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Game AI Papers Posted For SIGGRAPH

Game artificial intelligence site AiGameDev has rounded up a collection of noteworthy research project papers posted so far for the coming SIGGRAPH 2008 conference, picking out papers most relevant for creating artificial intelligent characters, including the two summarized below.

In Group Motion Editing, a paper and demo put together by Taesoo Kwon, Kang Hoon Lee, Jehee Lee, Shigeo Takahashi, the project presents an approach to "editing group motion as a whole while maintaining its neighborhood formation and individual moving trajectories in the original animation as much as possible."

As explained in the abstract: "The user can deform a group motion by pinning or dragging individuals. Multiple group motions can be stitched or merged to form a longer or larger group motion while avoiding collisions... The usefulness and flexibility of our approach is demonstrated through examples in which the user creates and edits complex crowd animations interactively using a collection of group motion clips."

In Real-time Motion Retargeting to Highly Varied User-Created Morphologies, a technical paper on Spore's procedural animation system, the project covers "a novel system for animating characters whose morphologies are unknown at the time the animation is created."

According to the abstract: "Our authoring tool allows animators to describe motion using familiar posing and key-framing methods. The system records the data in a morphology-independent form, preserving both the animation's structural relationships and its stylistic information. At runtime, the generalized data are applied to specific characters to yield pose goals that are supplied to a robust and efficient inverse kinematics solver."

With this system, characters with highly varying skeleton morphologies can be animated despite those morphologies not existing when the animation was authored. As a result, the character's animation can turn out to be "radically different" than what the original animator envisioned.

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