Controlling Individual Agents in High-Density Crowd Simulation

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Controlling Individual Agents in High-Density Crowd Simulation Nuria Pelechano,Jan Allbeck, Norman Badler Center for Human Modeling and Simulation University of Pennsylvania

Introduction: Challenge of simulating high density crowds. Problems in current approaches: Rule Based: lack collision response or stopping to avoid overlapping. Social Forces: continuous vibration problem. Cellular Automata: checkerboard. HiDAC (High-Density Autonomous Crowds) Combines geometrical and psychological rules with a social forces model. Exhibits a wide variety of emergent behaviors relative to the current situation, personalities of the individuals and perceived social density. We classify crowd agent motions by three main approaches: social forces models, rule based models and cellular automata models. None of the current models can realistically animate high-density crowds. Rule based models either don’t consider collision detection and repulsion at all or adopt very conservative approaches through the use of waiting rules, which work fine for low densities in everyday life simulation, but lack realism for high-density or panic situations. Social forces models tend to create simulations that look more like particle animation than human movement. Cellular automata models limit agent spatial movements and tend to expose the underlying checkerboard of cells when crowd density is high. The figure shows a taxonomy for crowd simulation and compares our model (HiDAC: High-Density Autonomous Crowds) with the main models in the literature along the dimensions of animation realism and crowd density. 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation Related Work Helbing: social forces models (2000). Brogan et. al.: particle systems with dynamics (1997) Braun et. al.: social forces+individualism (2003) Lakoba et. al.: extended Helbing’s model. No real time (2005) Treullie et. al.: continuum crowds (2006) Reynolds: rule based models (1987,1999) Shao and Terzopoulos: cognitive models with rules (2005) Chenney: Flow tiles (2004) Tecchia et. al. Cellular automata model (2001) Helbing’s empirical Social Forces model applies repulsion and tangential forces to simulate interactions between people and obstacles. 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Architecture Overview Contribution 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Low-level: Local motion HiDAC uses psychological attributes (panic, impatience) and geometrical rules (distance, areas of influence, relative angles) to eliminate unrealistic artifacts and to allow new behaviors: Preventing agents from appearing to vibrate Creating natural bi-directional flow rates Queuing and other organized behavior Pushing through a crowd Agents falling and becoming obstacles Propagating panic Exhibiting impatience Reacting in real time to changes in the environment 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation The HiDAC model Direction of movement: Current direction Attractor Walls Obstacles Other Agents Desired new position: Fallen agents Priority Avoidance Shakiness & Queuing The movement of agent depends on the desired attractor F_At, while avoiding walls F_wa, obstacles F_ob and other agents F_ot and trying to keep its previous direction of movement to avoid abrupt changes in its trajectory F_to(n-1). All these forces are summed together with different weights wi that are the result of psychological and/or geometrical rules, and determine the importance of each force on the final desired direction of movement. Pi is the current position, Vi current velocity, alpha is a binary value used to stop the agent from attempting to move to reduce shakiness and for queuing behavior. F_to is the force calculated above and F_fa is a force to avoid fallen agents. Beta is used to give priority to avoid fallen agents based on distance to them. T is the increment in time between simulation steps. Finally r is the result of the repulsion forces when overlapping with a wall, obstacle or other agents. Normalized direction of movement Previous position Repulsion Velocity 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation Avoidance forces (I) Distance (dji) and angle (θj) establishes the relevance of the obstacle in the agent’s trajectory. Agents update their perceived density as they navigate 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Avoidance forces (II) Other agents Overtaking and bi-directional flow Avoidance forces for other agents affected by: Distance to obstacles. Direction of other agents relative to agent i’s direction of movement. Density of the crowd. Right preference. Avoidance force: Increases as the distance between agents becomes smaller Depends on relative orientation 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation Repulsion forces When overlapping occurs, repulsion forces are calculated λ is used to set priorities between agents (that can be pushed) and walls or obstacles (that cannot be pushed away) If there is repulsion from walls or obstacles, then  is set to 0.3 to give preference to avoiding intersection with walls or obstacles over agents that can be pushed away. 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Solution to “shaking” problem When repulsion forces from other agents appear against the agent’s desired direction of movement, and the agent is not in panic state, then the stopping rule applies: If then StoppingRule=TRUE If StoppingRule=TRUE then the agent will not attempt to move, but it could still be pushed by others 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation Queuing No panic : people respect lines and wait Influence disks drive waiting behavior. The radius of the influence disks depend on personality and type of behavior desired (panic vs. normal) The strength of the tangential forces leads to different queue widths, and is specified by the user (min,med,max) 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation Pushing Pushing achieved through collision response and different personal space thresholds (ε) Panic can be propagated through the crowd by deactivating waiting behavior and modifying pushing thresholds. Pushing can also make some agents fall and become new obstacles, which will be avoided but will not apply response. 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Avoiding bottlenecks and interactive changes in the environment Agents can interactively react to doors being locked/unlocked. If an alternative route is known they will follow it, otherwise they can explore the environment searching for alternatives. Likewise impatient agents can react to a bottleneck by modifying their route if an alternative route is known. 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation Results Goal Method Fast perception of environment Influence rectangles, distances, angles and directions of movement are used to prioritize obstacles. Eliminate shaking behavior Apply stopping rules to forces model. Natural bi-directional flow Variable length influence rectangles and different ‘right’ preferences. Queuing behavior Influence discs triggering waiting behavior based on agents’ direction. Pushing behavior Collision response based on variable ‘personal space thresholds’. Falling agents becoming new obstacles Apply tangential forces for obstacle avoidance but not repulsion forces. Panic propagation Modify agent behavior based on personality and perception of other agents’ level of panic. Crowd impatience Dynamically modifying route selection based on environmental changes. 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation Conclusions HiDAC can be tuned to simulate different types of crowds (from fire evacuation to normal conditions) Heterogeneous crowd where different behaviors can be exhibited simultaneously Unlike CA and rule-based models, HiDAC can simulate an individual pushing its way through a crowd. Unlike social forces models, our agents can exhibit more respectful queuing behavior. Shakiness avoidance achieved without increasing computational time, and impatience avoids sheep-like behavior observed in many crowd simulation models. Real time simulation achieved for up to 600 agents (with crayon figures) and 1800 (2D rendering) 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation Conclusions 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation

Controlling Individual Agents in High-Density Crowd Simulation Questions? npelecha@seas.upenn.edu allbeck@seas.upenn.edu badler@seas.upenn.edu URLs: HMS Center: http://hms.upenn.edu HiDAC videos: http://hms.upenn.edu/people/pelechano 5 August 2007 Controlling Individual Agents in High-Density Crowd Simulation