• Title/Summary/Keyword: character agent

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Real-time Graph Search for Space Exploration (공간 탐사를 위한 실시간 그래프 탐색)

  • Choi, Eun-Mi;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
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    • v.11 no.1
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    • pp.153-167
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    • 2005
  • In this paper, we consider the problem of exploring unknown environments with a mobile robot or an autonomous character agent. Traditionally, research efforts to address the space exploration problem havefocused on the graph-based space representations and the graph search algorithms. Recently EXPLORE, one of the most efficient search algorithms, has been discovered. It traverses at most min$min(mn, d^2+m)$ edges where d is the deficiency of a edges and n is the number of edges and n is the number of vertices. In this paper, we propose DFS-RTA* and DFS-PHA*, two real-time graph search algorithms for directing an autonomous agent to explore in an unknown space. These algorithms are all built upon the simple depth-first search (DFS) like EXPLORE. However, they adopt different real-time shortest path-finding methods for fast backtracking to the latest node, RTA* and PHA*, respectively. Through some experiments using Unreal Tournament, a 3D online game environment, and KGBot, an intelligent character agent, we analyze completeness and efficiency of two algorithms.

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A Basic Study on the Development of Autonomous Behavioral Agent based on Ontology Used in Virtual Space (가상공간에서 활용되는 온톨로지 기반 지능형 자율주행 에이전트 개발에 관한 기초 연구)

  • Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.777-784
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    • 2017
  • In the architectural space, the user's behavior is the most important factor in evaluating the quality of architecture. Normally, the evaluation of user behavioral performance was carried out after a building was completed. Recently, interest in and efforts at pre-simulation based on information technology are accelerating. However, since existing user simulation technology is concerned mainly with simply escaping from a large space, it is impossible to simulate the behavior of multiple users in an architectural space. The present study strives to develop a human-figured intelligent agent for advanced user simulation based on ontology. The main purpose of the study is to employ the intelligent behaviors of a NPC(Non-player Character) to infer the ontology of both spatial and user information. In this paper, we intend to integrate ontology inference technology into the virtual space. And also, this study suggest the ontology visualization technology which illustrate the ontology-based information and their change in the spatial information.

Empirical Study on The Trust in Character Agents On Mobile Environments (모바일 환경에서 캐릭터 에이전트의 신뢰에 대한 실증적 연구)

  • Cho, Yun-Ju;Choi, Yoo-Jung;Park, Su-E
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.646-654
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    • 2006
  • 본 연구는 사용자가 캐릭터 에이전트에 대한 신뢰를 높이는데 도움이 되는 메커니즘을 제공하고자 하는 전체연구의 첫 단계로서 모바일이라는 환경에서의 효율적이고 성공적인 캐릭터 에이전트를 위해 사용자가 캐릭터 에이전트에게 가지는 신뢰를 정의하고 이를 구성하는 요소를 제시하는 것을 목적으로 한다. 이를 위해 경영함, 심리학, 인공지능, HCI 등 다양한 분야에서 문헌 연구를 진행하고, 문헌연구의 결과를 토대로 사전설문을 진행하고, 본 설문을 진행하였다. 이러한 방법을 거쳐 신뢰를 구성하는 '1.성격', '2.장기적 관계', '3.이해타산성', '4.업무 처리 능력', '5.호감', '6.의사 수용성', '7.도덕성'의 일곱 가지 차원을 확인하고, 이를 모바일 환경에서 사용자가 캐릭터 에이전트에게 가지는 신뢰의 구성 요소로서 제시하였다.

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A Study on Multiple FSM for Intellectual Action and for Agent System (지능적 행동을 위한 Multiple FSM 및 에이전트 시스템에 관한 연구)

  • Lee Jung-Hoon;Kim Song-Ryong;Kim Myung-Se;Oh Sam-Kweon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.497-500
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    • 2004
  • 가상현실은 현실세계에서 경험하기 어려운 환경을 간접적으로 경험할 수 있는 가상의 공간이다. 이러한 가상현실에는 건물, 지형, PC(Playable Character), NPC(Non-Playable Character)등의 다양한 객체들이 존재하게 되며, PC와 NPC와 같은 객체들은 현실감을 주기 위해 인공지능을 가지게 된다. 현재까지 인공지능에 대한 많은 연구가 진행되었으며, 다양한 분야에서 활용되고 있다. 가상현실에서는 유한상태 기계(Finite Sate Machine, FSM), 유전자 알고리즘, 신경망 알고리즘 $A{\ast}$ 알고리즘 등이 활용되고 있으며, FSM은 비교적 알고리즘이 간단하고, 다른 알고리즘에 비해 구현이 간단해 널리 이용되고 있다. 본 논문에서는 FSM을 활용하여 여러 행동 패턴을 정의하고 행동 패턴간 천이가 이루어 짐으로, 객체의 행동을 다양하게 나타낼 수 있는 Multiple FSM은 제안한다.

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A Study on Embodiment of Conversational Agent on the Cyber Lecture Site (가상 강좌 사이트에서 대화형 에이전트의 적용에 관한 연구)

  • 유연수
    • Archives of design research
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    • v.16 no.1
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    • pp.117-126
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    • 2003
  • The human computer interaction has gone through diverse changes along with the technical progress of computers. With the spread of the world wide web, attempts of various forms and methods of interactions reflecting the characteristics of the web are being made. Among the diverse concepts of interaction, Conversational Agent uses a character as the visual perceptional object and through the interaction based on conversation it suggests a natural, human, intuitive interaction. In this study, Conversational Agent was suggested and applied on a cyber lecture website and the appropriateness was verified. The fundamental structure and method needed in constructing a conversation was examined through the study on conversation. After that the characteristics of the conversation used on the web was identified and hereby and the coherence and conversation structure was deducted. After the characteristics of the conversational agent were observed, it was applied to the previously deducted web sites logical connection and conversation structure. Lastly, the conversational agent suitable for the web site was proposed and realized.

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A Design and Evaluation of WBI based on Agent considering Emotional Experience (감성체험을 고려한 에이전트 기반 WBI 설계 및 평가)

  • Lee, Jun-Hee;Kim, Jeong-Tae
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.296-300
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    • 2006
  • It is difficult to let computer express feelings because of the ambiguity and nonlinearity. But it is said that expressing emotions is very important for high quality data processing and improvement of interactivity in WBI. In this paper, I surveyed emotion models from the view point of psychology. Next, I proposed WBI(Web Based Instruction) based on character agent considering emotional experience. By experimental result, the proposed model shows that has more user's preference than other existing WBI.

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A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오영진;박노국
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.3
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    • pp.21-27
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would by cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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An Action-Generation Method of Virtual Characters using Programming by Demonstration (Programming by Demonstration을 이용한 가상 캐릭터의 행동 생성 기법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.141-149
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    • 2011
  • The substantial effort is required to make a virtual character smoothly move like a human being in the virtual environment. Since a virtual character acts on the basis of the actions, it is the most critical to define actions for smooth flow of action. It has been actively studied the programming by demonstration which defines series of actions to be performed by a virtual character based on the actions operated by a person. However, such approaches can't easily draw many sequential actions because they create sequential actions in the same length all the time or restrict the actions used to create such actions. For smooth flow of action, it is required to derive sequential actions as much as possible from the actions of a virtual character and to select the representative set of actions. Accordingly, it is necessary to study how to create sequential actions as reducing diverse limits. This study suggests the approach to select sequential actions suitable for a virtual character by collecting the actions of a character manipulated by a person and deriving a set of actions to be performed by a virtual character. The experiment describes the process to create the actions by applying the approach suggested in this study to the driving game. In accordance with the analysis results, it was found that a set of actions performed by a person was generated without being restricted by a length or a part to divide. Finally, we confirmed that the suggested method selects the best sequential actions, appropriate to virtual character, among more generated actions.

A Study for Education Contents Production using Character Agent (캐릭터 에이전트를 이용한 교육용 컨텐츠 저작에 대한 연구)

  • Park, Sang-Yi;Lee, Hea-Jung;Joung, Suk-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11a
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    • pp.37-40
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    • 2003
  • 본 논문은 LipSynchro 소프트웨어 개발 키트(SDK)를 이용하여 기존 2차원의 정지된 이미지를 모션생성엔진, 음성분석, 인식엔진과 함께 연동함으로서 캐릭터의 움직임을 자동으로 생성하여 사실적이고 살아있는 캐릭터 에이전트를 만들어, 이를 멀티미디어 교육용 컨텐츠저작 툴과 결합하여 보다 나은 교육용 컨텐츠를 생성할 수 있도록 하였다.

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A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오용진;박노국
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.05a
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    • pp.154-162
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would be cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

  • PDF