Xiangyang Huang

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A cognitive model is proposed to construct autonomous nonplayer characters with learning (LANPCs) by defining three functions, respectively sensing, reasoning and learning and effecting. The cognitive model is the product of the three functions. LANPCs can acquire knowledges from game world by the function sensing, where a discretization method based on(More)
Based on scene partition technique and vision cut-out technique, an algorithm of vision simulation of ANPCs (autonomous nonplayer characters) in dynamic scene is proposed. The algorithm consists of three steps. Firstly, the scene is partitioned sectors and PVS (potentially visible set) of each sector is represented as a tree-like structure at stage of level(More)
Partially Observable Markov Decision Processes (POMDPs) provide a rich framework for sequential decision-making under uncertainty in stochastic domains. The paper presented a probabilistic conditional planning problem for Goal-Oriented Action Planning based on POMDP (called p-GOAP). We are interested in finding a plan such that the plan has maximal the goal(More)
An alternative epistemic fluent is proposed to solve the important issues of reasoning and sensing in intelligent control for autonomous agents. The approach treats interval-valued fluents within the situation calculus John Funge proposed as linguistic variables, the members of which are fuzzy sets defined on the interval. The new approach can integrate(More)
An alternative approach is proposed to represent non-deterministic actions in the situation calculus based on epistemic fluent K. A new epistemic fluent based on fuzzy set semantics is defined to solve uncountable number of possible worlds due to the introduction of epistemic fluent K. Meanwhile autonomous characters can come to the real world from the(More)
The ability to reason about and respond to their own emotional states can enhance the believability of Non-Player Characters (NPCs). In this paper, we use a Partially Observable Markov Decision Process (POMDP)-based framework to model emotion over time. A two-level appraisal model, involving quick and reactive vs. slow and deliberate appraisals, is proposed(More)
Unlike traditional NPCs (nonplayer characters) which are just "smart" programs, this thesis considers SoftMans as NPC model, which live in a simulated world and have a synthetic body with autonomous behaviors. Based on this novel idea, we research text-driven lip motion synthesis system for SoftMan in game. First, we divide Chinese phonemes into 11 basic(More)
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