This page contains supplementary material for the following paper:
- A Hierarchical Hybrid Systems Approach to Intelligent Low-Level
Navigation for Animated Actors
(authors: Eric Aaron, Harold Sun, and Dimitris Metaxas)
General Notes
This supplementary material includes multi-agent animations,
CHARON output, and additional descriptions. For the animations,
navigation systems and virtual worlds were modeled and simulated
using
CHARON, a general-purpose tool for the specification and simulation of hybrid
systems.
In the rendered animations presented below, actors (white mice) navigate
in a virtual world of targets (usually cheese or mouse holes),
obstacles (usually toys one might find on the floor), and other actors.
In general, we present the animations in two formats: Quick Time (QT)
.mov files, and MPEG .mpg files. The QT files are larger, with better
resolution, but both formats show the same navigations.
Crowd simulation
Using CHARON, we created a simple crowd simulation animation as
something of a proof of concept: This crowd simulation is similar to
other animations used to demonstrate multi-agent low-level navigation
systems, suggesting that a hybrid system approach is comparably
expressive to standard methods. In this animation
(QT, size: 33.9M)
(MPEG, size: 2.6M), a crowd of mice move from the
bottom of the screen to their mouse hole (home) at the top, navigating
around a crowd of mice simultaneously crossing from the top of the
screen to their home at the bottom.
In section 3.3 of our paper, we mention a straightforward
system for navigation mode switching based on one variable,
c (comfort). This mode switching system guides the
behavior of the navigating agent as
it passes by two rows of obstacles. Along the way, as it
becomes more comfortable, it changes to other modes, changing
aggressiveness, velocity, and the dynamic evolution of c,
as discussed in our paper. This is a schematic
diagram of that simple, very straightforward system. It merely shows the
transitions we used; it does not include the continuous dynamics
in the particular modes. For more details, see our
example CHARON code.
We emphasize for readers that our mode switching system is but
one simple example. The hybrid system framework we discuss can
model far more sophisticated behavior. For this paper, however,
our intent was not to present an optimal model of agent navigation
but to demonstrate a general modeling framework.
Selective Repeller Response and Navigation Mode Switching
In section 4.2 of our paper, we mention a two-segment animation
scenario in which an actor: uses non-selective, complex steering to
avoid obstacles in segment 1; and either uses straight, linear navigation
or selective repeller response in segment 2. Animations presented
below demonstrate the effects of different choices for segment two.
Selective Repeller Response
To demonstrate selective repeller response, we used CHARON to generate
animations that illustrate the various possible courses an actor might take.
One animation
(QT, size: 12.6M)
(MPEG, size: 1.0M) shows
the result of switching to a linear course for segment 2. (See paper
Figure 4.)
Another, slightly different animation
(QT, size: 12.2M)
(MPEG, size: 1.0M) shows selective
repeller response.
In this one, there is no longer a dinosaur obstacle near the
second target; instead, it is a familiar-looking brown toy mouse.
Our white mouse protagonist responds to the toy mouse on its
right as if it were significantly less threatening than a
dinosaur or flying saucer. Such subjective, individualized treatment of
obstacles and actors in the environment is the crux of selective
repeller response.
We also generated an animation
(QT, size: 12.4M)
(MPEG, size: 1.0M)
to demonstrate how the agent's course would differ if it did not switch
to the straight, linear steering or selective repeller response in segment 2.
(See paper Figure 6.)
Navigation Mode Switching
We present a simple animation
(QT, size: 18.4M)
(MPEG, size: 1.4M)
that demonstrates navigation mode switching based on comfort,
as discussed in the system architecture
section above. Being the intelligent mouse that it is, our actor
becomes much more comfortable after recognizing that the sneaker (first
obstacle) isn't moving and the dinosaur (second obstacle) won't bite.
(We use the word "recognizing" loosely. There is no higher order
cognition, just a sense of increasing comfort.) In general, it
grows more comfortable as it progresses. Noticeably, after
passing the first row of obstacles and reaching the first
target, it moves faster and stays closer to the second row
of obstacles. Indeed, at the very end of the animation, when it
must choose between linear navigation and selective repeller response
according to the system in paper Figure 2, its comfort level
is high enough that it chooses straight linear navigation.
As indicated in the transitions
output file from CHARON, it actually changes modes twice before
reaching its first objective (i.e., target) and once more before
reaching its second objective. Had we chosen different coefficients
for the CHARON system (as illustrated in our
example CHARON code),
we could have generated different mode switching behavior.
Eric Aaron, eaaron@cs.rutgers.edu