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Generating Believable Virtual Characters Using Behavior Capture and Hidden Markov Models

机译:使用行为捕获和隐藏的马尔可夫模型生成可信的虚拟字符

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We propose a method of generating natural-looking behaviors for virtual characters using a data-driven method called behavior capture. We describe the techniques for capturing trainer-generated traces, for generalizing these traces, and for using the traces to generate behaviors during game-play. Hidden Markov Models (HMMs) are used as one of the generalization techniques for behavior generation. We compared our proposed method to other existing methods by creating a scene with a set of six variations in a computer game, each using a different method for behavior generation, including our proposed method. We conducted a study in which participants watched the variations and ranked them according to a set of criteria for evaluating behaviors. The study showed that behavior capture is a viable alternative to existing manual scripting methods and that HMMs produced the most highly ranked variation with respect to overall believability.
机译:我们提出了一种使用称为行为捕获的数据驱动方法为虚拟字符生成自然观光行为的方法。我们描述了用于捕获培训师生成的迹线的技术,用于概括这些迹线,以及使用迹线在游戏中生成行为。隐藏的马尔可夫模型(HMMS)用作行为生成的概括技术之一。我们将所提出的方法与其他现有方法进行比较,通过在计算机游戏中创建一个六个变体的场景,每个场景都使用不同的行为生成方法,包括我们所提出的方法。我们进行了一项研究,其中参与者观看了变化,并根据一系列评估行为的标准排列。该研究表明,行为捕获是现有手动脚本方法的可行替代方案,并且HMMS产生了关于总体令人信服的最高度排名的变化。

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