(Disney Meets Darwin)

3 Background

The introduction of computer animation techniques which simulate the physics of interacting bodies and the motor control systems of animals has introduced new systems for generating motion, and has brought into the art of animation the concept of autonomy. In task level animation systems, the animator only needs to specify general goals and the character (as an autonomous agent) takes care of the many details necessary to accomplish these goals [Zeltzer, 91].

Many methods have been developed for generating goal-directed behavior in characters represented as articulated figures [Sims, 87], [Cohen, 92], [Ngo and Marks, 93], [van de Panne and Fiume, 93]. These figures are modeled in virtual physical worlds for realism, and their internal motions can adapt, within the constraints of that physical world, to obey user-specified constraints, for the purposes of locomotion and other explicit behaviors. This approach to generating motion is often referred to as the spacetime constraints paradigm [Witkin and Kass, 88]. The spacetime constraints paradigm is a technique which aims to automate some of the tasks of the animator, whereby dynamics associated with the physics of motion are left up to a physically based model, and the autonomous motions of articulated bodies are automatically optimized within the system. In these systems, the animator tells the character where to go and when to get there, for instance, and the spacetime constraint system automatically computes the optimal motions of the character for getting there at the right time. Traditional animation concepts such as squash and stretch, anticipation, and follow-through, have been shown to emerge through the spacetime constraints approach. The spacetime constraints approach assumes that the articulated figure has some ability to change its internal structure (like the angles in its joints) in such a way as to affect goal-directed behavior. Thus, not only must some physics model be used, but there must also be some modeling of a motor control system in the character. There have been many kinds of motor control used in this regard. Many, as one might expect, are biologically inspired, and use theories from neurology and physiology. The virtual roach developed by McKenna [90], for instance, uses a gait controller which employs a series of oscillators which generate stepping patterns, analogous to a system observed in actual roaches. The articulated figures developed by Ngo and Marks [93], van de Panne and Fiume [93], and others, use stimulus/response models which allow the figures to sense their relation to the environment, and to move their parts accordingly - each action being the direct result of stimulus. Typical senses used in these models include senses of joint angles, and contact with the ground surface, for a number of body parts. Responses typically involve changing various joint angles. Once a stimulus/response model is created, exactly what kinds of responses should be activated by what sensors for goal-directed behavior is a difficult problem, and can be a difficult design task.

This is where the genetic algorithm (GA) has proven useful - it is biologically inspired, and it is good at dealing with large search spaces (such as finding the best parameters for locomotion). The genetic algorithm [Holland, 75] [Goldberg, 89] is a searching and optimization technique derived from the mechanics of Darwinian evolution. It operates on a population of individuals (potential solutions to a problem), updating the population in parallel, over many generations. GA's have been used by Ngo and Marks [93] for evolving locomotion and other behaviors in articulated figures. Sims [94] has developed a system which uses a genetic language for evolution of a variety of 3D morphologies and behaviors, such as locomotion, reaching, and grabbing, through competition, for possession of an object. These figures exhibit a wide range of strategies, and can be entertaining to watch, owing perhaps to the many unexpected strategies which evolve.

Genetic algorithm-based systems which replace the objective function with a human are typically called Interactive Evolution systems. These have been developed by [Dawkins, 86], [Sims, 91], Latham [Todd, 92], [Baker, 93], and others. What distinguishes these systems from other uses of the GA is that they incorporate a human fitness function. In these systems, visual forms are evolved through the selections of favorable images by a user, through a number of generations of evaluations. These systems support the notion of an 'aesthetic search' in which the fitness criteria are based primarily on the visual response of the user. Interactive evolution is useful when fitness is not measurable by way of any known computational evaluation techniques.

The ideas described in this paper follow up on a previous paper which discusses the animator's contribution to evolution [Ventrella 94, 2]. Specifically it aims to complement the automatic evolution of standard GA's with interactive evolution, as a way to intentionally encourage a touch of style and humor to otherwise explicit goal-directed behaviors.


4 The Figures

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