Barry D. Reich

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A system for controlling the behaviors of an interactive human-like agent, and executing them in real-time, is presented. It relies on an underlying model of continuous <italic>behavior</italic> as well as a discrete scheduling mechanism for changing behavior over time. A multiprocessing framework executes the behaviors and renders the motion of the agents(More)
We describe a real-time model of terrain traversal by simulated human agents. Agent navigations includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed simulation of a variety of locomotion techniques. The path through the terrain is incrementally computed by a behavioral reasoning system configuring a behavioral(More)
We describe a framework for creating animated simulations of virtual human agents. The framework allows us to capture flexible patterns of activity, reactivity to a changing environment, and certain aspects of an agent personality model. Each leads to variation in how an animated simulation will be realized. As different parts of an activity make different(More)
Animating realistic human agents involves more than just creating movements that look "real". A principal characteristic of humans is their ability to plan and make decisions based on intentions and the local environmental context. "Animated agents" must therefore react to and deliberate about their environment and other agents. Our agent animation uses(More)
We examine the use of decision networks in animating virtual agents. We have developed a system that allows the realization of multiple, parallel behaviors for an agent. The networks we utilize, called PaT-Nets, are used both to represent individual behaviors and also to encode rules of engagement between agents. The multiple networks simultaneously(More)
We describe the Zaroff system, a plan-based controller for the players in a game of hide and seek. The system features visually realistic human gure animation including realistic human locomotion. We discuss the planner's interaction with a changing environment to which it has only limited perceptual access. A hierarchical planner translates the game's(More)