Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Introduction to Reinforcement Learning
Introduction to Reinforcement Learning
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Snap-together motion: assembling run-time animations
ACM SIGGRAPH 2003 Papers
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion modeling for on-line locomotion synthesis
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Behavior planning for character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Composition of complex optimal multi-character motions
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Responsive characters from motion fragments
ACM SIGGRAPH 2007 papers
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Simulating competitive interactions using singly captured motions
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Simulating Interactions of Characters
Motion in Games
Real-time planning for parameterized human motion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-Time Character Control for Wrestling Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
ACM Transactions on Applied Perception (TAP)
Energy-Based pose unfolding and interpolation for 3d articulated characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
Crowd distribution and location preference
Computer Animation and Virtual Worlds
Planning interactive task for intelligent characters
Computer Animation and Virtual Worlds
Interactive partner control in close interactions for real-time applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Hi-index | 0.00 |
Efficient computation of strategic movements is essential to control virtual avatars intelligently in computer games and 3D virtual environments. Such a module is needed to control non-player characters (NPCs) to fight, play team sports or move through a mass crowd. Reinforcement learning is an approach to achieve real-time optimal control. However, the huge state space of human interactions makes it difficult to apply existing learning methods to control avatars when they have dense interactions with other characters. In this research, we propose a new methodology to efficiently plan the movements of an avatar interacting with another. We make use of the fact that the subspace of meaningful interactions is much smaller than the whole state space of two avatars. We efficiently collect samples by exploring the subspace where dense interactions between the avatars occur and favor samples that have high connectivity with the other samples. Using the collected samples, a finite state machine (FSM) called Interaction Graph is composed. At run-time, we compute the optimal action of each avatar by minmax search or dynamic programming on the Interaction Graph. The methodology is applicable to control NPCs in fighting and ball-sports games.