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Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)
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Outline Introduction Related Work The Model Results Conclusions Assesments
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The Authors N. Pelechano ◦ Assoc. Prof. at Catalunya University. ◦ Crowd simulation, real-time 3D, human-avatar interactions J.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
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Introduction A model for High Density Autonomous Crowds (HiDAC) ◦ Natural, realistic crowd simulation ◦ Handle high density ◦ Adapt to dynamic changes
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Introduction Hybrid approach Physical forces with rules: ◦ Physiological (locomotion) ◦ Psychological (personality, panic..) ◦ Geometrical (distance, angles..) Two levels: ◦ High level – global ◦ Low level – local
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Related Work Helbing’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
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Related Work Cellular Automota models ◦ No contact between agents Higher level navigation ◦ Roadmaps ◦ Potential Fields ◦ Cell and portal graphs
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Related Work
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The Model - Overview
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High Level Module Modeling Crowd and Trained Leader Behavior during Building Evacuation, by Pelechano and Badler. (2006)
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Low Level Module Prevent oscillations Create bi-directional flows Queueing Pushing Agents falling and act as obstacles Propogate panic Exhibit impatience React to dynamic changes
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Low Level Module Movement of an agent
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Low Level Module Then, 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
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Forces: Avoidance
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Forces:Avoidance D : viewing rectangle Increase/decrease based on density Weights: d: distance between agents o: orientation of velocity vector
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Forces: Avoidance Bi-directional flows with right preference and altering rectangle of influence
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Forces: Repulsion λ : Priority value between agents and walls/obstacles Walls > Agents
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Shaking Problem Stop moving if: ◦ Agent is not in panic ◦ Repulsion against the agent Can still be pushed forward.
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Waiting Behaviour Allows queueing Disk of influence ◦ Depends on desired behaviour
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Pushing Behaviour Personal space (disk) ◦ I.e. Low for impatient agent Apply collision response force
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Falling Agents When pushing forces are high Becomes an obstacle No repulsive force
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Panic Propagation High-level module ◦ Communication between agents Low-level module ◦ Agent detects density or pushing
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Dynamic changes and bottlenecks High-level module ◦ Supply alternative paths
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Results 85 room environment Simulation only: ◦ 25 fps ◦ 1800 characters Simulation and 3D rendering ◦ 25 fps ◦ 600 simple 3d human figures
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Conclusions Ability 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
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Assesments – The paper Local methods/behaviours ◦ Clear explanation ◦ Supported with figures and results Experiments & Results ◦ Rather scattered ◦ One or few comparative tests ◦ Could be more
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Assesments – The method No problems with the model? Behaviours and the model depend also on high-level module ◦ Limited adaptability ◦ Gaps in the method explanation
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Assesments – The method Performance ◦ 25 fps, 600 human figures ◦ Enough for simulations and/or games? Applicability ◦ Rather limited ◦ Would serve for industrial applications
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Assesments – The method Incorporate global and local approach Natural in high density ◦ Individual contacts/interactions Globay wayfinding ◦ Shortest path ◦ Maybe deliver another approach Roadmaps, corridor maps
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Assesments – The method Lacks 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)
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