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Improv: A System for Scripting Interactive Actors in Virtual Worlds

Ken Perlin, Athomas Goldberg

SIGGRAPHAcademic816 cites50 descendantsMotion Synthesis

Scripting system for interactive character behaviors combining procedural motion layering with behavioral state machines for real-time actors.

Abstract

Improv is a system for authoring believable interactive characters through two subsystems: an Animation Engine using procedural techniques and action layering with inverse kinematics, and a Behavior Engine with layered scripts and probabilistic decision rules. The system enables non-programmers to create real-time interactive actors that respond to users and each other while maintaining consistent personalities.

How to read this

Category
System: authoring interactive animated actors
Contributions
  • An Animation Engine using procedural motion, action layering, and inverse kinematics
  • A Behavior Engine with layered scripts and probabilistic decision rules for personality-consistent behavior
  • An authoring approach letting non-programmers script real-time actors that respond to users and each other
Context
Sits in the procedural-animation and interactive-character lineage and is referenced as a basis for later parameterized motion work such as Verbs and Adverbs.
Correctness
Presented as a working authoring system; its strength is believable real-time interaction rather than physical accuracy, and the quality of results depends on author-supplied scripts and rules.
Clarity
Accessible and idea-driven; a first pass conveys the two-engine architecture, a second pass clarifies the scripting and layering details.
How to read it
First pass for the split between motion generation and behavior scripting; second pass if you care about how layers and probabilistic rules combine to give consistent personality.

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