期刊文献+

鱼群动画的行为规划

Behavior Planning in Animation of Fish Shoal
下载PDF
导出
摘要 针对鱼群动画中人工鱼的行为选择(策略、目标、规划)过程,基于认知建模方法,提出一种建立人工鱼认知角色模型的新方法.利用高层非确定性目标导向行为与低层确定性预定义行为相结合的协调控制方案,以目标优先级作为行为选择的依据来制定人工鱼的行为规划.仿真实验结果表明,此方法不仅使人工鱼能根据外部刺激和内部状态选择适当的行为,且能较好地体现出自然鱼的特征. Focusing on the selection process of shoal behavior animation (strategy, goal and plan), and using the cognitive modeling approach on behavior selection, a new method to build a cognitive model of artificial fish in fish shoal animation is presented. Using a concerted control scheme that combines the high-level uncertainty goal-directed behavior and lower-level predefined behavior, and with the warrant of behavior selection based on goal priority, the behavior planning is established. Simulations results show that this method can make artificial fish choose required behavior based on outside stimulate and inside state, and achieve quite natural characteristics of real fish.
出处 《上海大学学报(自然科学版)》 CAS CSCD 北大核心 2007年第2期142-147,共6页 Journal of Shanghai University:Natural Science Edition
基金 上海市教委基金资助项目(04AA02 06AZ116)
关键词 人工鱼 行为规划 认知角色 artificial fish behavior planning cognitive character
  • 相关文献

参考文献10

  • 1BLUMBERG B.Old tricks,new dogs:ethology and interactive creatures[D].MIT Media,1996.
  • 2TU X,TERZOPOULOS D.Artificial fishes:physics,locomotion,perception,behavior[C]//ACM Computer Graphics Proceedings,Annual Conference Series,Proceeding of SIGGRAPH'94,Orlando,Florida.1994:43-50.
  • 3REYNOLDS C W.Hocks,herds,and schools:adistributed behavioral model[C]//Proceedings SIGGRAPH.1987:25-34.
  • 4PERLIN K.Real time responsive animation with personality[J].IEEE Transactions on Visualization and Computer Graphics,1995(1):5-15.
  • 5REYNOLDS C.Interaction with groups of autonomous characters[C]//Proceedings Game Developers Conference 2000,CMP Game Media Group,San Francisco,California.2000:449-460.
  • 6FUNGE J,TU X,TERZOPOULOS D.Cognitive modeling:knowledge reasoning and planning for intelligent characters[C]//Proc SIGGRPH'99.1999:29-38.
  • 7O'BRIEN J.A flexible goal-based planning architecture[C]//AI Game Programming Wisdom,Charles River Media.2002:375-384.
  • 8BRYAN S.Adding planning capabilities to your game AI[J].Game Developer Magezine,Miller Freeman,1998,5:42-47.
  • 9LARS L.Using nodes to develop strategies for combat with multiple enemies[R].Artificial Intelligence and Interactive Entertainment:Paper from the 2001 AAAI Spring Symposium,Technical Report SS-01-02,2000:51-55.
  • 10VAN STERREN W.Terrain reasoning for 3D action games[C]//Game Programming Gem2,Charles River Media.2001:296-305.

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部