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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorPronost, N.G.
dc.contributor.authorHagenaars, M.J.P.
dc.date.accessioned2014-02-18T18:00:34Z
dc.date.available2014-02-18T18:00:34Z
dc.date.issued2014
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/16149
dc.description.abstractIn this work, a developmental hierarchy is applied to the evolution of a relatively complex physics-based character animation controller. This means that the artificial neural network that makes up that controller is composed from a number of interdependent sub-networks; the control modules. It is hypothesized that evolving these modules one-by-one, with each of them dependent on its predecessors, will allow evolution to converge faster, and possibly to better results, than for a pair of baseline controllers. Both muscle-based actuation and joint torque-based actuation are tested, but only the latter succeeds. It is demonstrated that developmental hierarchies can lead to faster evolutionary convergence, while dealing with compound animations more adequately.
dc.description.sponsorshipUtrecht University
dc.language.isoen_US
dc.titleHierarchical development of physics-based animation controllers
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordscomputer animation, character animation, physics-based animation, neuroevolution, neural network, evolutionary algorithm, NEAT
dc.subject.courseuuGame and Media Technology


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