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Published byAkira Seamons Modified over 10 years ago
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Auto Behavior Variation Generation Kyle Li
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Agenda The Problem The Problem Behavior Variation Behavior Variation Behavior Model Behavior Model Bouncing Ball Example Bouncing Ball Example Future work Future work
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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!
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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
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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
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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!
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Behavior Model Components -> Orthogonal Components (SC) Components -> Orthogonal Components (SC) Generation -> Transformation Generation -> Transformation Rules -> Transformation Rules Rules -> Transformation Rules
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Bouncing Ball Model
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Future work Rule-base Generation Rule-base Generation Add randomness Add randomness More complex components More complex components
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