Brian Allen's Homepage

"For seeing life is but a motion of limbs, the beginning whereof is in some principal part within, why may we not say that all automata (engines that move themselves by springs and wheels as doth a watch) have an artificial life? For what is the heart, but a spring; and the nerves, but so many strings; and the joints, but so many wheels, giving motion to the whole body, such as was intended by the Artificer?"

from Leviathan (1651) by Thomas Hobbes.
A variety of character morphologies learn to walk in ways that make use of their unique physical characteristics.

Current Research

Physical simulation is quickly becoming de rigeur in interactive simulations ranging from high-budget computer games to “serious games” that educate students, train soldiers and rehabilitate the injured.  Nevertheless, systems of control for dynamic human characters in these simulations are still in their infancy.  Humans present exceptional difficulties to control both because they are biped and thus not statically stable during most motions, and because the standard for fluidity and fidelity is high-- virtual humans should move like natural humans.  This is a surprisingly difficult problem that has not been adequately solved in either robotics or computer animation.

I'm interested in combining low-level techniques adapted from robotics with machine learning techniques to allow the automatic synthesis of controllers.  The low-level techniques are based on the efficient computation of composite inertia tensors, applied-torque compensation, and several metrics indicative of balance (e.g., ZMP, ZRAM).  The higher-level is based on the artificial evolution of neural networks.  Novel representations and abstractions derived from the lower-level control techniques reduces and smoothes the problem search-space.  Early results have provided initial validation of the neuroevolutionary approach for controlling bipeds for initiating locomotion from standing, walking short distances, and balancing against small random perturbations. 

Current work examines the possibility of generating objective functions automatically by classifying system state-space according to known control strategies.  Areas where no existing strategy is known inform the automatic creation of new objective functions.

Publications

(details and animations available under Research)
B. Allen, D. Chu, A. Shapiro, P. Faloutsos. On the Beat! Timing and Tension for Dynamic Characters, ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA), San Diego, CA, August, 2007.

A. Shapiro, D. Chu, B. Allen, P. Faloutsos. A Dynamic Controller Toolkit. The 2nd Annual ACM SIGGRAPH Symposium on Videogames (Sandbox), San Diego, CA, August, 2007.

B. Allen, S. Jain, P. Faloutsos, C. K. Liu. Environment-Based Physical Motion for Secondary Characters. ACM SIGGRAPH 2007 Poster, San Diego, CA, August, 2007.

V. Nistor, B. Allen, G. P. Carman, P. Faloutsos, E. Dutson. "Haptic guided telementoring and videoconferencing system for laparoscopic surgery," Proceedings of the SPIE 14th International Symposium Smart Structures and Materials & Nondestructive Evaluation and Health Monitoring, San Diego, CA, 18-23 March 2007.

V. Nistor, B. Allen, G. P. Carman, P. Faloutsos, E. Dutson. "Haptic guidance for laparoscopic surgery immersive training and mentoring," Medicine Meets Virtual Reality 15: in vivo, in vitro, in silico: Designing the next in Medicine, Long Beach, CA, 6-9 February 2007.

J. Pair, B. Allen, M. Dautricourt, A. Treskunov, M. Liewer, K. Graap, G. Reger. "A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder," Proceedings of the IEEE Virtual Reality Conference, 2006.

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