The aim of this research is to base the “AI” methods that control virtual characters on data of real human behaviour rather than purely a priori models. This will make it possible to capture the individuality and complexity of a real person’s behaviour. It will also make it enable actor’s to be more closely involved in the process of creating interactive characters, thus bringing a greater artistic insight into what has been, up to now a very technology driven process.
Gillies, Marco, 2009. Learning Finite State Machine Controllers from Motion Capture Data. IEEE transactions on computational intelligence and AI in games, 1 (1). pp. 63-72. ISSN 1943-068X
Gillies, Marco and Pan, Xueni and Slater, Mel and Shawe-Taylor, John, 2008. Responsive Listening Behavior. Computer Animation and Virtual Worlds, 19 (5). pp. 579-589. ISSN 1546-4261