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제 6 주. 응용 -3: Entertainment Artificial Life Meets Entertainment: Lifelike Autonomous Agents P. Maes, Communications of the ACM, vol. 38, no. 11, pp. 108~114, 1995 학습목표 Creative application 을 위한 인공생명 역할 및 관련연구 동향 이해
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개요 4 인공생명의 목표 및 주제 –Study & understand biological life by synthesizing artificial life forms –Model life as it could be so as to understand life as we know it –Synthesize adaptive autonomous agents Inhabit some complex, dynamic environment, sense and act autonomously in this environment Fast, reactive behavior with adaptation and learning Autonomous robot (surveillance, exploration, risky tasks), 2D/3D animated agents (training), knowbots (information overload) –Artificial evolution, artificial ecosystems, artificial morhogenesis, molecular evolution 4 Entertainment 분야 –Videogames, simulation rides, movies, animation, animatronics, theater, puppetry, toys, party lines autonomous intelligent agents
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Challenge of Entertaining Characters 4 Automated entertaining characters –Predictable behavior, videogame characters, completely mechanical and noninteractive animated movies with agent technology, action with perception 4 Examples –Rynolds’ group behavior : Batman II –Terzopoulos’ realistic fish behavior –Interactive, real-time animation systems Bates’ Woggles World : internal needs and emotions Fisher’s Menagerie system : head-mounted display Tosa : artificial baby with neural networks ALIVE : whole body interaction with animated autonomous agents –Julia : conversational agent or chatterbot Prioritized layer of mini-experts, collections of patterns and associated potential responses
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Challenge: Summary 4 Entertaining agent 의 공통 연구주제 –Perception, actions selection, motor control, adaptation, communication –Integrative architecture for fast, reactive, adaptive, robust, autonomous, lifelike behavior –Lifelike: nonmechanistic, nonpredictable, spontaneous 4 Entertaining agent 의 공통특성 –Distributed, decentralized systems of small competence modules Expert: particular small, task-oriented competence No central reasoner but sensors-modules-effectors robust, adaptive, fast, reactive behavior –Complex behavior with interaction dynamics Agent-environment, modules in agent, multiple agents –Redundant methods for same competence in architecture Fault tolerance, graceful degradation, nonmechanistic behavior
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Challenge: Summary (2) 4 기타 연구주제들 –How to model emotions, intentions, social behavior, and discourse persistent appearance of awareness, intention, and social interaction –Think more about the user psychology of the user Human-computer interaction, animation, sociology, literature, theatre
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ALIVE Project 4 Artificial Life Interactive Video Environment (ALIVE) –Goal: demonstrate that virtual environments can offer a more emotional ad evocative experience by interacting with animated characters –Offer unencumbered, full-body interface with a virtual world 16*16 feet space, 3D graphical world, magic mirror (no goggles, gloves, wires), active vision and domain knowledge 4 Behavior system: which activity the agents engage in to meet their internal needs and to take advantage of opportunities presented by the current state of the environment 4 Hamsterdam: behavior selection given internal needs, motivations, past history, perceived environment designer specify sensors, motivations, actions 4 Different virtual worlds switched by virtual button –Puppet, hamster and a predator, dog
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ALIVE Project (2) 4 Behaviors of agents –Puppet: follow, imitate, go away, facial expressions –Hamster: avoid, follow, beg for food, reconcile multiple needs –Silas the dog: navigate, explore, entice, sit, go away, jump, fetch, lying down, shake, sound input/output 4 교훈 –Gestures should be intuitive and provide immediate feedback –Necessary to have a guide present to give hints about what to do –Users are more tolerant of the imperfections in agent’s behavior –Important to visualize motivational/emotional state of agent –For immersive environment, how fancy the graphics are may be less important than how meaningful the interactions in which the user engages can be –Entertainment can be a challenging and interesting application area
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Conclusion 4 Problems in ALIVE –Noisy sensors, unpredictable fast-changing environment 4 Application –Interactive story-telling applications –Videogames: learn and improve their competence over time –Animated characters: teach a physical skill in a personalized way 4 Final comment –Require more of an interdisciplinary approach with human sciences, Alife and AI
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