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8 |
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switching between several controllers over time, possibly subject to some form of transition requirements.
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user [Wil86] [AGL87] [FW88] or based on measured or observed data [MZ90] [Mil88]. |
Other |
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controllers are based on state machines, dividing the motion into a number of phases, each of |
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which is represented by a single state. |
Controllers are designed by hand in many cases [RH91] |
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[SC92] |
[HSL92] |
[H+95]. |
Hand-designed |
controllers |
require |
the |
use |
of |
carefully |
chosen |
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parameters to simplify the control program and are typically specific to a particular type of motion (e.g. hopping). |
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Controllers can also be automatically synthesized. |
Automatic synthesis uses various stochastic |
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search strategies to explore the space of possible controllers [VF93] [vKF94] [vKF94b] [vL95] [NM93] [A+95] [Sim94] [GT95]. Each controller is assigned a fitness value which characterizes its "goodness" and a mechanism is provided for keeping and refining good controllers and eliminating poor ones. In [Sim94], the structure of the creature itself is allowed to evolve, as well |
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as the controller. |
Current automatic synthesis techniques are best at finding controllers for |
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relatively stable creatures and motions such as a crawling ant or motion in a single plane. |
This is |
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because they rely on the fact that a good first guess can be stochastically determined with a reasonable amount of computation. A relatively smooth fitness function is also typically required |
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to allow incremental progress toward an acceptable solution. |
Unstable motions such as human |
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walking do not meet these requirements since the solution space is exceedingly small compared to that of a more stable creature and motion, especially when motion in 3 dimensions is desired.
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requiring |
less |
direct |
animator |
intervention |
as |
compared |
to |
kinematic |
and |
trajectory-based |
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approaches. The cost of this increased autonomy is in the degree of control the animator has over |