(L) language that is extended with template plans and new plan execution mechanism that allows the directing of other actor agents

    Controlling Virtual People

    No full text
    Title: Controlling Virtual People Author: Mgr. Jakub Gemrot Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, PhD. Abstract: In this thesis, we provide a computational formalization of reactive planning as a paradigm for decision making of intelligent virtual agents and videogame non-player characters. We formalize agent decision-making (ADM) as a process of deciding on which body actions to execute next and differentiate it from agent reasoning as a process of computing facts needed for decision making. We show that imperative programming languages are not suitable for ADM specification and explain why they are not suitable. Thereafter, we create a new computational model that we use as the basis for the definition of Behavior Design Language (BDL). We show that BDL can model decision-making specified by scripting, hierarchical finite-state machines, AgentSpeak(L), GOAL, SPOSH and Behavior trees. Importantly, BDL can model these approaches economically in terms of the number of behavior primitives. The key strengths of the BDL language are: versatility (it can mix decision making patterns of multiple languages together), extensibility (it allows developers to devise new language primitives as they see fit), and generality (it can abstract any computable..

    Mapping, processing, and representation of a map for Unreal Tournament bots

    No full text
    In many computer games the navigation points are used for the movement of computer-controled players. With the growing power of desktop computers more sophisticated methods are used for the movement of players, namely the method of NavMesh. NavMesh is a set of convex polygons continuously covering the reachable places inside the game by characters. This approach was used in the recently produced games Half-Life 2 and F.E.A.R. Those commercial products can't be used by the academy, therefore the chance to experiment with NavMesh doesn't exist. But there is a simple way to control the characters in environment of older game Unreal Tournament. This work is about the advantages of using NavMesh against older approach of navigation points. This work then presents the way how to automatically generate the NavMesh for the maps of Unreal Tournaments. NavMesh is created using the algorithm from computer graphics for the conversion from CSG representation of the map into boundary representation out of which the NavMesh can be generated. The work also contains a demonstration of usage of NavMesh for the movement of players in Unreal Tournament's maps

    Mapping, processing, and representation of a map for Unreal Tournament bots

    No full text
    Ve většině komerčních her se pro pohyb počítačem ovládaných postav ve hře využívají navigační body. Z navigačních bodů se vytváří souvislý graf, který pokrývá nejdůležitější místa ve hře, kam postava může dojít. Se zvyšujícím se výkonem stolních počítačů se začínají používat sofistikovanější postupy pro pohyb postav, jmenovitě pak metoda NavMesh. NavMesh je množina konvexních polygonů souvisle pokrývající místa ve hře, kudy postavy mohou chodit. Tento postup používají například nedávno vydané tituly Half-Life 2 a F.E.A.R. Bohužel tyto komerční produkty nejsou přístupny akademické sféře, a tak neexistuje možnost pro experimentování s NavMesh jako podkladem pro pohyb počítačem ovládaných postav ve hře. Možnost ovládat postavu však existuje pro starší hru Unreal Tournament, který používá navigační body. V práci diskutuji výhody NavMesh oproti starší metodě navigačních bodů. Přínosem této práce je možnost automatického generování NavMesh pro mapy Unreal Tournamentu. NavMesh vytvářím prostřednictvím algoritmu z oblasti počítačové grafiky pro převod prostředí Unreal Tournamentu z CSG reprezentace do hranové reprezentace, ze které lze již jednoduše zkonstruovat NavMesh. Součástí práce je také demonstrace použití takto vytvořeného NavMeshe pro navigaci postavy na mapách pro Unreal Tournament.In many computer games the navigation points are used for the movement of computer-controled players. With the growing power of desktop computers more sophisticated methods are used for the movement of players, namely the method of NavMesh. NavMesh is a set of convex polygons continuously covering the reachable places inside the game by characters. This approach was used in the recently produced games Half-Life 2 and F.E.A.R. Those commercial products can't be used by the academy, therefore the chance to experiment with NavMesh doesn't exist. But there is a simple way to control the characters in environment of older game Unreal Tournament. This work is about the advantages of using NavMesh against older approach of navigation points. This work then presents the way how to automatically generate the NavMesh for the maps of Unreal Tournaments. NavMesh is created using the algorithm from computer graphics for the conversion from CSG representation of the map into boundary representation out of which the NavMesh can be generated. The work also contains a demonstration of usage of NavMesh for the movement of players in Unreal Tournament's maps.Katedra softwaru a výuky informatikyDepartment of Software and Computer Science EducationFaculty of Mathematics and PhysicsMatematicko-fyzikální fakult

    Controlling Virtual People

    No full text
    Title: Controlling Virtual People Author: Mgr. Jakub Gemrot Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, PhD. Abstract: In this thesis, we provide a computational formalization of reactive planning as a paradigm for decision making of intelligent virtual agents and videogame non-player characters. We formalize agent decision-making (ADM) as a process of deciding on which body actions to execute next and differentiate it from agent reasoning as a process of computing facts needed for decision making. We show that imperative programming languages are not suitable for ADM specification and explain why they are not suitable. Thereafter, we create a new computational model that we use as the basis for the definition of Behavior Design Language (BDL). We show that BDL can model decision-making specified by scripting, hierarchical finite-state machines, AgentSpeak(L), GOAL, SPOSH and Behavior trees. Importantly, BDL can model these approaches economically in terms of the number of behavior primitives. The key strengths of the BDL language are: versatility (it can mix decision making patterns of multiple languages together), extensibility (it allows developers to devise new language primitives as they see fit), and generality (it can abstract any computable..

    Koordinace chování virtuálních lidí

    No full text
    This thesis is about specific approach to the behavior coordination of multiple embodied virtual agents. Agents may act for themselves or be controlled directly by bodiless coordination agents. This kind of approach is designed for the area of interactive storytelling, where the actor agents are viewed as a string puppets that are controlled by the abstract director. The control mechanism is based upon the BDI architecture and the AgentSpeak(L) language that is extended with template plans and new plan execution mechanism that allows the directing of other actor agents

    Planning and Acting with Non-Deterministic Events: Navigating between Safe States

    No full text
    Automated Planning addresses the problem of finding a sequence of actions, a plan, transforming the environment from its initial state to some goal state. In real-world environments, exogenous events might occur and might modify the environment without agent's consent. Besides disrupting agent's plan, events might hinder agent's pursuit towards its goals and even cause damage (e.g. destroying the robot).In this paper, we leverage the notion of Safe States in dynamic environments under presence of non-deterministic exogenous events that might eventually cause dead-ends (e.g. “damage” the agent) if the agent is not careful while executing its plan. We introduce a technique for generating plans that constrains the number of consecutive “unsafe” actions in a plan and a technique for generating “robust” plans that effectively evade event effects. Combination of both approaches plans and executes robust plans between safe states. We empirically show that such an approach effectively navigates the agent towards its goals in spite of presence of dead-ends
    corecore