An architecture for behavioral locomotion

We present a complete architecture for behavioral control of locomotion for both real and simulated agents and provide a design methodology for building the locomotion control systems that embody the architecture. A low-level locomotion engine controls an agent's actions directly based on intermediate-level reactive behaviors such as attraction and avoidance. High-level state machines schedule and control the reactive behaviors allowing for more "intelligent" decision processes, and an agent model provides a mechanism for varying locomotion according to agent state and personality attributes. In addition to providing specifications for a locomotion engine, we address the problem of selecting and organizing an appropriate set of behaviors. We present selection criteria and a method for partitioning the behaviors to aid in implementation. We discuss the challenges specific to human locomotion and explain how to overcome them in the system design process. Finally, we introduce the notion of anticipation to the field of behavioral control and use it extensively throughout the system to produce agents whose actions are more realistic.

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