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Recent work in behavioral animation has taken impressive steps toward autonomous, self-animating characters for use in production animation and interactive games. It remains difficult, however, to direct autonomous characters to perform specific tasks. This paper addresses the challenge by introducing cognitive modeling. Cognitive models go beyond(More)
The ability of interval arithmetic to provide a finite (and succinct) way to represent uncertainty about a large, possibly uncountable, set of alternatives turns out to be useful in building “intelligent” autonomous agents. In particular, consider the two important issues of reasoning and sensing in intelligent control for autonomous agents. Developing a(More)
Cognitive modeling for games and animation explores the provocative but largely uncharted interface between computer graphics and artificial intelligence. That interface is now on the verge of explosive growth as a new breed of highly autonomous, quasi-intelligent graphical characters begins to populate the domains of production animation, game development,(More)
One of the major challenges associated with making compelling virtual worlds for computer games is populating them with intelligent characters. Most of today’s characters are mindless automatons that follow an inflexible set of simple rules. Unfortunately, when we start to make characters try and think for themselves we can run into difficulties. For(More)
Modeling for computer animation addresses the challenge of automating a variety of difficult animation tasks. An early milestone was the combination of geometric models and inverse kinematics to simplify keyframing. Physical models for animating particles, rigid bodies, deformable solids, and fluids offer copious quantities of realistic motion through(More)
Cognitive modeling for games and animation explores the provocative but largely uncharted interface between computer graphics and artificial intelligence. That interface is now on the verge of explosive growth as a new breed of highly autonomous, quasi-intelligent graphical characters begins to populate the domains of production animation, game development,(More)
We have developed a syntactic approach to representing knowledge within the situation calculus using interval arithmetic. Knowledge was first incorporated into the situation calculus using a possible-worlds approach. Unfortunately, this previous approach is not amenable to easy implementation. This is because it is not clear how to specify the initial(More)