66 research outputs found

    A Behavior Authoring Framework for Multi-Actor Simulations

    Get PDF
    There has been growing academic and industry interest in the behavioral animation of autonomous actors in virtual worlds. However, it remains a considerable challenge to author complicated interactions between multiple actors in a way that balances automation and control flexibility. In this paper, we propose a behavior authoring framework which provides the user with complete control over the domain of the system: the state space, action space and cost of executing actions. Actors are specialized using effect and cost modifiers, which modify existing action definitions, and constraints, which prune action choices in a state-dependent manner. Behaviors are used to define goals and objective functions for an actor. Actors having common or conflicting goals are grouped together to form a composite domain, and a multi-agent planner is used to generate complicated interactions between multiple actors. We demonstrate the effectiveness of our framework by authoring and generating a city simulation involving multiple pedestrians and vehicles that interact with one another to produce complex multi-actor behaviors

    Parallelized Egocentric Fields for Autonomous Navigation

    Get PDF
    In this paper, we propose a general framework for local path-planning and steering that can be easily extended to perform high-level behaviors. Our framework is based on the concept of affordances: the possible ways an agent can interact with its environment. Each agent perceives the environment through a set of vector and scalar fields that are represented in the agent’s local space. This egocentric property allows us to efficiently compute a local space-time plan and has better parallel scalability than a global fields approach. We then use these perception fields to compute a fitness measure for every possible action, defined as an affordance field. The action that has the optimal value in the affordance field is the agent’s steering decision. We propose an extension to a linear space-time prediction model for dynamic collision avoidance and present our parallelization results on multicore systems. We analyze and evaluate our framework using a comprehensive suite of test cases provided in SteerBench and demonstrate autonomous virtual pedestrians that perform steering and path planning in unknown environments along with the emergence of high-level responses to never seen before situations

    Scenario Space: Characterizing Coverage, Quality, and Failure of Steering Algorithms

    Get PDF
    Navigation and steering in complex dynamically changing environments is a challenging research problem, and a fundamental aspect of immersive virtual worlds. While there exist a wide variety of approaches for navigation and steering, there is no definitive solution for evaluating and analyzing steering algorithms. Evaluating a steering algorithm involves two major challenges: (a) characterizing and generating the space of possible scenarios that the algorithm must solve, and (b) defining evaluation criteria (metrics) and applying them to the solution. In this paper, we address both of these challenges. First, we characterize and analyze the complete space of steering scenarios that an agent may encounter in dynamic situations. Then, we propose the representative scenario space and a sampling method that can generate subsets of the representative space with good statistical properties. We also propose a new set of metrics and a statistically robust approach to determining the coverage and the quality of a steering algorithm in this space. We demonstrate the effectiveness of our approach on three state of the art techniques. Our results show that these methods can only solve 60% of the scenarios in the representative scenario space

    Optimizing Indoor Navigation Policies For Spatial Distancing

    Full text link
    In this paper, we focus on the modification of policies that can lead to movement patterns and directional guidance of occupants, which are represented as agents in a 3D simulation engine. We demonstrate an optimization method that improves a spatial distancing metric by modifying the navigation graph by introducing a measure of spatial distancing of agents as a function of agent density (i.e., occupancy). Our optimization framework utilizes such metrics as the target function, using a hybrid approach of combining genetic algorithm and simulated annealing. We show that within our framework, the simulation-optimization process can help to improve spatial distancing between agents by optimizing the navigation policies for a given indoor environment.Comment: 9 pages, 8 figures, conference-- simulation in architecture and urban design, in-cooperation with ACM SIGSI

    Support vector machines improve the accuracy of evaluation for the performance of laparoscopic training tasks

    Full text link
    Despite technological advances in the tracking of surgical motions, automatic evaluation of laparoscopic skills remains remote. A new method is proposed that combines multiple discrete motion analysis metrics. This new method is compared with previously proposed metric combination methods and shown to provide greater ability for classifying novice and expert surgeons. For this study, 30 participants (four experts and 26 novices) performed 696 trials of three training tasks: peg transfer, pass rope, and cap needle. Instrument motions were recorded and reduced to four metrics. Three methods of combining metrics into a prediction of surgical competency (summed-ratios, z-score normalization, and support vector machine [SVM]) were compared. The comparison was based on the area under the receiver operating characteristic curve (AUC) and the predictive accuracy with a previously unseen validation data set. For all three tasks, the SVM method was superior in terms of both AUC and predictive accuracy with the validation set. The SVM method resulted in AUCs of 0.968, 0.952, and 0.970 for the three tasks compared respectively with 0.958, 0.899, and 0.884 for the next best method (weighted z-normalization). The SVM method correctly predicted 93.7, 91.3, and 90.0% of the subjects’ competencies, whereas the weighted z-normalization respectively predicted 86.6, 79.3, and 75.7% accurately (p < 0.002). The findings show that an SVM-based analysis provides more accurate predictions of competency at laparoscopic training tasks than previous analysis techniques. An SVM approach to competency evaluation should be considered for computerized laparoscopic performance evaluation systems

    Abstract Composable Controllers for Physics-Based Character Animation

    No full text
    An ambitious goal in the area of physics-based computer animation is the creation of virtual actors that autonomously synthesize realistic human motions and possess a broad repertoire of lifelike motor skills. To this end, the control of dynamic, anthropomorphic figures subject to gravity and contact forces remains a difficult open problem. We propose a framework for composing controllers in order to enhance the motor abilities of such figures. A key contribution of our composition framework is an explicit model of the “pre-conditions ” under which motor controllers are expected to function properly. We demonstrate controller composition with pre-conditions determined not only manually, but also automatically based on Support Vector Machine (SVM) learning theory. We evaluate our composition framework using a family of controllers capable of synthesizing basic actions such as balance, protective stepping when balance is disturbed, protective arm reactions when falling, and multiple ways of standing up after a fall. We furthermore demonstrate these basic controllers working in conjunction with more dynamic motor skills within a two-dimensional and a three-dimensional prototype virtual stuntperson. Our composition framework promises to enable the community of physics-based animation practitioners to more easily exchange motor controllers and integrate them into dynamic characters. i

    PHYSICS-BASED ANIMATION AND CONTROL OF FLEXIBLE CHARACTERS

    No full text
    This work deals with the animation and control of flexible and active characters. These are characters whose rigidity and shape can vary in accordance with the desired aesthetic result and goal of the motion. In our approach characters change shape and learn to move using a set of user-defined deformation models, implemented using free-form deforma-tions. Restricting the possible deformations to those which can be constructed by the set of predefined deformation models allows for both efficient simulation and predictable results. The interaction with the environment is physics-based and it is implemented using Lagrangian dynamics. Lagrangian dynamics and the use of parameterized defor-mations lead to a compact formulation of the equations of motion. Using this physical framework, the control problem can be addressed using methods that have been devel-oped for controlling the motion of simulated articulated figures. In general, our work combines key-framing, physics-based animation techniques, control and motion synthesis for flexible characters. i

    On Power-Law Relationships of the Internet Topology

    No full text
    Despite the apparent randomness of the Internet, we discover some surprisingly simple power-laws of the Internet topology. These power-laws hold for three snapshots of the Internet, between November 1997 and December 1998, despite a 45% growth of its size during that period. We show that our power-laws fit the real data very well resulting in correlation coefficients of 96% or higher. Our observations provide a novel perspective of the structure of the Internet. The power-laws describe concisely skewed distributions of graph properties such as the node outdegree. In addition, these power-laws can be used to estimate important parameters such as the average neighborhood size, and facilitate the design and the performance analysis of protocols. Furthermore, we can use them to generate and select realistic topologies for simulation purposes
    • …
    corecore