Skip to main content
Top

2018 | OriginalPaper | Chapter

Applying Evolutionary Computation Operators for Automatic Human Motion Generation in Computer Animation and Video Games

Authors : Luis de la Vega-Hazas, Francisco Calatayud, Andrés Iglesias

Published in: Intelligent Distributed Computing XII

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

This paper presents an evolutionary computation scheme for automatic human motion generation in computer animation and video games. Given a set of identical physics-driven skeletons seated on the ground as an initial pose (similar for all skeletons), the method applies forces on selected bones seeking for a final stable pose with all skeletons standing. Such forces are initially random but then modulated by a set of evolutionary operators (selection, reproduction, and mutation) to make the digital characters learn to stand up by themselves. An illustrative example is discussed in detail to show the performance of this approach. This method can readily be extended to other skeleton configurations and other interesting motions with little modification. Our approach represents a significant first step towards automatic generation of motion routines by applying evolutionary operators.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Díaz, G., Iglesias, A.: Swarm intelligence scheme for pathfinding and action planning of non-player characters on a last-generation video game. In: Advances in Intelligent Systems and Computing, vol. 514, pp. 343–353 (2017) Díaz, G., Iglesias, A.: Swarm intelligence scheme for pathfinding and action planning of non-player characters on a last-generation video game. In: Advances in Intelligent Systems and Computing, vol. 514, pp. 343–353 (2017)
2.
go back to reference Díaz, G., Iglesias, A.: Intelligent behavioral design of non-player characters in a FPS video game through PSO. In: Advances in Swarm Intelligence. Lecture Notes in Computer Science, vol. 10385, pp. 246–254 (2017) Díaz, G., Iglesias, A.: Intelligent behavioral design of non-player characters in a FPS video game through PSO. In: Advances in Swarm Intelligence. Lecture Notes in Computer Science, vol. 10385, pp. 246–254 (2017)
3.
go back to reference Iglesias, A., Luengo, F.: Intelligent agents for virtual worlds. In: Proceedings of CW 2004, Tokyo, Japan, pp. 62–69. IEEE Computer Society Press, Los Alamitos (2004) Iglesias, A., Luengo, F.: Intelligent agents for virtual worlds. In: Proceedings of CW 2004, Tokyo, Japan, pp. 62–69. IEEE Computer Society Press, Los Alamitos (2004)
4.
go back to reference Iglesias, A., Luengo, F.: New goal selection scheme for behavioral animation of intelligent virtual agents. IEICE Trans. Inf. Syst. E88–D(5), 865–871 (2005)CrossRef Iglesias, A., Luengo, F.: New goal selection scheme for behavioral animation of intelligent virtual agents. IEICE Trans. Inf. Syst. E88–D(5), 865–871 (2005)CrossRef
5.
go back to reference Iglesias, A., Luengo, F.: AI framework for decision modeling in behavioral animation of virtual avatars. LNCS, vol. 4488, pp. 89–96 (2007)CrossRef Iglesias, A., Luengo, F.: AI framework for decision modeling in behavioral animation of virtual avatars. LNCS, vol. 4488, pp. 89–96 (2007)CrossRef
6.
go back to reference Mori, H., Toyama, F., Shoji, K.: Optimization of character gaze behavior animation using an interactive genetic algorithm. Int. J. Asia Digit. Art Des. 21(1–4), 25–31 (2017) Mori, H., Toyama, F., Shoji, K.: Optimization of character gaze behavior animation using an interactive genetic algorithm. Int. J. Asia Digit. Art Des. 21(1–4), 25–31 (2017)
7.
go back to reference Schwab, B.: AI Game Engine Programming, 2nd edn. Course Technology, Boston (2009) Schwab, B.: AI Game Engine Programming, 2nd edn. Course Technology, Boston (2009)
8.
go back to reference Sims, K.: Artificial evolution for computer graphics. In: ACM SIGGRAPH, pp. 319–328 (1991)CrossRef Sims, K.: Artificial evolution for computer graphics. In: ACM SIGGRAPH, pp. 319–328 (1991)CrossRef
9.
go back to reference Sims, K.: Evolving virtual creatures. In: ACM SIGGRAPH, pp. 15–22 (1994) Sims, K.: Evolving virtual creatures. In: ACM SIGGRAPH, pp. 15–22 (1994)
10.
go back to reference Woodcock, S.: Game AI: the state of the industry 2000–2001: it’s not just art, it’s engineering. In: Game Developer, August 2001, pp. 36–44 (2001) Woodcock, S.: Game AI: the state of the industry 2000–2001: it’s not just art, it’s engineering. In: Game Developer, August 2001, pp. 36–44 (2001)
11.
go back to reference Xu, K., Zhang, H., Daniel Cohen-Or, D., Chen, B.: Fit and diverse: set evolution for inspiring 3D shape galleries. ACM Trans. Graph. 31(4), Article No. 57 (2012)MathSciNetCrossRef Xu, K., Zhang, H., Daniel Cohen-Or, D., Chen, B.: Fit and diverse: set evolution for inspiring 3D shape galleries. ACM Trans. Graph. 31(4), Article No. 57 (2012)MathSciNetCrossRef
Metadata
Title
Applying Evolutionary Computation Operators for Automatic Human Motion Generation in Computer Animation and Video Games
Authors
Luis de la Vega-Hazas
Francisco Calatayud
Andrés Iglesias
Copyright Year
2018
DOI
https://doi.org/10.1007/978-3-319-99626-4_22

Premium Partner