User:Jj613/sandbox

= Behavior Authoring for Character Animation =

Introduction
Behavioral authoring is authoring behaviors to characters, which could generate intelligent, interactive and emotional characters. Using behavior authoring tools could reduce costly and inefficient interaction in creating behaviors for characters in animation and games.

Background
When creating a character, its behavior would be fundamental to consider about. However, it is a difficlut task. Sometimes it would lags behaind the other technologies in animation and computer games. For example, to create a computer-controlled characters (AI agents) in a traditional way, an AI designer specifies how the characters should behave. The programmers are responsible for implementing it. The development process involves frequent iteration are always costly, time-consuming and inefficient. It is also a huge challenge to author complex and various behaviors to multi-characters which not only have their own behaviors, but also interactive with each other.

Tools and Algorithms
=== BehaviorShop === It is a user-friendly tool to effectively create interactive artificial Intelligence. It provides graphic interfaces for users who do not have AI creating and programming experience, enableing users focus on editing behaviors.

System for Authoring Highly Interactive, Personality-Rich Interactive Characters
It includes two parts: 1. a new programming language, called Gertie; 2. a motion synthesis system, called the WB. This systems could generate interactive charters with a programming language which is highly related to the process of creating behaviors.

=== AIPaint === It merges two progress which traditional behavior authoring tools split: 1. the editing behaviors progress; 2. the test and simulate behaviors progeress. AIPaint can enhance the efficiency and concentration about the character behaivor itself.