Hierarchical Model for Real Time Simulation of Virtual Human Crowds
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Transcript of Hierarchical Model for Real Time Simulation of Virtual Human Crowds
Hierarchical Model for Real Time Simulation of Virtual HumanCrowds
Bart van Greevenbroek
Overview
Article Authors ViCrowd Experiments Assessment
The Authors
Soraia Raupp Musse
Daniel Thalmann
The Article
Published in 2001 Cited 229 times Cited by “Finding Paths for Coherent
Groups Using clearance” (no 6 on our list) by Arno kamphuis and Mark Overmars
Controlling a Crowd
Scripted behaviors Reactive behaviors User-guided behaviors
Hierarchy
Crowds
Groups
Agents
ViCrowd
Behavioral based multi-level framework
Used to simulate crowds in real time Script-based language.
Knowledge, Beliefs and Intentions
Knowledge (information about the world)
Beliefs (states of emotion) Intentions (goals)
Events
Can change the knowledge, beliefs or intentions of an agent
And thus the behavior Example: A door closes, the
knowledge that the door closes changes, agents will not go through that door.
Example: A bomb goes off, agents within a radius panic, and behavior is altered.
Main Problems
Modeling of crowd information, also concerning the distribution of groups
Different levels of realism Required Structure to provide
interaction between groups of agents in real time
Related work
Different Types of Crowd Control
Priority
High level
Flocking Following Goal Changing Attraction Repulsion Split Space adaptability Safe-Wandering
Flocking
the agents from the same group share the same list of goals;
They walk at similar speeds; They follow the paths generated as
showed One agent can wait for another on
arrival at a goal when another agent from the same group is missing.
Following
A group can follow another group by sharing the same goals, either temporary or permanently.
Goal Changing
Agents can change groups, and this is influenced by the relationship value with each agent in the group (value between 0 and 1)
Agents have a leadership ability value, which is also taken into account
If an agent has a higher relationship with another group, it will join that group. If the leadership value is high enough
Attraction
The user can paint regions where the groups must be at a certain point, and the orientation can be influenced as well.
Groups are normally attracted to attraction points
Repulsion
Groups are repulsed by obstacles and each other (similar to the social force model)
Split
Groups can split randomly
Space Adaptability
The group wants to occupy all the walking space, using a bezier curve:
Safe-Wandering
Using a procedural method, the agents predict collisions using collision detection between two lines
Results (1)
Scripted Behavior (SB) Reactive Behavior (RB) Guided Behavior (GB)
Results (2)
Results (3)
Future work
Improving viCrowd script language by integrating Python
Panic and Emergency Behaviors
The Good
High level of compatibility with other methods
Very flexible system User has control over groups if
needed Groups are essential for a realistic
crowd, so its good to focus on groups Knowledge, Beliefs and Intentions is
a well-known paradigm in the AI field
The Bad
Performance is not awe-inspiring Exact formulae are missing No system specs are given, which
makes comparison with other methods difficult
A collection of simple motions are possible, but what about complex motions?
Seeing as groups follow attraction points, Oscillations can occur.
The ugly
The site with examples they mentioned, does not work.
Figures are sloppy, some text is cut off.
Meaningless pictures. If something is happening in the experiment involving motions, draw arrows or make the motion obvious.
In general, they go all over the place.