Bringing characters to life for immersive storytelling discusses techniques for animating virtual characters including behavior trees, finite state machines, and the Behavior Markup Language (BML). BML allows for synchronization of behaviors, animation, speech, and other signals. Behavior trees provide a way to organize complex character behaviors hierarchically and handle parallelism and priorities. The document references many tools and techniques for facial animation, speech recognition, and autonomous character systems that can be used to create believable immersive characters.
10. Sense-Think-Act-Communicate
M. Siegel, "The sense-think-act paradigm revisited," Robotic Sensing, 2003. ROSE' 03. 1st International Workshop on, 2003, pp. 5 pp.-.
doi: 10.1109/ROSE.2003.1218700
12. Action Units and the Facial Action Coding System
Shichuan Du et al. Compound facial expressions of emotion. PNAS 2014;111:E1454-E1462. doi: 10.1073/pnas.1322355111
13. Shichuan Du et al. Compound facial expressions of emotion. PNAS 2014;111:E1454-E1462. doi: 10.1073/pnas.1322355111
14. MPEG-4 Face and
Body Animation (MPEG-4 FBA) [ISO14496]
International Standard
Facial Feature Points (FP)
https://visagetechnologies.com/uploads/2012/08/MPEG-4FBAOverview.pdf
15. Shichuan Du et al. Compound facial expressions of emotion. PNAS 2014;111:E1454-E1462. doi: 10.1073/pnas.1322355111
16. Facial Feature Points (FP)
Fully Automatic Facial Feature Point
Detection Using Gabor Feature Based
Boosted Classifiers
Danijela Vukadinovic and Maja Pantic
Delft University of Technology
2005 IEEE International Conference on Systems, Man and
Cybernetics
http://ibug.doc.ic.ac.uk/media/uploads/documents/VukadinovicPantic-SMC05-FINAL.pdf
17. Open Source Computer Vision Library
http://docs.opencv.org/3.1.0/d7/d8b/tutorial_py_face_detection.html#gsc.tab=0
18. OpenCV face Detection using Haar Cascades
http://docs.opencv.org/3.1.0/d7/d8b/tutorial_py_face_detection.html#gsc.tab=0
22. Other facial features
Using Cr-Y Components to Detect Tongue
Protrusion Gesturess
Crawford, C.; Bailey, S.; Badea, C.; Gilbert, J.
CHI EA '15 Proceedings of the 33rd Annual ACM Conference
Extended Abstracts on Human Factors in Computing Systems
http://dl.acm.org/citation.cfm?id=2732916
24. CMUSphinx toolkit
Pocketsphinx â lightweight recognizer library written in C.
Sphinxbase â support library required by Pocketsphinx
Sphinx4 â adjustable, modifiable recognizer written in Java
Sphinxtrain â acoustic model training tools
http://cmusphinx.sourceforge.net/
35. Behavior trees
HALO 2 (2004)
GDC 2005 - Handling Complexity in the Halo 2 AI
Image from http://en.wikipedia.org
36. Behavior trees
Façade: a one-act interactive drama (2005)
GDC 2005 - AI and Interactive Storytelling: How We Can Help Each Other
Image from http://www.macobserver.com/
37. Behavior trees
SPORE
GDC 2010 - Behavior Trees: Three Ways of Cultivating Strong AI
Image from http://en.wikipedia.org
66. Behavior Markup Language (BML)
Intent planning Behavior planning Behavior realization
SAIBA framework (Situation, Agent, Intention, Behavior, Animation)
FML BML
Towards a Common Framework for Multimodal Generation: The Behavior Markup Language
http://xenia.media.mit.edu/~kris/ftp/BML-IVA-06-KoppEtAl.pdf
69. BML: behavior elements
Towards a Common Framework for Multimodal Generation: The Behavior Markup Language
http://xenia.media.mit.edu/~kris/ftp/BML-IVA-06-KoppEtAl.pdf
71. What is interactive storytelling anyway?
Image from http://ragreynolds.net/review-the-last-of-us-remastered/
72. More references
GDC 2005 Handling Complexity in the Halo 2 AI - Gamasutra, GDC Vault.
AiGameDev.com Behavior Trees for Next-Gen Game AI - Part 1, Part 2, Part 3.
University of Denver Video Game AI: Behavior Trees & Blackboards
GDC AI Summit 2010 Behavior Trees: Three Ways of Cultivating Strong AI - GDC Vault, AiGameDev.com
Chatting Up Façadeâs AI: 23 Ideas to Talk Your Game Into - AiGameDev.com
Popular Approaches to Behavior Tree Design - AiGameDev.com