(Disney Meets Darwin)
1: Introduction
In this thesis I describe a computer animation tool I have developed and the reasons behind its development.
It is called the Character Evolution Tool. It serves both as a prototype tool for animators and
designers, and as a testbed for the applicability of evolutionary algorithms in computer animation.
The work is built on an assumption that not just animated characters but all kinds of graphical
entities can have a "body language." It also assumes that this body language is something that
can evolve over time to become progressively more effective in expressing something, and having
a style of moving about. These qualities are still not easily achieved in most computer-based
character animation systems - yet they are abundant in classic cel animated cartoons.
To imbue
characters with personality, humor, and style is a goal for many animators. This research can
be described as an ongoing quest which began while I was exploring simple physically based
human-like figures for animation. I wanted my figures to be able to move on their own, using
internal forces, as a starting point for higher levels of control. This basic motivation has
been the impetus for a number of other systems developed (Badler et al., 91). For enhancing
humorous and stylistic qualities in my figures, I found that I required an added level to the
techniques developed thus far: a highly interactive interface allowing enhanced communication
between the animator and the animated.
Genetic algorithms (Holland, 75) have been used
recently for evolving goal-directed behavior in physically based, articulated figures (Ngo and Marks, 93).
(Refer ahead to 'Background Research' for a quick definition of genetic algorithms).
This work has successfully shown that genetic algorithms are effective in optimizing
their motions for locomotion and other objectively defined goals. But it has not,
however, focused on a means to imbue the figures with expressive characteristics
and stylistic variations by way of a designer's interactive contribution to the evolutionary process.
I have proposed to address the problem of designing humor and body language in animated
characters with an hypothesis: expressivity, not just objectively-defined behaviors,
can be the product of progressive refinement. I have attempted to test this by combining
the automatic optimizing capabilities of a genetic algorithms with direct interactive tools,
and allowing a blending of automated and user-guided evolution. This system can be seen then
as extending the standard genetic algorithm in that it adds multiple levels of interactivity
to the automatic process, to achieve higher levels of control. This interactivity is manifest
on two basic levels:
1) interactively guiding evolution
2) gesturing to demonstrate motion
Expressivity Through Guided Evolution
In this system, the means for deriving expressive behavior in these
characters is biologically inspired. It uses an evolutionary algorithm which allows identifiable behavioral
qualities in animated graphics to emerge over time. The term, 'expressive' as used here is defined
as the ability of a graphical object, through MOTION, to evoke information, ideas, or feelings, for
the sake of communication, humor, or aesthetics. As a first glimpse of the varieties of
"characters" one can evolve with this system, Figure 1 illustrates three varieties (swarms, blinkers,
and articulated figures).
Figure 1 Three stages of evolution for three of the
classes of characters available
in this system: swarms, blinkers, and articulated figures.
This
illustration shows three stages of each character's evolution towards more expressive, and
otherwise useful, forms and motions. The swarms become more life-like, the blinkers become
more effective attention-grabbers and acquire optimal blinking rates (in this illustration,
only shape and size can be shown), and the articulated figures exhibit locomotion or humorous
dance-like movements.
The graphical objects I have focused on in this research are animal-like
articulated stick figures with autonomous motion, but the concepts and techniques from this class
of graphical objects have been carried over to a larger class of graphical objects which can
exhibit behavior (they can change states over time). This includes graphical interface widgets,
and other object-oriented graphical agents which can have behavior. They are called, in this
thesis, "behavior objects." In Figure 2, the generic concept of a "character" is illustrated,
as being any behavior object which can exhibit dynamic behavior for purposes of expressivity.
Figure 2 The general concept of a "character"
as defined in the
Character Evolution Tool - a
graphical object with expressive dynamic behavior.
Thus the class of objects known as animated
characters can be expanded to include all graphical objects which can exhibit motion behavior.
In this thesis, I sometimes reference this general notion of character, in order to place my work
in the larger context of communication graphics. Primarily I will focus on the articulated figures,
and a set of tools for directing this class of behavior objects, as the focus of this research.
Computer Animation Not Alive Enough
Physically based animated characters whose behaviors adapt
through the use of a genetic algorithm have been shown to demonstrate realistic behaviors such as
locomotion. But they are often devoid of the expressive content which makes traditional hand-drawn
characters so effective in comparison. In these systems, the science of the design of animated
characters is not yet useful for the art.
Animation, seen as an art, should be concerned more
with motion-based expression and communication of certain ideas and feelings than on mere
simulation of physics or animal behavior, which has been a major focus of most research in this area.
In general, animators have a story to tell, and it is usually not totally reliant on physical
realism or efficiency of motion within spacetime constraints. The Disney tradition of
character animation reminds us that physics and biological realism are routinely violated
for the purposes of character personality and narration. Systems which incorporate genetic
algorithm's for evolution of behavior in articulated figures solve the physical problems
of optimizing behavior, but do not afford the optimization of expressivity, above and
beyond the constraints from evolutionary fitness pressures. Optimization of expressivity
cannot easily be accomplished with straightforward fitness functions. This thesis assumes
that it requires some feedback with a human in the optimizing loop. Animation systems
would benefit from tools which support expressive communication between the animator and
the animated, as things evolve, while simultaneously keeping behaviors within objectively
defined constraints.
"Move Like This" - Survival of the Fittest
An experimental method
for interactively demonstrating motion by gesturing into the scene has been implemented in
the Character Evolution Tool. It will be discussed as a potential new contribution to
character animation research. Since this system is based on an evolutionary paradigm, the
gesture tool essentially allows a free form line which is drawn into the scene to become a
form of evolutionary pressure which drives a character's motions to assume attributes of the
gesture. Two gesture matching algorithms have been implemented which compare the input
gesture with the character's motions. Figure 3 offers a cartoon explanation of the concept
behind the gesture tool.
Figure 3 A gesture is drawn by hand, then the individual
characters of a population are evaluated according to how closely a body part (the head) follows
the gesture, through time. This evaluation is used as a fitness criterion for evolution of
behaviors in the population. Over generations, the motions begin to mimic the motion of the
gesture.
Evolution and Design
Underlying this research is the idea that Darwinian
Evolution and Design, often considered antithetical processes, can be brought together
into one coherent system. We often refer to Design as a top-down organizational process,
involving decision and planning, and we consider Evolution to be a bottom-up, distributed
process, involving chance. But creative design (as viewed in this thesis) generally
involves a certain amount of bottom-up organization and chance. The idea in this thesis
is that computational evolution can augment the design process for this reason. Genetic
algorithms are good at searching for optimal solutions in arbitrarily large multiparameter
spaces. Design can also be said to be an activity of searching a large problem space for
solutions. Both make use of experimentation, both make use of iterative evaluation.
These kinds of notions are much more thoroughly explored by Hybs and Gero (92).
In
creative design, especially in the earlier stages of the design process, designers are
not always completely aware of what they are making or how to go about doing it.
Serendipity often plays a role in the process, and one generally improves the working
design iteratively. In short, the act of designing itself is an evolutionary process.
Considering genetic algorithms as serendipity enhancers (chance mutations can beget
successful strategies), we can see how a process based on evolution can be merged with a
design tool - if the interface is carefully constructed to support this. I have attempted
to develop an interface which brings these processes together, within the context of
animated graphics.
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