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Steering Behavior For
Autonomous CharactersReviewing Craig W. Reynolds paper,1999
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AbstractThis paper presents solutions for one requirement ofautonomous characters in animation and games: the abilityto navigate around their world in a life-like and
improvisational manner. These steering behaviors arelargely independent of the particulars of the charactersmeans of locomotion. Combinations of steering behaviorscan be used to achieve higher level goals (For example: getfrom here to there while avoiding obstacles, follow this
corridor, join that group of characters...) This paper dividesmotion behavior into three levels. It will focus on the middlelevel of steering behaviors, briefly describe the lower level oflocomotion, and touch lightly on the higher level of goalsetting and strategy.
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A hierarchy of motion
behaviors
Motivation
Task
Motor
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A Simple Vehicle Model This vehicle model is based on a
point mass approximation. On theone hand that allows a very simpleand computationally cheapphysically-based model (forexample, a point mass has velocity(linear momentum) but no momentof inertia (rotational momentum)).
This use of an oversimplified non-physical vehicle model is merely for
convenience and intended to bewithout loss of generality itshould always be possible tosubstitute a more plausible, morerealistic physically based vehiclemodel.
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A Simple Vehicle Model
Flying Vehicle
Surface Hugging
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Steering Behaviors
Seek
Flee
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Steering Behaviors
Pursuit
Evasion
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Steering Behaviors
Offset pursuit
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Steering Behaviors
Arrival
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Steering Behaviors
Obstacle avoidance
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Steering Behaviors
Wander
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Steering Behaviors
Unaligned collision avoidance
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Steering Behaviors
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Steering Behaviors
Separation
Cohesion
Alignment
Leader following
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Combining Behaviors
A character may sequentially switch betweenbehavioral modes as circumstances change in its
world.
some kinds of behaviors are commonly blended
together, effectively acting in parallel.
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