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Interactive Behavioral Modeling For Multi-Roles In Virtual Environment

Posted on:2010-05-09Degree:MasterType:Thesis
Country:ChinaCandidate:Y KuangFull Text:PDF
GTID:2178360275451202Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Modeling of virtual environment and objects is essential to virtual reality. Real objects not only have geometric shapes, but their own behavioral systems. Only if the virtual objects can select the right action and behave in a rational manner, realistic effects can be truly presented in virtual world. On one hand, the study of behavioral modeling of individuals or crowd is relatively new and deficient, compared to those well-developed geometry and physical modeling approaches, and thus, combining artificial intelligence methods into behavioral modeling to create intelligent virtual objects remains a key problem to be solved. On the other hand, human beings will be involved in many real problems designed to solve in virtual reality. Therefore, to increase realistic and credible effects, intelligent behavioral modeling of virtual humans has become a crucial area in virtual reality research.In this paper, we model the interactive behavior of audience and transportation volunteer in the virtual gymnasium, based on the application background, in order to reach the results that the virtual characters'behavior can be autonomous and intelligent to some extent, and the decision making process is realistic and believable. The design lays a solid foundation for the further deployment and training of the transportation assistant officers and volunteers in the real gymnasium.First of all, we set up action selection model for each of the character, using finite state machine (FSM) with communication mechanism. Based on the corresponding behavioral skeleton model, audience and volunteer could not only manage and transfer between their behavioral states, but they could also naturally communicate with each other.Second, we add realistic decision making mechanism into the action selection model, based on fuzzy logic and personalities of the characters. Volunteer could conduct fuzzy reasoning with information from audience and environment to give a better guide for audience. Meanwhile, the audience under direction could make a final choice of seat based on multiple factors, including guidance from volunteer, environment information and his own internal state and preference. On this basis, we put forward the Multi-Role Behavior Model (MRBM) that combines FSM, fuzzy logic and personalities of the characters. This behavioral framework integrates the action selection and decision making model with consideration of the environment, crowd structure and other factors, for the possible adoption and application in the further three-dimensional virtual gymnasium project.Finally, we design and implement the two-dimension behavioral model control and display system where the action selection mechanism is showed and rendered. The results show that the object-oriented environment information is well organized based on rules for characters efficiently interacting with the external environment, and that the FSM architecture with communication mechanism.and fuzzy logic decision making process are effective enough to make the characters behave naturally and make decisions reasonably.
Keywords/Search Tags:behavioral modeling, action selection, autonomous character, finite state machine, fuzzy logic
PDF Full Text Request
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