Auto Behavior Variation Generation Kyle Li
Agenda The Problem The Problem Behavior Variation Behavior Variation Behavior Model Behavior Model Bouncing Ball Example Bouncing Ball Example Future work Future work
The Problem To make NPC look realistic To make NPC look realistic To make group of NPCs look realistic To make group of NPCs look realistic Variation! Variation!
Behavior Variation 1st level : 1st level : different acting mode different acting mode Happy, angry, anxious, excited, polite Happy, angry, anxious, excited, polite 2nd level: - Different COMPONENTS
Behavior Variation Normal : walking Normal : walking Happy :walking, Happy :walking, Angry :walking, Angry :walking, Excited : walking, jumping Excited : walking, jumping Polite:walking, yield Polite:walking, yield
Behavior Variation Happy + Polite:walking, smile, yield Happy + Polite:walking, smile, yield Happy + Excited:walking, smile, jumping Happy + Excited:walking, smile, jumping Happy + Angry:X Happy + Angry:X Need rules! Need rules!
Behavior Model Components -> Orthogonal Components (SC) Components -> Orthogonal Components (SC) Generation -> Transformation Generation -> Transformation Rules -> Transformation Rules Rules -> Transformation Rules
Bouncing Ball Model
Future work Rule-base Generation Rule-base Generation Add randomness Add randomness More complex components More complex components