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Introduction
Much
of the work in game AI has focused on the ‘big' problems: path
planning, squad planning, goal-directed behavior, etc. The result is
characters that are capable of increasingly intelligent behavior.
However, acting intelligently and acting aware and sentient is not the
same thing. But if we are to create the kind of compelling and
emotional characters upon which the next generation of computer games
will be based, we must solve the latter problem, namely how to build
characters that seem aware and sentient.
An
important theme of the work of the Synthetic Characters Group at the
MIT Media Lab was to understand and build the kind of AI needed to
create a sense of an inner life. Our belief, presented most cogently by
Damian Isla, was that this sense of an inner life arose not out of the
large motion and behavior of the character but out of what Isla termed
the low-level motion and behavior.
Examples
of such behaviors include: the shift in gaze, and widening eyes as a
result of perceived motion just on the periphery, the slight stiffening
of a cat's tail that presages a predatory pounce, the slinking gait of
a fearful dog in expectation of being punished; the catch in breath in
response to a startling noise. In traditional animation, these
movements and behaviors would be labeled as secondary anticipatory
actions. And yet, as Isla puts it, “much of the low-level animation
described is significant precisely because it is indicative of some
kind of emotional or knowledge state internal to the character. If a
character frowns and continually glances towards a door, we might infer
that it is because the character is anxious about someone soon coming
through it.” [Isla]
The
shift in glance conveys that the character is aware of its environment,
that it possesses an expectation about what is to happen, and an
attitude with respect to the event as to whether it is going to be good
or bad. All of which serve to create a sense of a plausible and
comprehensible inner life.
In
this article, we wish to focus on “anticipatory AI”, that is, the AI
needed to support the anticipatory behaviors that prepare the eye and
the mind of the observer for what is to follow because it is these very
behaviors that are at the crux of building convincing and compelling
characters. We begin by discussing why anticipatory behaviors are so
important in nature, as well as, in animation. We will then focus on 3
types of behavior that serve this function of preparing the observer
for what is to follow, and discuss the AI implications of each. These
include:
- Making
perception perceivable: what a character is observed to perceive gives
cues as to what it will do, and why, and ultimately, what it will feel.
- Making
expectations perceivable: from perception to action to outcome, a
character's expectation with respect to what they are observing, the
expected outcome of their actions, and their attitude with respect to
the actual outcome of their actions should be made manifest to the
observer.
- Making
impending changes in motivational state perceivable: dramatic changes
in motivational state should be telegraphed to the observer so as to
prepare them for the change.
Anticipation: Preparing the Eye and the Mind
The
importance of anticipatory movements, or more generally anticipation
was one of the earliest and most important discoveries of classical
animation. To paraphrase two of the pioneers, Frank Thomas and Ollie
Johnson: by anticipating the action, the animator allows the audience
to focus on how the action is being done rather than in trying to
figure out what is being done. In other words, anticipatory movements
prepare the eye and the mind of the audience for what is to follow.
[Thomas]
As
with many of the rules of animation, anticipation has its roots in
nature. For example, anticipatory movements may arise out of the
physics of the movement like the wind-up before the throw, or the coil
of a rattlesnake before it strikes. Or they may arise out of behavior,
like the retraction of the lips that precede a snarl, or the raised
hackles on the back of the neck, both of which signal an impending
attack. Indeed, some anticipatory movements are so predictable that
animals use them as so-called “intention movements” to predict what
another animal intends to do.
The
biological value of attending to intention movements is clear. By doing
so, animals can reliably predict what another animal is about to do and
plan its response proactively. In some cases, this may allow it to
avoid conflict, in other cases it may allow it to predict the zag in
the zigzag and meet the prey mid-zag.
We
are no different than other animals in our conscious and subconscious
reliance on the perception of anticipatory behaviors as important cues
into the mind of other beings, be they other people, animals or
animated characters.
Anticipation: Making Perception Perceivable
One
of the most important and telling anticipatory behaviors is that of
perception. Virtually all animals orient before acting so as to better
perceive the focus of their attention. Cats will move their ears in
response to a noise before visually orienting. Dogs, being highly
olfactory will sniff the ground or the air. Seeing animals perform
behaviors such as these provides us with important cues as to what they
are attending in the world. In addition, the manner in which perceptual
behaviors are performed often provides clues about how the animal feels
about what perceives, or expects to perceive. We then use these cues to
predict what the animal is going to do and/or fee next.
Since
the characters that populate our games are almost always visual
creatures, their visual behaviors from gaze to glance are typically the
most important cues that people use to infer what a character is
thinking, and about to do. Indeed, these behaviors are the canary in
the mine when it comes to providing the foundation for the appearance
of motivated behavior. Get it right and you are 80% there. Get it wrong
and no matter how good the animation, the subsequent behavior will not
seem motivated.
In
our work at the Media Lab, we typically made the AI dependent on
information that was acquired through the “look-at” so as to force
ourselves to get it right. Indeed, we went so far as to implement
synthetic vision in a number of our systems. That is, the scene would
be rendered from the perspective of the character, and relevant
information would be extracted from the resulting image via image
processing. By encoding information in the image via false coloring,
and by taking advantage of the power of today's generation of graphics
cards, this approach was remarkably fast and powerful.
This
sensory honesty, as Burke and Isla called it, insured that the animal
would only act on what it could realistically sense. In addition,
because the “look-at” was a fundamental part of the system as opposed
to a cosmetic effect, it was a priority for everyone to ensure that the
behavior was correct, and as a result, it was both believable and
compelling.
Making
the perceptual acts observable and believable to the audience is the
first thing to get right with respect to creating a sense of an inner
life. Seeing the turn of the head, the cock of the ears, the sniff of
the nose is more than simply a cosmetic effect. A system may model the
diffusion of a scent trail but if the user doesn't see the simulated
dog sniff the ground and cast back and forth in order to acquire the
scent trail, the resulting behavior will come across as artificial. It
is especially important that the character react to those perceptual
events that the user expects to be salient to it. For example, a
character should start when it hears a sudden noise unless there is a
good reason for it not to.
Before
we move on, there are three quick points to make. First, making
perception perceivable to the audience is more than just a character
issue. As the Disney animators know, it has important implications for
staging (how the user's eye is directed to the important action in the
frame), for example, via a close-up camera shot. Second, what a given
character attends to in a given situation is highly character and
context specific. An audience will expect a young recruit in his first
battle to attend to completely different stimuli than the grizzled
sniper whose focus is exclusively on her next target, having seen it
all before.
Thus,
what a character appears to perceive must match the audience's
expectation of what such a character should perceive given its
personality and context. Third, how the perceptual acts are performed
is every bit as important as performing them in the first place. It is
in the “how”, that is, in the quality of motion that the character's
expectations are revealed to audience. That is, what they expect to see
and how they expect they will feel when they see it. And this brings us
to the second topic, namely making expectations perceivable.
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