Terrain reasoning for human locomotion

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Center for Human Modeling and Simulation
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Reich, Barry D.
Ko, Hyeongseok
Becket, Welton
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We describe a real-time model of terrain traversal by simulated human agents. Agent navigations includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed simulation of a variety of locomotion techniques. The path through the terrain is incrementally computed by a behavioral reasoning system configuring a behavioral feedback network. A number of sensors acquire information on object range, passageways, obstacles, terrain type, exposure to hostile agents, and so on. The behavioral reasoner weighs this information along with collision avoidance, cost, danger minimization, locomotion types, and other behaviors available to the agent and incrementally attempts to reach a goal location. Since the system is reactive, it can respond to moving obstacles, changing terrain, or unexpected events due to hostile agents or the effects of limited perception. A motor-level component provides general locomotion, including curved path walking and running that work in real-time with human figures.

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1994-05-01
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Center for Human Modeling and Simulation
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2023-05-17T01:02:23.000
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Copyright 1994 IEEE. Reprinted from Proceedings of Computer Animation '94, May 1994, pages 76-82. Publisher URL: http://dx.doi.org/10.1109/CA.1994.324004 This material is posted here with permission of the IEEE. Such permission of the IEEE does not in any way imply IEEE endorsement of any of the University of Pennsylvania's products or services. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution must be obtained from the IEEE by writing to pubs-permissions@ieee.org. By choosing to view this document, you agree to all provisions of the copyright laws protecting it.
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