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Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

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Page 1: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Controlling Individual Agents inHigh Density Crowd SimulationN. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Page 2: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

OutlineIntroductionRelated WorkThe ModelResultsConclusionsAssesments

Page 3: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

The AuthorsN. Pelechano

◦ Assoc. Prof. at Catalunya University.◦ Crowd simulation, real-time 3D, human-

avatar interactionsJ.M. Allbeck

◦ Assist. Prof. at George Mason University.◦ Animation, AI, physcology in crowds

N.I. Badler◦ Professor at University of Pennsylvania◦ Computational connections between

language and action

Page 4: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

IntroductionA model for High Density

Autonomous Crowds (HiDAC)◦Natural, realistic crowd simulation◦Handle high density◦Adapt to dynamic changes

Page 5: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

IntroductionHybrid approachPhysical forces with rules:

◦Physiological (locomotion)◦Psychological (personality, panic..)◦Geometrical (distance, angles..)

Two levels:◦High level – global◦Low level – local

Page 6: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Related WorkHelbing’s Social Forces model

◦Particle simulations , Oscillations◦Extensions exist – real-time problems

Rule-based models, i.e. Reynold’s◦ Realistic, for low-medium density◦Avoid individual contacts

Page 7: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Related WorkCellular Automota models

◦No contact between agents

Higher level navigation◦Roadmaps◦Potential Fields◦Cell and portal graphs

Page 8: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Related Work

Page 9: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

The Model - Overview

Page 10: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

High Level Module

Modeling Crowd and Trained Leader Behavior during Building Evacuation, by Pelechano and Badler. (2006)

Page 11: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Low Level ModulePrevent oscillationsCreate bi-directional flowsQueueingPushingAgents falling and act as

obstaclesPropogate panicExhibit impatienceReact to dynamic changes

Page 12: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Low Level ModuleMovement of an agent

Page 13: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Low Level ModuleThen, position is:

◦α : agent will move or be pushed◦v : velocity ( <= Vmax), constant a◦β : priority value to avoid fallen agents◦r : result of repulsive forces ◦T : time step

Page 14: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Forces: Avoidance

Page 15: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Forces:Avoidance

• D : viewing rectangle• Increase/decrease based on density

• Weights: • d: distance between agents• o: orientation of velocity vector

Page 16: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Forces: AvoidanceBi-directional flows with right

preference and altering rectangle of influence

Page 17: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Forces: Repulsion

•λ : Priority value between agents and walls/obstacles• Walls > Agents

Page 18: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Shaking ProblemStop moving if:

◦Agent is not in panic◦Repulsion against the agent

Can still be pushed forward.

Page 19: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Waiting BehaviourAllows queueingDisk of influence

◦Depends on desired behaviour

Page 20: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Pushing BehaviourPersonal space (disk)

◦I.e. Low for impatient agentApply collision response force

Page 21: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Falling AgentsWhen pushing forces are high

Becomes an obstacle

No repulsive force

Page 22: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Panic PropagationHigh-level module

◦Communication between agents

Low-level module◦Agent detects density or pushing

Page 23: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Dynamic changes and bottlenecksHigh-level module

◦Supply alternative paths

Page 24: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Results85 room environment

Simulation only:◦25 fps◦1800 characters

Simulation and 3D rendering◦25 fps◦600 simple 3d human figures

Page 25: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

ConclusionsAbility to simulate low-high

density◦Panic and calm situations

New and natural behaviours◦Pushing, queueing, falling agents...

User needs to define parameters for different environments/situations

Page 26: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Assesments – The paperLocal methods/behaviours

◦Clear explanation◦Supported with figures and results

Experiments & Results◦Rather scattered◦One or few comparative tests◦Could be more

Page 27: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Assesments – The methodNo problems with the model?

Behaviours and the model depend also on high-level module◦Limited adaptability◦Gaps in the method explanation

Page 28: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Assesments – The methodPerformance

◦25 fps, 600 human figures◦Enough for simulations and/or

games?

Applicability◦Rather limited ◦Would serve for industrial

applications

Page 29: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Assesments – The methodIncorporate global and local

approachNatural in high density

◦Individual contacts/interactions

Globay wayfinding◦Shortest path◦Maybe deliver another approach

Roadmaps, corridor maps

Page 30: Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)

Assesments – The methodLacks prediction/anticipation

◦ A Predictive Collision Avoidance Model for Pedestrian Simulation, Karamouzas et al.(2009)

Able to handle high density◦ Morphable Crowds, Eunjung Ju et al. (2010)

Integration of a personality model◦ How the Ocean Personality Model Affects the

Perception of Crowds, F. Durupinar et al. ( 2011)