Creating believable, expressive interactive characters is one of the great, and largely unsolved, technical challenges of interactive media. Human-like characters appear throughout interactive media, virtual worlds and games and are vital to the social and narrative aspects of these media, but they rarely have the psychological depth of expression found in other media. This proposal is for the development of research into a new approach to creating interactive characters which identifies the central problem of current methods as being the fact that creating the interactive behaviour, or Artificial Intelligence (AI), of a character is still primarily a programming task, and therefore in the hands of people with a technical rather than an artistic training. Our hypothesis is that the actors’ artistic understanding of human behaviour will bring an individuality, subtlety and nuance to the character that it would be difficult to create in hand authored models. This will help interactive media represent more nuanced social interaction, thus broadening their range of application.
The proposed research will use information from an actor’s performance to determine the parameters of a character’s behaviour software. We will use Motion Capture to record an actor interacting with another person. The recorded data will be used as input to a machine learning algorithm that will infer the parameters of a behavioural control model for the character. This model will then be used to control a real time animated character in interaction with a person. The interaction will be a full body interaction involving motion tracking of posture and/or gestures, and voice input.
This project is funded by the EPSRC under the first grant theme (project number EP/H02977X/1).
Gillies, Marco, 2009. Learning Finite State Machine Controllers from Motion Capture Data. IEEE transactions on computational intelligence and AI in games, 1 (1). pp. 63-72. ISSN 1943-068X
Gillies, Marco and Pan, Xueni and Slater, Mel and Shawe-Taylor, John, 2008. Responsive Listening Behavior. Computer Animation and Virtual Worlds, 19 (5). pp. 579-589. ISSN 1546-4261