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Controlling Individual Agents inHigh Density Crowd SimulationN. Pelechano, J.M. Allbeck and N.I. Badler (2007)
OutlineIntroductionRelated WorkThe ModelResultsConclusionsAssesments
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
IntroductionA model for High Density
Autonomous Crowds (HiDAC)◦Natural, realistic crowd simulation◦Handle high density◦Adapt to dynamic changes
IntroductionHybrid approachPhysical forces with rules:
◦Physiological (locomotion)◦Psychological (personality, panic..)◦Geometrical (distance, angles..)
Two levels:◦High level – global◦Low level – local
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
Related WorkCellular Automota models
◦No contact between agents
Higher level navigation◦Roadmaps◦Potential Fields◦Cell and portal graphs
Related Work
The Model - Overview
High Level Module
Modeling Crowd and Trained Leader Behavior during Building Evacuation, by Pelechano and Badler. (2006)
Low Level ModulePrevent oscillationsCreate bi-directional flowsQueueingPushingAgents falling and act as
obstaclesPropogate panicExhibit impatienceReact to dynamic changes
Low Level ModuleMovement of an agent
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
Forces: Avoidance
Forces:Avoidance
• D : viewing rectangle• Increase/decrease based on density
• Weights: • d: distance between agents• o: orientation of velocity vector
Forces: AvoidanceBi-directional flows with right
preference and altering rectangle of influence
Forces: Repulsion
•λ : Priority value between agents and walls/obstacles• Walls > Agents
Shaking ProblemStop moving if:
◦Agent is not in panic◦Repulsion against the agent
Can still be pushed forward.
Waiting BehaviourAllows queueingDisk of influence
◦Depends on desired behaviour
Pushing BehaviourPersonal space (disk)
◦I.e. Low for impatient agentApply collision response force
Falling AgentsWhen pushing forces are high
Becomes an obstacle
No repulsive force
Panic PropagationHigh-level module
◦Communication between agents
Low-level module◦Agent detects density or pushing
Dynamic changes and bottlenecksHigh-level module
◦Supply alternative paths
Results85 room environment
Simulation only:◦25 fps◦1800 characters
Simulation and 3D rendering◦25 fps◦600 simple 3d human figures
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
Assesments – The paperLocal methods/behaviours
◦Clear explanation◦Supported with figures and results
Experiments & Results◦Rather scattered◦One or few comparative tests◦Could be more
Assesments – The methodNo problems with the model?
Behaviours and the model depend also on high-level module◦Limited adaptability◦Gaps in the method explanation
Assesments – The methodPerformance
◦25 fps, 600 human figures◦Enough for simulations and/or
games?
Applicability◦Rather limited ◦Would serve for industrial
applications
Assesments – The methodIncorporate global and local
approachNatural in high density
◦Individual contacts/interactions
Globay wayfinding◦Shortest path◦Maybe deliver another approach
Roadmaps, corridor maps
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)