Shoulson, Alexander

Email Address
ORCID
Disciplines
Research Projects
Organizational Units
Position
Introduction
Research Interests

Search Results

Now showing 1 - 6 of 6
  • Publication
    Authoring Multi-Actor Behaviors in Crowds With Diverse Personalities
    (2013-01-01) Shoulson, Alexander; Kapadia, Mubbasir; Badler, Norman I; Durupinar, Funda
    Multi-actor simulation is critical to cinematic content creation, disaster and security simulation, and interactive entertainment. A key challenge is providing an appropriate interface for authoring high-fidelity virtual actors with featurerich control mechanisms capable of complex interactions with the environment and other actors. In this chapter, we present work that addresses the problem of behavior authoring at three levels: Individual and group interactions are conducted in an event-centric manner using parameterized behavior trees, social crowd dynamics are captured using the OCEAN personality model, and a centralized automated planner is used to enforce global narrative constraints on the scale of the entire simulation. We demonstrate the benefits and limitations of each of these approaches and propose the need for a single unifying construct capable of authoring functional, purposeful, autonomous actors which conform to a global narrative in an interactive simulation.
  • Publication
    Selecting Agents for Narrative Roles
    (2011-10-01) Shoulson, Alexander; Badler, Norman I; Garcia, Daniel
    We present ongoing work on a system that accommodates player agency in a digital narrative with an external plot. We focus on key events that should occur in that storyline for dramatic effect, but do not explicitly specify the characters that should fill the roles needed for those events. Instead, we define them abstractly, with characteristics that the selected characters should have (including previous events they should have completed for eligibility), and rely on a Director construct to populate those roles from agents in the selection pool that fit those criteria. Agents begin as largely homogeneous, primordial entities that accumulate data and narrative value from the events in which they participate. This creates an environment that differentiates characters by the actions they perform, conferring worth onto characters that become important to the player based on their direct involvement in the plot. The focus, then, is on defining a priori the what of the narrative, while leaving it to the Director construct to decide at runtime exactly who among a distributed pool of agents carries it out.
  • Publication
    ADAPT: The Agent Development and Prototyping Testbed
    (2014-07-01) Shoulson, Alexander; Marshak, Nathan; Badler, Norman I; Kapadia, Mubbasir
    We present ADAPT, a flexible platform for designing and authoring functional, purposeful human characters in a rich virtual environment. Our framework incorporates character animation, navigation, and behavior with modular interchangeable components to produce narrative scenes. Our animation system provides locomotion, reaching, gaze tracking, gesturing, sitting, and reactions to external physical forces, and can easily be extended with more functionality due to a decoupled, modular structure. Additionally, our navigation component allows characters to maneuver through a complex environment with predictive steering for dynamic obstacle avoidance. Finally, our behavior framework allows a user to fully leverage a characterโ€™s animation and navigation capabilities when authoring both individual decision-making and complex interactions between actors using a centralized, event-driven model.
  • Publication
    Animating Synthetic Dyadic Conversations With Variations Based on Context and Agent Attributes
    (2012-02-01) Shoulson, Alexander; Huang, Pengfei; Sun, Libo; Nenkova, Ani; Badler, Norman I; Nelson, Nicole; Qin, Wenhu
    Conversations between two people are ubiquitous in many inhabited contexts. The kinds of conversations that occur depend on several factors, including the time, the location of the participating agents, the spatial relationship between the agents, and the type of conversation in which they are engaged. The statistical distribution of dyadic conversations among a population of agents will therefore depend on these factors. In addition, the conversation types, flow, and duration will depend on agent attributes such as interpersonal relationships, emotional state, personal priorities, and socio-cultural proxemics. We present a framework for distributing conversations among virtual embodied agents in a real-time simulation. To avoid generating actual language dialogues, we express variations in the conversational flow by using behavior trees implementing a set of conversation archetypes. The flow of these behavior trees depends in part on the agentsโ€™ attributes and progresses based on parametrically estimated transitional probabilities. With the participating agentsโ€™ state, a โ€˜smart eventโ€™ model steers the interchange to different possible outcomes as it executes. Example behavior trees are developed for two conversation archetypes: buyerโ€“seller negotiations and simple askingโ€“answering; the model can be readily extended to others. Because the conversation archetype is known to participating agents, they can animate their gestures appropriate to their conversational state. The resulting animated conversations demonstrate reasonable variety and variability within the environmental context. Copyright ยฉ 2012 John Wiley & Sons, Ltd.
  • Publication
    An Event-Centric Planning Approach for Dynamic Real-Time Narrative
    (2013-01-01) Shoulson, Alexander; Badler, Norman I; Kapadia, Mubbasir
    In this paper, we propose an event-centric planning framework for directing interactive narratives in complex 3D environments populated by virtual humans. Events facilitate precise authorial control over complex interactions involving groups of actors and objects, while planning allows the simulation of causally consistent character actions that conform to an overarching global narrative. Events are defined by preconditions, postconditions, costs, and a centralized behavior structure that simultaneously manages multiple participating actors and objects. By planning in the space of events rather than in the space of individual character capabilities, we allow virtual actors to exhibit a rich repertoire of individual actions without causing combinatorial growth in the planning branching factor. Our system produces long, cohesive narratives at interactive rates, allowing a user to take part in a dynamic story that, despite intervention, conforms to an authored structure and accomplishes a predetermined goal.
  • Publication
    Real-Time Storytelling with Events in Virtual Worlds
    (2015-01-01) Shoulson, Alexander
    We present an accessible interactive narrative tool for creating stories among a virtual populace inhabiting a fully-realized 3D virtual world. Our system supports two modalities: assisted authoring where a human storyteller designs stories using a storyboard-like interface called CANVAS, and exploratory authoring where a human author experiences a story as it happens in real-time and makes on-the-fly narrative trajectory changes using a tool called Storycraft. In both cases, our system analyzes the semantic content of the world and the narrative being composed, and provides automated assistance such as completing partially-specified stories with causally complete sequences of intermediate actions. At its core, our system revolves around events -รข?? pre-authored multi-actor task sequences describing interactions between groups of actors and props. These events integrate complex animation and interaction tasks with precision control and expose them as atoms of narrative significance to the story direction systems. Events are an accessible tool and conceptual metaphor for assembling narrative arcs, providing a tightly-coupled solution to the problem of converting author intent to real-time animation synthesis. Our system allows simple and straightforward macro- and microscopic control over large numbers of virtual characters with diverse and sophisticated behavior capabilities, and reduces the complicated action space of an interactive narrative by providing analysis and user assistance in the form of semi-automation and recommendation services.