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Authoring and Evaluating Autonomous Virtual Human Simulations.

机译:创作和评估自主虚拟人类仿真。

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摘要

Research in virtual human simulation has seen a dramatic rise in recent years with its applicability being realized in a large number of areas, ranging from games and entertainment to education and urban simulations. The problem that we face is three-fold: First. a unified framework for efficiently simulating functional, purposeful autonomous virtual humans is vet to be realized. Second. the size of crowds that modern computer games and urban simulations are capable of handling has given rise to the challenging problem of evaluating and testing massive simulations of autonomous agents. Third, there exists no appropriate interface to allow end-users to author complex interactions between autonomous actors that populate the simulated environment.;First, we present a general framework for local path-planning and steering that can be easily extended to perform high-level behaviors. Our framework is based on the concept of affordances -- the possible ways an agent can interact with its environment. Each agent perceives the environment through a set of fields that are represented in the agents local space. This egocentric property allows us to efficiently compute a local space-time plan. Using our framework, we demonstrate autonomous virtual pedestrians that perform steering and path planning in unknown environments along with the emergence of high-level responses to never seen before situations.;Second, we propose a method of computing coverage. quality and failure for steering algorithms. We characterize and analyze the complete space of steering scenarios that an agent may encounter in dynamic situations. Then, we propose the representative scenario space and a sampling method that can generate subsets of the representative space with good statistical properties. We also propose a new set of metrics and a statistically robust approach to determining the coverage and the quality of a steering algorithm in this space. We demonstrate the effectiveness of our approach on three state of the art techniques. Our results show that these methods can only solve 60% of the scenarios in the representative scenario space.;Third, we present an interactive tool for specifying and detecting steering behaviors. Our framework computes a set of time-varying metrics for agents and their environment. which characterize steering behaviors. We identify behaviors of interest by applying conditions (rules) or user defined sketches on the associated metrics. The behaviors we can specify and detect include unnatural steering, plainly incorrect results, or application-specific behaviors of interest. Our framework is extensible and independent to the specifics of any steering approach. To our knowledge, this is the first work that aims to provide a computational framework for specifying and detecting crowd behaviors in animation.;Fourth, we propose an authoring framework which provides the user with complete control over the domain of the system: the state space, action space and cost of executing actions. Actors are specialized using effect and cost modifiers, which modify existing action definitions, and constraints, which prune action choices in a state-dependent manner. Behaviors are used to define goals and objective functions for an actor. Actors having common or conflicting goals are grouped together to form a composite domain, and a multi agent planner is used to generate complicated interact ions between multiple actors. We demonstrate the effectiveness of our framework by authoring and generating a city simulation involving complicated interactions between multiple pedestrians and vehicles.
机译:近年来,虚拟人体仿真研究得到了飞速发展,其适用性已在从游戏和娱乐到教育和城市仿真的许多领域得到了实现。我们面临的问题有三个方面:第一。旨在实现高效模拟功能性,有目的性的自主虚拟人的统一框架。第二。现代计算机游戏和城市模拟能够处理的人群数量,导致了评估和测试大量的自治代理模拟的挑战性问题。第三,没有合适的接口允许最终用户在组成模拟环境的自治参与者之间进行复杂的交互。首先,我们为本地路径规划和控制提供了一个通用框架,可以轻松扩展该框架以执行高级操作行为。我们的框架基于能力的概念-代理商与环境互动的可能方式。每个代理都通过代理本地空间中表示的一组字段来感知环境。这种以自我为中心的属性使我们能够有效地计算本地时空计划。使用我们的框架,我们演示了自动虚拟行人,这些行人在未知环境中执行转向和路径规划,并且出现了对从未见过的情况的高级响应。第二,我们提出了一种计算覆盖率的方法。转向算法的质量和失败。我们表征并分析代理在动态情况下可能会遇到的指导方案的完整空间。然后,我们提出了代表性场景空间和一种可以生成具有良好统计特性的代表性空间子集的采样方法。我们还提出了一套新的度量标准和统计上可靠的方法来确定该空间中转向算法的覆盖范围和质量。我们展示了我们的方法对三种最新技术的有效性。我们的结果表明,这些方法只能解决代表性场景空间中60%的场景。第三,我们提供了一种用于指定和检测转向行为的交互式工具。我们的框架为代理及其环境计算了一组随时间变化的指标。表征转向行为。我们通过在相关指标上应用条件(规则)或用户定义的草图来识别感兴趣的行为。我们可以指定和检测的行为包括不自然的操纵,明显不正确的结果或特定于应用程序的感兴趣行为。我们的框架是可扩展的,并且独立于任何指导方法的细节。据我们所知,这是旨在提供用于指定和检测动画中人群行为的计算框架的第一项工作。第四,我们提出了一个创作框架,该框架为用户提供了对系统域的完全控制:状态空间,动作空间和执行动作的成本。参与者是使用效果和成本修饰符进行专门化的,这些修饰符可以修改现有的动作定义和约束,从而以取决于状态的方式修剪动作选择。行为用于定义参与者的目标和目标功能。具有共同或冲突目标的参与者被组合在一起以形成一个复合域,并且使用多代理计划器在多个参与者之间生成复杂的交互离子。我们通过编写和生成涉及多个行人和车辆之间复杂交互的城市模拟,来证明我们框架的有效性。

著录项

  • 作者

    Kapadia, Mubbasir Turab.;

  • 作者单位

    University of California, Los Angeles.;

  • 授予单位 University of California, Los Angeles.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 135 p.
  • 总页数 135
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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