游戏环境中基于agent的人群仿真建模

Imran Ahmad, Songqiao Sun, B. Boufama
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引用次数: 0

摘要

人群通常由各个领域的专家进行研究,以进行规划、培训、调查等。此外,模拟人群运动的逼真动画是计算机图形学和电子游戏界的热门课题。由于计算能力的提高,使用计算机的建模和模拟现在被用于使用代理来研究人群的动态。本文提出了一种基于智能体的人群仿真模型。与现有技术相比,我们提出的模型更加灵活,能够对人群建模进行实时更改。智能体生成方法,被称为可区分智能体生成方法(DAGM),能够创建具有可区分属性的三维动画人形模型。在本文中,我们还提出了一个多层碰撞系统(MCS),其中包括一个收集碰撞信息和评估处理的系统。此外,还引入了一个建筑与城市规划生成系统(BCGS)来创建和设置仿真中的障碍物。这种方法可用于与踩踏、疏散等危机管理相关的研究、规划和培训。所提出的方法能够在典型的计算环境中渲染由数百个智能体组成的视觉生动的3D人群。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Agent-based Crowd Simulation Modeling in a Gaming Environment
Human crowds are often studied by experts from various areas for planning, training, investigation, etc. Furthermore, simulating the motion of crowd for realistic animation is a popular subject in the computer graphics and video games communities. Thanks to improvements in computing power, modeling and simulations, using computers, are now used to investigate the dynamics of crowds using agents. This paper proposes a novel agent-based crowd simulation model, using a game engine. Compared to the existing techniques, our proposed model is more flexible and, has the ability to make real-time changes in crowd-modeling. The agent generation method, known as Distinguishable Agents Generating Method (DAGM), are capable of creating 3D animated-humanoid models with distinguished attributes. In this paper, we also propose a Multiple layer Collision System (MCS) that includes a system to collect collision messages and to evaluate the processing. A Building & City-planning Generating System (BCGS) is also introduced to create and setup obstacles in the simulation. This approach can be used for studies, planning and training related to crisis management such as stampede, evacuation, etc. The proposed method is capable of rendering a visually vivid 3D crowd of hundreds of agents using a typical computing environment.
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