Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The role of emotion in believable agents
Communications of the ACM
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
GI '96 Proceedings of the conference on Graphics interface '96
A genetic algorithm for generating fuzzy classification rules
Fuzzy Sets and Systems
Modeling motivations and emotions as a basis for intelligent behavior
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Integrated learning for interactive synthetic characters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
The Complexity of Testing a Motivational Model of Action Selection for Virtual Humans
CGI '04 Proceedings of the Computer Graphics International
Synthesizing animations of human manipulation tasks
ACM SIGGRAPH 2004 Papers
A layered brain architecture for synthetic creatures
IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence - Volume 2
Modeling emotional action for social characters
The Knowledge Engineering Review
Expert Systems with Applications: An International Journal
Hi-index | 0.00 |
To endow the synthetic characters with autonomous behaviors interests several fields of researchers, especially the experts of computer graphics. In this paper, we propose a believable brain architecture to allow the synthetic character to achieve high level of autonomy. There are three new capabilities. Firstly, this architecture is not a simple stimulation-action model, but adds a layer between stimulation and action called agency that plays a role of extraction and synthesis. Secondly, hierarchy Finite State Machines (FSMs) and fuzzy logic techniques are embedded into the synthetic character’s brain. Finally, the ability to integrate the emotion expression model into the brain architecture allows the synthetic characters to express their sensibilities such as happy, angry, sorry, etc., which can inspire the users’ passion and fuse them into the virtual world.