dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Pronost, N.G. | |
dc.contributor.author | Hagenaars, M.J.P. | |
dc.date.accessioned | 2014-02-18T18:00:34Z | |
dc.date.available | 2014-02-18T18:00:34Z | |
dc.date.issued | 2014 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/16149 | |
dc.description.abstract | In 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.sponsorship | Utrecht University | |
dc.language.iso | en_US | |
dc.title | Hierarchical development of physics-based animation controllers | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | computer animation, character animation, physics-based animation, neuroevolution, neural network, evolutionary algorithm, NEAT | |
dc.subject.courseuu | Game and Media Technology | |