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dc.contributor.advisorLux, G
dc.contributor.advisorConen, W
dc.contributor.authorMarks, S
dc.date.accessioned2011-08-24T04:55:30Z
dc.date.available2011-08-24T04:55:30Z
dc.date.copyright2006-01-10
dc.date.issued2011-08-24
dc.date.submitted2005-09-25
dc.identifier.urihttp://hdl.handle.net/10292/1882
dc.description.abstractThe animation of virtual characters is a process that although supported by various software and hardware can be tedious and costly especially when the character to animate is very complicated and/or detailed. The method presented in this thesis tries to automatize or to support this process by letting the character "learn" its movements autonomously. This is established by first modelling physical properties (e.g. mass, inertia moments, joints, degrees of freedom) additionally to the optical ones to allow the interaction of the character with a simulated physical environment. In the second step the sensors (e.g. pressure, forces, angles, speed) and actors (e.g. motors, "muscles", suspension elements) that the character uses are defined. Third the sensors and actors are connected with the inputs and outputs of a neural network whose bias values and link weights are still uninitialized. These values are then modified by evolutionary strategies to find naturally looking movements of the character in its physical environment.
dc.publisherAuckland University of Technology
dc.subjectvirtual reality
dc.subjectphysical simulation
dc.subjectanimation
dc.subjectcomputer graphics
dc.subjectneural networks
dc.subjectgenetic algorithms
dc.titleEvolving autonomous locomotion of virtual characters in a simulated physical environment via neural networks and evolutionary strategies
dc.typeThesis
thesis.degree.grantorAuckland University of Technology
thesis.degree.levelMasters Theses
thesis.degree.nameMaster of Science in Computer Science
dc.rights.accessrightsOpenAccess


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