Cognitive Models for Virtual Characters Pierangelo Dell’Acqua [email protected] March, 2011 Virtual world: • dynamic • unpredictable • physics-based (possibly) Characters: • situated • autonomous • rational • reactive • perceptive Aim of the project 1. To design and implement the virtual world - design depends on the character’s behavior 2. To design and animate characters: - to reason, perceive and act on the world - to interact with each other 3. To design and implement a general architecture for characters - modular to be extended with more capabilities, e.g. learning Characters’ modelling hierarchy Virtual world 1. Virtual world - simple (to start with) - representation - define which parts are dynamic - graphical rendering - add components (sound, smell, etc.) 2. Ideally, same representation for different character’s behaviors Modelling characters 1. Start by exploring simple, basics behaviors: - graphical rendering of characters - motion - character’s representation (partial) of the world - reasoning (uncertainty) - perception: ability to perform sensing if something is unknown - reactivity - spatial reasoning - sound reasoning - ability to follow a scent trial - social behavior (interaction, cooperation, etc.) - planning - vision 2. All these basics behaviors require: - an understanding of the world - ability to reason 3. Towards more complex behaviors: - character’s architecture (modular, extensible, etc.) - interplay rationality, reactivity and perception Diploma work 1. Several diploma works are possible – they are research oriented 2. You may decide which behavior to model: - check state-of-the-art - design and implement the behavior - test implementation and compare with related work 3. More challenging than external diploma works: - freedom to choose which aspects to address - how to carry on the work (new suggestions and ideas are welcome) - project impact on gaming
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