Search-based planning for character animation

Hdl Handle:
http://hdl.handle.net/10149/101410
Title:
Search-based planning for character animation
Book Title:
2nd international conference on application and development of computer games (ADCOG 2003)
Authors:
Lozano, M. (Miguel); Mead, S. J. (Steven); Cavazza, M. O. (Marc); Charles, F. (Fred)
Editors:
Tse Ning, C. (Cyril)
Affiliation:
University of Teesside. School of Computing and Mathematics.
Citation:
Lozano, M. et. al. (2003) 'Search-based planning for character animation', 2nd international conference on application and development of computer games (ADCOG 2003), City University of Hong Kong, China, January 6 - 7, in Tse Ning, C. (ed) 2nd international conference on application and development of computer games (ADCOG 2003). City University of Hong Kong.
Publisher:
City University of Hong Kong
Conference:
2nd international conference on application and development of computer games (ADCOG 2003), City University of Hong Kong, China, January 6 - 7, 2003
Issue Date:
2003
URI:
http://hdl.handle.net/10149/101410
Abstract:
Planning is the most generic AI technique to generate intelligent behaviour for virtual actors, in computer animation or computer games. In the animation domain, planning capabilities will consist in finding a right sequence of actions that let an agent achieve pre-defined goals. Each action generated can be played in the environment to produce an animation. Hence entire animations can be generated from first principles, by defining a set of actions and allocating high-level goals to the character. This makes possible not only to generate intelligent behaviour, but also to explore the diversity of courses of action. In recent years, several researchers have described the use of planning systems to control characters’ behaviours. Geib [5] has proposed the use of refinement planning following a detailed study of animation requirements [5][8]. Funge has used situation calculus to generate intelligent behaviours for virtual actors [4], and Cavazza et al. [2][3] have approached this problem with Hierarchical Task Networks (HTNs) for storytelling, considering the knowledge intensive nature of this kind of applications.
Type:
Meetings and Proceedings; Book Chapter
Language:
en
Keywords:
artificial intelligence; character animation; search-based planning
ISBN:
9624422311
Rights:
No publisher policy information on http://www.sherpa.ac.uk/romeo/ [Accessed 07/06/2010]
Citation Count:
0 [Web of Science and Scopus, 07/06/2010]

Full metadata record

DC FieldValue Language
dc.contributor.authorLozano, M. (Miguel)en
dc.contributor.authorMead, S. J. (Steven)en
dc.contributor.authorCavazza, M. O. (Marc)en
dc.contributor.authorCharles, F. (Fred)en
dc.contributor.editorTse Ning, C. (Cyril)en
dc.date.accessioned2010-06-07T14:40:23Z-
dc.date.available2010-06-07T14:40:23Z-
dc.date.issued2003-
dc.identifier.isbn9624422311-
dc.identifier.urihttp://hdl.handle.net/10149/101410-
dc.description.abstractPlanning is the most generic AI technique to generate intelligent behaviour for virtual actors, in computer animation or computer games. In the animation domain, planning capabilities will consist in finding a right sequence of actions that let an agent achieve pre-defined goals. Each action generated can be played in the environment to produce an animation. Hence entire animations can be generated from first principles, by defining a set of actions and allocating high-level goals to the character. This makes possible not only to generate intelligent behaviour, but also to explore the diversity of courses of action. In recent years, several researchers have described the use of planning systems to control characters’ behaviours. Geib [5] has proposed the use of refinement planning following a detailed study of animation requirements [5][8]. Funge has used situation calculus to generate intelligent behaviours for virtual actors [4], and Cavazza et al. [2][3] have approached this problem with Hierarchical Task Networks (HTNs) for storytelling, considering the knowledge intensive nature of this kind of applications.en
dc.language.isoenen
dc.publisherCity University of Hong Kongen
dc.rightsNo publisher policy information on http://www.sherpa.ac.uk/romeo/ [Accessed 07/06/2010]en
dc.subjectartificial intelligenceen
dc.subjectcharacter animationen
dc.subjectsearch-based planningen
dc.titleSearch-based planning for character animationen
dc.typeMeetings and Proceedingsen
dc.typeBook Chapteren
dc.contributor.departmentUniversity of Teesside. School of Computing and Mathematics.en
dc.title.book2nd international conference on application and development of computer games (ADCOG 2003)en
dc.identifier.conference2nd international conference on application and development of computer games (ADCOG 2003), City University of Hong Kong, China, January 6 - 7, 2003en
ref.citationcount0 [Web of Science and Scopus, 07/06/2010]en
or.citation.harvardLozano, M. et. al. (2003) 'Search-based planning for character animation', 2nd international conference on application and development of computer games (ADCOG 2003), City University of Hong Kong, China, January 6 - 7, in Tse Ning, C. (ed) 2nd international conference on application and development of computer games (ADCOG 2003). City University of Hong Kong.-
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