Reviewing Craig W. Reynolds’ paper,1999

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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.